Race Biographies

of the Star Control Universe

Each race is presented with a small fact list based on their current status (as of the end of the Collapse of Hyperspace, marking the close of the third Star Control game), and, if any, their ship type, homeworld, current contacts, and a relevant quote chosen to both illustrate the more colorful aspects of their culture and to entertain.
Also, lengthy information has been collected and speculated upon. This has been broken into four main headings: Physiology, Philosophy, History, and Future Plans. Naturally, where game data was lacking, notably in the subject of physiology, I have extrapolated a best-guess based on earth-type analogues and logical biological structures. As details are clarified, modifications will be made. Any interpretations you may have differing ideas upon will be welcome feedback.

Some races are not involved in the restoration of Hyperspace, and as such, there may be little development on these races than when this document was written originally.    

"Androsynth" Android-Synthetic ("False Man")

Status: Extinct?
Ship: Guardian
Contacts: Orz
Quote: None

Physiology: As their creators and former masters, humans have an intimate knowledge of the Androsynth life form. Created in Zurich in 2019, the Androsynth were genetically altered from human stock to serve as capable production assistants in detailed scientific research and assembly. As such, the Androsynth were highly intelligent and physically able, having combined all the best of human evolution into a eugenic cocktail. Perhaps as a perverse strike against what was designed to be a superior life form, their creator, Hsien Ho, did not imbue the new species with the ability to reproduce -- dooming them to a rather pointless existence as human slaves. Tens of thousands of these hapless servants were ultimately made, none able to breed. As far as is known.

Philosophy: The Androsynth were highly intelligent, and it can be assumed that they had brilliant minds to guide them. Unfortunately, nothing but ruined cities and traces of research litter their "abandoned" homeworld. All of their research pointed to experimentation with inter-dimensional fatigue when something went horribly wrong. Records detail poltergeists and ghosts, but are probably the rantings of an insane scientist. Despite the long period between their revolt and their disappearance, contact between the Androsynth and the humans was sparing -- chiefly involving open combat.

History: Androsynth history is brief, and little is known past their exodus. In 2085, a worldwide rebellion occurred, with the assistance of sympathetic humans. Space terminals were taken over in the span of a day, and over a thousand space ships were commandeered to ferry all of the former slaves off of the homeworld. Lunar and orbital bases were taken and held by the Androsynth, and some were ultimately fitted with hyperspace thrusters and flown out of the solar system.

    The Androsynth were subjugated by the Hierarchy after colonizing Eta Vulpeculae 2. Their Guardian ships were more than a match for the Earthling Cruiser, but their low numbers prevented them from bearing the brunt of the fighting. After the war ended, they were more or less left to their own devices -- an isolation which may have brought about their bitter end. Those who knew the Androsynth best, the Orz, aren't talking. How the Orz are involved in the last days of the Androsynth colonies is left to speculation, as the Orz will not discuss the matter.
Investigations of the Androsynth's ruined cities show signs of combat -- but of ground troops only. There was no evidence of orbital bombardment, and no bodies. The Androsynth were simply taken. Science Officer Bukowski, after accessing some working records, found that the Androsynth had discovered a Precursor artifact on Alpha Lalande which allowed them to create windows of other "reality phases." Through this technology, they had hoped to open that window and travel to another one in this phase. Unfortunately for them, the other phase was occupied, presumably by Orz.
    All records indicate that the scientific Androsynth were desperately researching paranormal phenomena -- reality aberrations, poltergeists, ghosts, and other such subjects. Apparently, whatever invaded Eta Vulpeculae 2 did so in such a manner that the Androsynth believed they were being haunted. Now, however, nothing haunts their abandoned homeworld, and little evidence remains of their work after Bukowski destroyed it to stop, in his psychotic words, "them" from finding us.

Future Plans: None known. Before their disappearance, they were researching methods of reproduction and inter-dimensional fatigue. Apparently, they had made some progress in the latter. Whether continued research is a consideration or not depends on if the Androsynth are extinct or not.

"Arilou" Arilou Lalee'lay

Status: Dying
Ship: Skiff
Homeworld: Falayalaralafi
Contacts: Humans, Umgah, Orz, Precursors?
Quotes: "Our motives are multiple, our desires complex." 
"Races evolve and develop and seek to maximize their potential. But sometimes races become very advanced, they seek to control too many of the variables in their lives."

Physiology: Almost nothing is known about the Arilou beyond physical appearances. Conversely, the Arilou appear to know our species very well -- a fact which is somewhat disturbing. The Arilou are short humanoids with glowing eyes, nostrils with no nose, and a diminutive mouth unused for communication. They have pale skin and hypercephalic skulls -- the spitting image of popular depictions of alien encounters in the late 20th century. They are also known to be pan-dimensional beings, possibly extending through planes of existence like reeds through a pond surface. Both Arilou and Orz, however, are uncommunicative on the subject.

Philosophy: Unknown. The Arilou seem to enjoy prankishness, a trait shared by their neighbors, the Umgah. Their attitudes toward humans seem to be paternal -- in fact, the sole reason the Arilou joined the Alliance of Free Stars was to protect the humans. Their sudden "bugging out" after Earth was slave-shielded by the Ur-Quan Kzer-Za task force shows their typical disconnectedness with the other sentient races of the galaxy.

It may well be that the Arilou's connection with humans extends far into our species' past, and that, like the Yehat, the strange xenoforms are indirectly responsible for uplifting our culture into sentience. The Arilou spoke of travels to dimensions other that Quasi-Space and our galaxy that we could not find. If there are similar child races reared by "caretakers," we may never know. In the meantime, it would seem that the Arilou are intent on protecting us, if not from others in our own dimension, then from *others*.

History: Completely unknown. What the Arilou have chosen to share with us is information directly concerning our species, and not much of that. How they came to interact with us is a mystery. They served in the Alliance from 2116 until the close of the war, then vanished. Since the destruction of the Sa-Matra and the silence of the Kohr-Ah death fleets, they have again come into contact with the galaxy.

Clarification: The Arilou are among the oldest extant races, one of the two fully sentient, fully aware creatures to have survived an Eternal One feeding. However, this longevity has had profound costs for the pesky race: The Arilou are nearing the end of their lifespan as a race, and the accumulation of genetic defects is dooming their species.

The Arilou evaded the Eternal Ones much the same way the Taalo avoided the Dnyarri task force: They got out of the way. Specifically, they *slid* into another dimension, so that when the Eternal Ones began their feeding, the Arilou were no longer around to be fed upon. When the Orz refer to the Arilou as "from *above*," they refer to their impish adversaries as having originally hailed from Truespace. However, what the Arilou were then is not what they are now. There have been changes.
    The stress to their physiology, in moving from a stable, organic environment to the stressful, frenetic setting of Quasispace, caused a weakening in the Arilou, a weakening that was heritable by genes. Alarmed at their increasing mutation load, they presumably began a program of rigid eugenics, opting to circumvent natural selection by artificially tweaking genes that they held to be aberrant and disadvantageous. However, as nature defies such mechanisms, the Arilou contined to degenerate, accumulating more and more mutations, but without having adapted to life in Quasispace. In other words, because they did not choose to evolve, they chose to perish.
    Increasingly distraught, the Arilou began to seek out other races to continue their own longevity. In doing so, they found the humans. While originally, the relationship was merely parasitic, the playful Arilou sought, in their own strange manner, to guide our progress, as well as seek to keep our race from harm for our, and their, own benefit. As such, the Arilou never meant any real harm, but they did not come forward with their dilemma, which, in retrospect, seeded inevitable discovery and distrust by their unknowing benefactors.
    Towards the return of the Eternal Ones (Author's note: You can experience this by allowing the Eteral Ones to "win"), the Arilou came to collect the humans, promising them save egress from reality, away from the Eternal Ones and all other threats to our well being. This offer, however, was not truly benign, either, as the Arilou had planned to keep the humans as chattel; to farm us as genetic stock and to utilize our DNA to fortify their own. As such, the Arilou were advised that the Precursors had explained their dire situation, and that the humans were no longer interested in continuing such a one sided relationship. Thusly dejected, but semi-honorable to the end, the Arilou sadly winked out of this reality, finally accepting that their will could not be imposed on us any longer. In essence, they accepted their fate with dignity.
    It must be wondered, however, how long that will last. The Arilou have always been chiefly, and nearly solely, looking after their own self interests; aiding another race was an option only when it suited their own welfare. If the Arilou as a whole have accepted our descision, then they do so at the cost of their own survival, as it is much too late to weather the genetic maelstrom awaiting them. Given such a thing is very unlikely, it is doubtful we have seen the last of the Arilou -- but it is certain that we will not be able to look forward to their encounters in a peaceful light any longer. They have shown themselves quite capable of taking what they need by force.


Status: Extinct
Ship: Broodhome
Homeworld: Procyon 2
Contacts: None
Quote: None

Physiology: The crystalline Chenjesu were based on a silicon based biochemistry, a boggling concept to earth scientists sure that all life must be found in the range in which water is liquid. In order to maintain such a physiology, the Chenjesu required a far more intense star than Sol to evolve, as silicon only makes a viable substitute to carbon in energy rich situations -- such as the brilliant sun in the Procyon system.

It may well be because of this rich resource that the Chenjesu were chemosynthetic, using the vast mineral deposits of their world and a radiant light source as an endless supply of medium for growth. The Chenjesu evolved alone on their world, with no predators and, as chemosynthetic organisms, no prey. They developed culture in harmony and, as far as is known, without incident. Their crystalline structure allowed them to send and receive Hyperwave transmissions without aid of a signalling apparatus, an ability which served the Chenjesu until they were sealed on their homeworld by the Ur-Quan Kzer-Za.
It should be noted that the Taalo, while also silicon based, are said to have been completely unlike the Chenjesu. What they were like, however, remains a mystery.

Philosophy: Vast and sage. The Chenjesu were wise and well-travelled, the undisputed leader of the Alliance of Free-Stars, and possibly known by other races out of this sector. Their patience and benign nature, no doubt lasting results from their peaceful cultural beginnings, made them perfect diplomats and an ideal first-contact for our own race. Honesty and generosity marked all dealings between the humans and the Chenjesu, and presumably this was true of all such meetings, with the possible exception of the Ur-Quan.

Close harmony within their own species, however, may have led to their own cultural stagnation. The Chenjesu had achieved a stable philosophy long ago, and remained hopelessly unchangeable. This may have fueled their decision to undergo "The Process," in which all Chenjesu life was fused with the robotic Mmrnhrmm. While this inevitably forced the Chenjesu to go extinct, they believed the end product would be greater than the sum of the parts. Time will only tell if they were right.

History: Not much is known about Chenjesu history, certainly not because of their unwillingness to share it with us, but war-time preparations did not encourage our own scholars to record it. Of the races that knew the Chenjesu well enough to speak about them, the Mmrnhrmm are extinct, and the Zoq-Fot-Pik clearly did not grasp the finer aspects of Chenjesu culture in their zealous quest for allies.

The Chenjesu had apparently monitored the galaxy for the swelling danger the Ur-Quan doctrinal conflict represented, and were well aware of the Ur-Quan Kzer-Za's intentions towards humanity when they appeared by the Beta Ceres colony. If the Chenjesu were aware of races outside of the Alliance, the Hierarchy, and the Zoq-Fot-Pik before the close of the war, it is not known. Chenjesu history ends when they and the Mmrnhrmm were slave-shielded together on Procyon 2, for as soon as the task force left the sector, the Process began.

Future Plans: None. The Process is completed. The Chenjesu are extinct.

"Chmmr" Chenjesu/Mmrnhrmm Symbiote

Status: Extant, expanding
Ship: Avatar
Homeworld: Procyon 2
Contacts: None yet
Quote: "We were not ready... but this is now in the past. What is done is done."

Physiology: Whatever the Chenjesu and Mmrnhrmm had originally planned to be the end result of the Process which fused them, the Chmmr was not it. The variable output of their star would have completed the synthesis far too late for the non-Ur-Quan sentients in the sector, and the Chmmr now know that. What will never be known is what the synthesis of the two races would have resulted in had the Process been allowed to progress, undisturbed. Perhaps, if any Chenjesu and Mmrnhrmm still exist, they may be persuaded to try it. Until then, the Chmmr are all that are left.

Nothing is known about the Chmmr, not even if they are still chemosynthetic. With the Ur-Quan Kohr-Ah gearing up to annihilate all sentient life in the galaxy, there wasn't ample time for a physical examination.

Philosophy: Of the few impressions obtained from the new race, the Chmmr are impulsive and calculating, unabashedly wiring bombs to rare, Precursor technology knowing full well that it will not survive the detonation. Beyond that, little is known, save that the Avatar fleets deployed after the Sa-Matra's destruction were undoubtedly unflinching in their task of mopping up the last Hierarchy fleets.

History:  The Chmmr were created towards the very end of the Ur-Quan's mastery over the sector. They have not had much time to make history.  However, their actions have been weighty.  The Chmmr modified the Utwig bomb so that, coupled with their fragile crystal bomb casing, the resulting blast would demolish the Sa-Matra, something they were quite correct about.  The loss of their Great Trophy sent the Ur-Quan fleets into chaos, allowing the League, chiefly lead by Avatar fleets, to subdue both subraces.  The uneasy peace that would fall on the quadrant was thanks to the vigilance of the Chmmr.

    More recently, the Chmmr did accompany the League on the Kessari expedition to restore Hyperspace, but found themselves victim of the Daktaklakpak, who claimed that the Mmrnmhrm were created by the Precursors, and the Chenjesu created by the Eternal Ones to fuse with the highest level of technology and signal the Eternal Ones that it was time to return and feed.  Cleaved by the Chmmr Bifurcator, the Chenjesu were left too helpless to respond, and the Mmrnmhrm too damaged to serve the Daktak.  With the assistance of the LK, the Chmmr were reunited once more.


Future Plans: None that are obvious.  The Chmmr assumed the same role as the Chenjesu, as informal leaders of the League of Sentient Races.   While their power is plain to see, their ability to interact with other races is lacking; they are uncompassionate and over analyzing to a fault.  The Precursors did not mention the Precursor Potential of the Chmmr, nor did the Ultron seek them out -- something is clearly missing about the Chmmr, something they may wish to rectify soon, lest the galaxy move past them.



Status: Stable, rebuilding
Ship: Pinnacle
Homeworld: Enkidu, Chronos
Contacts: Ploxis, K'tang, Daktaklakpak, Doog, Harika, Yorn
Quote: "We. Are. Remorseless! We. Are. Relentless!"

Physiology: Unknown. It has been suggested that the Clairconctlar, like the Taalo and the Chenjesu, are the way the are because of their inorganic nature. This assumption, based on the weak assertions of the Precursor, seems critically flawed, for the Taalo, who were, like the Clairconctlar, very rock-like, were immune to the machinations of the Dnyarri. The Clairconctlar, however, are not. This may not be enough proof to establish any major differences, but it is a significant start.

    The Clairconctlar are a demi-humanoid species that, like colonial insects, cannot reproduce as individuals. All of the "rock-men" are spawned from Conc rocks, presumably egg cases laid by the Mountain Queen, which by all reports looks nothing like the Clairconctlar. She also has an innate ability to signal her offspring; presumably this is a significant device when isolated or threatened. Conc rocks are of unknown biology; the one sample found was destroyed before it could be studied. Presumably, the "seeds" of the egg case are seed crystals, and the strange beings grow rapidly around these crystals to form the mineral aggregations we know them as.

Philosophy: The Clairconctlar are a largely self-serving race, uninterested in the affairs of others unless it directly influences their own well-being. More or less content to be left alone, they see no need to act unless directed to by their own interests or by their Mountain Queen, who not only births the Clairconctlar but directs them in a singleminded effort. Without any direction, they refuse to make their own descisions, and simply rely on their instructions as they see fit.

    This attitude seems incredibly simple minded, and indeed, for all intents and purposes, the Clairconctlar are simple and straightforward. However, this should not be mistaken for stupidity; this is a very powerful and somewhat aggressive race, and the only thing that keeps them in check is their unique code of honor that holds them loyal to their Queen (not much of a code; if they refuse to do so, they won't receive any more new recruits for a while). "She" seems to make all descisions, and has a few pertaining to genocide, but her motivations, philosophy, or even whether or not she is particularly intelligent, are completely unknown.
    The Clairconctlar can also be generous as well as threatening, but not blindingly so. They undestand gratuity, and feel it sincerely, but underlying their efforts is their desire to be left alone, possibly stemming from their mineral nature. Change disrupts the plodding, even, steady formation of minerals. Change is, therefore, bad, and to be avoided. Excessive action leads to excessive change. For the Claircontlar, the solution is simple -- do nothing uncalled for.

History: Unknown. The Clairconctlar have been long-time residents of the Kessari quadrant, but it is unknown how old they really are; this is not a particularly eloquent race. Only events of recent significance are known.

    When the Ploxis entered the system, the Clairconctlar attacked and destroyed the Ploozer Palavar, a Ploxis cruise ship said to house nearly all of the Ploxis race. Or so the Ploxis lead to believe. Because genocide is wrong to the noble rock-men, the Clairconctlar, had they actually committed such a heinous act, would be under such an onus as to help the race they nearly wiped out. In truth, the Clairconctlar did no such thing, but Plexor made sure to keep this a secret.
The Daktaklakpak managed to mind control the Mountain Queen and remove her from the Claircontlar homeworld. Under the tenuous grip of whatever the device the Daktaklakpak used, the Mountain Queen ordered the Clairconctlar to serve the Crux until she returned. At this point, the Queen broke free of the suggestion, and the K'tang did their best to subdue her, ultimately dumping her off on Battle Station: Klashklog to keep her out of the way. The K'tang were attempting to destroy the Clairconctlar mother, which would ultimately destroy the species, but their efforts were unsuccessful. The Daktak's ruse, presumably initiated by Plexor, was completely successful; the Clairconctlar would from that point on serve the Crux, and, under the belief that they had slaughtered the Ploxis, they would serve until the Queen returned and told them when to stop.
    The absence of the mother mountain also made the Clairconctlar completely dependant on the Conc rocks the Crux "found;" in truth, these came from the Mountain Queen, and were dumped off to the Clairconctlar to keep their numbers high and their spirits fairly high. They would not speak to the other races; they merely did what they were told, and given their considerable strength, they probably did a lot of fighting. In fact, the Pinnacle was one of the few Crux ships able to trouble the League of Sentient Races. It was, therefore, in the best interests of the League to wrest the honor-bound Clairconctlar from the clutches of Plexor.
    The chatty K'tang spilled the beans about the Clairconctlar shame, leading the fleet to discover not only a Conc rock, but the Mountain Queen herself. This knowledge did not solve the problem, as the Clairconctlar were expressedly forbidden to go anywhere near Battle Station: Klashklog, for fear that they would find their mother there and end their self-imposed servitude. However, the destruction of the Conc rock enraged the Clairconctlar, who vowed a bloodhunt upon the captain and his allies. This quickly ended, however, when the Pinnacle fleet was lured to the Battle Station, ending the jihad and their association with the Crux, as well as winning the Clairconctlar over as steadfast allies.
    The Clairconctlar, few in colonies and slow in growth, merely weakened the Crux with their absence; they could contribute little else. However, they were not unproductive members of the League, and served a small part in overthrowing the Crux and saving the galaxy.

Future Plans: The war ended and the Crux abandoned, the Clairconctlar can end their blood fued against the helpless K'tang, scrambled Daktaklakpak, and loyal Ploxis. This now leaves them with no onus to anybody, which serves them fine. The Clairconctlar will probably retreat from public affairs and concentrate on rebuilding their numbers.

"Daktaklakpak" ("Daktak," "Daks")

Status: Scrambled
Ship: Vivisector
Homeworld: Unknown; probably Mother Ark
Contacts: Ploxis, K'tang, Doog, (Mmrnmhrm)
Quote: "Parenthetical discussion: Lesser races equals all curently discernable races minus Daktaklakpak"

Physiology: The "Daktaklakpak," the name they had designated for all other races to utilize, are a race of scrubbing machines designed by the Precursors for routine maintenance tasks such as repairing ship hulls and removing vermin. As such, they are an inorganic race, and are created by factories much in the way the Mmrnmhrm were. In face, the original stock of Daktaklakpaks was created by the Mother Ark, now defunct, leaving the species to rely on constructed factories to produce more of themselves. Being how they are simple devices, this is not a difficult task.

Philosophy: (Author's note: This philosophy is all past-tense, for the Daktak, like the Exquivan, had their philosophy shattered by the end of the game). The Daktaklakpak believed strongly that they were the second most superior life-form currently living. Their real name, unrevealed to other races, is a alphanumeric equation which encodes their construction plans for their factories. Because the true name of the Eternal Ones, or "Eternal1s," is also an alphanumeric string of information, the Daktaklakpak believed that such a similarity could not be a coincidence. Their spurious logic: The Eternal Ones have a symbolic name. The Eternal Ones are powerful. The Daktaklakpak have a symbolic name. Therefore, the Daktaklakpak are powerful. Such flawed thinking riddled the Daktak, making them untrustworthy allies and unreasonable foes. However, their possession of the Red Spiral Rail, the housing for an intelligence seeking artifact, did validate their claims to all who cared to listen.

