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Races as old and accomplished as the Fonnir typically seek to join the Retired order, the first step on the road to transcendence. The Fonnir are not an exception. For the last fifty millennia the species has been selectively breeding itself to develop its latent psionic powers. Their advanced vessels have been seen cruising the galactic fringes and E Level Hyperspace, apparently engaged on a mysterious research project.
The Fonnir sold off their war fleets millennia ago and have been in political and economic decline for a long time. The cities of the Fonnir homeworld, K7kakk, are almost empty. Some are crumbling ruins seeded with mulc spiders. If it weren’t for the world’s meagre but profitable trade in advanced hyperdrives and psionic gear, K7kakk’s population could not maintain its standard of living and research projects.
The few remaining Fonnir colonies are even less lively than K7kakk. Some have been placed under Preserve status, and two were recently declared Fallow. The Abdicator Alliance has supplied the Migration Institute with powerful interdiction monitors to prevent gene-raiders, tomb robbers, and sooners from approaching these worlds.
Fonnir have two sexes. About 60% of individuals are sterile -- effectively neuter -- from birth. They live a long time but breed infrequently.
Fonnir senses are comparable to humanity's.
A small minority of fonnir are engaged in trade and diplomacy, and in managing the clan's diminishing industries. Apparently, fonnir are randomly assigned these tasks by a system similar to jury duty. Industries and agriculture are organized into loose syndicates. Personal wealth, property, and power seem to matter little to fonnir.
On some colonies, fonnir live in a wild state, their past accomplishments forgotten. These poor creatures do not seem very interested in breeding, and the few offspring produced are often not sapient. On a few occasions, devolved fonnir have been "discovered" by hopeful patrons and proposed for adoption as new clients! The Uplift Institute promptly rejected the applications, and fined the petitioners for disturbing the Fonnir's devolved brethren.
Fonnir communicate telepathically with members of their buir'8iuu, and with trusted norruhk. They consider mental contact with strangers distasteful. The clan language is Galactic Three.
Most fonnir find it difficult to deal with outsiders. Those who have been coaxed into talking about their plans speak with frightful enthusiasm of something terrible and wonderful.
An Earth clan diplomat recently had an opportunity to ask a fonnir her opinion of the upheavals over the Streaker's discovery. The fonnir replied with a lengthy, painfully convoluted philosophical statement that amounted to: "So it goes!"
Attribute Modifiers: ST +2 [20]; DX +2 [20]; IQ +4 [45];
HT -2 [-15].
Basic Speed 5, Move 5
Dodge 5
Advantages: Alertness +1 [5]; Brachiator [5]; Extra Arms
2 (normal strength) [20]; ESP (Power 4) [12]; Extended Lifespan [5];
Fearlessness +4 [20]; Fur (DR1) [4]; Senior Patron [20]; Single-Minded
[5]; Telepathy (Power 4) [20]; Temperature Tolerance 1 [0]; Very Fit (Sunlight
dependency) [15].
Disadvantages: Dependency (Sunlight; common, daily) [-5];
Humble [-1]; Late Maturation [0]; Phobia (crowds) [-15]; Racial Reputation
-2 (Dangerous powers + insouciance = watch your step! Everyone, almost
always) [-10].
Customization Notes: Urban fonnir are Advanced (TL13)
[100] and frequently have Fanaticism (Transcendence project) [-15]. Rural
fonnir often suffer from Phobia (enclosed places) [-15], are Incurious
[-5], and may be Primitive (TL3) [-35]. Most fonnir have Pacifism (Self-defense
only) [-15]. Quirks typical of all fonnir: Alludes to undefined Great Destiny
[-1]; Confident [-1]; Light-hearted [-1]; May call visitors "my children,"
[-1]; Utters incomprehensible "wise" sayings [-1].
