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Absolute Advantage: An economic grouping, such as a planet or corportation, has an absolute advantage over it trading partners if it is able to produce more of a good or service with the same amount of resources or the same amount of a good or service with fewer resources.
Ahriy: Aslan term for the Pride, or extended family by relation and marriage. It is headed by an Aewar.
Anti-Assimilation: The complete and utter rejection of the assimilation of friendly Virus strains into mainstream society. This objection follows the signing of an Extension Coda to the Spinward Accords in 1147. Most of the Regency mainstream can be described as being Anti-Assimilation, a lingering aftereffect of the Rape of Trin, though it is rather ambivalent and equivocal. A true Anti-Assimilationist is one that categorically rejects the idea that Virus and other sentient species can ever coexist together. The most articulate and thoughtful of this group tends to avoid the genocidal thinking of the so called "Exterminationist" line of reasoning, generally proposing various schemes for placing friendly or non-threatening viruses into a reservation or homeland where they can be segregated from the rest of society.
Belgariad Sojourn: Former interstellar state, located in Egyrn subsector (Trojan Reach B) apparently founded by a disgraced Imperial admiral sometime after the Wars of the Imperial Throne. The Sojourn barely deserved being called an interstellar state. By the time of the Imperial Civil War, the government on Belgard could barely maintain what few starships it possessed. In 1120-1121, an Aslan clan called the Hlearkhea invaded the state, and quickly swept aside the feeble defenses. The local human population eventually recovered from the shock, and have become somewhat cooperative with their new overlords since the Collapse.
Bluejackets: Nickname for members of the Commonwealth Police Service. Made in reference to the sky blue dress tunics worn during public ceremonies.
Codices of Sakolusalo: The 64 volume written authority for Aslan customs, courtesies and rituals. The codices are applied by Fait Accompli Aslan to all of their subjects, both Aslan and Human. Contrary to what has been reported by other authorities, the Codices are inconsistently applied, as each clan has its own interpretation of how they should be applied in more obscure or special circumstances. Naturally, most captive Fait Accompli populations are resistant to the imposition of these codes into their lives, and fuels most of the conflict that still tears apart the Thinrim.
Borderland: Old name for the non-aligned worlds in Trojan Reach sector between the Third Imperium and the Aslan Hierate. These worlds were settled entirely by Imperial culture humans, though in a few cases old Rule of Man and Long Night era colonies were already extant. The region was non-aligned by virtue of its economic backwardness, and a mutual desire on the part of both the Imperium and the Aslan to maintain a neutral buffer zone between themselves. The Imperial Civil War led to a breakdown in Aslan recognition of the Peace of Ftahalr, and Ihatei swarmed over the weakly defended worlds in a lightning attack in 1118-1119. Frequent guerilla activity and the locals pronounced resistance to assimilation has impeded the Hierate's control over these worlds, as has continued tensions with the Regency. Very little has been done to resettle or develop these worlds for the Hierates benefit.
Commonwealth Police Service: The enforcement and investigation arm of the Regency Ministry of Justice. The CPS was formed in the 1130s to rationalise the diffuse, and oftentimes shadowy presence of Imperial MoJ police agents in the Antebellum period. By centralising its police services, the Quarantine Service in space, and the CPS dirtside, the Regency made clear its intent of legitimising the rule of law among its enforcement, investigation and judicial organs, in direct contrast to the repressive methods of noble and Imperial police services. The CPS is charged primarily with the investigation of violations of all Regency laws that apply across interstellar jurisdictions, though its charter prohibits operations of paramilitary nature (in other words, no Wacos), and its jurisdiction is limited over Quarantine violations and smuggling.
Most worlds with a population of 7 or more, or 5 and an A-class starport, contain a CPS office. Industrial and high-pop worlds often have several offices. Most of these are generic field offices of 100-300 agents, divided into several areas of jurisdictional responsibility. Larger offices include full forensic and investigation facilities equipped with the latest modern equipment and procedures, and these render assistance to local planetary police upon their request. The CPS has its own transport branch, though it is prohibited warships of any kind, and its vessels may only carry defensive armaments.
Besides investigation, the CPS provides bodyguard protection for the Regent and his/her family, a deliberate break from the military protection afforded the emperor/empress. It is also responsible for domestic intelligence gathering against criminal threats, a role that provides some controversy, and counterintelligence operations.
Comparative Advantage: An economic grouping has a comparative advantage in the production of a good or service that it produces at a lower opportunity cost than its trading partners. Some groups have an absolute advantage in the production of several goods relative to their trading partners. Some have an absolute disadvantage. They are inefficient in producing anything, relative to anyone else. The theory of comparative advanatge argues that it is better for a country to specialise in the production of those good it is least inefficient at, compared with producing other goods.