    Because the Daktak held themselves in such high esteem, they believed themselves to be the true inheritors of all Precursor lore and treasures, as well as the rightful heir to all resources everywhere. They, like the Mycon, ascribed to a methodology of helping others only when it furthered their aim of destroying all things not helpful to them. However, the Daktak took this to the final degree: They held all other life in contempt, and if a race promised no more benefits to them, that race would be forfeit, their "hoarded" mineral reserves liberated and processed into more Daktak.
    This was, however, held largely in check by two things: First and foremost was their lack of any real power physically, and secondly by their need of other races to assist them in realizing their destiny -- amassing all Precursor belongings. To this end, the Daktak were convinced to join the Crux. Again, however, the Daktak philosophy of disposal when no longer useful existed; not only would they not join the League, but they sought to undermine both League and Crux to hasten the other members' demise.
    The Daktak retained their position through shows of logic that were baffling to the Crux races, but totally spurious. Their own prognosis on the League was that it was inefficient based on its refusal to take slaves or commit acts of genocide. Such acts, according to the Daktak, were paramount in the evolution of a species to sentience, and held, to them, sustained value in the vigor of a sentient race. Such a debate is pointlessly flawed, and yet the Daktak believed themselves exemplars of such a continued success based on slavery and genocide, even though they did not evolve and never would. These issues did not press heavilly on the Daktak cognizance circuitry.

History: The Daktak were created by the Precursors some Cycles ago to maintain crucial Precursor equipment, chiefly the Mmrnmhrm and the Cosmic UnDevolver, or C.U.D., which was to be activated on a Precursor periodically by the Daktaklakpak. They were also created at a sub-sentient level, like the Mycon, not only to avoid depredation by the Eternal Ones, but so that contemplating the Eternal One name would not make them go mad, but simply self-destruct. Such a factor was not a major concern to their designers, but it was key in their elimination from the Kessari Quadrant.

    After the last Feeding cycle, the Daktak, like the Mycon, suffered bit decay, and began to degenerate. However, the scrubbots attempted to reprogram themselves, but their unsophisticated nature made them poor choices for such work, and they made the job even worse. The result was a retention of the theme "monitor Precursor devices," but the reason and tasks associated with it were lost, and so new ones were created. The Daktak gave themselves a purpose -- their purpose was to collect Precursor artifacts and to decipher the Eternal One name, and their aims were all important. This had much to do with their unstable philosophy and unpleasant logistical conclusions.

    When Plexor stumbled upon the Daktak, it was well past time for the Precursors to have been undevolved, and this task, along with maintenance of the Mmrnmhrm, would continue to be left owing. Plexor promised to aid the Daktak in their foolish quest for Precursor information, as well as a slave force of Doogs to help them extrude artifacts. The Daktak accepted the proposed alliance, and joined the Crux, fitting K'tang Cripplers with weaponry and advanced technology. By the time the League arrived in the Kessari Quadrant, the Daktak already had Vivisectors in orbit around worlds with anomalous readings, probably awaiting the Ploxis Prime's delivery of Doog workers.

    Relations with the Daktak were terse and punctuated with missile bursts. The Daktak managed to adapt some technology to shatter the Chmmr in an effort to enslave the Mmrnmhrm, but to no avail. Ultimately, when the name of the Eternal Ones was found, it was delivered to the Daktaklakpak, with expected results. The robots traded valuable information for the name, both undermining the Crux and demolishing themselves in the process.
    A key piece of that information lead to the negation of the K'tang threat, and the K'tang king blurted out the Daktak reset code, which would restore them to their original, barely-sentient scrubbot function. A device was created to broadcast the signal, and the Daktak returned to their main function, forgetting both Crux ideals and wrongful logistic errors concerning their purpose.

Future Plans: Since there is probably no interest in returning the hostile Daktaklakpak to full functionality, as well as none in offering them invitation to the League, the Daktak will remain in their original and current state of dumb service droids, forever polishing hulls and maintaining the Precursors.


Status: Stable
Ship: Constructor
Homeworld: None
Contacts: Ploxis, K'tang, Daktaklakpak
Quote: "Buy us today! Us make terriffic birfday presents!"

Physiology: The Doog appear to be a scaly skinned race of canids, earning them the nickname of "dog lizards." Their prominant canine features, from the motile, expressive ears, to the obvious venter, suggests that the Doog are a warm-blooded species, and their lack of fur presumably hails from exposure to warm climates. All indications point to the Doog being a tropical or desert dwelling organism, but there is little chance of confirmation; the Doog do not seem to be competant to answer questions about themselves.

    These creatures tend to be very slow, and their mental processes seem weak at best. They are efficient when set to simple tasks, but are by no means particularly intelligent, and show little hope of improving.

Philosophy: Despite their obvious lack of intelligence, the Doog are noble in their naivete. They always try to behave themselves and help out when possible, but find it difficult to do so, largely because of recent their best efforts have been continuously harangued by their masters. While such concepts as honor and trust don't seem to weigh heavilly on the Doog concious, they behave in such a manner as to make the Owa blush with embarassment. It may be true that the Doog are too dim witted to be deceptive and duplicitous, but their simplicity keeps them honest.

    It is their very nature of unshaking candidness that has made them such a ripe target for Ploxis manipulations. Again, the poor mental capactities of the Doog are to blame for their entrapment by the plunderers; how else could they have gotten themselves ensnared in such a simple (but admittedly effective) "free-market" ruse? Because of this, the Doog continuously run the risk of exploitation by other, less honorable races, and need to be kept under a benign but watchful eye.

History: Unknown. How or when the Doog managed sentience, let alone interstellar capabilities, is unknown, but it is very probable that they were uplifted by another race, chiefly the Ploxis. Their grasp on the basics of construction and maintenance are good, but they are not an innovative race, and such inventions are probably beyond them. Either way, when the Doog met the Ploxis, it spelled ill tidings for the former.

    The Ploxis discovered the slow-witted Doog and surrepticiously ordered the K'tang Kaktorri to attack them. The K'tang, of course, slaughtered the hapless dog-lizards, but were chiefly focussing on the Doog's richest worlds. As such, the dullards were searching for any way out of the war. It so happened that the Ploxis "discovered" the war, and offered to broker a peace between the races, for a considerable amount of resources, which, thanks to the directed efforts of the K'tang, did not exist any more. In addition to the loss of mineral wealth, the one-sided war cost the Doog their food stores and production facilities, leaving the losers with nothing to eat and no way to pay for it. It just so happened that the Ploxis had emergency rations that they would be willing to part with for vastly-inflated prices. Facing starvation and desperation, the Doog accepted the "trade," but still had no way to pay for it.
    The Ploxis offered the Doog a contract to work for them, offering to sell them much needed supplies while paying them "generously," so that they could end the contract when desired. Sadly, the Ploxis declined to mention that all supplies for such tasks would have to be purchased from the Ploxis, and at such an inflated rate that the Doog became deeply entrenched in debt, with no hope of ever extricating themselves. In fact, as they continued to work, they began to owe lifetime's worth of work to the Ploxis.
    The contract was very specific, and very demanding. The Doog could not purchase supplies from other races; that was strictly forbidden. Time not spent working cost the Doog extra, and communicating with the enemy had the same effect. As such, the Doog were curt before their liberation; to do otherwise would be to sink even faster into a bottomless pit of debt.
    Eventually, however, it came to light that Doog colonies could be purchased, which the League did, wresting a valuable resource away from the Crux while abiding by the Crux' own rules. The fuel, labor, and ships that the Doog contributed were invaluable, and thanks to the industriousness of the otherwise slow race, all of these things were in vast supply.

Future Plans: Having been purchased away from the defeated Crux, the Doog are now technically the property of the League of Sentient Races, although League rules expressedly forbid slavery. As such, the Doog will have their debts forgiven, but having nowhere to "go," will still depend on the League for all direction. This direction is best given by the more trustworthy members, as the ease of which the Doog can be exploited makes managing the race tricky at best.


Status: Extant, stable
Ship: Mauler
Homeworld: Zeta Persei 1
Contacts: Utwig
Quote: "Ha-ha, yes! Yes! Yes! Yes! Yes! Yes! A fine deal, Captain. An excellent bargain... for me!"

Physiology: Vaguely humanoid, the Druuge's most notable feature, beyond their corpulent bodies, is their constant oozing from the facial region and their accompanying stench. The Druuge are a foul lot, and the further one is away from them, the better one is. Especially if you're a queasy VUX.

    Druuge reproduction, is, like so much else about them, a matter of business. Druuge families are business ventures. Parents of compatible genetics and resources get together, sign the contracts, engage in the requisite carnalities, and produce young. As the product of the union, the child is given the best education possible -- for, having been conceived, the young Druuge unwittingly entered into another contract promising their parents 15-18% of their earnings for life. A Druuge grandparent is a happy individual indeed.

Philosophy: The Druuge are not averse to making those weaker, stupider, or needier than them suffer accordingly. Their society is built on this virtue, an entire pyramid scheme where those at the bottom bear all the weight for the luxury of those on top. Any newcomer is immediately relegated to the bottom tier. Preying on the weak for ones own profit is Druuge law -- Statute 3429 subsection A86 regards unarmed ships as "derelict," fitting for salvage.

Two things justify this. First and foremost is the hope, like any pyramid scheme, one climbs their way to the top. Of course, only one Druuge can ever be at the upper tier, with the result that assassination must be awfully common. Secondly, the opportunities for advancement, by sacrificing ones colleagues and peers to get ahead, are ever present in Druuge society. Quite literally, in the case of those serving about Mauler class starships.
    The Druuge do not, however, respect being taken advantage of. Outsiders to Druuge society, hoping to turn a quick profit by duping the somewhat foolish slavers, will find themselves staring down the bows of several assembled Maulers. Of course, anything less than an unfair bargain slanted towards the Druuge is considered being taken advantage of, and this must be considered in all dealings with said race. As usual, no returns or exchanges are accepted.
    Much of this philosophy stems from the business-like culture of the Druuge -- but perhaps business-like is not strong enough a word. The Druuge financial empire was built by and is all the work of the Crimson Corporation, who own every Druuge male, female, and disgusting child in all of their sphere. Quite simply, the desire to get ahead of one's peers is a built in survival instinct in every Druuge. The Crimson Corporation utilizes the "Dribble Down" effect to make sure all employees are happy. When profits are up, benefits are up as well, and so those higher on the receiving end get richer and fatter. When profits are down, however, the ladder must be shortened. Bottom rung employees are laid off. And while this is not ordinarily lethal, the sole fact that the Crimson Corporation owns every colony means that the planetary resources are also their property, including air and water. Those not currently employed by the Crimson Corporation are considered poachers, and are relegated to furnace duty.
    The Druuge are a self-proclaimed religious lot, having long ago entered into a contract with their supreme being, who, being omniscient, is assumed to have agreed. The contract states that the Druuge will go through the motions of being worshipful, and their god will, for His part, do absolutely nothing to change the Druuge way of life, and provide an afterlife of undisclosed nature for them. As neither facet can be observed while one is alive to tell about it, Druuge religion does not occupy the minds of it's "faithful" very much.

History: Druuge history is sparse; little of their prehistory remains in current thought. In fact, reported Druuge history begins after the Crimson Corporation, using tactical leverage buy-outs, surreptitious land buys under false company holdings, and extensive bribery of officials, formed a mega-monopoly which swallowed up every rival company in every rival business. Having done so, they held sway over the entire, dependant Druuge populace, and thusly became the ruling body over them, forming the singular corporate empire outsiders find today.

    Having done so, the Druuge "set up shop," so to speak, erecting Hyperwave 'Casters near and around their Trade Center, hoping to make contact with neighboring races and take advantage of them. They met the Gg, Burvix, and Utwig, of which only the latter attempted to do any business. Hoping to get their sweaty hands on the Utwig bomb, the Precursor artifact used to destroy the Sa-Matra, the Druuge capitalized on the Utwig's need for self-actualization by providing them with the Ultron, another device of unknown make and questionable function.
    In return, the Druuge were promised that they would have exactly what they wanted. So saying, however, the Utwig unloaded their entire treasury of useless junk upon the Druuge, which they claimed the Ultron directed them to do. Since protesting that the Ultron was in error would only infuriate the already-dependant Utwig, the Druuge grudgingly accepted the trinkets, vowing to take the bomb later, by force if needed.
    Meanwhile, the Ur-Quan Kohr-Ah had returned to the sector, and had fallen upon the reclusive Gg, who relayed a warning to their neighbors that Hyperwave broadcasts had attracted the fleet of Marauders, and that in self interest, each race should cease communications immediately. Before following that advice, the Burvix, a race of turtle-like xenomorphs, shared it with the Druuge, but it was too late. The Ur-Quan Kohr-Ah, having finished eradicating the Gg, began homing in on the Hyperwave signals from Zeta Persei 1.
    The Druuge, panicking, disassembled their 'Caster and immediately sent their fastest ships to Burvix space, stopping just long enough to place the device on their moon. The Burvix, not fond of space travel, presumably did not have the ability to stop the Druuge, and certainly not the Ur-Quan Kohr-Ah, who attuned to the beacon and, in three days of orbital bombardment, slaughtered the Burvix race.
    Following this, the Druuge did remain quiet and isolated, ever trying to unload their junk, which they ultimately did to the resistance forces. The Rosy Sphere, in fact, was needed to repair the broken Ultron, and the grateful Utwig granted the bomb to the resistance. The Druuge, seeing the assembled Utwig suicide fleet depart from Zeta Hyades in a hurry, immediately detached a salvage expedition to take control of the bomb for themselves. Combat ensued, with the Maulers destroyed by the allied forces. So doing, the Crimson Corporation vowed revenge and did not participate further in the resistance efforts.

Future Plans: The Druuge do not have any neighbors who will trade with them now; the Utwig have all they need, the Mycon wouldn't understand them, and it is doubtful the Yehat will have anything to do with them. Since the former two races are leaving the sector, it is suspected that the Druuge will attempt to usurp their places. Whether the Yehat allow this or not remains to be seen.


Warriors of the Path of the Rainbow Worlds

Status: Stable
Ship: Enigma
Homeworld: "Exquivo," Anshar 3
Contacts: Owa (not intimately)
Quote: "Seek nothingness of mind, and find peace. Persue your whirling thoughts, and find ruin. Knowing this, what else do you wish to know?"

Physiology: Unknown. The Exquivan are semi-humanoid, covered in dense hair, and a rich, red robe to cover most of their bodies. Discourses on the nature of the Exquivan physiology are against the nature of Exquivan philosophy, and were thusly never brought up.

Philosophy: The Exquivan seek a zen-like nothingness; a regression in thought and culture until there are none of both. Knowledge, to them, is a curse and a burden, and to lose all knowledge and return to blissful simplicity, is the only way to survive. If the Exquivan had met the Doog, they may have changed their minds about that.

Much of their philosophy relates to the coming of the External Ones. Like everything else, the monks took a relaxed, passive response to the coming threat, not only acknowledging it in superiority and strength, but respecting it fully. The Exquivan did not believe that the Eternal Ones could be thwarted, and expended no energy doing so, just as they expend no energy in most tasks. At the same time, they did not wish to be eradicated by the Feeding, and so approached the dilemma in the manner they best see fit: They chose to lose their sentience.
The Exquivan had always been ascetics, preaching that desires only lead to suffering, and so it was necessary to rid oneself of all desires by divesting all material possessions. They further drew the conclusion that not only desires, but thought lead to suffering, and with the threat of the Eternal Ones being very real indeed, they had good reason to believe so. In addition to living a life without want or need, the monks strove to live a life devoid of reason and thinking as well, and encouraged other races to do so as well. Specifically, the Exquivan would impart no knowledge to another race, as it would only add to their burden of sentience, and would need to be shucked off later if they were to survive the Feeding. Naturally, many races did not take kindly to this.
Chief among their efforts to strip themselves of worldy burdens was their refusal to join with either alliance of races, with the result that neither could call upon the Exquivan for assistance. That was as it should be to the monks; to influence the fates of other races would be to cause suffering upon those they allied against, and the act of alliance would mean that there would be those who could not follow the Exquivan path. This is distasteful to the Exquivan, as they strive to help others while at the same time to do nothing at all. They wished to share their path to others through example, and to fight alongside those races would not only be to neglect their doctrine, but to prevent their "foes" from studying their wisdom.

History: Unknown. Possibly even to the Exquivan. In their zeal to look to the future with open minds clear of thought, the first step in the new Zen-like philosophy must have been to erase the footprints of their race through time. This way, they could not build upon advancements made in the past because they would know nothing of the past. Careful deletion of historical record fits neatly within the wide parameters of the Sage's desire to muddle the minds of those who would hear. While other races find this ideology nearly as backwards as that of the Thraddash, it was a necessary step in the Exquivan direction.

Future Plans: The League did eventually persuade the Exquivan to abandon their tenements and join. The Exquivan, respecting the wisdom of the Precursors, did so at the cost of their vital doctrine. Now that the singlemost important element in their philosophy, the looming Feeding of the Eternal Ones, has passed without incident, Exquivan society as it stands now much inevitably collapse. What will result, with no history to guide it and all convential wisdom unlearned in their rigorous devotion to Nothing, is unknown, but it will be a slow and deliberate process of rebirth for the formerly wise and powerful Exquivan.

Harika and Yorn

Status: Devastated, rebuilding
Ship: Ravager
Homeworld: Unknown, possibly unpopulated.
Contacts: Ploxis, K'tang, Daktaklakpak, Clairconctlar, Doog, Owa, Xchagger
Quote: "Hurrrrrrr... you sicken us."

Physiology: The symbiosis of the Harika and Yorn is historic and intriguing, and is described later. Beyond what can be inferred about their coevolution, however, little can be said about either the reptilian Harika or the mammalian Yorn. The non-conversive Yorn, who seem to be chiefly involved in cultural and intellectual matters, may be able to supply much needed data, but it is the bellicose Harika, uninterested in such banter, that monopolized conversive time. Perhaps in the years while waiting for Hyperspace travel to resume, the Yorn might fill in the blanks.

    The one facet of Harika physiology that we do know is that they are dependant on the Yorn for a vital hormone. The nature of that hormone, and to the degree such a thing cna be synthesized, is unknown.

Philosophy: While most sentient races become so by abandoning their hostile temperments to allow cohesive thought, the Harika, who by and large dictate the actions of the two races, have maintained their feral, aggressive tendencies, largely in part to their odd symbiosis. As such, while the Yorn, wise in their passive nature, and apparently shrewd at perceiving and manipulating opportunities within other races, can mellow their predators, it is the Harika's carnivorous nature that ultimately manifests itself in negociations.

    The Harika are not a nice race by their own admission, and do not enjoy civilities, considering them a waste of time best spent doing anything else. At the same time, they know the difference between diplomacy and being rude, and, while unable to demonstrate this by example, predictably take offense at offensive statements. This is probably the work of the Yorn; the Harika tend to be brash when speaking, but defer to the Yorn when listening. And what the Yorn don't care for, neither do the Harika.
    Along with this is their attitudes towards conflict. Neither race fears conflict, or at least the Harika don't, and their callous nature tends to earn them a lot of it. Both races are seemingly inured by death; it is a natural part of their relationship. The Harika kill and eat the Yorn, not out of cruelty, but neccesity. As such, they do not place much value on life, as they take it daily. Unlike other races, however, they can have conversations with their dinners. Such a steeling of nerves to death is probably neccesary to keep one from becoming overly apologetic or a vegetarian. Ultimately, of course, the Harika and Yorn are not crazy about dying; they recognize death as a natural part of the cycle, but when life is snuffed out unnaturally or in tragedy, they are pained and seek all methods of ceasing such a waste.
    Ultimately, the Harika and Yorn have a nearly bottomless reserve of morale, unless their own welfare is threatened, at which point they seek any means possible of extricating themselves from that situation. Their shifting culture and seemingly mediocre scientific interest prevents them from dealing with many situations that go out of control, and so they must turn to outside sources for aid -- which usually gets them into trouble.

History: The Harika and Yorn evolved on the same homeworld, although possibly not simultaneously. In fact, it is probable that the docile and seemingly unsentient Yorn arose first, and existed in such numbers that a niche was created for a Yorn predator. Thusly, the Harika came to be. The Yorn, vast in number, were able to ravage their available food supplies, with a corresponding boom and bust population trend that also caused on in the Harika, who would fare well when Yorn numbers were high, and poorly when they were low.

