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Player Races
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Humaniti
Humaniti is a major space faring race. Their Planet of origin
is a planet called Terra, though around 300,000 years ago a mysterious
race called The Ancients transplanted Humaniti on several planets
throughout the galaxy for unknown reasons.
There are 3 major races of Humaniti, the Solomani (Humans from
Terra), Vlani (Humans from Vland), and the Zhodani (Humans from
Zhodane). Though all 3 races have diverging histories separated
by 300,000 years, all the races of Humaniti have the same physical
characteristics and genetics, though modern science can distinguish
between them. A typical human adult stands 1.75 to 2m in height,
and has a wide variety of skin color ranging from pale pink to
dark brown.
The worlds of Humaniti are split into two separate interstellar
empires, the Imperium also called the 3rd Imperium, and the Medusa
Web. After the fall of the 2nd Imperium, Humaniti experienced
The Long Night, an Interregnum lasting nearly 500 years. During
that time, the Human worlds along the border with the Soroshe
Empire banded together for mutual protection from Soroshe raids.
The first worlds to unite were centered around the Medusa Nebula,
which gave this coalition of planets their name, The Medusa Web.
With the successful defense of their planets, the Medusa Web grew,
as other planets petitioned for membership in the Web.
While the rest of the planets of Humaniti had several would-be
emperors attempt to dominate the sphere of Humans, not until Cleon
Zhuanastu from the Sylean Federation had anyone managed to succeed.
The pacification wars that followed brought the rest of humanity
into the Imperium save the Medusa Web, who managed to fend off
the advances of the Imperium, having been defending their worlds
for hundreds of years from Soroshe aggression. The 3rd Imperium
calendar uses Cleon’s assent to the throne of the Sylean
Federation as its year 0, thus the present date is 1105.
Mesomoprh: +1Str, -1 Dex, or +1 End, -1 Dex
Typical: NA
Ectomorph: +1Dex, -1End or +1Dex, -1Str
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Soroshe
The Soroshe are a major space faring race resembling
a human with feathers instead of hair, and small wings under each
arm. Soroshe can no longer fly like their distant ancestors, but
can glide on planets with Standard or higher atmospheres.
Typical Soroshe adults stand from 1.5 to 1.75m in height, and
have a wiry, lithe form. Their completion ranges in color from
pale pink to reddish brown.
The Empire of the Soroshe is a Theocracy ruled by six High Clergy
worshipping the patron god of the Soroshe, named Goedregon. Goedregon
appears as a massive dark cube carved in mystic runes, with a
burning eye on the center of each side. Goedregon is said to reside
in a dimension of the mind, governed by non-Euclidian geometry.
There are six aspects of Goedregon, each corresponding to each
of his eyes, Rage, Logic, Greed, Empathy, Hate, and Love. The
star empire of the Soroshe is directly core ward of the Sol System.
Mesomoprh: +1Str, -1 Dex
Typical: NA
Ectomorph: +1Dex, -1End
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Velketh
The Velketh are a major space faring race that resembles a cross
between a human and an ophidian. Their skin is covered in a fine
layer of light blue scales which gives them the natural equivalent
protection of Jack armor.
The typical adult Vekthian will reach a length of nearly 6 meters,
but their physiology only allows them to be 2 meters in height
when fully erect.
The Velketh Empire is Matriarchal society ruled by a Matron
Mother, named Amatheria. Matron Mother’s are unique among
their race, for they go through a mysterious process that makes
them immune to aging, and makes their bodies continue to grow
throughout their lifetimes. Amatheria is well over 100 feet in
length. Their star empire is forward of the Sol system on the
galactic spiral, and slightly core ward.
Mesomorph: +1End, -1Dex
Typical: NA
Ectomorph: +1Dex, -1End
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Vodanoi
The Vodanoi are non-space faring race that appear similar in
structure to humans. They are gaunt and wiry with a mottled yellow
skin, and have two slits for nostrils and long pointed ears.
A typical adult Vodanoi stands 1.25 to 1.5m in height. They
are quick and graceful in their movements, affording them a +1
to initial Dexterity, but penalizes them a -1 to Endurance. Vodanoi
are fond of moving around unnoticed which gives them a natural
+1 bonus to Surprise and Escape.
The Vodanoi race hails from the planet Siuan in the Rand Sub-Sector
the Eastmark Reaches, a thin atmosphere planet covered by 90%
water. Their society is currently at the tech level of 3, equating
to the Renaissance period of Terra. The planet is covered in small
volcanic islands with no sole planetary government, but a series
of city-states.
While Siuan was under the protectorate of the The Imperium,
the planet hosted a level C star port, which was destroyed when
the Soroshe captured the planet 9 cycles ago in their push towards
the planet Rand. The Soroshe have yet to rebuild the star port
but because of the abundance of precious gems found on Siuan,
there is a constant influx of merchant traffic.
In the Vodanoi culture at some point in an adult’s life,
they must travel upon a Naming Quest to learn their true-name.
If they fail to learn their true name before they die, they are
said to be cursed to an after-life as a restless spirit. This
often takes the Vodanoi beyond their home planet, purchasing transport
upon merchant vessels.
Because of the low tech-level of their planet, Vodanoi are limited
in which profession they may choose. Starting Vodanoi characters
may not choose Navy, Marines, Scout, Pirate, Belter, Flyer, or
Scientist. |
Non-Player Races
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Dralasite
The Dralasite are a major space faring race who took a curious
path during their evolution; rather than evolving from single-celled
organisms into amphibious reptiles and other advanced creatures,
the Dralasite maintained its simple body structure. These short,
blob-like humanoid creatures stand about 1.3 meters tall and average
one meter wide.