For example, let us say that Alphatel has 250 credits, with which it can invest in speculative manufacturing ventures. It has two choices, either producing computers at 5 credits a piece, or producing holovision sets at 10 credits a piece. Its neighbor and trading partner is Betamac, which has 210 credits, and can produce either computers at 15 credits, or holovisions at 12 credits a unit. Alphatel has an absolute advantage in both markets, and could manufacture both if it wanted to. However the most efficient division of its money only allows production 12 holovisions (120 credits) and 26 computers (130 credits). By contrast Betamac can produce fewer of each in combination. But if Alphatel were to concentrate all of its money in computers, it could produce 50 at 5 credits a piece. Betamac is less efficient, but it has a lower oppurtunity cost in producing holovisions, as it can manufacture approximately 17.5 units if it concentrated solely in that market. By specialising, more of each kind of good is made.
Comparative Advantage is the basis and justification of all trade.
Complementary Markets: The ability of two parties to gain everything they want by engaging in trade with each other with the desirable goods as a medium and commodity. An example of a complimentary market is two countries, one with a surplus of grain, and the other with a surplus of iron. By trading their surplus for the other's, both are content.
"Dark Ascension": The shadowy undeclared wars between Aslan clans that have existed since the Collapse. The rules of formalised clan wars are rarely honored by human resistance groups, whether on Fait Accompli worlds in the Regency, or non-aligned worlds conquered in the so-called Borderland region. The tendency of these groups to exploit hostilities between two or more warring clans has forced many occupying clans to adopt extreme measures to protect themselves and their territories, and to continue force projection. Most interclan wars are now prosecuted by so called "Champion" Brigades of mercenary or retainered Aslan, or solely by assassin brotherhoods. Trekhyair are now reserved solely for keeping the human natives under dewclaw and thumb.
This reliance upon units hired for both for money and professional courtesies, rather than the traditional ties of feodality, has had some unintended consequences. Many of these units have amassed great amounts of wealth and power themselves. In some cases they have exceeded the agreed upon terms of honorable war, and have persecuted or overthrown their opposition, or wrested control of their lands and vassals for themselves. Many members of the Tlaukhu are distressed by this growing trend of cultural backsliding, but are in no position to remedy its effects.
Delphi Foundation: Non-profit organisation dedicated to preserving the traditions of the Third Imperium. Delphi was founded in 1134 by surviving members of the Tukera family, and its charter dedicates the foundation to financial and moral support for preserving Imperial tradition, culture and governance. Naturally such a body has been a strong bastion of conservatism and opposition in the face of Norris' reforms. At times the Foundation has been either a magnet for resistance by the nobility, or has limply supported the governments initiatives in an attempt to weaken or confuse popular support.
Ekho: Aslan term for the immediate family. It is headed by a male Tao'.
Extermination: The destruction of all Virus through whatever means possible. This line of thinking was more common in the early days of the Regency, and was whipped into hysteria following the Rape of Trin. It has diminished in power in mainstream society, largely because it is not based upon any clear logic, other than a pronounced fear Virus motivations and capabilities. The unimaginative inflexibility of this philosophy, and its demand of a war of all sentients against all Viruses, also has little appeal to the mainstream. Most Exterminationists are now found within some areas of RQS, though these are generally more and more vilified and isolated.
Fidelis Controversy: The controversy surrounding unidentified experiments occuring at a former outpost of the now defunct Research Station in Fidelis (Trojan Reach). Delta was a class 4 containment facility used to carry out chemical and biological experiments that were too dangerous for experimentation on more habitable worlds. The facility was abandoned and evacuated in 1120 as the Domain of Deneb could no longer guarantee its security. After the Regency retook the system in 1131, the restoration of the facility took the backseat after other existing concerns, and the colony charter was sold to a small belter collective from Zaibon/Lunion. The Regency did retain a containment facility on a planetoid designated HH-4301, but it was a low priority facility until about 1135, when the government restricted access to the facility and the surrounding space. After the Rape of Trin the facility was quietly interdicted, and a large region of space around it was closed off to civilian traffic. Even in that period, rumors swirled that it was a containment facility for Viruses captured by the Navy and RQS, though those same rumors indicated that HH-4301 was a "deathrow" that kept viruses long enough for classification and analysis before being destroyed.
But the leaked RASAC archives hint that the facility was more than just a safe disposal facility, and that an extensive subterranean facility had been hollowed out of the rock in the 1140s. Given the 156 km diameter of 4301, this is a very large facility indeed. The archives also hint at lengthy deceptive techniques to disquise the massive ship traffic that the facility was recieving for the last sixty years, and indicated a sizeable security garrison to protect the facility from attack, including a regiments worth of Marines backed by Meson deep sites. These revelations have thrown the Regency public into a tizzy, as the extent of the facilities and its importance seem to indicate a major viral breeding facility, or something worse. Since 1200, several attempted perimeter break-ins have been reportedly carried out by protestors and hardline Anti-Assimilationist groups. To date the protests have been peaceful disruption, and the now fully visible defense garrison has been restrained in its actions.
Free Association, State of: The formal term for "client state." In a state of free association, the lesser party defers external affairs and defense to its bigger protector, but retains internal autonomy and the continuance of its culture and society.