    Such a pattern of rapid excesses and inevitable, slow, painful die-offs is probably what lead to the drive for sentience in both. Neither saw the advantage in reducing the available food stock to nearly nothing; for both it meant a critical balance between predation and starvation had to be acheived or both species would go extinct. As such, the Yorn, while unable to control their ravenous appetites, became to depend closely on the actions of the Harika to cull the weak and to preserve the genetic integrity of the herbivores, and the Harika on the Yorn not only for food, but to ensure that the Harika genes would not get blindly screened by starvation events, thus weakening the race. This odd mutualism in the face of predation is unique, but neccesary for both.
    As such, the Harika and Yorn forged a coevolutionary relationship to the benefit of both, and sped towards sentience. The Yorn are still unable to control their population, and so the relationship must continue until a form of prophylaxis can be developed, and this may not be wise, as it would eliminate the food supply for the Harika, as well as reduce the genetic value of the relationship for both.
    Having managed to explore their space, the Harika and Yorn met up with, and almost certainly quarreled with, the Vyro-Ingo and Owa. In time, however, none of the races saw the merit in continued combat, and an uneasy peace settled between all involved, considering none of the races were particularly interested in taking territory from one another. However, the arrival of the Hegemonic Crux, an entity VERY interested in taking territory from the Kessari inhabitants, prompted the bloodlust of the Harika in full. The Yorn attempted to gain allies with the other residents, to no avail, but that did not decrease Harika zeal any. The pair of races declared war on the Crux, and were highly successful at this!
    While the K'tang were struggling to hold back the seemingly unstoppable Harika and Yorn tide, the Daktaklakpak determined that the newly discovered Xchagger could be employed as an unwilling biohazard to the Harika, and so all Harika worlds were seeded with the sentient bacteria. As such, the Harika went into shock, their immune systems faring poorly against the "invaders," with the inevitable consequence that the remaining predators could not keep the Yorn in check. The Yorn began to overgraze, destroying their food souce, and starvation loomed. The boom and bust cycle that the Harika and Yorn had evolved to avoid, threatened to return, and both races surrendered unconditionally to the Crux.
    Promised a cure by the Daktaklakpak, the two sentients worked with zeal, ever wary of the worsening condition on all of their colonies. It is not known how many of their colonies perished as a result of the sick biological warfare utilized by the Crux, but a mere two remain to this date. The Harika and Yorn fought against the League of Sentient Races with zeal, trusting the Daktaklakpak to develop a cure. When none was forthcoming, the two were ready to accept the League as allies should they promise one themselves.
    The discovery of the otherwise benign Xchagger lead to the development of the Xchagger Eradicator Serum, but could not be used on the Harika because of its deleterious effect on the Xchagger Lost Dynasties. While the Harika were insistant to receive the cure no matter what the cost to the innocent microbes, it may be surmised that the Yorn were willing to wait for a better option even though untold suffering awaited their own species. As such, all three races, predator, prey, and parasite combined their efforts in search of a mutually benign cure, with the result that the Xchagger were safely removed from the Harika and Yorn worlds without incident. (It may be assumed, sadly, that the colonies eradicated by the infection not only left all Harika and Yorn dead, but the Xchagger as well, for, without a host, they would also perish)
    Relieved of their infection and obligations to the deceptive and treacherous Crux, the Harika and Yorn immediately changed alliances, joining the League of Sentient Races out of loyalty and respect for their saviors over any desire to commune with fellow intellects. The twin races pledged their efforts and lives to the eradication of the Crux forces from the Kessari quadrant; to this end, they performed nobly, but their low numbers and colonies prevented much contribution in lives or ships. Still, they made noble allies, and were best won from the Crux.

Future Plans: The Harika and Yorn need to recolonize their devastated worlds, to bury their dead, and to look towards further expansion. The warlike nature of the Harika, so valuable during conflict, is not congruent with the harmony expected in the League of Sentient Races, and so the Yorn need to exert more influence over their predators to keep both from being ejected. In addition, both races could stand some effort in the sciences; it may be difficult to research under the threat of predation, but the Yorn should invest their efforts keeping up with the other sentient races or risk becoming too dependant on handouts from charitable races.


Status: Unknown
Ship: Eradicator
Homeworld: None
Contacts: "Eternal Ones"
Quote: "We are the walking dead, bringing damnation to our home galaxy."

Physiology: Unknown. While it is plainly obvious through observation that the "Herald" race is roughly humanoid, if one can get past the 3 pairs of eyes, additional set of mouth and nares, and the prominant, flesh covered, horn lobes on their cranium, appearances tell nothing about this race. The opportunity for study was there, but was not undertaken, as the fate of the galaxy tended to preoccupy the salvage tech team's minds. Like so many other humanoid races, the tendancy for the Herald's physiology to match ours is more than a coincidence; but whether the Eternal Ones spared them because of this or not is simply unknown.

Philosophy: None. The "Heralds" do not have a culture. They exist; that is all. They are caught between oblivion and life, slated to serve the Eternal Ones forever, or until their race evolves too high of a Precursor Potential or the Eternal Ones want a between-galaxy snack. If they had defeated the League allied forces, perhaps one of those races would have been elected to be the new Heralds, and these ones would be retired. None of that weighs on the minds of the "Heralds," however; nothing does.

History: Their history, even up to their name as a race, have been lost to the "Heralds." The "Heralds" know that they lived in this galaxy before the previous absorption of sentient energies. They, like the League, fought the Heralds. The "Heralds" we know were defeated by their predecessors. Faced with oblivion, the "Heralds" accepted the Eternal One's offer to become their new message boys. This Devil's deal kept them alive in the strictest definition, but cost them everything that they were. They live on only to live on. They accomplish nothing; nothing changes.

Future Plans: The "Heralds" have no plans; they are the servants of the Eternal Ones. They obey; that is all they can do. Whether or not the Heralds will continue to be needed or not, if the final solution for the Eternal One dilemma can be perpetuated, is unknown. It is, of course, unlikely that the Eternal Ones would put much effort into keeping the "Heralds" alive, given that they were defeated handilly by the League forces and that the League has done everything in its power to satisfactorally appease them. Only the next feeding will announce the eventual fate of the "Heralds."

Ilwrath ("Dill-Rats")

Status: Extant, devastated
Ship: Avenger
Contacts: Pkunk, Thraddash, (Umgah)
Quote: "Even Our House Pets Are Rather Evil."

Physiology: "Spider-like," best describes the creepy, 8 legged, multi-eyed, fang bearing xenoforms who so callously describe the pleasure disemboweling humans must give to their dark gods of pain. Little is known about the Ilwrath beyond that they crackle when you cram a nuke up their fuselage. If they are truly spider-like, with silk glands and venom sacs, and such, really never was much our concern in the war. With the Ur-Quan's advanced technology, they were far too much of a threat to warrant close inspection.

    What we do know about them does suggest a strongly convergent evolution with earth spiders. Ilwrath young are brooded in egg sacs and, like our own arachnids, tend towards cannibalism before breaking free of the silk womb. Ilwrath have an open circulatory system and a complex nerve net. They are also regenerative, most likely regaining lost limbs during molts, an important feature when part of one's religious ceremonies involve self-vivisection. Undoubtedly, the Ilwrath captain pictured below their ship picture has engaged in some ritual mutilation.

Philosophy: The philosophy of the Ilwrath is dictated by the priest caste. The worshipful masses, according to the Pkunk, were highly dedicated to worshipping their multiple gods of goodness of purity. Their devotion became so obsessive, however, it twisted their gods to a perverse and pervading evil, demanding more and more hideous sacrifices to appease their dark and diabolical desires. Ultimately, the whole of Ilwrath society became devoted to vile acts, thus bringing them from their self-described Dark Ages. The priest caste demanded that there were only 2 gods, the vile Dogar and Kazon, and that heresy against them would be answered with disembowelment. The priests also dictated that the wealth of the Ilwrath be delivered to them, which it was, of course.

    When the combined populace of the Ilwrath empire was raptly viewing a Hyperwave 'cast on Channel 44, Dogar and Kazon chose to speak with their followers. The dark gods declared that the Ilwrath must please them. Their message was simple: Go and kill things. The priest caste, their power as absolute interpreters of the gods' whims interrupted, declared these transmissions as some sort of foul ruse. The result? The Ilwrath rose up and devoured their entire priest caste. Dogar and Kazon commanded it. In fact, Dogar and Kazon ordered the Ilwrath around almost every day for a while, each thunderous pronouncement closing with strange giggles. This was ok to the Ilwrath, as the universally available voices of their gods were easy to follow and didn't tax so hard.
    The high priests of the twin gods of darkness now rule a vast army of zealous warriors, all intent on filling the air of their evil torture chambers with the cries of rendered victims, each shuddering moan a smile brought to Dogar's leering smile. When the Ur-Quan slave ships arrived to subjugate the Ilwrath species, the priests declared the Ur-Quan fitting sacrifice for their terror pits. After the brief and decisive war, the priest caste decided that their new overlords were also servants of the dark twins, for the technological upgrades given to the Ilwrath chiefly consisted of weapons, which would enable the bloodthirsty cultists to murder more than ever before. With the call of their masters to slaughter those of the Alliance, the Ilwrath warriors attended their duties with great vigor, ever monitoring their Hyperwave 'casters for new instructions.

History: The Pkunk do not know when the Ilwrath turned evil, but it was obviously before the war. With the sacrifices of the "heathen" scholars, undoubtedly most of the history of the Ilwrath went up in the pyres of cleansing, and so not even the high priests know their species' past. However, since killing all learned Ilwrath, non-sacrificial technological advancements ground to a complete halt, and the Ur-Quan Kzer-Za found a race of poorly-armed zealots attempting to wage a jihad against them. Defeat was more inevitable for the Ilwrath than most.

    Since occupation by the Ur-Quan, things have improved dramatically. The formidable Avenger class ships found more than a few weak prey ships during the course of the war, and their prize of vulnerable xenoforms excised cautiously, to avoid damaging any of them -- before, that is, the sacrifice pits were cleaned from the last usage. After winning the war, the Ur-Quan left the Ilwrath to their own devices, with only the standard warning -- probably reinforced -- about not picking fights with the other slave races.
    When the Voice of the Gods commanded them to attack the Pkunk, the Ilwrath were more than willing. In fact, they would have continued to do so, had Dogar and Kazon not, after commanding them to change their name to the Dill-Rats, ordered them to seek more fitting prey. This the Dill-Rats interpreted to mean the Thraddash, who, it turned out, were about evenly matched. The two forces destroyed each other entirely, and neither has been heard from since.

Future Plans: The Ilwrath fleet was decimated by the Thraddash, and their sphere of influence vanished with the demolished ships. While their homeworld never was in any danger, it is unknown if their colonies and holdings are intact. Given that the Chmmr homeworld on Procyon is smack in the middle of Ilwrath space (or, more likely, in the middle of usurped Chenjesu space), it is unknown how much territory will be left for the Ilwrath to reclaim. With the Chmmr Avatar being more than a match for what few Avengers may remain, rebuilding may involve relocation for the spidery aliens.

K'tang Kaktorri
Status: Stable
Ship: Crippler
Homeworld: Argus 4
Contacts: Ploxis, Daktaklakpak, Doog, Clairconctlar, Harika, Yorn
Quote: "The K'tang are the greatest dolts in the quadrant!"

Physiology: Underneath their fearsome-looking power armor, and behind the ruse of rippling muscles and mighty thews, the K'tang are a race of four armed, invertebrate grubs of some intelligence, but not as much as they claim to have. In truth, very little is known about the K'tang, save that outside appearances and bold words do not describe them in the slightest.

Philosophy: To make up for their physical shortcomings, the K'tang have devised a none-too-clever but fairly effective ruse to conceal their disadvantage: Bravado and big, honkin' guns. The K'tang are ruthless, zealous, loud, opinionated, and dangerous, the same way a cannon is. They need only be pointed in the right direction, and other people will get the idea not to stand in their way. Their belief, that power equates with superiority, is flawed, but nobody was about to tell them that, mostly because nobody could see past the exterior.

    However, they could realize that the K'tang are not a brilliant race. Having no respect for science, thinkers, learning, or the rigors of anything besides glorious combat, the K'tang have attempted a foolish effort to talk big. They throw around words they don't understand, make some up, and generally butcher the Universally Translated language. This makes the K'tang seem like foppish boors, but one is advised not to comment on this. Not only are the K'tang sensitive about their physical shortcomings, they are also keenly aware that other races can be far greater than they are. This of course, cannot be tolerated, and to remind them of that, by pointing out how stupid they look, is only asking for trouble.
One of the many weaknesses of the K'tang is their zeal for bragging. So proud are they when they have "fooled" another race into thinking they are both powerful and clever, they often look right past the obvious fact that their foe is not shaking with fear, they are restraining their laughter. The K'tang will then go off and blab secrets best left unsaid, and do not realize that a non-threatening posture is sometimes a threat in itself. But subtlety is not the way of the K'tang, and they do not know how to appreciate it in others.

History: Like the Harika, Yorn, Zoq, Fot, Pik and Zebranky, the K'tang evolved sentience sharing a world with other sentient races, all of whom had spinal cords. Their volcanic world, presumably having tropical regions isolated from others by impassable lava flows, would allow such a rarity to occur in theory. However, unlike the above races, the K'tang did not evolve sentience equally; they were inferior to the other races on their planet. This did not prevent them from, using cunning so unlike them today, to steal and assimilate technology from the other races, assemble powerful suits of armor, and eradicate all other "hostile" life from their world.

    Pleased with their ability to "crushify" their neighbours, the K'tang ultimately took to space, bringing with them a created facade of power and might, tolerating nothing less than subservience among all they met. And indeed, they inspired a few neighbours to quiescence. But not all. In fact, within short order, given the K'tang's short fuse, they were swiftly losing a 5 front war, thanks to poor tactics and poorer supply lines.
    It was at this time that the Ploxis Plutocrats, led by one Plexor, discovered the hapless, moronic, but powerful K'tang, and offered their assistance as "equals," willing to shoulder the "unseemly" duties of infrastructure for the mighty K'tang. Having appealed to the the domineering instincts of the K'tang, the overstuffed worms agreed, and the Ploxis used their financial knowhow to help the K'tang win their war and eliminate their former "oppressors." It was through this act that won the K'tang under the service of the Crux.
    In time, the K'tang served to not only crush most of the Ploxis rebels, but the rest of the Hegemonic Crux quadrant. After this, the Crux turned their eyes upon the Kessari Quadrant, and the K'tang, ever the willing, boisterous grunt, served as the heavies. They also served somewhat poorly in this reguard, losing badly against the Harika and Yorn, but thanks to a chance discovery by one of the grubs, the Harika's will was broken through the Xchagger plague. Following that, the K'tang were used mostly to hamper League efforts, which they failed at as well, given their penchant for saying too much.
    The Daktaklakpak, having foreseen a time when the K'tang would no longer be needed, had conconcted the King-Seeking Larvacide Missile to pierce their power armor and leave the grubs helpless against the Vivisector's pincers. This item was traded to the League, who wasted no time in employing it against the K'tang. Showing their true lack of spine, the denuded worms surrendered immediately and volunteered to join the Alliance. They offered little wisdom and merely submitted meekly to pilotting their ships for the League cause. They refused all further communication with all races.

Future Plans: Utterly humiliated, having lost their empire, and without the brains of the Crux to do their thinking for them, the K'tang now lack direction, and will presumably sulk for a long while, unable and unwilling to attempt their own research and discourse on the level of equals. Should they choose to accept League ideals, at least in some part, they may be convinced to travel back to the home quadrant, where they can be shown that races can work in harmony, even other beligerent ones, such as the Thraddash and Ilwrath. In fact, those two races can serve as a model to the K'tang that cooperation has its advantages.

Kohr-Ah (Ur-Quan Kohr-Ah)

Status: Extant, expanding
Ship: Marauder
Homeworld: Unknown
Contacts: Ur-Quan Kzer-Za
Quote: "Kill the Interloper! Rip out its life!"

Physiology: The Ur-Quan Kohr-Ah and Kzer-Za share the same physiology, and both were splintered from a similar genetic stock. Before their forcible diversification, the Ur-Quan race was a brown and spindly armed race of predaceous caterpillars, the keystone predator on their world. Their arms were probably for prey subjugation and motility, their oral bristles for food manipulation or possibly to suck out vital juices. Sentience was hard for them -- in order for them to form a sentient union, they had to put aside their fierce territoriality and solitary mindset.

    The Ur-Quan are highly intelligent and able thinkers. They are, however, exceptionally prone to psychic compulsion, and this trait allowed the Dnyarri to control their entire race for millennia. Indeed, the Ur-Quan were favored slaves of the Dnyarri, and that lead to their genetic tinkering. The Kohr-Ah were destined to be the Effectors. They would be the hands of the Dnyarri empire, the soldiers, the builders, and the do-ers. Because such a thing requires cooperation, the Kohr-Ah were engineered to be less territorial, and more cooperative. At least, so the Dnyarri thought.

Philosophy: Long ago, the Kohr-Ah went insane. Months on end spent in agonizing, screaming pain drove both sub-species to the brink of madness, but the Kohr-Ah went over the edge. Neither group desired ever to be slaves again. To the Kohr-Ah, the logic was simple: To avoid being the slaves of another race, ensure that there are no other races. And thus, the Eternal Doctrine, founded by then leader Kohr-Ah, was forged in three days of orbital bombardment of the Yuptar homeworld. Their former allies in the Sentient Milieu, the Yuptar posed no threat to the Kohr-Ah -- but it did not matter. The Yuptar were sentient, and not Ur-Quan. They would be but the first to die.

In time, the Kohr-Ah would perfect their manifesto. They willingly undertook an eternal campaign against all other sentient life, believing that in such lasting war, they would assure their security forever. Reason had no place in Kohr-Ah philosophy anymore. In fact, the central key in Kohr-Ah thought was that of purification. In the eradication of all non-Ur-Quanian life, all life would ultimately be Ur-Quan. Any new life, therefore, would have to be Ur-Quanian. A blissful rebirth for souls trapped in filth.
    Understandably, no race wanted to be cleansed. The Kohr-Ah have heard thousands of pleas for mercy, and have ignored all of them. If the Ur-Quan Kohr-Ah ever knew pity, it was lost the day they murdered the Taalo. Until the destruction of the Sa-Matra, the Kohr-Ah were content to engage their prophesy of genocide, assured that their victory over their brothers justified fully the lives they destroyed.
    One troubling thing about the Kohr-Ah rationale of lunacy is that the original followers of Kohr-Ah, those who endured the enslavement of the Dnyarri and participated in overthrowing their malign masters by suffering excruciating pain for month after maddening month, are dead. None of the known races have members who have lived for 20,000 years, and while the Pkunk and Mycon can claim ancient members, these members are dead and do not directly affect the living. So why do the Ur-Quan Kohr-Ah fear and annihilate all non-Ur-Quanian life?
    One very noteworthy theory put forth by Steve Delong is that as part of Kohr-Ah development, before one comes of age and begins to ask rational questions such as "why must we kill?", they are forced to engage in a ritual of pain and suffering as their ancestors underwent by choice. Presumably, this means being strapped to an Excruciator and viewing the collected bones of the other races slain by their ancestors. While this is a cruel learning device, the Kohr-Ah do not see their chosen path as anything but necessary, and to a race as mad as they are, the ends will always justify the means.

History: The history of the Ur-Quan Kohr-Ah did not begin until after the slave revolt, when their leader Kohr-Ah proclaimed the Eternal Doctrine to be true and just. After incinerating the Yuptar, the fleet of Marauders travelled to the Mael-Num homeworld. As the Taalo had done, the Mael-Num asked "Hold! What you do is wrong! Why do you do this thing?" So succinct and honest was their question that the Kohr-Ah felt obliged to answer. Their lingering saved the Mael-Num and brought the first Doctrinal Conflict as the Ur-Quan Kzer-Za arrived to prevent the Mael-Num's annihilation.

    The Kohr-Ah lost the first conflict, and began travelling the galaxy in the opposite direction than the Kzer-Za, devastating all cultures unfortunate enough to be noticed. When the Kzer-Za settled in this sector and engaged the Alliance of Free Stars, the Kohr-Ah were nearing reunion with their brothers, signalling the start of another Doctrinal Conflict. During their entrance, they found and eliminated the Gg, and were well on their way to destroying the Druuge when the Kohr-Ah were lured to the Burvix homeworld by the Druuge. Instead, the Kohr-Ah slew all the Burvix and then entered Ur-Quan Kzer-Za space, to reinitiate combat.
    During the second conflict, the Kohr-Ah were attacked by a combined task force of Utwig and Supox ships, as well as Thraddash vessels. The former cost the Kohr-Ah a year of decimations, the latter barely made a dent. However, both sacrifices were ultimately futile; the Kohr-Ah won the battle and wrested the Sa-Matra battle platform from their brothers, seeking to turn it on all the slaves the Ur-Quan Kzer- Za took during their 20,000 year sojourn through the stars. Fortunately for all involved, the Sa-Matra was destroyed and both Kohr-Ah and Kzer-Za fleets halted by the newly created Chmmr.

Future Plans: The Sa-Matra destroyed and their fleets decimated, the Kohr-Ah now accompany their brothers in the mission coreward. Whether or not the Kohr-Ah retain their genocidal tendencies and how far they can be trusted remains to be seen.

    Like the Ur-Quan Kzer-Za, the Kohr-Ah now find themselves on the horns of a dilemma: The Eternal Doctrine is no longer eternal. Thanks to the efforts of the New Alliance, these Ur-Quan have lost the power to forge the universe that their leader Kohr-Ah bespoke 20,000 years ago. Quite simply, the universe will always be infested with non-Ur-Quan life, and there is nothing the Kohr-Ah can do about it. How this has shaped their attitudes towards xenomorphs, and whether or not this has curbed their desire to destroy said aliens, is as of yet unknown.

Status: Stable
Ship: Sanctorum
Homeworld: "Haven," Quasi-Space Portal G:2
Contacts: Unknown.
Quote: "All creatures can be expected to betray others when it meets their needs."

Physiology: The LK (pronounced *ulk*) are a race of saprophytic fungi superficially suggesting a commonality with the Mycon, but the LK are fully organic. Their origins, humble toadstools growing on decaying Precursor food stores, have manifested themselves into sentient detritivores with fully function sensory organs and a mouth, suggesting a migration away from the standard fungal feeding habit of absorption across hyphae, and a de novo evolution of a fully functioning gut, which is novel as well as pragmatic, as it has allowed the LK to increase their body size and therefore their capacity to manipulate their environment.