Norruhk heads are roughly conical, with four-way radial symmetry. Their long snouts ends in a complex four-jawed mouth. The orifice usually appears no larger than a human mouth, but it can expand to take in fruit as large as small melon . . . or prey as large as a house cat. The four nostrils, located just behind the lips, are very sensitive to heat. Four eyes are spaced evenly around the base of the snout; four bony ears, like tiny shovel blades, sprout from behind each eye. A norruhk has senses comparable to a human's.
Norruhk have a incredibly high metabolic rate, and require massive amounts of food to stay active. Their normal body temperature is 116° F! Norruhk have the ability to instantly go into a passive, trance-like state. This allows them to reduce food and water consumption to near zero. Severely underfed individuals may spontaneously slip into this state.
Norruhk come in three castes: Seers, Synthesizers, and Critiques. A caste is something a norruhk is born into; it is a genetically determined thing, like gender. Norruhk claim that the castes' inherent personalities complement each other, and are necessary to the proper functioning of their society. All norruhk have mild amounts of true telepathy, a rare talent among Galactics.
There are male and female varieties of each caste. Each sex has a reproductive pouch. Norruhk females lay a few large, soft eggs each year. Most of these are thrown away, but if finances and custom allow a male may slip an egg into a pouch for fertilization. The egg may then be traded back and forth between male and female for several months, but it will eventually implant, rendering the carrier almost immobile for nearly a year. Youngsters are fed with a mix of regurgitated food and a fluid from a gland at the back of each adult's throat.
Members of a caste cannot interbreed. Relations between norruhk of two different castes produces a child of the third caste. (e.g. A critique and a seer couple will have synthesizer offspring.) This odd arrangement makes norruhk unsettlingly xenophilic. Unfortunately, most norruhk aren't very good at interspecies communication. When not restrained by discipline and custom, they can be a terrible pain to be around.
A few years before physical maturity, children bid farewell to their parents and are enrolled in a caste-specific academy where they are indoctrinated in traditions and disciplines peculiar of their kind. Graduates of these academies have remarkably consistent personalities.
After graduating from academy, norruhk pledges allegiance to an order. Like the fraternal orders common to 20th century America, each has its own unique complement of elaborate rituals, ceremonies, and rites of advancement. These mysteries are more than meaningless fluff; they serve to channel and control the norruhk's psionic talents. Without them norruhk may go insane, or revert to the habits of their wild, herd-beast ancestors. (At least one former colony is inhabited by reverted norruhk. The post-sentient inhabitants roam in vast, telepathically-bound hordes, attacking anything that threatens them.) The rituals, which were designed by Fonnir savants, have another purpose: they are slowly but surely driving the mental evolution of the Norruhk, driving the species toward their strange and terrible destiny.
Each order also fufills a larger social purpose. They may be industrial syndicates, military units, or religious academies.
Some norruhk pledge to directly serve a fonnir buir'8iuu. Though tedious or even degrading, careers in the service of the patrons bring prestige and influence.
Norruhk misfits who don't conform to caste, or are born without telepathy, are identified and recieve special training. Some of these independent-minded fonnir become steadfast members of a Galactic institute. Others serve the Fonnir-Clan diplomatic corp; their very lack of typical norruhk traits make them better able to deal with outsiders.
When not serving their order, norruhk may enjoy a domestic life in families consisting of a male and female of different castes plus their children. Occasionally, a couple temporarily invites a male adult of the remaining caste into their "marriage" so the female may have a child of her actual mate's caste.
Most communication within a family is conducted telepathically; once it leaves home, a norruhk uses telepathy only for carefully delimited ritual purposes. Norruhk typically speak Galactic Three.
Occasionally, small parties of norruhk may be seen conducting clan businesson the worlds of the Ehbu'chi'u Sector. A few norruhk have visited Earth to trade ancient artwork for supplies and "wolfling curiosities." Others accompany fonnir diplomats and researchers.
A small but dedicated order of norruhk have pledged themselves to the Uplift Institute. Insiders claim that they use their psionic powers to test the suitability of potential client species. These researchers are rumored to be obsessed with studying the nature of potential, and the intricacies of Abdicator dogma.