Free Soil Worlds: Those worlds in the Thinrim that were not declared Fait Accompli after the Collapse, and are under the rule of a government formed on the organisational frameworks, or out of the veterans, of Anti-Ihatei resistance groups. Some chauvinists go further, proclaiming that worlds absolutely free of Aslan inhabitants are the "true" free soil, but these people are fortunately few. Free Soil worlds have mixed reactions towards Aslan in the Regency; most profess few or no reservations about acculturated Regency Aslan, but are cold and often hostile towards "traditional" Aslan, especially those clans that control Fait Accompli worlds. The irony that most Free Soilers have to trade with the Aslan to survive is often conveniently ignored.
Fteirle: The proper name for the "Aslan." Regency humans persist in using the older, more pejorative name.
Glorious Empire: Former Aslan breakaway state. The Empire was founded by a disgraced Aslan clan in 650, among the the worlds of Goertel subsector (Trjan Reach J. The clan conquered several nearby human colonies and reduced their populations into slaves. Despite the dishonorable nature of this state, political considerations prevented the Hierate from acting against these upstarts. The Imperial Civil War altered the balance of power in Trojan Reach Sector, and Ihatei invaded the Empire in 1118. The Empire's forces put up a hard fight, but in the end the Hierate's honor was satisfied, and the capitol world of Syoakh (TR 1027) was bombarded into submission with nuclear weapons. The Empire has been completely reabsorbed into the Hierate, and the treatment and living conditions of its human subjects are now on par with their Aslan neighbors.
God's Portal: Second company founded by Frederick Midashi. Under the pseudonym "Franklin Broome", Midashi registered the company on Neumann in 1168. After assembling a "dream team" of geneticists and physicists, he restarted his bizarre and dangerous experiments. But where Prismodyn had merely explored the realms of atomic and molecular research, God's Portal was Midashi's application of the material he had translated from his alleged "Codices of the Elder Races." Midashi never left a clear record of what his objective was, but documents seized from the company in 1173, after his second disappearance hint at a mad plan to recreate biological life in a plasma or quantum medium. As with Prismodyn, Midashi's financial and sexual escapades, and alleged embezzlement of investor funds eventually got him into trouble. The company went into recievership in 1174, and was purchased by an investment group from Mora the following year. God's Portal remains a small if innovative research company, again reflecting Midashi's organisational and scientific genius.
Grand Design: Former design studio and engineering office of the now defunct Imperial Megacorp GsBAG. Grand Design was the company's main design group in Trojan Reach and Reft, and had been spun off from the company in the early years of the Civil War to minimise financial damage stemming from the Ihatei invasions. After successfully relocating to Glisten in 1123, the company struggled to survive financially, though it managed to acquire industrial plant of its own. With generous financial assistance from an unknown backer, GD bought out the remaining assets of its now dead parent company, and concentrated its assets heavily in the now peaceful Thinrim. GD's primary focus is shipbuilding, though other transportation products and space construction have grown into major divisions in the last 70 years as well. The core of its strength is technical innovation, and the continuance of GsBAGs high quality engineering. Grand Design is still headquartered on Glisten, and owns yards there, Neumann (the largest in the Thinrim), Collace, Albe, Perrior (military production only), Tobia, Colony Five (exclusive ownership), Magash, Vincennes and Liiri.
Grudovo Pendant: Jump 1 route conneting 13 worlds in Tobia/Trojan Reach and Usher/Reft. Once a remote backwater, the region has become of utmost importance to the burgeoning trade between the Denebian Frontier and the Aslan Interface. Halka: Albino human race native to Halka/Menorial (TR 0510). The Halkans are not true albinos, and their adaptations seem to be the result of natural adaptation to their bright M9III star rather than deliberate engineering by the Ancients. As a people they were peaceful, a preferred a pastoral existence.
The Florians contacted the world in 211, and quickly subjugated the inhabitants. The original Barnai rulers took the simple lifestyle of their new subjects as a sign of inferiority, and employed them as slave labor. This practice continued for some time after the world was absorbed into the Florian League, and only ended after a public outcry in the 900s. Emancipation landed most Halkans into destitution, and most remained as tenant farmers for their former landlords.
Huiha: The Aslan term for Clan. It is headed by a Fouheh, which is the lowest ranking "person" who may be represented upon the Tlaukhu or any equivalent political assembly, according to Aslan law.
Khai': Aslan name for their unified Quarantine Force. The Khai' is unprecedented in being the first force ot institution in the Aslan Hierate to transcend clan boundaries. The force is equipped and staffed by a tax levied upon all member clans in the Hierate, who contribute according to their ability to do so, to a common pool from which the force is organised and assembled. Because Virus is a common threat, parochial concerns of clan and pride are meaningless. When an Aslan joins the force, he or she is expected to leave behind these trivial considerations, and serve the Hierate and the Khai' without reservation. Like the Regency Quarantine Service, the Khai' utilises gunships and small craft of specialised construction, and are charged with the inspection of all interface trade moving into the Hierate.