    Whatever other abilities the LK have, they were not interested in sharing.

Philosophy: As obligate feeders on decaying organic material, the LK have taken a very pragmatic and callous view of life. They believe that every living being is out for their own needs, and when it serves them to cooperate, they do so only as long as it takes for them to get what they wanted. Given such a negative outlook on the motivations of others, it seems surprising the LK ever formed the collective of scientists and researchers that they are today, but instead of being paranoid of such behaviors, they expect and exploit it. To the fungal race, the way things are done are at the inevitable expense of others. The Druuge and the LK have something in common.

    Their origin and maturation in a rich cache of Precursor artifacts has given the LK the notion that they are the closest living relation to the Precursors, for they believe they fed upon the decaying bodies of the Precursors. While this is not true, the artifacts more than sufficiently provide "evidence" for their claim of sentience. Their desire to possess the Red Spiral Rail is another ego boost to the LK; they wanted to have it because their having it would prove their worth. They look upon other races as decidedly inferior, lacking not only the resources of the mushrooms, but the inevitable potential.
    Possibly it is this egotism that makes the LK different than the Vyro-Ingo. While both are somewhat deluded about their own self-worth, and use crutches to inflate their vaunted position, the LK believe that the "difference" between the races only allows the LK to exploit others better. They feel that other races are merely pawns, to be used and thrown away when they are no longer useful. While they do not share the Daktaklakpak zeal for destroying life when it cannot serve them, they do not feel any keen responsibility towards any whom they interact with, with the inevitable result that others see them as untrustworthy and contemptible.

History: Largely unknown. While the LK are forward about their origins, they are considerably less so about their past and their recent dealings. They, like the Melnorme, seem to have the dirt on everybody, but do not care to reveal how this came about. Their dealings, with the Kessari and Hegemonic Crux races alike, remain shrouded in mystery. Their role in the League's eventual aversion of Eternal One disaster was, again like the Melnorme, pivotal in that they supplied vital information (at cost) while contributing no vital resources.

Future Plans: Unknown. With the receipt of the Eternal One Signal Deflector, the LK took an appreciative stance on another race, so it may well be that they may be inclined to share their plans and vast warehouses of knowledge with whom they may deem worthy. However, such a rapid and noteworthy transformation of cultural idioms cannot be easy, and will only occur through patience and honesty.

Melnorme (Mael-Num?)

Status: Extant
Ship: Trader
Homeworld: Unknown
Contacts: Unknown
Quote: "'Giving,' with no fair exchange of goods or services, is considered vulgar and inappropriate."

Physiology: Almost nothing is known about the Melnorme. Their one eye seems to be strongly perceptive of color, and indeed the Melnorme mental state is highly influenced by it. Reds seem to be the color of diplomacy, blues the color of stress. Strangely, the combination of the two colors is that which illuminates the ship during trading, a fact which the Melnorme will gladly confirm -- for an extraordinary sum of credits. The two pupils in the single eye of the Melnorme clearly denotes their sensitivity to light -- but how sensitive, nobody is telling.

Since the Melnorme are not given to speaking freely about anything, information on their physiology must remain a mystery.

Philosophy: Only one Melnorme is known at present, Trade Master Greenish of the 'Inevitably Successful in All Circumstances.' The Melnorme seem to adhere to a strict policy of trade, willing to trade their huge, accumulated stock of information for items they want. This wouldn't ordinarily be different than any other race, except that the Melnorme consider this to be less a business exchange and more the way things are done. To do otherwise, to volunteer aid with no compensation whatsoever, is distasteful and wrong to the Melnorme. They also aren't above taking advantage of those in need; run out of fuel and credits some time in Hyperspace and call them for help for proof.

Because Greenish did not offer any other information about the Melnorme beyond what could be directly observed, no more data on philosophy has come to light.

History: Unknown. The Melnorme were unwilling to discuss this. Greenish mentioned being a new arrival in this sector. What Greenish did not take pains to hide was their seemingly endless list of contacts and sources, all of whom are not found in this quadrant. Melnorme are obviously not pan-dimensional beings, but they are clearly an old and well-travelled race. How well travelled?

    The Melnorme know much more about the Sentient Milieu then any other race. They know the Kohr-Ah as well -- they speak of them as if they have survived an encounter with them, a surprising feat, even for the Melnorme Trader. In fact, it is highly probable that the Melnorme are none other than the Mael-Num, the last unaccounted for Milieu race.
This is, of course, speculation. However, Greenish's haste to depart the sector before the Kohr-Ah's projected victory over the Ur-Quan Kzer-Za suggests prudence far beyond that of other races. Only the Ur-Quan Kzer- Za know of the ruthless efficiency of the Kohr-Ah, and even the wise Chmmr knew of the Dnyarri from legend alone -- the Melnorme's "source" was far more explicit, and when dealing with a race as cruel and observant as the Dnyarri, no race could hope to have escaped unnoticed.
    Did the Mael-Num flee the Kohr-Ah assault fleet and spend their eons among the stars, fearing eventual discovery by either faction of Ur-Quan? Do they have a homeworld and vast civilization hidden in the universe, built on 20,000 years of cautious exploration and looking over their shoulder-analogue? This is unknown. The only problem with this scenario is the name change itself -- it's doubtful the Kohr-Ah are so gullible as to be fooled by that simple a subterfuge, and either subspecies would treat a new race or an old one the same -- cleansing or enslaving, take your pick. Still, it seems to fit all of the pieces, and may have been enough to fool other races looking into the Ur-Quan's past in an effort to comprehend their madness.

Future Plans: Unknown. Greenish fled the sector in February, 2059 without any words of parting. His destination, and whether or not the 'Inevitably Successful in All Circumstances' will return, also remain a mystery. If the Melnorme know of the Coreward expedition (assuredly they do), perhaps they will make an appearance in the Kessari sector.


Status: Extinct
Ship: Transformer "Xformer"
Homeworld: None
Contacts: None
Quote: None

Physiology: The Mmrnmhrm were always described as robotic, and, as far as can be judged, they were. Every Mmrnmhrm was constructed by a vessel known as the "Mother Ark," a great ship apparently created for the purpose of producing Mmrnmhrm. As a result, the Mmrnmhrm did not breed, as they were completely inorganic, and depended on the Mother Ark to restock their numbers. When the Mother Ark failed, for reasons still unknown, the Mmrnmhrm were faced with inevitable extinction.

Close inspection of the robots shows them chiefly to by cylindrical discs constructed around a system of poles. The discs were free floating, and were rotated and compressed depending on the robots' task. Little is known about how they accomplished everyday tasks; the Mmrnmhrm were close to the Chenjesu, but not especially communicative, just polite.

Philosophy: Unknown. If the Mmrnmhrm had philosophy, it was secondary to the demands of their survival. Nobody knows why the Mmrnmhrm were created or for what task.

History: Unknown. It is my assumption that the Mmrnmhrm, like the Mycon, were created by the Precursors, or at least another ancient race. The Mycon, elaborate planetary engineering tools, have evidently perverted their primary function or have since forgotten the reason for it. If the Mmrnmhrm had a function, it too was lost. They seemed to be an old race, evidently old enough that their Mother Ark, an innovation of Precursor technology, has broken down like the computer on Unzervalt. The specifics of their past, and why they ever existed have been lost. Most of the Mmrnmhrm were destroyed during the course of the war; those which were left opted to be slave-shielded alongside the Chenjesu and initiated the Process, which fused them.

Future Plans:None. Like the Chenjesu, the Mmrnmhrm are presumed extinct.

Clarifications: The Mmrnmhrm were, indeed, a Precursor construct, having awoken some one thousand years ago due to the negligence of the faulty Daktaklakpak service droids. Apparently, the Daktaklakpak and Mmrnmhrm hailed from the same Mother Ark facility, but the Daktaklakpak are able to construct more of themselves, while the Mmrnmhrm were not. Perhaps it was due to poor maintenance of the Mother Ark that allowed the Mmrnmhrm to awaken; perhaps the Mmrnmhrm had a failsafe preprogrammed into them to activate after a certain time, provided the Precursors did not. Whatever the case, the Mmrnmhrm were not to have come alive without the Precursors to guide them, and to this end, the robots had no direction at all.

    The seeming lack of purpose to the Mmrnmhrm existence, then, has been validated: Whatever purpose they were constructed for did not appear to have been encoded; it was to be given to them upon reactivation by their creators and owners. They simply got up, and puttered off. The Mother Ark, having been neglected for necessary repairs and restocking of supplies, broke down, ultimately dooming the Mmrnmhrm "race." Thus, the sentient robots made the decision to combine their dwindling stock with the Chenjesu, for they had no other directions upon which to act on.
While technically still Precursor property, it can be assumed that with the completion of the Process, the creators have released their hold on their unused creation, seeing no need for them at this point. The Mmrnmhrm are extinct, having never had a purpose, and never knowing why they were created, only knowing that they were. Sentience, as it was for them, must have been fraught with disappointments.


Status: Extant, rebuilding
Ship: Podship
Homeworld: Beta Brahe
Contacts: Syreen
Quote: "Juffo-Wup fills my fibers and I grow turgid. Violent action ensues."

Physiology: Very odd. The Mycon resemble ambulatory fungus (not like goombas, however), and speak of spores and fibers, suggesting fungal properties. While research has been done on Mycon physiology, it has often been inconclusive and fraught with difficulties -- Mycon reanimate after being thawed out of cold storage, and tissue samples decay with alarming rapidity. The Umgah, who have vastly more knowledge on the subject than do we, called them constructs, and suggested that they, like the Mmrnmhrm, are not at all naturally derived.

    The Mycon thrive at temperatures around the boiling point of lead, and indeed do so well at such temperatures that their homeworlds and ships are kept at this intense heat. Survival is not the only benefit from such hostile climes; the Mycon are known for their regenerative prowess and indeed can recruit fully grown crew in the moments on the battlefield. Their spores, reared by purity monitors, ensure that only the most fit offspring survive to fruiting. Not terribly much more about Mycon physiology is known beyond what their wispy ramblings tell us.
    Even more incredible is that the Mycon have a pseudo-hive intelligence. Each Mycon seems to be the product of its ancestors, such to the point that their ancestors speak through them and interact with the present incarnation. What cursorily sounds like madness over the viewscreen turns out to be the culmination of their entire species: No Mycon is ever really lost, they are merely residing in the genetic memory of their offspring. This transcends common sense, as the genes that combine to make the offspring are surely in place before their donor dies. Yet time and time again, the Mycon speak with the voice of one who has already died, clearly stating when and why their fungal existence was terminated. Such can only be the result of controlled genetic modification, which the Umgah claim the Mycon can enact at will.
    The Mycon speak often of their keen bonds with their elders. They say that they select the memories of their offspring, giving them a collective conscious of their ancestors' memories. When two Mycon meet and share an ancestor, that ancestor becomes the dominant personality in both individuals, and together the parts convalesce into something greater, bestowing wisdom on both offspring. Do the ancestors use their strange collective intelligence to modify the genes of their progeny throughout their lives and at the time of their demise? It is a mystery. One thing is certain -- you never know when the Mycon you're speaking to could have spoken to any number of your ancestors.

Philosophy: Mycon philosophy is twisted and incomprehensible, possibly even to them. It is almost certain that the Mycon were created by an ancient race interested in modifying the planets in this sector. The Mycon are very cryptic about this detail (but when aren't they?), but one can assume that the race who created them intended to leave the Mycon to terraform the sector and return when the task was completed. The Mycon speak of a Creator returning, and one had this cryptic memory from what must have been the first individual: "Planetary Transformer biot 94-18: Take your place at the dias." These are not the words of the Mycon.

    If indeed there is a Creator for the Mycon, their programming has been eroded with time and generations. The purpose of the Mycon is embodied in Juffo-Wup. Juffo-Wup is all, and the Non must be Juffo-Wup or Void. Juffo-Wup is a simple set of priorities: Survive, Expand, Process the Non. Like the Kohr-Ah, the Non represents threats to the Mycon purpose, this Juffo-Wup. The Non must be eliminated. Ultimately, the Mycon will seek to eliminate Non (other races) by converting gaia worlds to shattered ones. Their Creators must have realized that most (albeit not all) life in the galaxy would depend on green worlds, and by destroying all of them, the chance for Non is virtually reduced to nothing. If this is the Creator's purpose or that of the Mycon's reasoning is unknown. It is, however, the law which the Mycon uphold.
    Juffo-Wup dictates that all Non must be processed or Voided. However, it does take into consideration that some Non will be tougher to Void than others. The Ur-Quan Hierarchy surely represents such a condition. That may well be why the Mycon volunteered to join the Ur-Quan Kzer-Za. They chose to join, and wait. They sought an opportunity to weaken other races and possibly to exploit an unseen weakness in their "masters." They may still be eying the Ur-Quan, knowing that the time may be soon when the Mycon will turn against them and Void or process them.

History: It is very obvious that the Mycon are old. How old? One Mycon memory claims to be over 50000 years old. Their Creator, however, had to have left some time before the Dnyarri conquest, pitting an interesting historical question to light -- how did the Mycon avoid destruction by the Dnyarri or either Ur-Quan?

    It may be that although the Mycon were created before the Milieu, they were not detected. More likely, however, is that the Mycon arrived in the sector from somewhere else, and happened upon the Ur-Quan Kzer-Za after the Doctrinal Conflict had ended. Sadly, there is no evidence for either event, as the Mycon do not speak intelligibly enough to answer direct questioning and are too hostile to warrant prolonged discussions with them. Somehow, the Mycon set up shop in this sector, and have been busy fulfilling the demands of Juffo-Wup ever since.
    Said demands, however, do not make any sense. The Mycon are, of course, planeteering constructs, created for the set purpose of converting worlds to a set of specifications put forth by the Creators. Why, then, do the Mycon seem only to turn life-rich worlds into primordial crust soup? Is it to eradicate other forms of life, hence fulfilling the Voiding the Non, or is that merely a side effect?
    It may just be a simple matter of natural selection. Notice that the Mycon state that "Survival is a Priority. Expansion is a Priority." Typically, there can only be one priority; all other tasks fall in line after that. The Mycon are obviously confused, but there is some advantage to this: Imagine a scenario where a particular Mycon lineage with a flaw in it's genetic programming is allowed to survive by the Purity Monitors. This particular flaw, not unlike Sullen Plummet's glaring mistake with the Probe model 2418-B, made it so replication of Mycon became as or more important than terraforming worlds for the Creators. As such, they would do everything possible to turn planets into the red hot ones that can be found in Mycon space today. These planets, very hospitable to growth, would breed more Mycon with the same flaw.
    This flaw, which would actually be a benefit, would spread throughout Mycon space, eventually pushing the fully functional Mycon to extinction. Given the Mycon ability to modify each other's genes, this would spread far faster than typical populations experience, and could be done within a few generations. Ultimately, the flaw manifested itself in a dramatic shift in Mycon programming: Find green worlds, and terraform them to suit Mycon growth.
Likely? Try to search for anything but a red hot world in Mycon space. It may be that the Sun Device, until recently in Mycon tendrils, was utilized to convert every star in every solar system to super-hot fireballs, thus processing every planet in their territory at once. This is, of course, but a theoretical scenario, but it would explain much about Mycon behavior and their history over the past 50000 years.
    After the war ended, the Mycon were left to their own devices, and proceeded to process everything in sight. Even before this, however, the planetary engineers had wasted no time in converting Syra, a lush gaia world, into one of their caldera-laden shattered worlds. It was this act that forced the Syreen to flee their homeworld and later, upon discovery of its perpetrator, rallied them to attack the Mycon during the post-war era. A ruse perpetrated by the Resistance led the Mycon to send their birthing fleet into a well-executed ambush, and as the Podships entered into close orbit to launch a Deep Child planeteering device, the Syreen attacked, ravaging the pinioned Podships and draining their crew into the atmosphere. The birthing fleet was nearly wiped out, and the Mycon drew back, in a current state of regrouping and confusion. Not so much that they aren't looking towards the future.
    The Mycon did join the coreward expedition fleet, but rebelled when confronted by their own sins.  League scientists became increasingly aware that the Mycon Deep Children are sentient, but lose their ability for reason when imprinted by Juffo-Wup.  The Elder Mycon allowed the League to speak to a Deep Child, under direction that the Deep Child was to be destroyed once the League learned what they wanted to know.  When confronted with evidence to the contrary, the Elder Mycon rebelled, refusing to assist the League in any way -- although it should be noted that they did not join the Crux, either.
    After discussing the Mycon with the Precursor, the Plasma Regroover's use became clear -- it would undo the programming of the Precursors upon the Mycon.  Thus all the Mycon in the Kessari quadrant were "spooned" and converted to Deep children.  It is unknown how long range the effects of the Regroover are, but it is doubtful the Mycon in the home quadrant were affected -- how they will react when confronted with a fleet of Deep Children is unknown.   

Future Plans: The Elder Mycon did not get to speak to their Creators, the Precursors.  As such, they will never know when it is they can cease converting Non into Void or Juffo-Wup.  Either they will be cleansed of Juffo-Wup by the League, or left alone but under scrutiny, much like the Ur-Quan.  Neither solution is satisfactory; losing Juffo-Wup means that the Mycon become sentient with none of the training their ancestors enjoyed, and no culture whatsoever.  Being placed on an order of vigilance, however, is hardly dealing with the Mycon problem.

Clarifications: The Mycon, like the Mmrnmhrm, are also the creations of the Precursors; the uncharacteristic ramblings of the Mycon, where they recall snippets of instruction in a voice not their own, echo the words of their programmers over 235,000 years ago. The Mycon were made several feeding cycles past; the Precursors did not suggest an age, but relevant history, past the feeding 235,000 years ago, has formed the most changes in the Mycon race.

    The Mycon are, indeed, fungal biots, both organic and mechanic in nature and physiology. Their original DNA contains their programming, evidently Juffo-Wup, which they still espouse to this day. However, subsequent copies of the heritable programming, errors in the record, and increased random hiss in the signal has perverted the instructions. What was once a planeteering construct suited to temperate extremes to facilitate its work in stabilizing crusts in green worlds suitable to Ortog/Precursor survival, has been perverted into the crust-melting Mycon we know and can't understand today.
    Each Mycon elder, or presumably any parent, copies the genetic memory of their ancestors, carrying with this garbled and patchy instructions, the collected error and genetic mistranslation of their entire species. While the instructions originally did not allow for Mycon sentience (hence their ability to evade both Eternal One and Dnyarri perceptions), the accumulation of nonsense and missence mutations in Juffo-Wup has allowed the Mycon to evolve. Whether that has allowed for a scheme of natural selection for higher reproduction at the cost of superheating worlds to facilitate Mycon growth or not is unknown, but is likely conjecture.



Status: Extant, expanding
Ship: Nemesis
Contacts: Androsynth, Arilou, Taalo(?), VUX
Quote: "Orz are here now, but almost not yet."

Physiology: The Spathi referred to the Orz as "fish-men," which may be somewhat appropriate -- the Orz are indeed icthyoid gill breathers, utilizing dissolved gasses in an ethanol medium. Their beak-like mouths suggest that they feed on difficult to process foods, much like parrotfish must crush coralline rock to get at the polyps holed up inside it. Their talk of *squeezing the juice* possibly means they secrete alarm pheromones to notify others of their mood or status, a common trick in aquatic organisms. However, little of this has any bearing on the Orz themselves, as it has become clear that they do not exactly exist on this plane.

The Orz call themselves happy *people energy* from *outside.* They use such terms as *many bubbles* and *fingers* to describe how we see them -- as light reflections of total beings who are on the same physical realm as we. However, the Orz stress that this is far from the truth. By their own description, which can best be taken with an Aspirin, these strange fish-men have *slid* to *heavy-space*, or at least are in the process of doing so, in an effort to colonize our reality. Their *fingers* are an extension of their temporal being, a piece of them, or possibly their "shadow," that can cross dimensions. In fact, the Orz are pan-dimensional beings, not unlike the Arilou, but they seem to be able to occupy multiple reality planes, a feat which the Arilou do not seem to be capable of.
The Orz do not give specifics about the plane they hail from (or about anything else), but they compare it to our own with the terms *heavy-space* versus *pretty space*, and the general term *slow-time.* Whatever they mean, it is clear that the Orz want to exist in *slow-time*, for they complained of difficulties "keeping together" in their own realm. This may explain their choice of terms for killing -- *dissolving* -- for the Orz speak of how tiring it was for them to exist in *pretty space* (or it could be the way they see things decay, seeing how they are aquatic. Tough call either way).
Whatever their unique physiology, the Orz are intent on moving into this plane, and can, if *connected*, *pull* *sticky* *campers* such as ourselves through reality. They might have already done this to the Androsynth.

Philosophy: The Orz are somewhat closed mouthed about themselves, as they seem to tire of talking in *slow-time*. They imply that they may be able to communicate on a higher realm than we do, and that once we come around to their way of thinking, we will not need to question them so much. Still, they are patient, and attempt to explain their thoughts as best as they can, which isn't nearly good enough.

