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G-carrier: An enclosed, armored military or
quasi military grav vehicle, intended for troop carrier duties.
With performance similar to that of an air/raft, the G-carrier
generally has a gun mount and a rear hatch door. It requires a
crew of one for flying, plus a gunner for the weapon, if any. It
can usually carry 14 persons (including the driver and gunner),
plus two tons of cargo (or 250 kg of cargo for each person not
carried; thus the driver, gunner and 5 tons cargo is its maximum
capacity). -ld B
Gaajpadje (1124 Reavers' Deep E667874-4): The
J'aadje (the planet's native sentient race) population of Gaajpadje
is governed by the Gaajpadjet Oligarchs who rule the balkanized
city-states of the J'aadje Nations. Inhabiting the East Continent
are the K'Tring, a militaristic human race. Tensions between these
two groups of inhabitants continue to run high.
A valuable trade site for gems, hand-crafted
art objects, and collectibles, Gaajpadje is a non-aligned world and
was rarely visited by humans until about a decade ago, when Caledon Ventures opened trade negotiations with the J'aadje. -rd TD 16
Gaashushnu Lii Mur (1608 Deneb X744255-4):
Red Zone. The 400 inhabitants of this world are the last survivors
of a global nuclear war in 815. The population is considered
doomed, since the high radiation level has caused the descendants
of the original survivors often to be mutated, sometimes horribly
so. They consistently refuse evacuation. -den TD 19
Gabrael (2807 Deneb A473646-E): Imperial
world with a high percentage of Vargr, renowned in the domain for
its level of social equality. Vargr from Gabrael are very
comfortable relating with Imperial humans. Many enter professions
where the two races interact. Vargr originating from Gabrael are
often found on both sides of the border from the Spinward Marches
to Vland Sector. -w&o V&V
Gafna: Meal common in Lishun and Antares.
Minced meat and berries packaged in dough, flavored with local
spices and baked in an oven. Served with a delicate, yellow sauce.
-cam MS
Gagh Veth (1603 Corridor X556423-1): Red Zone. The 33,000 Vargr of this planet are evenly divided among
three high-charisma leaders: Saegh Urr Fagnu, Vaefors Zeghz, and
Gzonging Gzeth. The resulting civil war has reduced local
technology to the bronze age, tech level 1. All travellers are
advised to avoid this world. -cor EA
Galanglic: Primary language of the Third Imperium.
See Anglic. -ld IE
Galvaren (1319 Gateway C748551-B): An
agricultural world on the Galian border, its principal importance
lies in the system's position as the first stop on the Gateway-Sardis Run. Unrest has swept several of the world's principal urban
centers as a fanatic religious sect, the Sons of Sargon, seeks to
gain control of the planet's political machinery. -gat MTJ 4
Gamgilebo (1604 Vland B000756-A): This system
was under intense study from a team of scout astrophysicists when
it was overrun by Vargr corsairs in early 1119. A scout rescue
party of 269-1119 went to Gamgilebo and has never returned. The
scouts are actively looking for an experienced team of independent
mercenaries who would be willing to undertake a rescue attempt.
Although listed as a trinary with asteroids
and two gas giants, the innermost gas giant is a supergiant with a
fairly large amount of internal fusion. Studies done by the scouts
over the last three hundred and twenty years indicate that this
planet has reached a critical size and mass and may be on the verge
of becoming a fourth star. -vla V&V
Gandar (1633 Core B300666-D): Gandar
is the moon of the only gas giant in this small system. There are no other
habitable planets, and this one is no prize either. The Salo Merchant Line
from Zimmel (1733 Core, one jump away) colonized Gandar as a fueling
station, since its low orbit makes it an ideal jump off point for skimming the
gas giant and storing refined fuel. The Zimmel government eventually took
over management of the station and helped make it into a self-sufficient
colony, trading fuel and some refined minerals for other needed items. -core
TD 10
Garden (0435 Reft B755578-A): Isolated beyond
easy jump distance, Garden has only been visited by humans within
the past three centuries. Colonists first began to arrive in 1079,
desiring a new world to farm in peace. Garden's relative
inaccessibility to the rest of the universe suited them perfectly,
as their initial thoughts were to get back to nature and leave much
ot technology behind.
Surprisingly, Garden's first explorers found
the remnants of another civilization. This prior civilization -
identified within the past ten years as belonging to the Salika, a
non-human minor race - had abruptly ended around 1000. Buildings
were still intact, and all signs pointed to a mass migration
offworld. At the time, no one knew the identity or destination of
Garden's original inhabitants.
The colonists found the planet's environment
in an unbalanced state. Carbon dioxide concentrations in the atmosphere were abnormally high, warming the world's climate.
Garden's climate was further worsened by its star, a long-period
irregular variable, now in a bright phase. All in all, Garden was
much less habitable than its name implied.
The settlers, with aid from the Imperial
Ministry of Colonization, began a wide-scale atmospheric
terraforming project. Designed to remove the excess carbon dioxide
from the atmosphere, it has already started to show slight signs of
cooling the planet's climate.