Liberation Armies: Modern day descendants of the Civil War era resistance and "self defense" groups that proliferated on DoD worlds captured by Aslan Ihatei. Many world governments crumpled during the invasions, or were tainted by collaboration, and local resistance chapters often became the basis for Post-Collapse governments on a number of Thinrim worlds. When the Representational Reforms were announced, in most cases the subsequent referenda confirmed the popularity of these governments. But when the Regency, bowing to necessity and the demands of their Fait Accompli landlords, withdrew those worlds from the purview of the Reforms, it ignited a firestorm of popular controversy. As local popular opinion on "free soil"
Liberation Riots: Intercommunal warfare that erupted on several Thinrim worlds in the period of 1155-1164. The riots were a spontaneous event, following the inability of populations on Fait Accompli worlds to obtain the right to participate in the Representational Reforms, and the Regency's refusal to extend the reforms to such worlds without the consent of their Vargr and Aslan overlords. Popular anger escalated into an open revolt on Fait Accompli worlds, and several neighboring systems as well. Many Thinrim worlds still had strong feelings and memories about resistance to the Aslan occupiers during the Civil War period, and the flagging Self Defense movement was revived as entire human populations were radicalised.
The revolt took the Aslan entirely by surprise, and they were slow to respond with their forces. Large sections of several of their worlds fell to rebels armed by militias on nearby "free soil worlds", and several human world military forces engaged in raiding and infiltration operations of their own in an attempt to aid their brethren. Riots eventually consumed integrated Aslan and human communities on worlds like Gazulin and Peridot, and the Regency and Hierate threatened war against each other. In the end the threat of Virus, and the lack of Regency government sanction, slowly turned the tide against the rebels. Improved Aslan military units like the Steikhiy crushed each center or resistance, one by one. And the local populations burned themselves out on armed resistance.
Murissi: Human minor race native to Atuakhtea (Hlakhoi 2008). Atuakhtea is a world with a very eccentric orbit, and the planet undergoes severe climactic shifts. The Murissi were engineered for these shifts, and the very dry conditions of the worlds deserts. Their skin consists of hardened, overlapping plates or scales, about half a centimeter in length, that cover the body from head to toe. These plates both protect the individual from sand and dirt, and provide a cooling and heating mechanism. This body armor, and pronounced foreheads and oversized smiles make them macabre in appearance to most other humans that encounter them, who often refer to them as"Skeletors." Adult Murissi develop oversized fingernails intended by their masters for burrowing and excavation work.
Murissi are reknowned for their almost inhuman patience. Time moves very slowly for this long lived (300-350 standard years) subspecies. Sexual maturity comes late to them, and their birthrate is imperceptible. Projects and career advancement can take centuries. Their high endurance permits them to go without sleep for periods of up to five or six normal days, without sign of adverse fatigue. Most cultural encounters can take days to complete, and their slow pace can madden most offworld visitors.
Most Murissi congregated in small nomadic tribes that wandered the world, after the Final War, looking for food and water. In spite of their nomadic primitivism, they developed a complicated culture based upon an advanced system of written and pictographic representation. The various tribes hold a large impact spike (created by Ancient bombardment) as their holy lands, and kept their holy and sacred texts and law books here for safekeeping. Every fifteen years a caretaker tribe was chosen to inhabit the "speaking mountain", protect and maintain the books, and to "speak" for the sacred lawgivers hidden in the depths of the planet that dispensed these laws. Envoys from the Speakers have their "skin" dyed in gaudy colors, and touching or molesting them is punishable by death, even though they often act imperiously or bizarrely as dictated through their duties. At the end of the fifteen years, the caretaker tribe executes its oldest and senior members, destroys most of its possessions, and is driven into exile for another fifteen year period, and are subjected to ritual humiliation and penitence by the other tribes for its duration.
The race was contacted by Aslan of the Tralyeaeawi clan around -740, and willingly submitted to their control. The Murissi's legendary patience, and mastery of abstract information made them in high demand by female members of the clan looking for non-Aslan to assist them in business and economic affairs. As a result most members of the race were regarded as female by other Aslan they encountered, though this did not seem to worry them. When the Collapse reached their part of Hierate around late 1131, a sizeable part of the population fled Vampire Fleets then rampaging in Hlakhoi, and made their way across the Rift to the Colonies. The local Tralyeaeawi lords refused to recognise their bonds of fealty, and they were refused haven within their territories. Angered by such dishonor, and recognising the usefulness of an alliance, the Khaukheairl clan granted them sanctuary in their territories. Murissi are now heavily concentrated among "female" jobs in the clan, and are heavily encountered by human merchants and diplomats.
Naval Pathfinders: The elite scouting and reconaissance arm of the Regency Navy. With the demise of RISS' external role at securing and protecting the Regency from attack, and the subsequent disestablishment of the Scout's Exploration Office, a vulnerability developed in a vital area. Over the last seventy years, the Pathfinders have become, along with their dirtside equivalents, the Echelon teams, the main early warning system for the Regency Safe and its guardians. Pathfinder units are seconded to mainline naval forces during hostilities, but generally avoid a direct role in combat except where it is warranted. Most Pathfinder ships were surplus or retired scout craft in the early years of the service, but have now grown to include a wide array of specially designed and constructed craft. Pathfinders are specialists in covert insertion and infiltration, and many of their pilots are used in covert operations in the Wilds, including raids and extractions.