The Orz relate everything in stories. From the Everything Story, they explain how it is they came to be in our reality. The Trusting Story is some babbling narrative about a broken alliance. As they clearly operate on multiple planes, it is hard to tell what they see at any given moment, and their conversations are broken with references to things we cannot understand. The Orz are friendly, too friendly, they insist, and enjoy *play* and *games.* They do not like to be burdened with problems, and insistent conversations about topics they do not wish to discuss end with violence. Once the troublemakers are *dissolved,* the Orz are happy. A very childlike attitude for a very powerful and advanced race.
Conversations with this odd creatures suggest that they always think in present tense. It may be difficult for them to concentrate on memories when they are surrounded by so many vast realities at once, or perhaps they do not comprehend time as a stepwise progression of units. Whatever the case, the Orz often speak of seeing the Taalo, a feat which we cannot accomplish, for the Taalo were wiped out some time ago by the Ur-Quan. If they Orz see different timelines replayed in the same area, and are merely seeing echoes of the Taalo's existence looping back, or if the Taalo really exist on another plane as the Orz suggest, we do not know.
The Orz have a great love of making *play*mates out of *campers*. To this end, they are very willing to share their unique perception with all that they meet, even by dragging hapless Androsynth out of their reality and into some other. If the Androsynth survived this attention, nobody knows. It seems as if the Orz are heedless of the consequences of their actions -- the are Orz, and they do as they please. Perhaps nothing has any consequence to the Orz, as there are always happy times in one reality or another for the zephyrous creatures.

History: Sadly, the Orz do not speak of their own history, probably because they do not attach any significance to it. All that is relevant to the Orz is when they first discovered this reality. Thanks to the Androsynth's usage of their DF window-maker, the Orz became able to *smell* *heavy-space* and then began to explore it. They encountered the Androsynth, and *pulled* them through, and then occupied their star cluster, where they have been content ever since.

The Orz mention an association with the Arilou *quick-babies*, but it is not a benign one. Claiming that the Arilou are always *jumping in front*, it is clear that the Orz have long been kept from entering this reality by their pan-dimensional peers, and resent their meddling. The Orz warn against exploring the Chandrekhasar region of space, for fear that you might stumble into the *reality-slide* and thereby meet the Arilou. The Arilou warn you the same of the Vulpeculae region of space. What they don't know won't hurt them.

Future Plans: Unknown, but they probably aren't good. Given the Orz' desire to share their reality with other *campers* and that the humans struck an alliance with them, the Orz may well seek to have the humans join them for a *party* in the *middle.* Whether they respect the humans enough to leave them alone or if the Arilou will intervene on our behalf remains to be seen. For right now, the Orz have joined the coreward taskforce for their own reasons.

"The Great Protectorate of Owa, Keeper of the Creche of Life, Dwellers in the Oceanic Depths, Reef Keepers and Sailors on the Currents of Space, Defenders of the Rainbow Worlds, Seekers of Heroism and Glory for the Owa Protectorate"

Status: Stable
Ship: Voyager
Homeworld: "Owa Prime," Mnemosyne 1
Contacts: Harika/Yorn
Quote: "Our strength has long been our ability to steal away into the inky depths of space, away from all predators."

Physiology: The Owa evolved on a frigid, dark world in orbit around a dead star, and so thusly have no means of visual perception, according to the Harika. They do, however, possess structures that suggest eyestalks, so it may be that the Harika are mistaken; how else could the Owa pilot ships or recognize the rainbow worlds for what they really are? Beyond that, little is apparent about the Owa. They speak often of their circulatory system, suggesting that a constant flow of nutrients and dissolved gasses is important to their unique physiology.

This may suggest, given their additional lack of anything seeming to be a mouth, that the Owa harbor endosymbiotic bacteria, which utilize dissolved sulfur in water as a source of energy. Given that the aquatic Owa dwell in the depths, they may have evolved near deep oceanic trenches where the crust has cracked, thereby flooding the nearby waters with a wealth of heat and minerals. Much like our pogonophorans, the Owa may harbor these bacterium and receive a bounty of the energy as a reward for being a protective host. This is, of course, merely a guess, as the Owa were not interested in exchanging much about their unique race.
Reproduction was briefly touched upon; apparently the Owa's reproductive system is modular enough that it can be removed from the body. Effectively, all Owa castrate themselves voluntarilly for the good of the species. Whatever form of gametangia the Owa posess is apparently hardy enough to survive storage in culture preservations.

Philosophy: Owa philosophy is based on chivalry, honor, loyalty, and unforgiving opposition to those without such ideals. In fact, their strict code of honor shapes their interactions with other species, and they are so paranoid of the machinations of "lower" orders that they refuse to entrust any of them with the location of their homeworld or even a few ships. For a race that claims nobility and high valor, the Owa are really a bunch of cowards with a large ego to conceal it with.

The Owa believe in the Grand Destiny -- they seek, as the Eternal Ones have sought, to transcend physical form and to join with the Precursors, who they believe have already reached that state. In order to do so, the Owa rely on their strict adherance to noble aims, and the use of antimatter research, which seems to be a more pragmatic solution to their Destiny (after all, if they seek to leave behind their physical form, what better way to do it then to get rid of their material components?). Still, they are ensconced deeply into their noble traditions, and believe it can only help them attain their ultimate goal.
While they realize that other races follow a lesser destiny, as well as that they do not hold fast to the courtly manner, they do not seem to show much understanding of this. Insult Reef Master Oflubum once to see why. They respect claims of valor, but do not expect it of other races, and yet do not tolerate anything less. The nobility they strive to portray they expect of all they come in contact with, with probably disasterous result. As such, the Owa are unapproachable by all but the most tolerant and obesiant seekers, which is what they intended all along.
It is my opinion that the Owa use such a long cultural measuring stick to attempt to inflate their perceived sense of superiority. They strive to reach Precursorhood, but consider such to be more of a race than an eventual result of their genes. If they can demonstrate their chivalry and valor to observers, they feel that they have proved their superiority over their observers by their very nature of being "closer" to the Precursors. Their concepts of what the Precursors were like overshadow their perceptions; they strive to become unto a myth, rather then a legend. In truth, the Owa are little more than boorish, pretentious fops, using their vaunted sense of duty and justice to hide the sad fact that they have no idea how to go about attaining their Precursorhood.

History: Owa history seems to be long, but unpuctuated by crises, as the Owa are quick to retreat whenever danger seems to threaten. They speak of climactic battles in space, and how they fought against the Harika, but offer no specifics. Of recent import, the Owa refused to join the Harika and Yorn in their struggle against the Hegemonic Crux, they refused to ally with the Crux forces, and refused to ally with the League of Sentient Races. Each time they claimed that their hosts were untrustworthy and too low-brow to aid them in seeking their Grand Destiny.

The Owa also had been dumping the anti-matter waste products on the Rainbow Worlds in the Kessari quadrant. After giving some to Plexor, they decided to restrict access to the anti-matter before any other race made a weapon out of it. The Owa launched a task force of two Voyagers per Rainbow World, to guard these planets from marauders, but the collapse of Hyperspace isolated these warriors, where those who did not aggressively attack the League still stand today.
The Owa played little part in the League's efforts to stop the Eternal Ones; they merely contributed the means to collect the anti-matter for use against the Ploxus-Prime.

Future Plans: If the Owa do learn of what the Precursors have been doing over the past 235,000 years (i.e., grazing and being raised for the meat), then they may be shattered. Their pretentious model of what they perceived the Precursors to be like would be shattered, and they would have to define their own path for a change. However, because the Precursors were promised that their identity would be kept a secret, it is unlikely that Oflubum would ever hear of that. As such, the Owa will continue to strive for perfection through their usual, mundane means, never realizing that their full Precursorhood does not lie in the knightly traditions they espouse.


Status: Devastated, rebuilding
Ship: Plunderer
Homeworld: Plodo 7 (uninhabitable)
Contacts: None (currently)
Quote: "(dang, had it somewhere)"

Physiology: Unknown. While some Ploxis were available for study, the opportunity was not seized as it should have been. Plexor was, of course, uninterested in such a discourse.

Philosophy: What is left of the Ploxis race does not accurately reflect the recent prevailing trend in Ploxis thought, with the result that all that is known about Ploxis philosophy is based on the example of the Ploxis Plutocrats, a model that no longer exists. Whatever the Ploxis decide as a cultural direction hopefully will be more crowd pleasing than Plexor's business plan.

History: The Ploxis were, originally, a brilliant race of researchers, thinkers, and philosophers, encouraging free thinking and original ideas, instead of stifling them under convential burdens of morality. As such, it was only a matter of time before their culture backfired upon them; while their way of life would have continued indefinitely in a closed system, the universe is not a closed system.
With the first contacts between other races established, some members of the Ploxis society realized that the fruits of their research could command vast prices in resources from races willing to buy them. As such, the Plutocrats were born. Encouraged by the Ploxis philosophy of encouraging free thought, as well as the copious bounty their efforts brought to Plodo 7, the Plutocrats began to manipulate themselves into better positions to exploit their productive brethren. Devising a scheme to wall off the populace so that it could be easilly controlled, the Plutocrats offered to create biodomes for the different factions of Ploxis who did not agree with one another. Gullibly, they accepted.
When the Ploxis Plutocrats stumbled upon the K'tang, they assisted them in their war effort, and then enlisted their aid on Plodo 7. The troops, the Plutocrats insisted, were there only to keep the order, but it became all too clear, all too late, that the "order" of the Plutocrats meant slave labor. The rest of the Ploxis rebelled, but ineffectually; the K'tang foot soldiers were much too powerful, and the biodomes made it convenient for the Plutocrats to execute their unruly charges by issuing toxins to the environment. A few escaped; most perished. By Daktaklakpak calculations, 99.999872% of their population was slaughtered in quelling the insurgency (roughly equating half a million Ploxis; they must not have been very numerous beforehand, either).
    Having rendered their homeworld uninhabitable, and having eradicated the very resource they had hoped to control, the Plutocrats set their sights on the stars. Marshalling their K'tang and Daktaklakpak forces, the Crux conquered their home quadrant (if any other races were there besides the Doog, they were not admitted to the Crux), and then journeyed forth into the Kessari Quadrant, where, thanks to the machinations of the Ploxis, added the Harika, Yorn, and Clairconctlar to their ranks. The assembled forces opposed the League of Sentient Races until all Crux races were removed piecemeal, save for Plexor and the Ploxis Plutocrats.
    This task required rescuing cryogenically frozen Ploxis rebels, who were pleased to be offered the opportunity to bring down their traitorous ilk. Plexor was located, and his cronies aboard the Ploxis Prime were destroyed. The fate of Plexor, however, is unknown, as he managed to get away in an escape pod.

Future Plans: With no home to return to and no Crux to assume command of, the Ploxis now must turn to the League for assistance, a position they are surely unfamiliar with. In what capacity they can offer assistance, given their bottlenecked population (twenty, if all Ploxis survived aboard their Plunderers), and bleak genetic future, is also uncertain.


Status: Unknown
Ship: Fury
Homeworld: None
Contacts: Yehat
Quote: "Ah, the mysteries of the Universe. Try to understand 'em, but can you? Nope, they're mysteries!"

Physiology: The Pkunk never dwelled heavily upon their physical forms in conversation, chiefly because they were so worried about getting forcibly discorporated by the marauding Ilwrath. As such, nothing is known about Pkunk physiology, asides from the fact that they are evidently avian -- and that they are offshoots of the Yehat.

Philosophy: On the other hand, Pkunk philosophy is the stuff of which tomes are written. The Pkunk are seekers of spiritual wisdom, and are attuned to the powers that be, whatever powers those are. The Pkunk really aren't sure. Just that they have senses far beyond the ken of other species, and that they have been entrusted with the wisdom and enlightenment of the cosmos. Or so they believe.

    Pkunk claim to have lived many lives, and those who have met Furies in combat may well know this first hand. The wisest of their rank may have lived countless lives if it wasn't so obvious that the Pkunk clearly keep track of such things. This transcendence gives them incredible karma, and as such they attest anything and everything that involves them to their karma, even such things as chance arrivals of visitors or someone's next works. And while they are certain that everything is the result of their innate attunement to the powers of the universe, they're not always clear on why things happen or what they are supposed to do about them.
    For all of their hocus-pocus and bravado, the Pkunk do seem to have insights that on the surface may seem wild and glaringly unlikely, but generally end up as true. They are, of course, hedging their bets. As an incredibly superstitious race, the Pkunk use alignment of stars, seasons, spiritual energies, and flimflam as precognicient indicators of their veracity. Thus, if they guess wrong, it's always the spirits' fault.
    Lastly, the Pkunk's struggle to be at peace with the universe and at One with All is not total. Their "insights" into the Ilwrath psyche led them to the conclusion that the Ilwrath struggled for perfection until it warped their pure and innocent souls right around to evil. As such, the Pkunk strive for perfection, but always do little annoying things to screw it up. As any exasperated Star Control 2 player can tell you, one conversation with the Pkunk is probably enough annoyance to put them in the clear for a long time.

History: Pkunk history began when Weeny Wikki Beeki Birdi sat on the mystical egg of Icelike Temperature and uttered the Original Squak, "Rup-rup-rup-BGAK." It was this squawk that set the harmonic oscillations in motion that snapped the then predaceous Pkunk from their bestial reverie and sent them on the path to enlightenment. The Yehat, who evidently did not align quite as nicely, decided that the Pkunk should start their commune a respectable distance away from Yehat space. Specifically, and until recently, the Yehat would fire upon Pkunk vessels on sight.

    This, of course, was of some concern to the Pkunk, but not quite as much concern as the Ilwrath, whose relentless attacks came 8 years before the destruction of the Sa-Matra. While the Ilwrath were eventually lured away by clever impersonation of their dark gods, the Pkunk decided that a homecoming was in order, and despite opposition by their allies, the Pkunk reentered Yehat space.
    The Pkunk immediately disappeared, and the Yehat were closed beaked about the entire sordid affair until the battle with the Sa-Matra's honor guard was fought and won. There, a task force of Yehat and Pkunk ships arrived, as the Pkunk had predicted, and announced that the Yehat's bitter revolution had come to an end. The Pkunk had unified the clans and brought peace to the warring factions, and in their gratitude, the Yehat made a Pkunk their queen. They then joined the allied resistance and took down the Sa-Matra.
    Beyond this, the Pkunk played a relatively small part in the rebellion, contributing but a few ships and some cryptic advice.  They carried forth this role in the Kessari quadrant, most notably when they detected the suffering sentient Precursor computer on Exquivo.  That the Yehat did not accompany the Pkunk was unusual, given their recent reunion.  

Future Plans: A Pkunk is the leader of the Yehat, and serving as a spiritual guide, the Pkunk mixed within Yehat society will balance out their strong warrior instincts -- Yin to their Yang, so to speak.  It is doubtful that the Pkunk and Yehat can interbreed, or would even choose to, meaning that their plans are forever mixed with those of the Yehat, who have been left home, presumably to begin restructuring their society and the Pkunk's place within it.      


Status: Extant, rebuilding
Ship: Scout
Homeworld: None
Contacts: Yehat
Quote: None

Physiology: We know little about the Shofixti's physiology; like the Mmrnmhrm, the Shofixti really were known only to the Yehat. Described as marsupial-like, the Shofixti would have pouched females, give birth to ungestated young, and be fairly fecund. The latter, at least, perfectly describes the Shofixti, who were able to reproduce to at least some number by the end of the post-war period. Sadly, they did so at the cost of their genetic future -- only 12 females and two males -- brothers -- restocked the species. The ramifications of this have yet to be realized, but it bodes ill for the species.

Philosophy: The feral Shofixti were only uplifted into sentience a decade or two before the start of the war, and never really developed a unique philosophy. What they did have was guided by the Yehat into a culture recalling feudal Japan, in a system of honor, loyalty, and noble self-sacrifice. They never came to the realization that such a system couldn't exist on earth with the influence of outside cultures. The war represented such a threat to the Shofixti way of life, and their unflinching valor left them on the receiving end of many gun arcs.

    The Shofixti's dedication to the Alliance cause was total, even though they may not have completely understood it. When the Alliance cracked, the Shofixti returned to their homeworld because it was as the Yehat did. Abandoning the Syreen and the Arilou was of no concern to them; their paternal neighbors' motivation was all that they needed or comprehended. As the Ur-Quan task force entered their home system to subjugate their feral species, the Shofixti did the only thing they could. Surrender was never an option.
    If the Shofixti have learned anything from their brief and poignant history, it is unknown. They have retired from the fore to lick their wounds and rebuild from the ashes. If they survive their genetic curse, their philosophy may do the same.

History: None. The Shofixti were uplifted only briefly before combat broke out. The end of the war signalled the end of the Shofixti nation -- truly the most notable casualties of the debacle. Everybody now knows that the Shofixti's glorious self-sacrifice, that of hurling a Precursor bomb into their sun at Delta Gorno, vaporized every Shofixti there to defend their home and hundreds of Dreadnoughts. While this may have ultimately cost the Ur-Quan Kzer-Za their war against their brothers thirty years hence, it also cost the Shofixti everything they had. Those that are left played a minor part in the post-war era, supplying crew to the earth starbase and such, but it is doubtful that the Shofixti will ever rise to the glory of their decimation.

Future Plans: Unknown. The Shofixti need to find a homeworld and continue to rebuild their numbers. They may also want to discuss the Yehat role in their future. It may be obvious to the Shofixti that the Yehat, who disgraced themselves in aligning with the Ur-Quan, are not the best cultural role-models for them.

Slylandro "Slylandro gas bags"

Status: Extant, stable
Ship: None (Probe)
Homeworld: Beta Corvi 4
Contacts: Melnorme
Quote: "We have an egalitarian society. All are equal. Of course, that doesn't stop some people from being stupid fools or jerks."

Physiology: The Melnorme have made a detailed study of the Slylandro people, but, as with everything else about the Melnorme, they won't give it away for free. However, the Slylandro are generous with data about their presumably unique life form. These somewhat amorphous gas bags occupy a 500 kilometer band of their homeworld, "Source," hovering over their massless planet and filtering other air-borne organisms. Much of their physiology consists of suspending themselves in the brief, hospitable zone of their atmosphere, which requires them to retain a chamber of gas lighter than that found around them, and to regulate the amount within to compensate for the growth and increasing weight of the organism. Like earth nautiloids, the Slylandro went from single chambered bags attached to a sifting mouth to highly complex individuals hovering by a multichambered ballast system.

How such balancing occurs is not known, but it can be presumed that the Slylandro have specialized structures to filter lighter gaseous elements into their collecting sac, probably an energetic activity that uses lighter molecules preferentially to heavier ones. As the bag is subjected to stress from rising too high, either a stoma is opened up, or circulatory systems not unlike the cephalopod mollusk siphuncle takes up and expels the gas through an aperture. This may allow the Slylandro to "jet" about their air column not unlike squid do. (As an interesting aside, the strain on a Slylandro's sac from hovering at depths near the critical stress point creates scars and demarcation on their pneumatic chamber said to be attractive to potential mates).
Slylandro sentience stemmed from the need to better collect food, a task somewhat easier to accomplish with a more sophisticated system of internal gas control and the higher motility. Groups of Slylandro jetting in circles around a cluster of airborne food organisms would have the same effect as a pilot whale expelling gas circularly around a school of fish; the food would be herded together for easy collecting, thus benefitting the organism energetically. Eventually, such luxurious feeding habits would allow the organism to become more massive, requiring an even more complex float system to keep it from dropping like a stone, and an even more advanced nervous system to control it. Eventually, autonomous reflexes would not be sufficient to regulate the ballasts, and mental developments would need to take place. This would, of course, mean a brain.
Reproduction among Slylandro is unknown. Human visual spectra allows us to determine the location of sex glands in Slylandro, but not function. On this topic, the Slylandro are noticeably more closed mouthed.

Philosophy: The Slylandro are a very easy-going, patient people. They'd have to be; there's really nothing for them to do on Source. Without any ability to manipulate objects (any added weight could not be compensated by the ballast, and the object would drag the holder to their death at the bottom of the atmosphere), and lacking any ability to permanently record the passage of time and events, the Slylandro spend their time conversing with their neighbors and harvesting food. When they chatter, it is mostly about the things they know, and all that they know are food and clouds. While not unintelligent in any manner, the Slylandro are not particularly motivated about their situation. They are resigned to it. Their unique physiology makes it impossible to do otherwise.

The Slylandro are a peaceful race, choosing to settle arguments by simply moving away from the offending individual. Strife has been unreported by the Slylandro Speaker; individuals successful in driving away their neighbors may be hard pressed to find food later that Drahn. Thusly, harmony is assured by the need to successfully herd food in groups.
As with any species, the constant environment prompts a lot of boredom among the Slylandro, so any interruption is regarded with the highest curiosity and enthusiasm. This has largely come in the form of alien visitors, and each visitor has been bombarded with friendly but insistent questions about everything. The Slylandro hope to explore the universe for themselves, one day, but until then, they'll have to suffice with nagging, imploring questioning.
Given that the Slylandro have nothing better to do all day, it is unusual that they have not contemplated mass suicide. This may be why bearing scars from hovering at the depths of Source are so attractive; one is struggling to exert one's will over fate. Should their pneumatophore burst and cast them into the depths, they were not destined to survive. Otherwise, they emerge from the experience bearing the marks of a survivor. Their philosophy, despite millennia of stagnation, is not stable, either, and so the long hours on Source spent chorusing the History Chants and describing clouds may be spent fathoming the nature of the other races that have visited them. Too bad they don't remember any of it.