Garden's current inhabitants live by a strict
conservation ethic. They refuse to use any sort of destructive or
exploitive technology. They shy away from using chemical
fertilizers or pesticides in agriculture, and put considerations of
environment foremost in their work. What technology exists on
Garden is used for power, communications, or environmental control
purposes. The starport is the only planetary installation to sport
a high degree of automation. -ref TD 20
Gas Giant: A large planet with an extensive
atmosphere of hydrogen and hydrogen compounds. Starships fuel
themselves by diving into this atmosphere and skimming hydrogen
[from this atmosphere]. The only other methods available for refuelling
are 1) dipping water from oceans, 2) melting it from icecaps, and 3)
buying it at a base or starport. -ld TP
Jupiter, in the Sol system, is an example of
a gas giant. -ld IE
Gasha (1508 Massilia A-250510-G): This cold,
desert planet is the location of the Yamashi Research Institute.
The Institute colonized Gasha in 453 to study the Ilraiki race and
its evolutionary adaptation to this planet as it grew colder.
Gasha's climatic change was caused by an increase in its orbital
diameter due to the near passage of another star.
Astronomical calculations place the star
RS-6732C-5f only one-half of a light-year from Gasha's primary
approximately 150,000 years ago. This close passage disturbed the
course of both suns and their attendant planets to such an extent
that the systems are proving a valuable laboratory in the study of
adaptive evolution. -mas TD 11
Shortly after the news of Strephon's
assassination and Lucan's questionable ascendance to the throne
reached Gasha in late 1116, Gasha declared its allegiance to Lucan.
The Gashans felt they would prefer not to risk a military
confrontation with Lucan's forces. -mas K
Gaspar Belt (1530 Gateway C000684-A): An
asteroid belt important primarily as a mining and resource center.
Gaspar itself is the large, ringed gas giant that serves as the
system's principal fueling point. The refinery and storage
facilities on Gaspar Eta, largest of the giant's satellites, were
heavily damaged in a recent raid by mercenaries said to be hired by
the Galians. -gat MTJ 4
Gateway Prime (1220 Gateway AS62688-B):
Capital of the Galian Federation, and nexus of a trade network
which spans much of the Gateway sector. -gat MTJ 4
Gavin: Oldest surviving issue of Styryx. To
Gavin fell the management of the Solomani Rim War (990 to 1002),
already set into motion by his father. Born in 946, proclaimed
emperor by the Moot in 989, died in 1031. -emp IE
Gegirur (0808 Lishun C200774-A): Population
expansion has outstripped the resources of this tiny world. A
dispossessed class now lives by scavenging in small ATVs
with tightly closed recycling. Piracy against the older domes
is common. Dome population is also split in three factions,
contending for control of the underground aquifiers that
supply all the planet's usable water. -lis TD 7
Gemid (1903 Vland A423979-G): Offworlders
have rarely visited this world except to purchase its famous high
tech weaponry, especially its neurotoxins. In 210-1119, the
system's experimental tech level 16 naval facility was captured by
Vargr, and Gemid was overrun. The current fate of the system is
unknown.
Gemid's high population and scarce resources
have led to the custom of ritual killing of the old. Before a
person can have children, his own parents must be dead, and if they
are not dead when a child is born, they are expected to be killed
shortly after the new birth.
Culturally, Gemidians adapt to this custom in
various ways. It is common for married couples to wait until they
are in their forties or fifties before starting a family (this is
possible thanks to Gemid's high medical technology). Children of
important figures in society may hold off having children of their
own until the parent has died a natural death. Some elderly
individuals, wanting to free the way for new children, also
voluntarily submit to a premature death.
Now that Gemid has been captured by Vargr,
there are rumors that the Igsiirdi has made recapturing Gernid a
priority military objective before too much advanced technobgy
falls into the hands of the Vargr. -vla V&V
GenAssist: The Terran Confederation
established GenAssist during the Interstellar Wars to promote
colonization by adapting native Terran lifeforms to alien
environments. Besides geneering lower lifeforms, GenAssist also
participated in the uplift of over two dozen alien species, each of
which is now a loyal member of the confederation. GenAssist is also
widely known for its human and animal cloning technologies. The
company mass-produces humans of specific genotypes and manufactures
a wide variety of androids. -solbiz S&A
General Development Company (GeDCo): A
sector-wide firm active in Trojan Reach and the spinward portion of
Reft. GeDCo's charter obligates it not only to conduct interstellar
trade, but also to increase tech levels. To this end, the company
runs a route from Deneb (1925 Deneb B537ADD-C) through Reft to
Tobia (3215 Trojan Reach A444A55-F).
The company dates back to the period
immediately following the Civil War, when Empress Arbellatra
resettled many nobles - both supporters and rivals - on new border
fiefs. In 700, a group of these nobles pooled their resources to
buy bankrupt fledgling lines, merging them to form GeDCo.