The Pathfinders are a specialised subordinate branch of Naval Intelligence. Their primary duty is to maintain photo and electronic surveillance, by manned missions or low profile remote platforms, of critical areas of the Wilds. They track Vampire activity, monitor refueling activity at Wilds gas giants, assess the status of former Imperial military facilities, and make contact with friendly groups of sophonts. They also maintain a running database of world data to keep the government appraised of the political and cultural situation in regions close to the Regency. Because of their experience in traversing Virus infested areas, they are the pilots of choice for covert missions and strike operations.
Dirtside operations, AKA the Echelon Teams, are Marines. For the occasional contact of a friendly world in the Wilds a special team of contact specialists from the Foreign Ministry is always maintained as a part of the Pathfinders TO&E.
New Lords: Titles taken by Liberation leaders after the Liberation Riots. A deliberate play upon the "Lakh Aorlakht" title used by Ihatei leaders during the Civil War period. Like so many other aspects of the Thinrims "liberty" culture, this act of copying and adaptation is a very human attempt at registering defiance towards their Aslan neighbors or overlords. Unfortunately it is insulting to the honor bound Aslan, who find it especially grating in the protocol bound chambers of the Regency Senate, where fellow human senators from their subsectors demand that they also be addressed according to Aslan traditions.
New Model Military Architecture: The general program to research, design, construct and supply ships, vehicles, weapons and equipment suitable for a Regency reconquest of the former Imperium. This requires a radical departure from standard Imperial military doctrines and strategies. The Regency has two severe limitations on its projection of force into the Wilds: low force density and logistical/communication constraints. Even though the Regency Navy is several times larger than its Civil War Domain predecessor, and will grow larger still over the next fifteen years, economic and logistical contraints will give it a force density barely one-quarter to one-fifth that of the entire Imperial Navy. In addition these forces will have to operate for a long time away from large accumulations of munitions or spare parts, and without the luxury of an extensive courier system for early warning of Viral counterattacks.
In response to these demands, Regency military designers have had to reverse long standing practices. "Reconquista" forces have to be small and agile, and capable of being resupplied by depot ships rather than fixed resupply bases. Naval forces will have to emphasize small ships, with destroyers and lighter cruisers becoming the heaviest patrol units, supplemented and reinforced at critical vantage points by heavy line units, which are designed and equipped for extended operations of up to six months without relief or resupply. Ground Units will have to operate in most cases with a smaller number of more capable armored vehicles and support weapons, and battle armored infantry will be in many cases the primary vanguard. Planners are anticipating few pitched battles, and more guerilla and police actions, and battlefields with no defined front, rear or flanks. Missle armaments will have to be deemphasized, energy weapons limited. Diplomacy and show of force operations will be as important as normal battles.
The Regency has understood that the most important part of any military expansion into the Wilds is its ability to reassert the rule of law and order over the TEDs and other disparate factions. The NMMA forces are quasi-police units intended to remove the worst threats, whether viral or human, in favor or restoring the means for interstellar commerce and planetary redevelopment. This force has no charter to restore the Third Imperium, or to assert Regency sovereignty in planetary or regional affairs.
Nightwatch Alliance: State of Free Association maintained by the Regency of Deneb. The NA comprises, in theory, formerly non-aligned worlds in the Great Reft portions of Reft and Trojan Reach Sectors. In reality it comprises the six Rift worlds of Tisilli, Gikarlum, Villane, Browne, Sarage and Auitawry, all located in Trojan Reach. The Nightwatch worlds retain their local autonomy, but are subjected to the authority of the Regency Rift Office for interstellar operations of their planetary militaries, foreign affairs and petitions to the Regency government.
Otaioekh: Former Aslan megacorp. Otaioekh was the primary conduit of Aslan ihatei across the Great Rift in antebellum times. Most of the colony ships that carried ihatei contingents were operated or leased out by the company in exchange for a cut of the profits from new colonial ventures. The Hierate portion of the company was primarily a construction firm, manufacturing alternative habitats to accomodate the growing population. After the Collapse the surviving portion of the company congregated in Aslan colonies close to the Regency and the Borderland, and it has extensive commercial contacts with Regency corps and governments in the Thinrim.
Otritsyu'a: Droyne for "killing between communities." The Droyne concept of total war. In wars involving aliens or implacable enemies, Droyne forces will relax the ritualised constraints of limited war required of them for fighting within a community or with other Oytrips. When Otritsyu'a is invoked, a Droyne community will not stop fighting until it or its enemies have been absolutely defeated. In the face of such relentless devotion to battle, even Aslan warriors have been known to wilt.
Prophets of Geynim: Cruel, xenophobic cult native to Scaladon/Tobia (TR 2616). The origins of this cult have been lost to the mists of time. They were already established on this strange and deadly world when the Imperium contacted them in 341. Normally they are hostile and aggressive to intruders, and secretive of their habits and beliefs. But defectors and refugees that left en masse during the 1150s and 60s have filled in Regency authorities on some of the cults beliefs.