Most Galactics consider norruhk to be unnatural, twisted creations, pitied by many clans, but generally assumed to be up to no good. Others, including the Tandu and Brothers of the Night, "like their style," but the Norruhk have firmly but politely declined all offers of friendship.
Norruhk of all castes have these characteristics (287 points):
Attribute Modifiers: ST +6 [80]; DX -1 [-10]; IQ +2 [20];
HT +2 [20].
Speed: 7.25; Move: 7.
Dodge: 7
Advantages: Advanced (TL13) [100]; Armor (Fur and hide):
PD 1, DR 1 [28]; Combat reflexes [15]; Extra hit points 6 [30]; Hyperactive
[30]; Increased Speed +2 [0]; Metabolism Control 2 [10]; Respected Client
[5]; Telepathy (power 5) [25].
Disadvantages: Delusion (believe in Abdicator dogma;
constantly looking for avatars of the Great Ghosts) [-5]; Duty (Order,
quite often, usually non-hazardous) [-5]; Horizontal [-10]; Inconvenient
Size [-10]; Increased Life Support 3 [-10]; Racial Reputation -2 (fey,
unpredictable; all Galactics, always) [-10]; Xenophilia [-15].
Quirks: Fatalistic [-1]
Advantages: Collected [5]; ESP (power 5) [15]; Sensitive
[5].
Disadvantages: Attentive [-1]; Dull [-1]; Humble [-1];
Nosy [-1]; Weak Will -1 [-8].
Advantages: Collected [5]; Language Talent 2 [4]; Lightning
Calculator [5]; Musical Talent 1 [1]; Single-Minded [5]; Versatile [5].
Disadvantages: Compulsive Behavior (See below) [-5];
Congenial [-1]; Game [-1]; Humble [-1]; Oblivious [-3]; Staid [-1].
Customization Notes: Compulsive behavior manifests in
a way appropriate to the synthesizer's career. Artistic types may sketch,
compose ditties, or make up pretentious manifestoes on the fly. Scientifically
trained individuals are prone to brainstorming and wild speculation.
Advantages: Intuition [15]; Strong Will +2 [8].
Disadvantages: Careful [-1]; Compulsive Behavior (critical,
argumentative busybodies) [-5]; Congenial [-1]; Dull [-1]; Proud [-1],
Staid [-1].
As a twist, the "chosen one" character could be a human with a "probationary personality," or a raffish client with Red Card. In this case, he or she would almost certainly be assigned reliable and skilled companions.
Early one morning, three norruhk appear at an adventurer's door. They speak passable Anglic, in basso-profundo whispers. They introduce themselves as members of the Fonnir Clan diplomatic corps, and request he use their adopted names: Qoatl (a critique), Saladin (a seer), and Helvatia (a synthesizer). The inscrutable "tar elks" will explain that their patron, a fonnir scholar, has requested an interview. They request the character pack for long trip; transportation will be provided and "suitable recompense" made. The norruhk will even allow the interviewee to invite some friends along.
The norruhk won't take no for an answer. Once the characters get used to the creatures' imposing bulk, splendid manners, and grave, portenteous voices, they will get the impression that the norruhk are naive, a bit bumbling, but utterly dedicated to their work. They will hang around the "chosen one's" home, follow him while he makes errands, and wait for him outside of work. If they get close enough to talk, they will quietly plead their case, pile stacks of Gal Coins (up to 3d each day) in his path, and glowingly describe the great honor of having a fonnir recognize a mere wolfling.
The Terragens Council will encourage the chosen character and his friends to accept the mission. A Council agent will meet with the adventurer, appeal to his patriotism, and explain the big picture. The Council sees the visit as a good move diplomatically: Earthclan's new allies, the Thennanin, are members of the Abdicator sect and a good word from the fonnir could result in even more Abdicators. The authorities will also want the character to gather all the information they can on the Fonnir clan and K7kakk.
If the "chosen one" cooperates, the agent will offer to arrange with his employer for a leave of absence (if required), and provide a miniature audiovisual datawell to record the details of the interview. The agent will also pull strings on the behalf of the other characters, if the chosen one makes it clear that their company is a condition of his going.