The extemal membrane that serves as their skin is dry and has
the texture of fine sandpaper. This membrane ranges from dull
gray to earth tones. Dralasites have no internal skeleton; they
maintain their shape through an intricate system of muscles. This
enhanced muscular system gives dralasites strength superior to
that of most humans.
The internal organs of a Dralasite float freely within its body
in a thick organic liquid. These include numerous hearts and a
central nerve bundle that functions as the brain. Dralasites do
not have eyes as most creatures do but "see" through
an elaborate conglomeration of optical nerves called "eyespots."
These eyespots collect into two dense patches on what is commonly
considered the dralasite's head.
Dralasites have no lungs but breathe by diffusion of oxygen
across the skin membrane. Not only do they breathe through the
skin but also they acquire their sense of smell this way. With
their entire body capable of processing odors, the olfactory ability
is the keenest sense of a Dralasite. It is so refined that dralasites
can often recognize people and places by scent alone. Breathing
through the skin does not hinder the dralasites' ability to swim
underwater Absorbing air is a conscious act, and they can simply
choose to "hold their breath" at any time. With no lungs
dralasites produce speech by expelling air past a voice box from
a contracting bellows-type organ.
The Empire of the Dralasite is a curious construct. While individual
Dralasites have individualistic personas, they are also members
of, for lack of a better term, a Hive Mind. All Dralasites have
a rudimentary psionic link to all others, bordering on Empathy.
There is an entity upon their home world the Dralasites call The
One. No one other than Dralasites have ever met The One, so this
entity remains a mystery, yet it has been inferred by discussions
with the Dralasites, that The One is the anchor, or crux of their
psionic link, and their de facto leader. |
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Sather
The Sather are a minor space-faring race who had colonized their
own solar system, but had yet to discover interstellar travel
when they were contacted by the Soroshe. The segmented, worm-like
body of the Sathar averages about 3.5 meters in length. A majority
of the length rests on the ground, allowing it to slither like
a snake, while keeping the front 1.5 meters of its body vertical.
Sathar have distinct heads with one eye on either side and a round,
tooth-filled mouth similar to a lamprey. The milky eyes of a Sathar
each have two pupils that provide a much larger field of vision
than most creatures enjoy.
Four tentacles serve as appendages for a Sathar. Two one-meter-long
tentacles on its upper body function as arms. At the end of each
of these limbs are four smaller tentacles that play the role of
fingers. Two additional tentacles sprout from the lower part of
the Sathar's body to serve as legs. These legs have larger, flattened
pads for feet. These legs are not normally used for locomotion,
since Sathar movement consists of a slither, but rather help to
stabilize the top part of the creature while standing upright.
The brownish-yellow skin of a Sathar is covered with a thin layer
of mucus that keeps the skin moist and protects it while slithering.
The Sather homeworld, Gul’Kratog is a fully integrated protectorate
of the Soroshe Empire, allowing them self rule, as long as they
pay their taxes. Sather history is a bloody story of extermination
of another sentient race who shared their world, to centuries
of clan warfare until a single clan managed to become strong enough
to absorb all other clans. This history forged the Sather into
a militaristic race who are highly sought after for bodyguards
and shock troops. This has created a unionized mercenary culture
on Gul’Kratog, creating highly trained forces, which are
also highly priced.
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Vrusk
The Vrusk are a minor space-faring race who were first contacted
by the Velketh when the Vrusk society was around TL 8. These insectoid
lifeforms stand on eight spindly legs protruding from a 1.5-meter-long
abdomen. A Vrusk's torso, or thorax, extends upright from their
abdomen. Two arms supporting five-fingered hands are attached
to the thorax, with one on each side. These double jointed arms
can reach any point on the Vrusk's body and can even rotate in
a complete circle.
The bulbous head of a Vrusk is entirely insectlike, complete with
two antennae which function as olfactory organs, large multifaceted
eyes, and four mandibles around its mouth.
A hard, chitinous exoskeleton covers the Vrusk body. This exoskeleton
protects a Vrusk as would Mesh Armor. Every few years during adulthood,
and much more frequently in youth, Vrusk molt to gain a new carapace.
Vrusk also have an internal skeletal system made of calcium phosphate
to support their large frame.
Vrusk society developed into structured organizations early in
their history. As early as TL 2 on their homeworld of K'arek-Kar,
capitalism was nearly universal. Corporations had already begun
to shape society, and sovereign power had given way to business
elected democracies. These Megacorps continued to grow in size
and power until the Vrusk Industrial Age and the time of the Corporate
Wars. This conflict stemmed from heavy contention between the
Megacorps as each tried to drive competitors out of business.
Hostilities continued to mount until violent confrontations and
corporate espionage became commonplace. When it became apparent
that their society was about to tear itself apart, the Vrusk sensibly
backed off and went through a paradigm shift in how they viewed
corporate competition. Rather than trying to drive all other competitive
organizations out of business, many Megacorps simply became specialized
in what they did best, relying on other Megacorps to supply them
with the additional services they needed. Other Megacorps narrowed
their focus to a few products and services but became completely
self sufficient. Biologically related families became less important
as the corporations became the "family" of their employees.
Today, Vrusk Megacorps have offices throughout the Velketh Empire,
though it is unknown how much of the Velketh empire is actually
owned by the Vrusk’s mercantile society. |
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