History: The Slylandro are a long lived race -- very, very long. While the History Chants do not have a clear representation of their dealings with them, the Slylandro knew the Precursors, and interacted with them on numerous occasions. Sadly, their oral record keeping has lost most of the content of these interactions, save information on a Rainbow World, and that the last contact with the Precursors made it seem like they were "worried."

Slylandro history is relatively unpunctuated by the surrounding galaxy, with the only influences being the Precursors, the Ur-Quan before discovering the Dnyarri, the Melnorme, and the rebellion forces. The Melnorme, as is well known, sold the Slylandro the Self-Replicating Space Exploration Probe 2418-B for information on their unique physiology. In a catastrophic move, Sullen Plummet set the replication priority setting too high, prompting the normally benign probes to seek out alien ships and attempt to break them into their component atoms. This chiefly annoyed the Thraddash, who were right in the wake of the Probe's path, but the dangerous automata were rapidly becoming a menace. A self-destruct signal was distributed by the Slylandro Speakers, ending the threat.
The Slylandro played no part in the rebellion, as they have had no opportunity to do so. Their race was even overlooked by the Dnyarri, despite the latter's mind control over the aware Ur-Quan. If the Dnyarri knew of the Slylandro, they rightly interpreted their presence as benign and feeble, not even worth bothering with. That neither Ur-Quan subspecies returned to deal with the Slylandro is a mystery, but a fortunate one for the Slylandro, who would have never been discovered if not for the Melnorme.

Future Plans: None. The Slylandro are dependant on the technology of others to allow them to escape the confines of their world. Unless a kindly, technologically advanced race divines a way to create a habitable atmosphere outside Source, the Slylandro will forever be trapped there, unable to influence anything or anyone.


Status: Extant, slave-shielded
Ship: Eluder
Homeworld: Epsilon Gruis 1
Contacts: None
Quote: "Oh God.. please don't let me die today! Tomorrow would be so much better!"

Physiology: The Spathi cryptically define themselves as meta-mollusks, a combination of the best features of the clam and the dravatz, which, given the clam's sophisticated habit of gill filtering, does not speak highly of the Spathi. The somewhat snail-like aliens possess a stalked, "gooey" eye, two clawed and jointed arms, and a solid shell, in which the Spathi have been known to hide in for considerable periods. Their retreatist nature is probably a factor of having evolved with a shell, and the Spathi Eluder is the hallmark of cowardly attacks coupled with rapid flight.

The Spathi are said to possess sweet flesh, and their anxious perspiration when confronted with danger (or anything that could be perceived as dangerous, like things with sharp edges) often fills the air with a rankish, sweet odor that humans find distasteful. This is probably a factor of glucocylated mucilage, which earth-type mollusks produce in abundance anyway, although not necessarily with accompanying odor. Spathi lay tremendous clutches of eggs, and juveniles, called 'encrustlings,' develop directly into the adult form with no shell-less dispersal form.
The Spathi, for their own reasons, have exceptional difficulty with foreign words, and mispronounce alien names and star clusters continuously. Whether this is a biologic flaw or an attempt at insult is unknown.

Philosophy: The Spathi are a race of cowards. They do not look upon this distinction with shame; their cowardly attitudes have kept them alive for millennia, and they see no need to change their ways. They were unwilling to participate in the Ur-Quan Hierarchy, they don't interact with other races, and have an unreasoning fear of just about everything. As such, the Spathi haven't had much practice at race relations, and don't expect to ever again, thanks to their ultimate seclusion in a self-assembled slave-shield.

Much of Spathi thought consists of fear. They fear something they call 'The Ultimate Evil,' a nefarious entity who lurks outside of the sharpest scanners, a technology which the Spathi have both embraced and excelled at. As such, they have not declared their intentions, but given their secretive and sly nature, the Spathi interpret their imaginary nemesis as a portent of evil. The High Ruling Council of Spathiwa are known as The Safe Ones, reflecting the Spathi high regard for any haven from this evil, and the transparent circlets the Safe Ones adorn themselves reflects their security: Impaired with such adornments, the High Council cannot retreat into their shells, thus signifying their security. Unfortunately, the Umgah have preyed heavily on the Spathi's frightened demeanor with several sick practical jokes, as will be detailed later.
Each Spathi begins its day with a traditional prayer, as outlined above. The Spathi do not fear death; they are always prepared for it. They would just like it not to happen. Spathi also believe that there is no such thing as peace, only ignorance of ones' aggressors. This paranoia somewhat translates to the reluctance to deal with other races; why risk confrontation? As is obvious from the war, however, confrontation was inevitable even for the reclusive Spathi, who dealt with it with classic Spathi poise: They ran away a lot. They fled, that is, until the Ur-Quan Kzer-Za warned them that if they continued to shirk from their duties as Battle Thralls, their entire race would be eliminated. This was reason enough for the Spathi to fight, although it did not take long after the Hierarchy victory for the Spathi to gleefully avoid duty.

History: The Spathi do have a long and well detailed history, all of it revolving around their innate terrors. Having gone from nomadic gatherers to a complex agrarian society, the Spathi were content to allow their culture to progress normally. Sadly, this was not to be so. Xenomorphs known to the Spathi as Evil Ones were transported to Spathiwa by an unknown entity (almost assuredly the Umgah), hand picked for their fondness for sweet Spathi flesh. Their agrarian society broke up as the Spathi fled the plague of Evil Ones, advancing from Bronze Age to Atomic Age technology in less than a century. Despite Spathi efforts to flee all infested land masses, the Evil Ones were everywhere, and so the Spathi retreated to their moon, where they had taken up residence over the past 300 years.

Before meeting the Ur-Quan Kzer-Za, the Spathi had some pre-war dealings with the Chenjesu and Mmrnmhrm, as well as the Umgah. The former two were benign. The Umgah, having just discovered the joys of Hyperwave Broadcasting, announced to all who would hear that the "Grand Master Planet Eater" had arrived. This drove the Spathi wild with panic until they realized it was a practical joke.
The Ur-Quan task force turned their attentions on the Spathi shortly after subjugating the Ilwrath. In an effort to spare the Ur-Quan the horror of the Evil Ones, an Eluder captain approached the fleet to deliver a warning to steer clear of Spathiwa. As he did so, Ur-Quan Lord 1 boomed out the traditional warnings to the captain, who uttered the Words before retreating to his shell. Lord 1 explained the Ur-Quan history to this unlucky pilot while he and his crew cowered in their protective casings. As such, the Spathi never did understand the Ur-Quan's motives; just that they were bigger and therefore could order the Spathi about.
When the option to become slave-shielded was presented, the Safe Ones gleefully chose this, but the Umgah had another joke in line -- they swapped the colored baton signifying fallow slavery with combat thrall, and the Ur-Quan Kzer-Za would not allow the Spathi to correct this. Therefore, the Spathi remained free and were required to confront and even battle other races, a hellish nightmare for the cowardly mollusks.
Recently, however, the Spathi were involved in earth's rebellion against the Ur-Quan, and participated in some small way before copying the slave-shield which surrounded the human homeworld and installing it around their own. They did not leave without saying goodbye; they clearly left a note declaring their intentions to not be heard from again.

Future Plans: To cower forever under their slave-shield. The Spathi have no plans for expansion; they probably don't even know that the Sa-Matra has been destroyed and the Hierarchy disbanded. If the Chmmr break down their slave-shield as they did their own and that of earth, the Spathi may be forced to come to terms with history, but it is doubtful the Chmmr are that cruel.

However, somehow, the Spathi have managed to join the core-ward expedition. How they have managed this with their slave-shield intact is uncertain. Still, they are a part of the expedition, and if the Spathi captains, notably the useful and amiable Fwiffo are a part of the expedition, it can be considered a good omen by this pilot.

Status: Extant, rebuilding
Ship: Blade
Homeworld: Beta Librae 1 "Vlik" (Perfectly Good and Nutritious Dirt)
Contacts: Utwig
Quote: "Our first step in making friends is always to copy them."

Author's note: The Supox were the most poorly developed race in the game, and as such almost no information can be provided about them. They served but one purpose, to give away the broken Ultron, and have no history to speak of. As such, please understand that this is the most complete entry possible given such woeful utilization in the game.

Physiology: The Supox are a vegetative entity, completely novel as far as is known. They do not seem to be flowering plants; most plants that set seed do so at the top of their apical meristem, but in the case of the Supox, that would be their head. The Supox possess eyes and a mouth, both seemingly useless for a plant given that they do not eat and cannot avoid predators, and are probably rooted to the ground.

The Supox claim to have evolved in a niche where they provide reproductive assistance to both flora and fauna native to Vlik in return for nutrients. In what manner this symbiosis occurs is completely unknown.

Philosophy: The Supox have taken their coevolutionary process to cultural extremes, and have adapted a policy of symbiotic relations with other races. They adapt to the mannerisms of the race they are conversing with, although this has only been demonstrated in curt and officious conversations with a human captain. Because the Supox only know the Utwig and may or may not have met the Druuge, it is unknown to what lengths the Supox take this. It is apparent, however, that the Supox do have their own opinions, but just don't seem to give them to other races, possibly in fear of becoming too independent. As such, the Supox are less symbiotic, but more commensal, where one gains from the relationship (the Supox), but the other does not gain or lose anything in the bargain.

The fact that the Supox are a race of sentient plants, or even self-motile plants, for that matter, has been taken by the Supox as a sign of their divine creation. How this interacts with their belief in tight coevolution with indigenous life on their own planet is unknown.

History: Unknown. The Supox know the Utwig, and their meeting seems to have been the only significant thing to have ever happened to the Supox. Their strange dedication to them led to tremendous casualties during the rebellion -- while the Juggers were undoubtedly unscathed by the Ur-Quan's combined efforts, their Blade companions were shredded to so much cole slaw, and much of the scant Supox fleet was decimated. The combined task force did succeed in delaying the Kohr-Ah victory for nearly a year, but at quite a cost to Supox lives.

Future Plans: Unknown. The Supox did not volunteer to join the Utwig in the coreward expedition. Whether this means that they have decided to break their "symbiotic" relation with the Utwig or just that they're too weak to lend a helping tendril is not sure. The Supox do, however, need to expand their territory and hopefully develop an independent culture, or they will never be of use to anybody.


Status: Extant, expanding
Ship: Penetrator
Homeworld: "Gaia" Betelgeuse 1
Contacts: Ur-Quan Kzer-Za, VUX, Mycon
Quote: "We make out all right with just us females."

Physiology: Syreen physiology is, as Talana put it, too close to human to be just a coincidence. Given the sheer odds against such a tight coevolution (we're even so genetically compatible as to have children across species), it seems very likely that the Syreen are a blue-skinned offshoot race of Homo sapiens sapiens, possibly placed on Syra by an unknown agent for their own purposes. Sound like the Arilou?

The Syreen, luridly referred to as "warm, breathing pin-up posters" by humans, enjoy warm temperatures, although they don't require it. Their females possess amazing charisma that evokes the most primal of instincts in those around them, and, when honed and focussed by their unique starships, can be so alluring as to inspire desertion of enemy crewmen. Despite incompatibility among many species ranging from differing sexual modes to personal bias (imagine the look on a VUX's face on a Penetrator after coming to his senses.. better yet, don't), the Syreen "have it," and they seem to get their way.

Philosophy: The Syreen are an earthy, no-nonsense race fond of lush tropical paradises and the fertility associated with it. Their largely matriarchal society became self-sufficient with the success of primitive agrarian societies, and the Syreen females are elevated to high positions, undoubtedly above their males. This latter source of rule is common in earth societies totally dependant on the resources of their land, and the Syreen are little different. They respect the productivity of nature and the peace of mind that a rich harvest promises.

While "hedonistic" is not an appropriate description of Syreen culture, they are, evidently, driven by a fair amount of pleasure seeking. Progress has yielded to leisure for much of Syreen history, with the result that the Syreen are not technologically advanced in any way. Their somewhat weak Penetrator starships are good evidence of this. The Syreen are as progressed as the demands of comfort require them to be. If an advancement allows for greater happiness of their people, then more power to it. If not, then don't bother.

History: Syreen civilization began around 5000 BCE (presumably Earth B.C.) when bands of tribal humanoids formed to help defend themselves and their holdings against large reptiles (which would be an estimable threat on a warm planet). As the attacks diminished, the people diversified -- many colonized the valleys of Syra, while tribes of hunters and gatherers, dependant on the herds of Yma, followed the stock into the colder, mountainous climes.

Unlike Human ancestry, however, it was not raiding hunters that eventually established rule, but the agrarian settlers. While the Yma required the constant attention of the more barbarous Syreen, the farmers had sufficient leisure time to focus on technological advancements that, on confrontation with pillaging invaders, would turn the tide and leave the field to the settlers. As such, the decedents of this first culture have been closely tied to the land and thankful that they can culture its resources.
Syreen culture remained largely quiet, with relatively few technological advantages, although they did begin exploring their space some one hundred years before the War. The largely female Space Patrol was formed, and the Penetrator used for scouting and, if required, defense. They had not made contact with other races, yet one would make it with them, however subtly.
What was later discovered to be a Mycon Deep Child, the then ignorant Syreen treated a caldera-forming bolide impact as a meteorite that managed to penetrate the atmosphere of Syra. The ecological damage was cleaned up, and the Syreen populace went back to their lives for a year, unaware that the Deep Child was a planeteering tool devised to turn green worlds such as theirs into volcanic, shattered worlds. When the year ended, however, so did Syreen lives. The planet erupted into flames as the crust melted within hours, taking with it whole cities -- and their doomed populations -- in an instant. The primary survivors were off-world. Those in orbital satellites and in the Space Patrol watched in horror as Syra died. A few rescues were made, but by and large the Syreen were reduced nearly to nothing. The entire population numbered less than 10,000 individuals, with less than 500 males in their species.
Thrusters were mounted on the previously stable habitat columns, factories, hotels, etc., and the ragtag fleet of survivors picked their way across the galaxy at subluminal speeds. During their seventy-five year exodus, the Syreen made the mistake of trespassing across VUX space, who responded by raiding their slow moving and typically unarmed ships. Ultimately, the Syreen escaped the depredations of the bigoted VUX (who probably only attacked because they made visual contact with the humanoids) and entered Human territory.
Before formal introductions could be made, the Syreen were effectively pressed into the Alliance of Free Stars by the start of the war. Lacking a home to defend, and with only loose association with the other races, the Syreen engaged in limited battles, largely in part to their woefully under-staffed ships and sparse population. When the Alliance cracked, the Syreen were left in the cold by the Yehat, Shofixti, and Arilou, possibly because the former two races just couldn't respect the sultry aliens' lack of commitment to the Alliance cause.
As such, what was left of the bedraggled Syreen populace had no choice but to surrender to the Ur-Quan. When the helpless race chose fallow slavery, Ur-Quan Master Lord 9 directed the Syreen to return to their home, but for the displaced aliens, there could be no compliance. Lord 9, upon hearing of their plight, patiently explained that the Ur-Quan Kzer-Za had encountered a similar situation before, and found Betelgeuse 1, a planet near enough to Syra for all practical purposes. There, the Syreen were Slave Shielded and abandoned.
The resistance forces spoke with Talana, commander of the service station orbiting Betelgeuse 1, and informed her people of the actions of the Mycon. Thusly incensed, members of the Space Patrol were delivered to their stored cache of Penetrator vessels deep in Ur-Quan space, and proceeded to ambush the Mycon birthing fleet, thus playing a key part in the acquisition of the Sun Device which freed the Chmmr. Talana and her people became intensely loyal to the resistance forces ever after that, offering their scant ships and personnel as the least of their benefits.

Future Plans: The Syreen have opted to escort the coreward task force, and undoubtedly intend to keep close watch over the humans, as well as the Mycon, whom the Syreen may not have reached a tentative truce with yet. Their attitudes towards the Mycon, VUX, and Arilou may pose some threat to a unified peace, but the humans would not reject their offers.


Status: Extinct?
Ship: None
Homeworld: None
Contacts: Orz?
Quote: None.

Physiology: Unknown. The Taalo were rock-like, presumably silicaceous, but were fundamentally different than the Chenjesu, according to the Melnorme. How much so is unknown, as all traces of the Taalo are gone, and the device they left behind on their homeworld does not recall any of their anatomy.

The Taalo did have two phenomenal abilities. First and foremost, the Taalo were immune to the psychic compulsion of the Dnyarri; apparently the psionics required for control did not work with Taalo physiology. Despite their invulnerability, they invested much research into this discipline, which eventually got them all killed. Or so is thought.
The second ability sheds doubt on the ultimate fate of the Taalo. The Orz' fondness for the Taalo's abandoned homeworld and their repeated mention of encounters with them suggest an alternate fate. The Taalo could *slide* realities. The Orz imply that the Taalo were/are not as good as it as they are, but may well be/have been equivalent to the Arilou. Whether or not this was an innate ability is unknown.

Philosophy: The Taalo were apparently kind and patient, providing understanding and tolerance when offering the hand of friendship to the fiercely territorial Ur-Quan some 30,000 years ago. They would not turn against their friends when the rest of the Sentient Milieu was compelled to destroy them by the Dnyarri. In short, they were slaughtered. Nothing else is known of Taalo civilization, it ended abruptly and violently, leaving no trace of the Taalo or their thoughts.

History: Sadly, the same devastation which stripped their world of Taalo people or culture erased their history. All that is known of them is that they were a member of the Sentient Milieu, and that they were the first race to meet the Ur-Quan. Their calm nature assuaged the aggressive Ur-Quan and ultimately coaxed them into joining the Milieu -- a union that would ultimately spell the destruction of the order. When a hapless Ur-Quan scout returned with a hold full of the Dnyarri, the Taalo stood alone in their independence from the thought controlling aliens. This independence cost them their future and relegated them the sad honor as the first -- of many -- victims of the Ur-Quan.

The Taalo's last words, forever immortalized to each Ur-Quan faction as The Words, forever left an imprint on the Ur-Quan psyche. The Ur-Quan Kohr-Ah recall the Taalo as their only friends, who they murdered. The orbital bombardment that obliterated the hapless race scarred every Ur-Quan's mind, to later be the crack in the foundation in their sanity.

Future Plans: The Pkunk, in their dubious, trance-like prognostications, spoke of rocks awakened by an explosion. They turn, angered, to face the one responsible. That one is you, the human captain who employed the modified Utwig bomb to destroy the Sa-Matra. The Orz also speak as if the Taalo are in the *middle,* and refer to the Taalo as capable *sliders*. If the Taalo *slid* out of this reality as the Ur-Quan began their planetary bombardment, and seek to return soon, we will have to wait and see.


Status: Extant, devastated
Ship: Torch
Homeworld: Delta Draconis 1
Contacts: Ilwrath
Quote: "We want only slaves and teachers. Since you have nothing to teach us, and refuse to be our slave, then you are our enemy."

Physiology: For all the Thraddash's proud talk of their culture, they never spoke once about their own race, which look like svelte hippopotami with thick, dermal plates. Beyond physical appearances, nothing is known about Thraddash biology.

Philosophy: The Melnorme's saying, "To make a Thraddash your friend, kill him -- but then what's the point?" is as true as everything else the Melnorme have to offer. Thraddash Culture 20 is the final product of a long and brutal tradition built on conquest of all the former empires, and it is this tradition that have given the Thraddash such an unhealthy respect of power and the rule that, for them, always accompanies it.

The Thraddash learn much from their previous Cultures, and through each of their rules (19 of which were harsh), the lessons gained from such tumultuous rises to power were worth more than the loss of life, technology, and general progress. These lessons would be built on by future Cultures akin to erecting a house amidst the ashes of an older one. The loss was insignificant if the teaching stuck.
Take Culture 12. On route to their first battle, Battle Master Jugkah was slaughtered by an aide, who then in turn was taken capture by two of Jugkah's generals, who, after a lengthy debate on how to kill Gnusto, ended it by slaughtering each other -- just in time for Yajag, their original foe, to arrive and wipe out Jugkah's dissenting army. The lesson, that hostility, unwarranted aggression is wrong, taught the Thraddash to direct their bellicose nature outward and to fight amongst themselves when they had a justified reason. Which is to say, about anything.
Any cultural developments beyond such rudimentary summations just don't exist. As will be explained shortly, the Thraddash have ended each reign with long Dark Ages where progress is reversed and civilization collapses, with the ensuing barbarism and ignorance that always accompanies these things. All in the name of progress, to make the Thraddash the best fighting force there ever was.

History: How wrong they were. Thraddash history was enscribed on the Aqua Helix, now in the possession of the Utwig, and describes in some detail how each Culture's defeat lead to near collapses of civilization, and two periods where Thraddash technology was reduced to Stone Age levels! Culture 14 attempted to stop ten thousand years of this madness during their reign, but they were overturned, through violence, a mere ten years later. Culture 14's leaders pleaded that each cultural overturn blasted Thraddash civilization back 500 years. However, Culture 15's rise to power only blasted them back 2 to 3 hundred years, tops, proving that Culture 14's ideas were wrong.