Eccnomic historians credit GeDCo with raising
the frontier's tech levels to the "average stellar" range. This
continuing goal of technological dispersion is supported by a
variety of planetary industries that manufacture goods for offworld
export. Other subsidiary operations import higher-tech products and
engage in speculative trade throughout GeDCo's territory. -tr TD 20
General Products, LIC: General manufactures
starships, nonstarships, and heavy machinery of all sorts. General
is known for inexpensive products of adequate quality, but of late
its starship division has been plagued with disaster. The
corporation was formed by the merger of a number of smaller
manufacturing concerns shortly after the end of the Civil War.
Stock Ownership: Imperial family, 5 percent;
Hortalez et Cie, 26 percent; noble families, 35 percent; private
ownership, 12 percent; Antares Holdings, LIC, 12 percent; other, 10
percent. -mc RC
General Shipyards: The largest starship
manufacturer in Regina Subsector with yards at
Regina (1910
Spinward Marches), Efate (1705 Spinward Marches), and Pixie (1903
Spinward Marches). Originally a military contractor, General no
longer produces ships for military use; instead it concentrates on
the more lucrative commercial market. The yard at Regina is capable
of producing ships up to 5000 tons, while the subsidiary yards at
Pixie and Efate are limited to 600 tons per ship, and devote most
of their attention to annual maintenances.
Rumors of late indicate that General may be
involved in negotiating a renewed series of military shipbuilding
contracts. -ld IE
Geneering: Condensed form for
genetic engineering. Mostly used in colloquial language, where the more technical term genetic engineering seems too awkward. The term has no positive or negative connotations.
-cam MS
Genetic Engineering: The act of altering
and/or constructing DNA sequences to create new or altered life-forms subsequently brought to term artificially or through a
natural host.
The Science of Genetic Engineering has long
been known in the Imperium. The first attempts at such were mainly
along the lines of selective breeding, as practiced by many
primitive societies. The first direct genetic manipulations
occurred by selective enhancement and alteration of the DNA of
various creatures. The second Imperium was responsible for
genetically enhancing both Orangutan and Dolphin DNA to raise them
to a higher level of intelligence. The most advanced area of this
field, genetic construction, includes the complete synthesis of
totally new life entities from the ground up. The colonisation of
the many worlds of the Imperium, most quite inhospitable, owes a
lot to this sort of genetic engineering. Ecosystems have been
created for worlds where none previously existed or had no time to
evolve.
Legal implications: There are many and varied
laws throughout the Imperial member states regarding what can and
cannot be done through genetic manipulation. Surprisingly there is
correspondingly little Imperial law covering the subject. Aside
from the usual guarantees of planets rights to control the import
and export of new or altered beings the one overriding restriction
is that "No human DNA or DNA sequence may be used as a basis for
genetic experimentation or production without express permit." (The
legal interpretation extends to other sophont races as well.)
As this permition is remarkably hard to get,
many scientists have decried this as overly restrictive. They claim
this as a great setback to human science and the attempt to
eliminate various genetic diseases. Commercial concerns have
complained about the restrictions as sealing off a large potential
market for ecosystem adaptation and tailored individuals for
leisure, entertainment, and special industries. To understand more
about the reasoning behind the law it is necessary to understand
some of the events leading up to it.
There was no Imperial control over what could
and could not be done prior to the Genetic Manipulation Act, 194.
The second Imperium was quite free with its experiments and constructions. There are a number of worlds inhabited by genetically
altered humans originating from this time period. The popular vid-dramas of "Plutarch Assassins" are not complete fabrications. It is
known that those with money could have designed beings to suit
their whim.
Much of this was lost over the Long Night but
in some places research continued without even the small
restrictions of the Imperium at the time. In the early reawakening
efforts were launched to attempt to recover as much material as
possible and to continue the science. However, as the core of the
Imperium expanded more and more unlicensed worlds were brought in and
the results of unlegislated and undisciplined use of genetic
constructions got some dramatic media coverage.
On Agafo, a segment of Solomani supremacists
took advantage of the relatively poor diversity of the Vilani gene
set and engineered a killer mange that sought out Vilani
descendants. This necessitated a 400 year quarantine.
The planet of Emoue was taken over by the
product of a government eugenicist project gone wrong. An enclave
of their descendants still exists but are restricted to a series of
islands and primitive equipment due to their genetically induced
militant tendencies.
Attempts at autogenesis, cloning and memory
transfer, bore occasional fruits. This set a very disturbing
undercurrent through the nobility and MegaCorporation officers,
both of which rely on inheritance as a means of proliferation and
change.
It was these and other similar incidents
which swayed public opinion and persuaded Emperor Martin I to sign
into law the Genetic Manipulation Act.
Violations have and continue to occur. Both
through scientific idealism and commercial incentives. It is, in
fact, a difficult arena to police. However, no major indiscretions
have taken place and the weight of Imperial backing to the law has
kept most activity strictly legal.
Facts of genetic engineering: In the field of
Genetic Engineering, proper, existing DNA codes are taken and
spliced together into new life forms. This can often be a long
process of trial and error. Especially when dealing with new or not
completely understood codes. This is generally best applied to
tailoring a specific species to better suit some end goal.
For example the Bondi, the nationalistic
symbol was in danger of extinction due to the changing biosphere of
the planet. Evolution is not a fast enough means of dealing with
the often rapid changes that technology can bring. Here, however,
Genetic Scientists stepped in and introduced changes to the lungs
and respiratory systems of the animal to cope with the changes.