The Geynimites worship a god named Geynim, who either lives or is trapped in the depths of their world's wilderness and its crushing atmosphere. Geynim did not create the universe, but did create all of the sentient species, and brought them the gift of knowledge. A group of very ancient races ascended to enormous heights of technological command and scientific ingenuity, but they soon chafed at Geynim's rule, and grew jealous of his power. Several of them ambushed and seized the god, and trapped it in an inescapable prison; but their victory was pyrrhic, as Geynim used the last of its power to do irreperable damage to them and their societies, until they faded into obscurity. The Geynimites teach that this god contacted them, offering enlightenment in return for their assistance at freeing them from its prison, and restoring its honor.
Supposedly for almost two thousand years the Geynimites have labored through bizarre and graphic rituals to free their "god" from its hiding place, often reverting to brutality in order to accomplish it. Most rituals consist of force marches in ritual circles, psionic "conciousness" raising with the assistance of extreme states of pain and privation, and even rumors of human sacrifice. The self destructive manner of this cult finally exhausted the patience of a good portion of its believers, who used the Escape Clause to emigrate to Tobia or Gazulin. Rumored "Lost Books" containing the technical lore of the alledged "Elder Races" have been a long time part of Thinrim lore for centuries, and inspired Frederick Midashi's creation of Prismodyn and God's Portal.
Prismodyn: "Midas' Kingdom." First company founded by Frederick Midashi, and the source of his enormous wealth. Prismodyn is a cutting edge manufacturer of industrial and communication equipment, headquartered on Albe/Sindal. Prismodyn was constructed to carry out "alchemical" research, by the use of high energy particle accelerators, nuclear dampers and primitive disintegrators, in creating the protomatter that Midashi claimed existed in the tablets he called the "Codices of the Elder Races." Despite public ridicule, this commercial venture proved to be highly successful. But despite his spectacular scientific "success", his appetites for sex and money caused controversy among his shareholders and Regency authorities. And the scientific community was starting to sniff at his results and claiming that his "miracles" were bogus if not downright fraudulent. These events led to his first disappearance, after faking his own assassination by a hireling in 1147.
Spector Ironworks: Small shipbuilding company headquartered on Glisten. Spector has a strong presence in the Thinrim, with facilities at Perrior/Pax Rulin, Glisten/Glisten and Doradon/Pax Rulin, and these yards build primarily for export to the Aslan Hierate. Outside of the Thinrim the company produces mostly small, low tech starships for the budget market, mostly in clusters of j-1 worlds in Deneb. These yards are small facilities located on lightly populated worlds: Dawn/Zeng, Achemadon/Vincennes, Imone/Star Lane, Karst/Namidshur, Kirklend/Pretoria and Berg/Tobia.
Reastirlao: Former Aslan megacorporation. Owned entirely by the Tralyeaeawi clan. In antebellum times the corporation concentrated upon shipping and trade, but also possessed a large industrial base in sectors adjacent to the Great Rift. Since the Collapse, the surviving portion of the company has continued to rely upon shipping as its main source of income. The company has some presence in the Regency, acting as the primary shipping company between Fait Accompli worlds.
Regency Intelligence Service: The division of the Regency Foreign Ministry charged with intelligence gathering and espionage operations against Non-Viral adversaries. Perhaps the term "general information" gathering would be more appropriate. In the aftermath of the Collapse, the war against Virus monopolised most of the intelligence assets of the Regency military. Which was all fine and well, as the army and navy had proven largely ineffective against the Zhodani and in operations among the Vargr and Human client states. RIS is a "gentlemans" organisation, for unlike most spy services, it thrives by being open about some of its operations.
RIS has four main branches: Contact and Monitoring, Operations, Communications, and Administration and Support. C&M is based in part upon SolSec's monitors; RIS recruits all manner of so called overt or open source intelligence contacts, generally people like traders and academics who have information about the goings on inside a particular region or country. Unlike secret espionage, this network is fully acknowleged by the Regency, and in many cases these contact sources work for the other side as well, creating an unofficial diplomatic pipeline used by several nations. Communications are the couriers and secret/overt carriers of gathered intelligence. Operations is your standard issue espionage and spying officers. And A&S handles logistics and normal bureaucratic functions.
Salika: Mammalian species originally native to Garden/Alone (Reft 0435). The Salika are short, bilaterally symetrical bipeds with 2 arms. They are covered in short, fine fur that lies flat like a seal's. Their hands are long-fingered with more webbing and with more joints than a human hand.
Some parts of their speech occur at pitches too high for human or Aslan hearing. Salika are friendly and tolerant, and have little tendency to violence or combat. When they find it necessary to fight to settle a dispute, they always fight bare-handed until the submission of one combatant. Salika enjoy gambling for pleasure, and they have a healthy appetite for both intellectual and athletic diversions.
The species originally developed from a seal-like acquatic species. In their presentient phase, the Salika were repeatedly driven to the sea for survival as their land habitats dried up in the heat. In ice ages that followed, most of the world's lifeforms gathered near the equator. As a result the Salika have a physiology best adapted to a cool temperate climate and underwater. the Salika can dive deep and work underwater for long periods. They came to sentience during one of the longest ice ages.