The Thraddash themselves know a fair amount of their own history, chiefly the glorious parts, from which they could draw their own conclusions and make misguided improvements. Although nothing is known of the first Thraddash civilization, Culture 2 made a good show of their stoic resistance to pain, impressing their foes with how tough they could be. Culture 3, however, had to make a better show of it, and did so by hacking their own limbs of in plain sight of their enemy. Crude, as even the Thraddash would cheerfully admit, and hardly the refined ways of Culture 20.
A swirl of colorful Cultures, all well worth the time it takes to pick apart a few Torches, was available from Thraddash captains. The significant part of their history, that involving the Ur-Quan Kzer-Za, did not occur until Culture 18's rapid defeat by the Dreadnoughts. Their leaders, of course, chose the role of Battle Thrall, but were left behind during the War because, well, the Thraddash are weak. As the Ur-Quan Kzer-Za made such a powerful cultural model, the Thraddash decided it was time for a new culture to be forged in their ways.
The result? The leaders of Culture 19 managed to wipe out those of Culture 18, but were in turn executed by the Ur-Quan Kzer-Za, who warned that fighting would not be permitted. They chose new leaders at random before more fighting to choose leaders could break out, and left to fight first the Alliance, and then their Doctrinal Conflict. In the mean time, Engineer Reeunk invented the afterburner, and the Thraddash were raring to go. They entered the Doctrinal Conflict to aid the Ur-Quan Kzer-Za against the Kohr-Ah, but barely made a dent, suffering huge casualties of their own. They returned and picked fights with the human resistance.
Sadly, after their rapid defeat by the human forces during the rebellion, they forged Culture 20, which began peacefully, but ended in war. The Ilwrath, calling themselves the Dill-Rats, took up the call of their gods and began attacking the Thraddash. The Thraddash, for their part, outnumbered and somewhat outsmarted, fought bravely and well, decimating the Ilwrath forces. The same, can, of course, be said of the Thraddash by the Ilwrath. Both fleets destroyed the other.

Future Plans: The Thraddash, so devastated by their battles against the Ur-Quan Kohr-Ah and the Ilwrath, lost all of their sphere of influence, presumably the result of no colonies and no ships to guard them. While the Thraddash are still around, their slim holdings make their top priority rebuilding. If a new culture has spawned from their current standings, it will prove interesting to see if there is a synthesis of Ilwrath philosophy or not. Given the state of mind of the Ilwrath, one should hope not.

Umgah "Blobbies"

Status: Extant, stable.
Ship: Drone
Homeworld: Beta Orionis1
Contacts: Arilou
Quote: "It so much easier to make good jokes without boring old Ur-Quan slave laws!"

Physiology: As their nickname implies, the Umgah seem to be little more than bags of ooze, lacking any sort of rigid support structure or even body divisions. Mouths and tentacles erupt randomly from their dumpy form, and enough eyes to stare down a potato(e) dot the Umgah. Their ships, interior lined with some sort of living tissue system, are known to be warm, moist places, fitting for such amorphous lumps.

Physical appearances asides, we know relatively little about the Umgah, mostly because they're not interested in any sort of cultural exchange. Ever since adopting their role as battle thralls, the Umgah have taken fair amounts of joy blowing up Alliance ships, and therefore could not -- and still cannot -- be approached for scientific purposes.

Philosophy: The Umgah have a warped sense of humor, and while humans find their attitudes somewhat amusing, many other races, notably the Pkunk and Spathi, do not take such light views. Where they got this from is anybody's guess. Perhaps it came from the Umgah's claimed expertise at genetic modification, stemming from controlled practical jokes such as sneaking in genes for an extra bulbous protrusion in another's food, perhaps it has been a lurking trait in all Umgah since day one. In any event, the Umgah take great delight in bringing mischievous misery to their hapless neighbors.

The Umgah act to all as clever yet horribly devious children, presumably every bit as annoying to their would-be overlords the Ur-Quan Kzer-Za as they are to other races. They do tend to fall in line when threatened, oh, with annihilation, but anything short of a Dreadnought task force will not do the trick. This attitude may have brought open warfare to the Umgah's door if it weren't for their guile; choosing pranks in manners which cannot, without some (minor) deductive work, be traced back to the Umgah. Perhaps they silently fear retribution for their pranks, or perhaps they just don't want to get caught. In any circumstances, the Umgah, somewhat like the Orz, put their own pleasure light years ahead of the well being of others. Although not necessarily evil, the Umgah are base, and delight in tormenting other sentients with well planned practical jokes with unforeseen and catastrophic long-term effects. The near annihilation of the Pkunk is a fine example of such a joke gone awry. As such, their efforts inevitably spell disaster and should be hampered by other races.

History: Like physiology, this aspect of Umgah life was completely neglected, and the only traces the Umgah leave are the practical jokes they've played on other races. Of these, the aforementioned impersonation of the Ilwrath gods Dogar and Kazon and the bellowing 'Cast of the Grand Master Planet Eaters are the best known pranks; undoubtedly countless others exist and just have been covered up by embarrassment on the part of their victims -- or possible extinction.

The Umgah were subjugated somewhat late in the pre-War period, and were immediately turned on the Alliance. Undoubtedly the weak Drone ships inflicted fair casualties against Chenjesu forces; no humans reported any real difficulty with them, and no other race even mentioned their combat prowess.
During the rebellion, the Umgah unwittingly brought about the total defeat of the Ur-Quan forces by saving the life of a Dnyarri found by the Arilou in a wrecked Dreadnought on Alpha Pavonis 4. In addition to reviving the monster, a routine genetic analysis revealed to the Umgah that the "talking pet" could be modified to intelligence, possibly sentience, and they injected nanots to invoke such changes. The Umgah were right, of course; the Dnyarri could be modified to sentience. It swiftly usurped the Umgahs' will, and might have utilized them to serve in its "Big Plan" had not it been taken by the human task force and used to distract the Ur-Quan honor guard around the Sa-Matra in order to destroy it. As such, the Umgah played a key role in the rebellion, even though they were the victims for once.

Future Plans: With the Ilwrath and Thraddash crippled, the Pkunk unified with the Yehat, the Spathi slave-shielded and the Arilou too smart for their foolishness, the Umgah seem to have run out of unwitting dupes for their pranks. That and the loss of their Hyperwave Broadcaster may keep them out of the limelight for some time. Of course, both the Chmmr and human regions of space are near to the Umgah...

Ur-Quan Kzer-Za "Ur-Quan"

Status: Extant, expanding
Ship: Dreadnought
Homeworld: Unknown
Contacts: Ur-Quan Kohr-Ah, Mycon, VUX, Umgah, Syreen, Yehat, Faz
Quote: "Soon you will understand the boon of slavery we force upon you... and then you will revere and even love us for this gift."

Physiology: The Ur-Quan Kzer-Za are an offshoot of the Ur-Quan species, and therefore share nearly all of their anatomy with the Ur-Quan Kohr-Ah. When the Dnyarri forged their subspecies, they engineered the green Ur-Quan to be the planners and support for the Dnyarri empire, to serve vital structural functions. This has translated into keen intelligence and autonomous thinking, keeping the Ur-Quan Kzer-Za devout loners.

Philosophy: Raised for the function of keeping the other slaves in line, the Ur-Quan Kzer-Za have honed a detailed and efficient system of slave ruling, with supreme authority based on terrible retribution for disobedience. These fierce overlords have learned a key lesson from the Dnyarri -- any slave empire will be undone if any independence is allowed. Therefore, to keep a slave forever, one must remain ever vigilant for signs of free will -- so that it may be crushed.

The Ur-Quan Kzer-Za learned another valuable lesson from the Dnyarri, and the months of torture endured during their revolt against their masters pounded it in: Foreign intellects ultimately threaten the independence of the Ur-Quan race. To this end, the Ur-Quan Kzer-Za followed the teachings of the Path of Now and Forever, where all non-Ur-Quan life is to be subjugated; forced into eternal slavery trapped forever under an impenetrable (so they thought) slave-shield, or allowed freedom to, in turn, aid the Ur-Quan enslave other sentient intellects.
On the off chance that the Ur-Quan Kzer-Za were wrong (they were), they would sit back and watch the Ur-Quan Kohr-Ah slaughter each of the enslaved races without lifting a tentacle to defend their holdings. The future of the Ur-Quan race was far more important than the future of other sentients, and the slaves the Ur-Quan Kzer-Za took were only of use to take other slaves. Other life means little to the Ur-Quan Kzer-Za, and may ultimately threaten their dominance. This philosophy would inevitably lead the slavers to conflict with races who did not want to be enslaved.
The Ur-Quan Kzer-Za are by no means an evil race, nor are they even hostile. They serve, in their own minds, as the guardians of the galaxy. They not only sought to assure Ur-Quan dominance over all sentient life, but to protect sentient life from its own worst enemy -- itself. They speak of finding horrible evils capable of destroying worlds, but far too often, these deeds were accomplished by the worlds' own inhabitants, in devastating nuclear exchanges with no winner. Haven been subjugated by the former fate, it does seem more likely that the Ur-Quan Kzer-Za fear xenoforms far more than internal strife, however.

History: The history of the Ur-Quan Kzer-Za tightly overlaps that of their cousins, and most of their story can be found under the entry for the Ur-Quan Kohr-Ah. When the Dnyarri were overthrown, the green Ur-Quan, under the direction of their leader Kzer-Za, the newly liberated slaves turned slavers, and subjugated the Faz. In turn, the Ur-Quan Kohr-Ah had incinerated the Yuptar and were moving on to confront the Mael-Num. There, the two factions met, and the first Doctrinal Combat broke out.

After winning, the Ur-Quan Kzer-Za banished their Kohr-Ah brethren and began to enact their quest to enslave all life they encountered. They may well have travelled far beyond the quadrant, inspecting worlds and enslaving races that nobody else knows about; they had 20,000 years in which to roam. The location, fate, and status (slave, thrall, free, or extinct) remains to be seen. Finally, they returned to this quadrant, the Sa-Matra "Great Prize" Battle Platform in tow, to await the return of the murderous Ur-Quan Kohr-Ah.
Their entry did bring them across the Thraddash, who they swiftly enslaved, and then occupied their position in the Crateris system. News of their arrival and intentions spread quickly, and some races were already preparing for inevitable conflict. The Ilwrath were conquered, as were the Spathi. Soon, the Mycon approached the Ur-Quan Kzer-Za and offered their allegiance to their cause. Then, the slavers noticed radio transmissions emanating from earth -- they turned to attack the humans.
It was at this time when the Chenjesu approached the humans and asked for their aid, foiling the Ur-Quan Kzer-Za's dark plans. They turned and conquered the Umgah, and then the Androsynth. After the Insult, the VUX refused the Alliances aid and were also sacked by the Ur-Quan Kzer-Za, drawing the lines for the Hierarchy of Battle Thralls.
The war was long and devastating for all sides, but mostly the Alliance side. The fleet of Dreadnoughts smashed through Alliance fortifications at Raynet, signalling the end of the war, as the Chenjesu and Mmrnmhrm were forced to surrender in the face of the Sa-Matra. The earth was taken swiftly after, and without their productive capabilities, the Alliance collapsed. When the Dreadnoughts entered Delta Gorno to enslave the Shofixti, however, they encountered a rude surprise and what might have been a major setback if it wasn't the last act of defiance from the Alliance.
After polishing off the Alliance, the Ur-Quan Kzer-Za returned to Crateris to await the arrival of the Kohr-Ah. Their battle, spanning nearly five years, ultimately lead to the defeat of the Dreadnought fleets, probably aided by depletion by the War. And so the Doctrinal Conflict was over and done, with the Ur-Quan Kzer-Za, by surrendering, signalled that the Kohr-Ah were right.
While less perverse than the Eternal Doctrine, the Path of Now and Forever would ultimately fall short as did the Dnyarri's reign, for the Ur-Quan Kzer-Za were not as vigilant as they should have been. The former slavers devoted too much attention to their Doctrinal Conflict than they should have. The defeat of the Ur-Quan Kzer-Za was total as their newest slaves rose up against them to destroy the Sa-Matra and end the Ur-Quan threat forever. Or so is hoped.

Future Plans: Both Ur-Quan factions have joined in a single alliance and have joined the coreward expedition. While neither race is known to be vindicative, trust will be a commodity hard to earn and so easy to break.

Specifically, the Path of Now and Forever, like the Eternal Doctrine, never made any allowances for an ending. Neither path, by name or nature, had an ending, save one: All non-Ur-Quan life would be slaves or dead. As such, the Ur-Quan Kzer-Za are currently without purpose, and must now come to grips with a universe that, for now, is ruled by non-Ur-Quan life with no intention of being killed or enslaved. How this will shape their interactions with other races, or even if they desire to interact with the other races, remains to be seen.

Utwig, the Wearers of the Mask

Status: Extant, expanding
Ship: Jugger
Homeworld: Beta Aquarii 1 "Fahz"
Contacts: Supox, Druuge
Quote: "When one loses the reason for existence, one tends to get less motivated."

Physiology: Nothing can be determined about Utwig physiology; their cultural trend to enshroud their bodies in cloth gowns makes guessing about them haphazard at best. Utwig never speak of their biology; such a discussion would inevitably bring forth primitive natures best kept tightly under wraps.

Philosophy: Utwig society is based upon the premise that something as primitive as unleashed emotions are counter productive to the foundation of civilization. As such, the Utwig have developed and tightly adhere to the "Mask Etiquette," a rigid set of rules for when certain masks are to be worn, for everything from gruelling labor to lewd ogling. These masks have, for the Utwig, replaced emotions -- for every task, a mask went with it, and those masks explained the "true" emotions surrounding such a chore, without the bother of personal interpretation of one's feelings getting broadcast so publicly as facial feature distortion.

Their culture was perfectly aligned, the Utwig believe, for the presentation of the Ultron by the Druuge. From that point on, everything was as the Ultron had destined. All things of import to the Cosmos would be aligned by the Ultron, which would direct all Utwig actions for the unpredictable yet benevolent long term future of the universe. The Pkunk and the Utwig would do well to converse.
What the Ultron delivered, of course, was something considerably less that the Utwig wanted, but far more than the Druuge ever figured. It gave them self confidence. With the Ultron "interpreting" their goals, the Utwig became, for the first time ever, autonomous, able to play their role in the sector's future, assured that they were doing the right thing, because the whistling, blinking gizmo they bought told them so. The Utwig point it best -- "The Ultron filled a void we did not know was there."
Lacking their Ultron due to the Great Sin, the Utwig were paralyzed with indecision. Their confidence shattered like the broken Ultron, and they refused to do anything. The Ultron "allowed" the Utwig to perceive the future consequences of their actions and "helped" them choose the right course.
Of course, the Ultron did no such thing, as all non-Utwig races would agree. Still, its presence gave foresight and perception in a most heightened sense to a race with some latent wisdom but without the moxie to employ it. And while the Wearers of the Mask may never be as renowned as the Chenjesu, they still may enjoy some prestige as a sage -- and powerful -- species.

History: The Utwig do not attach much to anything but recent history, as all of that was before the Ultron. Still, the Utwig have a long and detailed history, and whether they know it or not, it explains much about their present.

The Utwig refer to their pre-mask period as "cavorting," as they had not yet achieved what they consider their high form of culture. When realization struck, that the face conveyed emotions that may hinder harmony among their race, the populace of Fahz immediately strove to cover their faces with anything handy. This soon progressed to a simple mask, assuredly just one at first, then blooming into scores of masks for the many tasks required to make a civilization run smoothly.
Resistance to the idea of so many masks and general non-compliance with the rigid changing regulations undoubtedly undermined the first Utwig Proctor's efforts to establish the high level of culture we encounter today. The Morality Riots must have been a time like the French Reign of Terror, where supposed non-compliants and "face-traitors" were burnished from the societal ranks forever. The result were the thousands of masks, which, to others seems so petty and hampering, but to the Utwig were so wholly necessary to civilization.
It was at this time that the Druuge encountered the Utwig with a proposition that would, according to the Utwig, change the future of the galaxy forever. The Ultron, "destined" to be the Utwigs, was an immediate sell, and the Druuge rubbed their oily palms together in anticipation of collecting the Precursor Bomb from Zeta Hyades. However, before the Utwig offered anything in payment, the Druuge allowed them to try the Ultron, which, according to the Druuge trade master, made the High Proctor arch back and her eyes glow. The Proctor intoned that the Druuge should have their price, and so much more -- and then offloaded useless garbage on the foul traders.
While the Wearers of the Mask claim that their bargain would please the Druuge in over a score of years, the slavers would not wait, and attempted to hock their wares to witless passerbys. One of the artifacts of the Utwig treasury, however, was a key component in repairing the Ultron, as were the Thraddash Aqua Helix, containing the lore and acquired "wisdom" of the Thraddash people, and the Clear Spindle, which the Pkunk liked to look at. Whether or not the Druuge will still achieve happiness or not remains to be seen.
At the ceremony of Chinz-Rahl, the Great Sin took place. The Grand Proctor passed the Ultron to Chief Groo, who did not expect the Ultron to be as heavy as it was. It fell, and broke, taking with it the collective Utwig confidence and plunging them into a suicidal depression. It was this state of funk that allowed easy pickings by the Ur-Quan Kohr-Ah, who would have made the Utwig their first victim of cleansing if it had not been for the readiness of the Ur-Quan Kzer-Za fleets. The Utwig made little move to defend themselves, for they were already considering collective suicide with their incredibly destructive bomb.
Fortunately for all, the Ultron was repaired and delivered to the Utwig people, restoring their faith in themselves and providing a key ally to the resistance forces. Their bomb, crucial to the destruction of the Sa-Matra, and their generous alliance of ships and technology, paved the way to the rebellion's victory. The Utwig nobly attacked the Ur-Quan Kohr-Ah forces and delayed their victory for nearly a year, and may have possibly done more if the Ur-Quan Kzer-Za had not been so territorial and confident that they must win their ritual combat alone.

Future Plans: The Ultron restored (if the ending credits were a joke), the Utwig continue to help determine the future of the galaxy by joining the coreward expedition. Only the Ultron knows for sure what the result is, but the Utwig's assistance is a good sign of success.


Status: Extant, stable
Ship: Intruder
Homeworld: Beta Librae
Contacts: Orz
Quote: "You humans are so ugly, that I get my kids to behave by holding a picture of you behind my back, and I tell the kids that if they aren't good, I'll show it to them!"

Physiology: The VUX are, in our eyes, hideous. Like the Melnorme, VUX possess one main eye, but their crown of tentacles may possess some form of simple eye, as they are highly motile and suggest a sort of peripheral vision scheme. Their long snout ends with an aperture for an even longer tongue, and the shoulders give rise to long, scaled tentacles. Beyond physical appearances, however, our data on VUX physiology is absent. This is somehow fitting, though, as appearances are what started the whole messy affair with the VUX.

Philosophy: The VUX are a bigoted lot. While taking great pains to hide this under a veneer of sophistication and false insult, basically the VUX are a highly opinionated lot, caring less about emotions then they do appearances. Only one VUX ever liked a human, and Admiral ZEX was shunned by his own kind for primarily that reason, despite his proud wartime career.

The VUX have long used Commander Rand's first contact as an excuse, no matter how flimsy, for relentless aggression against humans. However, their distaste for the humanoid Androsynth and unwarranted attacks against the helpless Syreen before the War began belied their true intentions toward smooth skinned bipeds with two eyes and a whole set of teeth -- annihilation.
The sight of our kind make the VUX sick to their stomach analogues. It is precisely this that made peaceful contact inevitably impossible. Even exposure of the VUX' true feelings through nagging and repeated apologies changed nothing; they still despise our kind.

History: VUX/human relations have been stormy at best, and so we know nothing about VUX history prior to the Insult. The Insult, however, brought a new era to VUX culture, however. After the grievous mistake by Commander Rand, communications with the VUX were terse at best, as the Alliances' best diplomats strove to reverse the error. This gap in unification allowed the Ur-Quan Kzer-Za to descend into VUX space and subjugate them, adding a valuable ally to the Hierarchy cause.

The war brought a great excuse for the bigoted aliens to attack human ships, and Admiral ZEX, in an Intruder modified by Precursor finds, commanded the VUX forces against the Alliance, and played a critical role in many skirmishes. The Yehat predicted that the otherwise unremarkable fleet of Intruders would have been eliminated within weeks of fighting if not for ZEX and his much praised Fortress Square and Dynamic Triangle fleet formations, as well as his ability to turn a seeming weakness into a victory. ZEX was retired to a planet far outside the network of genteel VUX society after the war, however, due to his perv... aesthetic tendencies towards varied and hideous xenomorphs -- our own included.
Following the defeat of the Alliance, the VUX were more or less left alone, happy to never see any of the Syreen or Humans again. The Androsynth, who the VUX may or may not have been hostile towards, vanished suddenly, drawing the VUX's attention towards the Vulpeculae cluster. Upon arriving, they discovered the Orz, but made the mistake of interrogating the fish-men about the strange disappearance of the previous owners. As such, the Orz attack VUX on sight, with the result that the latter probably steer clear of Orz space.
The VUX people played very little part in the overthrow of the Hierarchy; they did not show any interest in the Doctrinal Conflict, and may not have known it was transpiring. Instead, they were content to sit by while their hated foes were liberated from their slave shields and once more occupied civilized space.

Future Plans: Despite their strong prejudices toward certain members of the Alliance, the VUX have joined the coreward expedition. While it is doubtful they will get much out of line, communications between themselves and the Humans should prove interesting, if not exactly productive.