The more advanced field of Genetic
Construction is quite different. Instead of dealing with existing
genetic codes, a Genetic Engineer constructs them from the ground
up. Completely unique creatures are thus devised.
Most evolved DNA consists and a large variety
of sequences derived randomly over time. Consequently there are
large portions of their codes that add nothing to the organism and
are completely irrelevant. Constructed creatures, though, are much
more efficiently tailored. Extra space is sometimes used for
comments or copyright notices but often even the most complicated
constructed organism seldom has more than 4 or 6 chromosomes.
This fact actually makes it very easy to
identify organisms that have been constructed rather than evolved.
Their origin is quite evident through simple genetic analysis or
often even a microscope. This specificity, though, limits the
variety. If a constructed organism is given the ability for self
reproduction the amount of parameters that can vary is quite
limited. There is not the tolerance for random change built into
evolved life. Consequently constructed creatures, left in a natural
environment, seldom evolve further or mutate and are very
susceptible to diseases or changes that were not engineered into
them.
This, though, has its benefits. Often an
organism or creature can be created to fulfil a certain purpose or
else produce a certain results. Then, when it detects that it has
accomplished its goals, it dies, or ceases to reproduce.
Genetic engineering today: There are a number
of areas where Genetic Engineering comes to the fore in the
Imperial sphere. As previously mentioned biosphere construction has
enabled the colonisation of previously uninhabited worlds. This has
caused contention in some groups where previous species have been
eliminated by the new constructs.
The Ubedewi Iceworm was an early successful
and popular construct. It can live in temperatures near absolute
zero by absorbing any and all radiant energy. Ice worlds can be
seeded with them and, slowly, over time their albedo can be
shifted.
Biological organisms can be an advantage over
more mundane constructs in certain situations. They can work,
sometimes much more intricately than machines, and usually possess
the capability of self-repair and often self-propagation. Most
people are familiar with Grashfalt which often appears on space
stations. This is genetically engineered turf that is tough,
resilient and beneficial to artificial atmospheres.
Another interesting example are the varieties
of painting slugs on the market. Their diet consists of paint and
they have a built in compulsion toward symmetry. Given a blank wall
they will cover it with intricate designs. These expand over the
available surface area and then double back forming an ever
changing tableau of art.
Scientific interests aside, genetic
engineering has been used in the entertainment and leisure markets.
Many exotic and unusual lifeforms have been discovered on a variety
of worlds. Through genetic engineering, it has been possible to
domesticise and adapt these interesting creatures with temperaments
and habits that make them suitable pets.
A species of Feeweegro Tree Frog from
Feeweegro (with a particularly melodious mating call) was
engineered and given a predilection for harmony. Two or more
Harmonisers together will "sing" in counterpoint to each other in
an ever changing melody taking as inspiration incidental sounds in
their environment. Snatches of conversation, ringing phones, even
construction work can be pleasantly accompanied if a quartet of
Harmonisers is present.
In the field of genetic construction
creatures are not limited to nature. All realms of fantastic and
mythological creatures can exist in reality. From living and
animated stoles, to the conspicuous consumptive show pieces of
evening suits made entirely of butterflies and sprites, the range
is too diverse to cover here.
Although the law restricts the use of human
DNA, it does not prevent the use of other primate DNA or constructs
designed to look as human as possible. These range from decorative
garden cherubs to robot-like heavy labourers for mine work to
specialised "escort girls". Although engineered to react in as near
human a fashion as possible, legally these are still animals and
have no rights other than what locally passes as animal rights.
Needless to say moralists on many worlds
object to the more human like constructs on ethical grounds. This
has proven to be an extremely grey area, legally, though. The
Imperium does, however, support an Office of Sentiency. They
administer special exams upon request to "potential sentients". If
they pass they are immediately declared sentient individuals and
given all rights and accords due.
As the subsequent litigation by the newly
declared sentient against their previous creators or owners can be
complex most genetic construction agencies are careful to produce
constructs a fair safety margin below the usual limits. There are
shady businesses that deal much closer to the limit for
commensurate prices, but, fortunately, they are the exception. -gen XB
Genetic Manipulation: Manipulating genes of lifeforms in order to alter these. Another - slightly more technical - term is Genetic Engineering. -cam MS
Geniishir (2521 Deneb A110123-D): This tiny
world is the subsector capital for four worlds on the edge of the
Great Rift. The subsector offices and starport are almost wholly
automated. -den TD 19
George: Born in 558, self-proclaimed emperor
by right of assassination without Moot support in 612, murdered in
613. -emp IE
Gerontocracy of Ormine: Small interstellar
government primarily found in the Akhlare subsector of Dark Nebula.
The Ormine are a very long-lived minor race with some characteristics resembling Terran reptiles. Their metabolism is slow,
with a minimal homeothermic response to keep them from actually
freezing.
Ormine are upright, short-legged bipeds with
a short, flat tail for balance. The arms are also relatively short
and the hands partly webbed. They are covered with jointed plates
rather like the armor of a Terran armadillo. Their origin was
obviously aquatic and they retain several adaptations that make
them at home in the water, including gills which open and activate
upon diving.