As their population and industrial base increased, the need for land and resources buried under the glaciers became acute. Garden has a highly variable star, and this creates alternating spells of intensely hot and glacial climate as a result. After attaining a TL of 11 (though not jump drive) the Salika leadership successfully warmed the then bitterly cold atmosphere by injecting CO2 into the atmosphere. Because of blind spots in their science, their lack of understanding about the star's cycles nearly doomed them when the next bright phase began around 970. Faced with extinction on their homeworld, the race constructed several massive generation ships, and scattered into the unknown. The ships occasionally contacted each other via radio beacons, but around 1050 an unknown catastrophe had claimed most of the ships, and only a handful made it out of the Rift.
One of these made it Ahfatre (Riftspan Reaches 2219) and was contacted by the crew and passengers of an Aslan merchant ship in 1120. After negotiations with local clans, the survivors were permitted to settle Aufusyah (Riftspan 1716) under Tlaukhu supervision. The Aslan were delighted with their new subjects, and their world was spared the influx of incoming Ihatei and refugees fleeing the Collapse. Two other generation ships have since been found: one near Browne (TR 3030) and another in Verge sector; both of these were evacuated and their populations relocated to Aufusyah.
Self Defense Forces: Guerilla forces that fought the Ihatei invaders of Trojan Reach during the Imperial Civil War. When the DoD abandoned several worlds in the Reach during the Civil War period, these forces often filled the void. Some of these were the local planetary militaries resisting the initial Ihatei advances, but most were created by human populations after the fall of their worlds, and the imposition of repressive Aslan laws and customs. Few of these forces had much direct effect upon defeating the Aslan advance, though it did slow and seriously hurt it. Many self defense forces disbanded after the Regency reclaimed the fallen worlds in 1131-1132, but stockpiled their arms for future contingencies. Many of these hidden arsenals were tapped during the Liberation Riots, and were instrumental in the creation of the Liberation Armies, many of whom were commanded and organised by SDF veterans.
Senlis Foederate: Former interstellar state located in Pax Rulin Subsector (Trojan Reach C). The Foederate was an aggressive and expansionistic state dedicated to the exploitation of several nearby worlds for the benefit of the mainworld of Senlis. Its colonies were restive and almost rebellious, and were held in check only by mercenary soldiers and economic dependence. The Foederate was invaded by Aslan forces in 1119-20, and was quickly conquered.
Steikhiy: The joint internal security forces of the Fait Accompli Aslan worlds. Stung by the poor performance and belated reactions of their Trekhyair during the Liberation Riots, the Regency based clans pooled their resources, and constructed a military force that is remarkably similar to Regency peacekeeping and special operations forces in organisation and training. The Steikhiy is an unusual departure for another reason: it is an all volunteer force of Aslan troops acting as a permanent professional force. It has been the brutal yet effective tactics of this force that has rolled back the gains created by human guerilla forces, and deterred wider attacks by Liberation Armies on other Thinrim forces, and not the dilatory efforts of the Regency Peacekeeping Forces. Indeed the presence of this force has been a major reason for intensifying Aslan disdain for the Regency, not only for its effectiveness, but also because of the growing acculturation into the Regency mainstream that it represents not only for the Fait Accompli, but the entire surviving Hierate.
Sternmetal Horizons: Former Imperial Megacorp. The survival of Sternmetal (German for "Star Metal") is something of a fluke in of itself. SH had been assimilated, thanks to clever manipulation, into the giant "survival cartel" orchestrated by Hortalez et Cie. But because of the Domain of Deneb's isolation from the main offices, and because of thorny legal issues, most of Sternmetal's subsidiaries Behind the Claw had not yet been incorporated or transferred to Hortalez when Virus was released. Most of the local offices simply shrugged off the financial effects of the Collapse, and continued with business with few ill effects. The scandal plagued company had more problems with accepting the ultimate authority of the new Regency government, which led to a legal crackdown on executive malfeasance that gutted the companies upper management ranks. Since then, Sternmetal has had a schizophrenic existence, studiously upholding the law in its Regency operations, while backsliding into the worst of its Imperial era practices in the Hinters and the Zhodani Shadow.
In the Regency the company goes by the name "Horizons." Mining operations make up a minor portion of the Regency part of the company; instead it has concentrated on manufacturing power systems, armaments and virus-resistant automation in information systems. The company has expanded its operations in the Thinrim, and nearly half of its Regency industry and operations are located on Glisten, Neumann and Tobia. Outside of the Regency it has concentrated upon mineral exploration, extraction and processing; it has become the largest mining company in the Spinward Hinters. Cutthroat competition from other companies in the Hinters has compelled it to use military means of survival, and it is a heavy employer of mercenary forces.
Sternmetal Deneb is headquartered on Rhylanor, but considerable leeway is granted to subsector managers. Outside of the Regency the company defers authority to "subsidiary" councils located at various intervals around the Hinters, like Syl (Foreven 2724). Sternmetal operations outside of the Regency are always heavily protected by mercenary forces, and are to be approached cautiously, with no indication of aggression.
