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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