The lifespan of the Ormine is about 300
standard years, with maturity coming at 30 standard years. The
elders of a community are its leaders, and serve for life once
chosen. Understandably, Ormine culture is slow-moving and very
conservative. On their own, they have never developed past tech
level 8.
The Solomani arrival 3,000 years ago was a
severe cultural shock. Solomani spacers were impatient with the
deliberate movements of the councils that negotiated with them,
while the Ormine for the most part thought the Solomani rude, impetuous, and thoughtless.
Human technological superiority, however, was
undeniable. This attracted some few younger Ormine minds. With
every human visit, some Ormine took passage to new worlds. Colonies
grew up on several suitable planets and some unsuitable ones. The
technology to conquer the inhospitable worlds was supplied by the
Solomani in exchange for work contracts and pledges of loyalty.
Thus most of the gerontocracy is deeply in debt to the Solomani and
is part of their political sphere.
The Ormine retain their rule by elders, but
those elders usually have a human "advisor". Any who express their
disapproval of this too strongly may find themselves exiled to one
of the less pleasant worlds. -dn TD 17
Gershuna (0728 Daibei C352675-9): While the
many countries of Gershunas differ in philosophy and culture, they
share one common attitude: time is unimportant. Appointments are
flexible, work is unhurried - the concept of "deadline" has no
direct translation in any local language.
Local planetary conditions seem to contribute
to this attitude. The small world is almost tidally locked,
rotating very slowly near its large, dim star. Day and night bear
no relation to human circadian cycles, so they are ignored. To the
locals, things get done only when they must.
Because of the locals' lackadaisical
attitude, many starship captains experience numerous delays when
loading cargo on Gershunas. Offworld visitors must come prepared to
deal with a lack of schedule. Still, some people come to Gershunas
deliberately: the locals' lack of schedule often aids in
recuperating from stress-related illnesses.
A common expression heard in the Zhemi
subsector sums it up well: "For the uptight executive, a year's
sabbatical on Gershunas will either do wonders to calm him - or
drive him insane with frustration." -dai TD 15
Getha: Board game popular among Logaksu
Vargr. It is a strategy game played at a holographic table. The
stakes are money and, once in a while, charisma. Games may take up
to ten hours, but may be finished in as little time as ten minutes.
Two or more persons are required to play. -cam MS
Gi'lu: An alien minor race from Kubishush
(0917 Deneb). Their planet circles at the outer edge of the star's
habitable zone, giving them average temperatures of -40 degrees C.
A dense nitrogen atmosphere hides ammonia seas and geologically
active terrain.
The Gi'lu are a hermaphroditic species
sporting four arms and three legs on their stout bodies. Crowning
their heads are three eye stalks. Oxidation of the ammonia in the
air drives their metabolism -dod MTJ 1
Giinam (1915 Vland C265003-C): Giinam is a
hunting preserve world, maintained for Vilani nobles. The tech
level code refers to accommodations available at the small
starport; the rest of the planet is wilderness and undisturbed
ocean. The planet has a standard atmosphere, despite its small
size, because of the planet's high density. Many have tried to
convince the world's owners to allow mining of the heavy metals
here. So far they have refused all advances by mining interests,
claiming it would ruin the hunting. -vla V&V
Gilden (2415 Daibei A331400-F): Gilden's
people are divided into 17 clans with assigned territories which
were agreed upon early in the world's colonization history. This
gives each clan control of certain resources and industries as well
as such agriculture as can be managed on a near-desert world.
The children are raised collectively by the
clan after about age 3, and are trained to work in one of the clan
specialties. Interclan marriage is possible, but not common - when
it does occur, the woman pins the man's clan and is retrained for
a new duty.
Gilden was colonized by refugees from Wagnild
(2214 Daibei) who fled during Wagnild's human genetic experiments.
Wagnild's experiments eventually proved to have many negative side
effects. Difficulties in dealing with or accepting the
"artificials" (as they were called by the locals) lead many
"naturals" (another local term) to relocate to Gilden.
Genetics became a proscribed science on
Wagnild and a taboo on Gilden. Still, for all their advanced
technology, Gildenites have largely ignored the perils of
inbreeding. An increasing percentage of birth defects has been
bringing down the working population significantly in the last few
decades.
Effort being made by some clans to encourage
cross-clan marriages are resisted by other clans. One stubborn clan
has dwindled to a mere 200 individuals because many of their
children have died, and most of their women have gone to other
groups to marry. -dai TD 15
Glea (2609 Centrax A667800-F): Main
coordinating center of the Hive Federation since 410. Center of the
Glean Cluster, an unusually rich grouping of 16 Hiver-habitable
worlds which are mutually accessible by jump-1 shipping. -ld IE
Gliraktik: Computerized strategy-game
developed on Alleman (3137 Vland) around 1800. Due to the collapse
of the Rule of Man and the ensuing Long Night, the game never
spread very fast. Even to this day, Gliraktik is almost unknown
outside the sectors Vland, Lishun, Dagudashaag and Core. The
extreme difficulty of the game has probably been another
determining factor to it's lack of widespread popularity.