Swords of Vengeance: Main Sword Worlds terrorist and guerilla organisation. Otherwise known as the Deathriders. Group takes its name from the cruiser of the legendary Baron Van Kreden, which was destroyed in 1114 over Mora. The Swords have not been a very effective or cohesive organisation, but its intelligence and sabotage teams have ranged all over the Regency in the name of Sword World Independence. Some of these ranging units have assisted Thinrim Liberation Armies in the past, though mostly in a hamhanded attempt to link the two causes together despite their massive differences. This has created a funnel for illegal arms from Narsil through Collace and Glisten.
Tezcat: Minor Race native to Gidiir/Two Little (Reft 1907). The Tezcat are a warmblooded, upright bipedal carnivore. They smaller and shorter than humans, but come equipped with a flexible tail, and higher metabolism. Their four fingered hands end in sharp claws, and their front fangs contain a neurotoxin lethal to small oxygen breathing animals, though it will only sicken an adult human.
Tezcat tend to form small polygamous family groups that also act as the primary political and economic unit of their society. They are remarkably gregarious, and violence between Tezcat is almost unheard of. A pleasure loving species, and prefer to live for the moment. Tezcat are xenophobic, though its degree is limited by the amount of percieved differences that exists between them and an encountered species. A bipedal humanoid like humans and Aslan are close enough to be tolerated; Droyne, K'kree and Hivers are likely to be attacked.
The Tezcat are governed by an unusual set of religious traditions that tend to mirror their hedonism with a peculiar brand of nihilism that makes them fatalistic and obsessive. Most notable is their Shaper cult, which worships a void filling god known as the Shaper. Places of darkness and vacuum are the natural domicile of this diety, and black holes are often venerated as being doorways into its lair. Transmigration is an alien custom to the religion, and the dead are ritually eaten by relatives and friends to ensure that the souls and essence of the deceased are preserved by the community.
The Tezcat evolved in the dense forests of their homeworlds around 40,000 years ago, and developed slowly into a civilised species. They eventually reached the equivalent of TL-10 on their own. About 1000 years ago Droyne explorers from nearby Zamoran (Reft 2108) contacted the world, and were ambushed by Tezcat repelled at the aliens appearance. A rescue expedition was also attacked and wiped out, and war was declared by the Tezcat on the Droyne. The jump drives of both missions were salvaged and copied, and in a few years Tezcat warships began raiding Zamoran. As their intensity increased to the point of genocide, the Oytrip of Zamoran declared Otritsyu'a, and annihilated a good portion of the Tezcat and their civilization.
The survivors were driven into the wilderness by vengeful Droyne troops, and subsisted with stone age technology. Eventually most memory of the holocaust was forgotten by the emerging tribes, memorialised only by the surviving Shaper priests. Human colonists arrived from Deneb sector in 964, and recontacted the aliens. Despite some early unpleasantness with the locals, the mostly Vilani colonists eventually won over the survivors, and helped uplift them as they constructed their own colonies. Cultural gaps remain, and the two communties are essentially seperate nations.
Tobia Main: Jump 1 main connecting 15 worlds in Tobia subsector. Severe disruptions of the local populations by the Ihatei invasions of the Civil War, Fteirle refugees and the Representational Reforms are quite evident here. On many worlds, these dislocations have left populations that are not hesitant about taking preemptive action in circumstances where they feel threatened or abused.
Trekhyair: Literally the "Land Defenders." The local defense forces of an Aslan landhold or clan. Unlike human military forces, which are often professional in nature, Trekhyair composition varies widely between clans, comprising well equipped professional soldiers down to poorly equipped peasant levies. The diffuse nature of these forces have left the Aslan poorly prepared for military operations against the human guerillas, and this led to the creation of the Steikhiy, an elite interclan military force.
Volks-Kruez: Small shipbuilder, formerly of the Federation of Arden. VK was originally the proprietor of Tremous Dex/Vilis, but defected to the Regency in the wake of the Quarantine. After selling its yards and facilities to the Regency Navy, the company relocated to the Thinrim. While its product line is small compared to LSP or Grand Design, its designs include the highly successful Scorpion-class 300 ton utility ship, a modular design that can quickly convert between military and civilian roles; the Grimlock 6000 ton "Self Protecting Destroyer", a frigate sized vessel with a squadron of gunships, and the Nunex class 600 ton corvette. The TL-15 Scorpion is a standard design in the Navy and RQS, and is the vessel most frequently encountered in the ready and inactive reserve forces. It has been the high demand for the Scorpion that has permitted Volks-Kreuz remarkable growth. The Grimlock and Nunex are TL-13, and are marketed for planetary navies or export to the Spinward Hinters. Volks-Kruez is headquartered on Neumann, and has yards on Collace, Glisten, Albe, Neumann itself, Hradus, Elixir and Catacomb.
The above entry is adapted from GURPS:Traveller Behind the Claw Wyaroaer: Aslan megacorp that flourishes in non-Aslan markets. Nominally under the control of the Eakhitiyo, in reality the company's operations are actually independent of the main clan council. The company is a major stakeholder in the Hierate's arms industry, from starship weapons and military vehicles, to custom made guns and blades finished in the traditional Aslan style. Most of its management in the Regency is a mixture of Aslan and Humans. The relaxed scrutiny allows the company to hire male "other" Aslan for management and consulting positions without ruffling fur back at home.