Status: Stable?
Ship: Invader
Homeworld: "Skorsh"
Contacts: VUX
Quote: "I have complete faith in our genetic superiority! I must! I MUST!"

Physiology: The Vyro-Ingo are a mad race of quasi-crustaceans, something of an odd cross between a shrimp and a crab. Like earth decapodans, Vyro-Ingo have ten legs, with the first pair modified as feeding palps, and the second as large, food manipulation claws. The other legs seem to be relatively undifferentiated. The long tail, which hangs flacidly besides their main body, probably contains peripodites for gas exchange, as well as the reproductive organs. It is not known why such organisms would retain their long tail; crabs, who they appear to be close to in every way except for the tail, have long since done away with their tails by folding it under themselves.

    Very little else is observable about the Vyro-Ingo, save one, clear feature: The Vyro-Ingo are utterly insane. Thanks to Precursor genetic tampering before the last cycle of Feeding upon the then unsentient Vyro-Ingo ancestors, the crabby species has struggled to sentience with the glaring handicap of being clearly schitzophrenic. This largely interferes with their negociations with other races, but is characteristic of the entire species, and cannot be resolved through intellectual means.

Philosophy: The Vyro-Ingo are aware of their genetic curse, and expend vast energies directing their frustration and helplessness at innocent and understandably confused strangers. Their open hostility and contempt for others, often based on simple external features, is unwarrented in almost every incidence, and can only lead to inevitable conflict between them and all races they deal with. The Vyro-Ingo do not willfully reject company, but their maddening insults must have annoyed their Kessari neighbours to no end, relegating the Vyro-Ingo into veritable hermitage. The insults have but one purpose: To make the Vyro-Ingo feel worth anything. They put down to build themselves up.

    This inconsolable feeling of worthlessness and low self-esteem has so haunted the crabby race that they even created the Hierophants of Genetic Lore, to "establish" their genetic link to the Precursors, even though they have no evidence for this, and no way of substantiating their claims. They probably don't want to. There is no link to the Precursors, and they probably know that. But they will not reveal such knowledge, nor will they admit it to themselves.
    In essence, the hostile and mean Vyro-Ingo are the perfect complement to the VUX. Neither race tolerates the company of other species, and feels vastly superior to all whom they meet based on what they perceive to be physically different enough from them to pick on. Given both races' unique life form, their targets are many.

History: The Vyro-Ingo have a long history, and have indeed been visited by the Precursors, but they are not aware of this. Beyond the initial "honor" of such an interaction, nothing significant has occured in Vyro-Ingo history, and in that sense has been rather dull. This is certainly related to their open contempt of other races, making any meetings and collaborations eventually break down into open combat and a trend to ignore the crab-like race.

    The Precursors, in an attempt to understand their own genetic potential, experimented on what they considered likely candidates for future sentience, given luck and enough time. They happened upon the Vyro-Ingo, and apparently removed what they considered to be the vital genes of sentience. They missed. Whatever genes they removed, they did not remove enough to rob the Vyro-Ingo of their Precursor Potential, and inevitable sentience was the result.
    It was this intial tampering, conceivably benign but left long unchecked by the unsentient Ortogs, that relegated the Vyro-Ingo to the hermited state they have been in sense. Undoubtedly, First Contacts with their Kessari neighbours were tense and openly hostile, with the result that all other races learned to leave them alone (although the thin-skinned Owa almost certainly opened fire upon the Invaders immediately following an insult). The Crux did attack the Vyro-Ingo, but apparently without vigor; they were probably stalled by the considerable power of the ships, as well as the realization that there was really no need to tangle with the crabby species. The Vyro-Ingo have no friends. The Crux could polish them off later.
    The Vyro-Ingo did interact with the League, with the same hostile result. They were tolerated, but were never a productive race, chiefly because habitable worlds were scarce, and the Arilou La'leelay's advice on how to approach the twitchy Vyro-Ingo came too late to profit much from their association. In addition, their mood swings, notably when confronted with incontravertible evidence of their genetic flaws, kept them from forming a stable relationship with the League. Ultimately, their Encrustation Matrix was fused with that of the VUX, the two races met, and realized that only through close mutual association could the two races become whole once more. That process, much like the Process of the Chmmr, will take time.

Future Plans: Unknown. If the use of the two Encrustation Matricies, as the Precursor suggested and the introduction of the VUX to the crustaceans is as beneficial as both species claims, the Vyro-Ingo genome, then the Vyro-Ingo could conceivably spend the next several years apologizing to their former antagonists and trying their claw at actual rapport with other species. Given the openly hostile nature of the VUX, however, it is conceivable that the only result of introducing the two species is that they combine their fervent hatred of all other species and commiserate together, forever shunning all other life.

Status: Stable
Ship: Exclave
Homeworld: "Xchagger Regional Headquarters 3327," Zosma 6
Contacts: Daktaklakpak, (Harika)
Quote: "Small be our resolution, but large be our resolve!"

Physiology: The Xchagger are an aggregation of quasi-sentient bacterioids, who, while not possessing intelligence singly, have a hive intelligence unknown across the galaxy. Their proximity to one another allows them to somehow form a collective concious, a process that neither they nor anybody else understands. Whatever sentience energy they use is apparently strong enough to be amplified by a dense colony of Xchagger, but not strong enough to be measured by devices. This energy can allow individuals to sense the presence of others; the word "scry" presumably is used to describe the process where one colony of Xchagger homes in on the sentient beacon of another.

    The Xchagger conform to the nature of microbes not only by being individually miniscule, but by breeding rapidly. Their numbers increase every few minutes, or generations, while their death rate is reported by the Discussant to be very low. Because an individual divides through binary fission, "age" doesn't exactly apply to any particular clone, but to avoid geometric population increases, presumably something must curtail division to keep the Xchagger from outstripping their resources and suffering mass die-offs. If the Xchagger have tip-toed around the subject of individual mortality or another means of control keep population numbers steady, it is not known.
    In addition to their unique intelligence, the Xchagger also can synthesize a bizarre array of materials through genetic expression of codes for various proteinaceous compounds. These are secreted by dense clusters of microbes all attuned to the same function, and the fibers are so incredibly resistant to extremes that the Hives they construct double as their starships. How this came about is unknown, but is probably a modification of natural extracellular proteins used to create secure environments for a particular clone lineage, much the same way that many earth microbes secrete mucous mats to resist environmental extremes.
    Given that the Xchagger do not appear to be simple, undifferentiated cells (i.e., their obvious mouth, eyespots, and pedipalps), it is likely that the external view that we see is a tegument of such fibers woven around a colony of cells. The lustrous green eyes may be a specific, optically sensitive proteinaceous compound which protect the fragile "eye" cells from light, as well as giving the colony a way to "see out." Given the Xchagger ability to link their individual perceptions into a whole, presumably the individuals stationed in the "eyes" report to the rest of the colony what they "saw" through such a link.

Philosophy: The Xchagger are proud of their accomplishments, and they realize that their life form is utterly unique. Their analysis of other beings as "overly complexified," belies their belief that a single cell is all that is needed for sentience and to be able to function as one, and see all other organisms as a colony of cells which have been, to them, needlessly differentiated to serve different functions. This does not mean they are hostile towards such beings, but they do feel that they operate on exactly the same level as other, multicellular sentients, and should be treated equally.

    Like the Slylandro, another unique race, the Xchagger's odd physiology has restricted their access to the stars up until recently, but this has in no way diminished their curiousity to see the wonders of space. They enjoy discovery with the zeal of a race which has just realized sentience, which, of course, they have. Because of this, they are somewhat naive and candid, with the result that they have been exploited. Fortunately, their association with the League should prevent this from reoccuring.
    Beyond that, the Xchagger do not seem to have a philosophy. They are still filling their senses with all that they can see, and haven't had time to make many judgements. The reunion of the Lost Dynasties should bring a wealth of cultural flow back to the Hive, and from there, impressions and philosophy can result.

History: Very brief. The Xchagger came into sentience only a few years ago, having uplifted themselves, and began constructing vast, continent spanning domaciles, which reached to the sky and into the inner depths of the substrate. Beyond the mineral riches they found, the Xchagger also discovered a trove of Precursor artifacts, placed there by the Precursors for the "Gund-cow" the Xchagger use as hosts. Having realized sentience before the unsentient ortog, the Xchagger utilized these resources to contruct starships and send their Hives deep into space.

    They had only begun to zip around their space when Hyperspace collapsed. While this was a problem, the discovery of the Xchagger by the Crux only compounded their woes. When told that the Crux would either destroy or command the Xchagger, the plucky microbes begged to be allowed to join and continue to see the stars. This was not to be so.
The Daktaklakpak, having scanned the colonial bacteria with a sentience analyzer, declared that this was not a sentient race, and certainly not Precursor derived. Despite their protests, the Xchagger were denied admission to the Hegemonic Crux, and their fleet, along with trillions of lives, were destroyed by the K'tang. What was left was relegated to the Daktaklakpak for study, and, due to their biochemical sensitivity to Xchagger infection, most of the remaining individuals were dumped onto the Harika worlds to force them into servitude to the Crux.
    After having met the League, the Xchagger volunteered themselves for study, and a remedy for the Xchagger Plague was concocted with the assistance of the cause. As such, the invading microbes were removed from the Harika colonies, ending not only the pestilence, but also reuniting the fabled Lost Dynasties of the Xchagger.
Following this, the microbes' importance faded, but they remained loyal to the League, and contributed their efforts to the common cause.

Future Plans: The Xchagger are still limited to roam their own star system without assistance, at least until Hyperspace returns to normal. Presumably, by that time, their shipyards could be outfitted with Warp Bubble technology. However, whatever long range plans they may have will be tempered by their unwavering loyalty to the League.


Status: Extant, stable
Ship: Terminator
Homeworld: Gamma Serpentis 1
Contacts: Pkunk, Shofixti, VUX, Ur-Quan Kzer-Za

Physiology: The Yehat are, by description, a race of avians. Nothing about their physical appearance, however, suggests that. In fact, their seemingly featherless condition, their pointed head, membranous wings, and their bizarre polydactyl hands (the Yehat have 6 fingers -- three as wing supports, as bats, and three more in the thumb position, as pterodons) suggests a tight convergence with prehistoric pterosaurs, instead of birds. Their feathered offshoots, the Pkunk, also defy easy classification, but at least they share some bird-like traits.

The Yehat are said to have evolved in a strongly magnetic environment, as highly advanced predators. While not nearly as territorial as the Ur-Quan genus, they nevertheless were predisposed towards a fair amount of infighting, and, as earth raptors are commonly known to do, possible siblicide and cannibalism. Their odd quirk of polarizing magnetic fields to their defense found its start early in Yehat culture; those who were best able to hone their strange powers were best able to survive nest-hood.
The Clans which the Yehat organize themselves in assuredly had their start in family groups which nested, hunted, and defended their young together. As with Earth tribes, the Yehat certainly outbred, with the result that neighboring groups were tied by blood to one another, to the result that the Clans spread far and wide across their lush, forested home.

Philosophy: The Yehat are a strongly honor bound race, respecting power and authority, but not lacking common sense, like the Thraddash. Their dedication to the Caer Zeep-Reep, their perch on high, is total; one can only take that stand by winning the allegiance of the warring factions -- and keeping it there. They respect violence, but they also respect life, and prefer a lasting peace to unending conflict.

Any slight to the Yehat honor is taken as an insult most dire. The races of the Alliance, notably the humans, are highly respected by the Star-Faring Clans, for they fight with nobility and loyalty to all within the Alliance. The Hierarchical races, notably the Spathi, did not, and the Yehat took much pleasure in blowing them out of the stars. Their child race, the Shofixti, were uplifted with this in mind, and for their part, the feral marsupials embraced the Yehat philosophy far more truly than the royalist Yehat ever could.

History: Yehat prehistory was marked by a long period of strife known as the "Wars of Ascension," where warlords led their clans in battle to achieve dominance over their rivals, and in turn were overthrown in bloody, savage raids. Nests were sacked, yolk spilled. The Yehat look upon their ancestors as "murderers all," untamed and feral warriors so caught up in their struggle to eradicate their enemies that they did not realize they were cutting their own future short.

It may be during this time that the Pkunk, the peaceful brethren of the Yehat, first heard Weeny Wikki Beeki Birdi utter the Original Squak, "Rup-rup-rup-BGAK." The newly aware Pkunk, realizing that the Yehat conflict entailed needless bloodshed, strove to form a peaceful commune apart from the savagery of their brothers. As this was hardly possible on their stife-ridden homeworld, the Pkunk chose exodus, an aim which the hostile Yehat gladly encouraged. If this is, indeed, how the Pkunk came to separate from their ancestor's people, it is unknown, but highly likely.
The Wars of Ascension ended, however, when the warlord of the Veep-Neep clan took Caer Zeep-Reep. This victory was even more spectacular than most, for the warlord was a female Yehat, marking the first in a long dynasty of Veep-Neep queens. She won the allegiance of the clans with a simple promise, held true throughout her reign: Under her wing, the allied Yehat would never know defeat. To this aim, the Yehat clans unified, and stood fast for over two millennia.
Towards the reign of the last queen, the Yehat discovered the sub-sapient Shofixti on nearby Delta Gorno. Although the primitive meta-marsupials attacked the Yehat at first, the latter took their courage in face of a superior foe as a sign of worth, and reacted to the Shofixti's brave stand in peace and friendship. In return, the semi-feral race looked up to the Yehat as their wise guardians and teachers, eagerly embracing Yehat culture, values, and technology. Their relationship was one of parent and child, with the Yehat ever encouraging the Shofixti to grow in their own image.
As the Yehat clans occupied more and more territory within their sphere of influence, and the Star-Faring clans interacted less and less with the homeworld, had retainers assigned to them to speak for them in counsel. The last Veep-Neep monarch, apparently chosen out of noble lineage rather than noble purpose, seems to have been more impressed with the loyalty of her own retainers than of the clans. To please her toadying minions, she turned the spokesbirds into warlords, thusly robbing the distant clans not only of a voice in counsel, but their own autonomy, as the former speakers became rulers. The Yehat, ever loyal to the queen, chafed under the new authority, but dared not object.
When War broke out across the quadrant and the Yehat were called upon to join, they did so without reservations -- from all but the queen. She gave the semblance of faith in the Alliance cause, but secretly feared their defeat, thus annulling the pact that kept the clans so tightly under her wing claw. As her worst expectations became realized, there were only two options: Make a desperate, last stand with the Shofixti in the feign hopes of turning back the Hierarchy task force; or ally with the Ur-Quan Kzer-Za, thus side stepping the probability of losing the battle and the Veep-Neep legacy. She chose the latter.
The incredulous Star-Faring clans heard the order of retreat, and obeyed. The Shofixti were abandoned to their fate against the mighty task force of Dreadnoughts, the outcome known to all. The Terminator, now pressed into the fold of the Hierarchy, would not fight alongside the Scout. When the star at Delta Gorno erupted into a fiery supernova, the Yehat assumed their child race had been extinguished in the flames, thus hiding their shame under a cloak of extinction.
During the rebellion, the Yehat Star-Faring clans offered only sympathies to the allied forces, unable to turn against the wishes of their queen and the mandates of a Hierarchy Battle Thrall. However, once the Zeep-Zeep clan was shown a living Shofixti, the horror of their actions shed light on the traitorous, cowardly decision of the Veep-Neep queen. A revolution was declared, with the clans divided evenly among loyalty to their leader, or to justice and honor. Cheep-Guava's renegade alliance, consisting primarily of the Zeep-Zeep and Veep-Kreep clans, were equally matched against the queen's own forces, including the Feep-Eeep clan. Their war may have gone on forever, had it not been for the Pkunk.
The Pkunk, attuned to some harmonic alignment of the stars, planets, and less tangible phenomena, decided the time was right for their triumphant return to their home stars and Yehat brethren. The peaceable avians entered en masse, to suddenly drop off of all scanners. While the Yehat would not speak of the absorption, their cultures fused irreversibly, and peace was declared when, at long last, a new queen had been found -- this time, a Pkunk. Thus unified once again, the allied Yehat could turn their attentions to the Ur-Quan threat and lend a wing in the destruction of the Sa-Matra Battle Platform. In fact, just as the Pkunk had predicted, because the resistance had befriended a "certain bird-like race," they would be saved at the last moment. Presumably, the Yehat and Pkunk, in addition to detaching several ships to join the resistance, held incoming Dreadnoughts and Marauders at bay while the Precursor vessel could be wedged into the Sa-Matra's asteroid fortification and detonated.

Future Plans: The Yehat, while probably capable of joining the Coreward expedition, have chosen not to. Given their reunion with the Pkunk and the obvious cultural and philosophical changes that wrought, the Yehat need time to decide what their path will lead them. Instead of heading into the unknown, the Yehat need to stay put, not only for their own benefit, but to keep the other races also not participating in the expedition, in check. Specifically, this means the Druuge, although the Ilwrath and Thraddash could stand some supervision.

It is my opinion, of course, that the Yehat were written out of the sequel because of the viability of the Terminator class vessels against the Hegemonic Crux. Fans of the second game should realize that the Utwig Jugger is the Terminator's better in all but a few rare incidences, and the new ships do not promise to be any different. The Yehat Terminator just isn't up to the task of taking down ships equal or better to it in cost, and thusly, their ships would rarely be built. The Terminator is powerful against the Mauler, Avenger, and Torch, and these are fights best chosen for the Yehat.

Zoq, Fot, and Pik "Zoq-Fot-Pik"

Status: Extant, recolonizing
Ship: Stinger
Homeworld: Alpha Tucanae 1
Contacts: Ur-Quan Kohr-Ah

Physiology: The Zoq, Fot, and Pik are a bewildering array of species, all three of which have forgotten which species they are members of. Biological data is very scant; the Zoq-Fot-Pik do not speak of themselves much, and what can be gleaned is fairly insignificant. Zoq-Fot-Pik have evolved to consume a variety of foods, chief among them are air-borne zooplankton, solar energy, and rocky fungal clingers, presumably lichens. It is unknown which one eats what, or even how they accomplish day to day living. The only other available data consists of a threat given by the creature on the left of the display screen, evidently a female, who threatened to blow her sac of spores at the creature on the right, apparently male. If this was a threat or an invitation to mate, is completely obscure.

Philosophy: Zoq-Fot-Pik philosophy is based on their collective union, which has brought some difficulty to their semi-harmonious accord. No mention of war between any of the three races suggests a history rich in peaceful coexistence, and at times it seems that the Zoq, Fot, and Pik share the same thoughts, as one speaks freely for another. At other times, however, arguments break out and cannot be contained, even in front of alien dignitaries. As the Zoq-Fot-Pik delegates on their homeworld put it, "Our culture's predominate trait, its strength and weakness, are the diverse interactions between the Zoq, Fot, and Pik.

Being relatively new to space exploration, the Zoq-Fot-Pik have yet to decide on a course of interaction with alien races, and take a bifacial approach of polite dignity and blustering challenges. Considering the relative weakness of the Stinger, it is very fortunate that their contacts were limited to the Chenjesu and the humans. Another race might have taken offense and eradicated their entire fleet with relative ease.
Zoq-Fot-Pik religion is based on the simple concept that when one dies, they go to a better place, presumably without "lethal, flaming wheels." This is based on the widely accepted folktale of an unlucky trio of sentients, whose happy outing was cut short by a tragedy involving a wheel with burning grass caught in its center. If their religion has advanced much beyond this preliminary stage, it isn't known.

History: Little time was devoted to the Zoq-Fot-Pik's history in their brief discussions; their need for protection outweighed their desire for cultural exchange. However, the cooperative union speak of their simultaneous rise to sentience with one other species: The Zebranky. Cunning and vicious, the Zebranky preyed upon the Zoq, Fot, and Pik until the trio banded together to eliminate their foes. Upon doing so, the group returned to the woods for 5000 years of peaceful, rudimentary culture before getting off of their lazy butts and acquiring any sort of culture.

As such, Zoq-Fot-Pik history is sketchy and unexciting, unmarked by war or predation until their Atomic Age, when they began to colonize the neighboring stars. Although the Zoq-Fot-Pik knew of the "Great crystal one's fabled alliance," that of the Free-Stars, they did not ever speak directly of it, possibly because they weren't even considered for admission when the War broke out. It wasn't until very recently, when the Second Doctrinal Conflict erupted in their back yard, that the Zoq-Fot-Pik had any further interaction with other species.
As a result of their unfortunate proximity to the Ur-Quan battlegrounds, the Zoq-Fot-Pik lost all of their colonies despite the fact that neither Ur-Quan had discovered their pitiful installations. Finally, a lone Ur-Quan Kohr-Ah vessel spotted their homeworld, but was destroyed by the resistance. After that, nothing threatened the Zoq-Fot-Pik, although it is not known if they took any flak from the destruction of the Sa-Matra or not. The Zoq-Fot-Pik played a very minor role in surveying the progress of the Second Doctrinal Conflict, but did not participate to any noticeable degree in any part of the rebellion.

Future Plans: Somewhat like the Shofixti, the Zoq-Fot-Pik currently have very little, and need to devote full time to developing their culture and territory if they wish to eke out a better existence in what is already an established sector of the galaxy. As such, they cannot not afford to send delegates coreward, and will most likely serve as a footnote in the rebellion.

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