Gliraktik is one of the few games where even
a TL 15 starship computer can't beat a sentient being. The game
seems to require a level of intuition for the rules and situations
where a non-sentient computer isn't capable of playing.
Gliraktik games can continue on almost
indefinitely with two equal opponents. Players often take days to
make their move. -cam MS
Glisten (2036 Spinward Marches A000986-F):
Capital of the Glisten subsector and one of the most populous
"worlds" in the Domain, the asteroid belt of Glisten is a major
industrial center for high tech products. Glisten's technical
reputation also covers ship building, with the Bilstein yards being
the most notable manufacturer. Though not extraordinarily extensive, Glisten's belt is both massive and rich.
Recently, the system has been an arena for
claim wars between the encroaching Aslan and Domain inhabitants.
With Glisten's great population density, there is little in the
system that remains unclaimed. Ignoring many corporate and private
holdings, the Aslan Aorlakht have been pillaging many of the
system's resources. -dod MTJ 1
Glisten Subsector:
Subsector O of the Spinward Marches.
Glisten subsector is an isolated spur of the Imperial xboat network.
Egypt (1737 Spinward Marches BAC6567-7)
is an Imperial Ministry of Colonization training base.
Mithras (1932 Spinward Marches C8B5546-6)
is an Imperial exile prison; individuals convicted of certain categories
of crimes are deported to this world where they can begin life anew.
The Imperial Reserve on Marastan (2231
Spinward Marches D868772-5) contains sprawling examples of
flora and fauna collected by the Imperial Interstellar Scout Service
during surveys and explorations. This Imperial collection, available
only for research by accredited scholars, is one of the largest in the
Imperium. Although the Emperor has never visited the collection, it
is reported that action holographs of it are used for decoration and
entertainment at the Summer Palace on Umgadin (2320 Core B6B5946-B)
in Core. -spin SMC
Glorious Empire: Former Aslan separatist
state centered in Goertel Subsector of Trojan Reach. The Empire,
formed by the Tokouea'we clan in 650, expanded militantly. By the
900s, a lack of resources forced expansion to a halt, but by then
the Empire had grown to embrace 13 worlds.
Although dominated by Aslan, about one-third
of the Empire's population was human. Humans provided cheap labor,
while the Aslan enjoyed government and professional positions.
Outsiders found the Empire's society more oppressive than glorious
- a state run through forced subservience and aggression.
The Empire was reabsorbed into the Hierate's
trans-Rift colonies in 1119. -tr TD 20
Glory Of Taarskoerzn: The Glory of
Taarskoerzn, formed in 869, was originally a loose grouping of
seven worlds along the edge of the Windhorn Rift. Shaken by
internal turmoil in the late 900s, a new, highly militant
government seized power. The new leadership was heavily influenced
by the Church of the Chosen Ones, finding justification for
conquest in the Church's teachings. The Taarskoerzn military
recognized its weakness, however, as it was a small force
established in the midst of comparative giants.
The Glory of Taarskoerzn leaders especially
hated their existence in the shadow of the powerful Irrgh Manifest,
immediately to rimward. Secret plans were made to seek vengeance
against the Manifest when the right time came.
That time eventually did come in 1116, with
Strephon's assassination and the subsequent fragmentation of the
Imperium. With Taarskoerzn naval forces augmented by corsair
mercenaries, Taarskoerzn fleets coerced and battled their way
through Irrgh territory into Corridor. The antiImperial Oekhsos
tirades only bolstered public sentiment, and the Taarskoerzn
government felt that it was finally time to set out on a course of
galactic conquest.
The Taarskoerzn fighters were initially
successful. Raiders looted a number of both Irrgh and Imperial
worlds. One large force laid siegs to Lemish (1808 Corridor), a
subsector capital, and tried to take the world's resources by
duress. Unfortunately, the populace refused the Taarskoerzn
demands. In retribution, Lemish's starport was all but destroyed,
along with key industrial centers. With wealth pouring in from the
Imperium, and the neighboring Irrgh Manifest seemingly unable to
rejoin its divided territory, conditions looked favorable tor
Taarskoerzn expansion.
A freak occurrence disrupted Taarskoerzn
plans, however. The Vaenggvae, a corsair group hired as naval
auxiliaries, managed to accomplish a feat at which all others had
failed: the coercion of the Corridor Depot's personnel. Backed by
the Depot's incredible resources, the Vaenggvae quickly rose to
dominate all other Vargr forces in the sector. This corsair group,
once a minor band operating out of the Glory of Taarskoerzn, now
dictated policy to the government of its former territory. -pro V&V
A small but fanatical government in Provence
sector, the Glory has proven nothing but rapacious in its attacks
on Corridor. The Taarskoerzn navy, bolstered by corsair
mercenaries, coerced and fought its way through Irrgh territory
into human space. Since then, the Taarskoerzn forces have met with
great success, both in looting Imperial and Irrgh worlds. Perhaps
the most heinous act of the Glory was the lead it took in sacking
Lemish - an attack that took the lives of more than a million
people. -sidebar MTJ 2
Gokodeyo (0930 Vland E5818AA-3): Only three
low tech, pre-industrial worlds are to be found in the Vland
sector, and Gokodeyo is one of them.
Lack of usable water is the primary
limitation to advancement, but the planet is also scarce in other
resources. The planet is fairly dense, but most of its metals are
buried deep in the world's core. In addition, Gokodeyo's crust is
tectonically stable and does not recycle by way of volcanoes.
The large population cannot afford to trade
for offplanet technology because their home world produces so
little of value. -vla V&V
Good War/Bad War: The terms "good war" and
"bad war" are expressions used by mercenaries to differentiate
between small-scale actions within the Imperium and full-scale wars
between the Imperium and outside forces.
Small scale actions are viewed as good
because the Imperial rules of war are in effect, and a unit knows
that it will not be subject to nuclear weapons. Good wars are
usually short and not particularly bloody. A unit in a tight spot
need merely surrender and activate its repatriation bonds to be
removed from combatant status. Even antiguerilla actions are good,
under this classification, because of the fact that although most
guerillas usually observe no restraint with captured government
forces, captured mercenaries can usually be ransomed to serve as a
source of income.
A war is bad when no such controls are in
effect, and a mercenary unit will be subject to the full horrors of
war. Mercenary units are understandably reluctant to accept bad war
contracts, but they may be forced into them, especially when near
the border areas adjoining two or more factions of the divided
Imperium. -ld IE
Gramlek: Common hot meal found in Domain of
Deneb. Gramlek is extremely easy to cook and the ingredients are
not very expensive. Prepared by a skilled cook, the taste can even
be quite good. Thousands of individual and national variations
exists. -cam MS
Grand Prince: Imperial titular designation of
the heir to the Iridium Throne. Under Imperial custom, the eldest
son or daughter of the Emperor becomes heir to the throne at the
age of 12. Elaborate ceremonies confer the title of Grand Prince
(or Grand Princess) on the heir and proclaim the information to the
Imperium. -ld IE
Grand United States of Quesada: Member state
of the Solomani Confederation. A large member-state, the Estados
Unitos Grande de Quesada is a lively republic in both the lives of
the people and the political arena. The Quesadans speak fluent
Spanish, with Anglic as a second language, and have a proud
Hispanic heritage. Recently, the Quesadans have been plagued by an
inordinate amount of political upheaval. They have seen three
Grande Presidantes in as many years, and SolSec is widely believed
to have had a hand in ousting them from power. -sta S&A
Granth (1601 Gateway B8779FE-A): Capital of
the Hochiken People's Assembly. A grim, gray world of industrially
polluted air, steel cities and formidable, socialist architecture,
it is the Imperial center of HPA military and expansionist ambitions. Military service is compulsory for all citizens between the
ages of 16 and 50 (standard). The Public Law is enforced by a
secret police known as the Special Service Bureau (SSB). -gat MTJ 4
Great Rift: Broad expanse of space with a
very low density of stars lying spinward of the main region of the
Third Imperium. The Great Rift is a pronounced impediment to
interstellar travel, and it constrains jumps through Corridor
sector to the Spinward Marches.
The Great Rift is one of many astrographic
terrain features which have provided long-term security for the
Third Imperium. By its very nature, the Great Rift has made outside
incursions difficult, which has made the interior of the Imperium
a secure population center. -ld IE
Greindahl (1060-): Hiver story-teller living
on Anaxias (1724 Delphi) and said to be very good friends with
Margaret. A very skilled writer, greindahl is the author of among
other works Libels on Cleon I (1090), Castles of Arrogancies
(1097), Quiet quitting (1102), Tidal Forces (1108) and The Stars
and their Shines (1114).
Several of Greindahl's works have been
dramatized. Most famous is probably Hivernation (1111) which was
made into a highly acclaimed holovid by Gege Anderson in 1115.
Almost infamous instead of famous is Requiem for a K'kree (1092)
which was made into a low-budget holovid in 1109. In this story,
Greindahl demonstrates the Hiver animosity towards K'kree to such
an extent that the work has been accused of racism.
Greindahl's stories are never easy to predict
and almost always greatly entertaining, although never easy to
understand. The prose is flowing but delicate, with many fine
euphemisms and metaphors. The themes revolves around Hiver
Manipulators, which seemingly has helped to exacerbate common
imperial attitudes towards the Hive Federation. Greindahl is not
very popular among other Hivers. -cam MS
Grimen: Softdrink containing carbonic acid
often found in Domain of Deneb. Usually grimen is served cold as a
refreshing drink, but is sometimes mixed with alcoholic beverages
to make a longdrink. -cam MS
Groat: Herbivore native to Fulacin (2613
Spinward Marches) in the Rhylanor
subsector. Individual groats are
harmless, but the outer members of a herd will attack any perceived
danger in groups.
Groats have been transplanted to several
worlds in the Aramis subsector, most notably Focaline (2607
Spinward Marches).
The groat's shaggy hair (known as groatle) is
the most obvious resource it provides. Once sheared, cleaned, and
groomed, it has a softness and silkiness rivalling the finest
synthetic. In addition, groatle contains a high concentration of
metal salts, which has two beneficial effects. First, groatle cloth
is proof against most lifeforms which eat other animal fibers (such
as various species of Terran moths). Second, a simple chemical
treatment brings out an iridescent, shimmering quality which is
very attractive. Groats are also raised for their meat, which is
highly prized by Vargr. -ld TA
Groatle: Cloth
made from the hair of groats, noted especially for its shimmering
iridescence after chemical treatment. This cloth (and the raw material for
such cloth) is in great demand in the Imperial Core. -ld TP
Gropilasva: Alcoholic beverage common in
Deneb and Corridor sectors. The percentage of alcohol is around 35.
-cam MS
Gruut: The Imperial name for a small (20 kg),
herbivorous marsupial reptile, found on the Aslan-inhabited worlds
of Oihoiei (0230 Reavers' Deep), Khyaleiftaoaoher (0332 Reavers'
Deep), Hrike (0530 Reavers' Deep), and Hrealeiwea' (0531 Reavers'
Deep). The female gruut lays up to eight eggs per season - but
subsequently eats one or more eggs herself (an unusual instinct-driven reaction, apparently to keep the gruut population from
exceeding the local area's ability to support it). The mother
places the undevoured eggs in two large hippouches where they
remain until they hatch.
Once they hatch, the mother cares for the
offspring until they are old enough to fend for themselves (about
60 standard days). Nocturnal by nature, gruuts (or kehe'ea, as the
Aslan call them) mostly eat watergrasses and some small fruits. To-date, efforts to make pets of them have been unsuccessful. -rd TD 16
GSbAG: GSbAG (popularly known as Gas-bag) has
restricted itself almost exclusively to the manufacture of
starships.
GSbAG is one of two firms charged with the
manufacture of the personal vessels of the Imperial family and is
a major contractor for the Imperial military. Their products
command extremely high prices, but it is generally conceded that
the quality makes them well worht it.
Stock Ownership: Hortalez et Cie, 19 percent;
Imperial family, 4 percent; noble families (includes the families
of the legendary founders), 44 percent; Sharurshid, 4 percent;
Instellarms, 3 percent; Tukera Lines, 3 percent; SuSAG, 3 percent;
private investors, 4 percent; other, 16 percent. -mc RC
Guaran (0827 Ricenden A565800-F): Homeworld
of the Hivers. Guaran has no special political importance, although
it attracts millions of tourists annually from all over the
Federation. -ld IE
Gustus: Born in 581, proclaimed emperor by
the Moot in 621, killed in battle in 622. -emp IE
Gvaeknoks: Vargr Sector-Wide Line. Gvaeknoks
(Wonderworkers) provides merchant service throughout Gvurrdon
Sector. Although technically based in Dzen Aeng Kho territory, the
company has managed to keep its identity separate from the
government's, and thus has insulated itself trom potential
political problems. Gvaeknoks maintains a fleet of jump-2 traders
which continually visit every world in the sector, and a fleet of
jump-3 transports that carry cargo and goods among the sector's
worlds.
Home Port: Kfolaell (1421 Gvurrdon).
Territory: Gvurrdon Sector. -w&o V&V
Gvaekuers: In 1114, a Kforuz splinter group,
the Atueguers, captured a Tukera Lines ship under Kforuz
protection. The Kforuzeng sent ships of their secret organization,
the Gvurknuesurrg, which itself broke away and absorbed the
Atueguers to form the Gvaekuers. Moving to trailing, they collected
other Kforuz splinter groups and eventually took over the
Kforuzeng's trailing range in Provence sector. -w&o V&V
Gvegh: Language and cultural region in the
Vargr Extents. This region roughly encompasses the vertical line of
sectors including Ghoekhnael, Knoellighz, Gvurrdon, and the
Spinward Marches. Vargr were attracted to this area for the
interaction with the Zhodani Consulate. Interstellar trade is
particularly strong throughout this length: some would call it
feverish.
At the same time, this tends to be the most
politically volatile region of Vargr space. States, while often
large, are very short lived, and their boundaries constantly shift.
Wars are a regular occurrence. On an individual level, Gvegh Vargr
have historically had a stronger inclination to be mercurial and
rash.
Not surprisingly, because of their proximity
to the Zhodani Consulate, there are more Vargr in this region who
are psionically trained than elsewhere in Vargr space. Psionic
research groups sometimes occur with great regularity near the
Zhodani border in the Extents. -cul V&V
Gzorraeth (0701 Corridor A490410-9):
Gzorraeth is owned by Ulroudzoe Mining, a major corporation based
within the Dzarrgh Federate. Ulroudzoe established Gzorraeth as its
first extra-Federate mining operation. The world has become Ulroudzoe's chief supplier of radioactives.
Imperial authorities suspect Ulroudzoe of
manufacturing fission warheads on Gzorraeth and selling them to
corsairs. Although the claim has never been validated, many feel
that destruction of the Ulroudzoe facilities on Gzorraeth would
deal the illicit Vargr arms trade a major blow. -cor TD 18