Agreeing to spy for Earthclan will earn the characters a friend in the Council; treat this as a half point of Contacts in the Terragens Council intelligence wing.
The ship has no crew per se; a few personality-free robots roam the corridors performing maintenance checks. These automaton will gently deter the ship's guests from tampering with equipment or stealing gear.
The trip will go smoothly and quickly. The trip out takes about five days. The norruhk escorts treat the chosen one with great respect. His companions will receive polite but disinterested treatment. The ship's lounge will be available to all. It has a chess board, a few viewscreens, and great heaps of data-slabs containing an assortment of trashy adventure novels, bloody swords-and-sorcery tele-epics, and other embarassments. The characters will recognize the stuff as the kind of Earthclan media Galactics like most!
The norruhk trio are fascinating to watch and listen to. They are all telepathically mute (only able to erect a Mind Shield) and speak Galactic Three with each other. The seer will spend many quiet minutes staring quietly at something -- a plant in the ship's lounge, a reading on an instrument, a piece of furniture -- then quietly make a pronouncement about it. The synthesizer will take this statement and "run with it," proposing wild theories and possibilities. The critique will quickly point out flaws in the synthesizer's ideas, but isolate anything of value. The trio will then lean against each other, sigh in pleasure, and repeat the agreed-upon finding in unison.
Most of these exchanges are done as a sort of habit, resulting in obvious conclusions about trivial things, but they show how the norruhks' mentalities work. Exchanges about characters reveal an amusing cluelessness about human (and human client) nature . . . fortunately, the diplomats can't read minds! If the trio discusses Galactic politics or Abdicator dogma, however, the PCs are advised to pay attention and roll tape; the Terragens Council will find the norruhks' observations on these subjects highly valuable. (PCs who can understand Galactic Three, and who concientiously listen to the trio, may take a half a character point, applicable toward Galactic Area Knowledge or Galactic Theology only.)
The group will be put up in a suite of austere rooms in an indifferently maintained hostel. The entire group will be instructed and drilled in the specific ritual appropriate for greeting norruhk and fonnir. This practice gives the entire group a +2 Savoir-Faire (Galactic) skill bonus for the duration of the adventure.
The chosen one's guests are free to wander the starport city. Most of the people in the streets are other travelers, on business or looking for something to do. Some are guest-workers from devoted Abdicator Alliance clans. While not overtly hostile, these "eatee" working stiffs will go out of their way to greet "wolfling" characters, forcing them to remember patronymics and perform ritual greetings. Characters who manage to impress an abdicators are invited to listen to a friendly recitation of the alliance catechism.
The arcologies are off-limits to outsiders. Compared to the utilitarian starport structures they appear quite inviting. The exterior of the giant buildings are landscaped to look like terraced mountainsides. Groups of fonnir and their norruhk attendants can be seen strolling through gardens, tiny ornamental forests, cloisters, and pavilions built on the terraces.
Nosy adventurers will discover that it is almost impossible to find a way into the massive structures. Most of the obvious portals open onto arcades and arched galleries that wind along the base of the arcology; these sad, gloomy spaces once housed Dry West City's thriving commerce.
A few galleries have ramps that lead to dank, abandoned service levels. There are plenty of artifacts down there, few of them worth carrying to the surface. (Think of the trash that accumulates around a construction site -- empty empty cable spools, tangles of metal banding strips, nubs of carpenter's pencils, caulk cylinders with all the goop squeezed out -- and imagine the TL12 equivalent.)
Characters who manage find an entrance to the inhabited portions will be met by norruhk or robots and gently dissuaded from trespassing.
When all of the norruhk in Dry West City are present, the crowd will fall silent and begin lining up, side by side, with their heads close to each other. The norruhk will edge about until ends of the line close, forming a circle; the circle will then form itself into a complex rosette shape. At this point any observer who isn't totally dead to psi will recieve a vivid telempathic impression, from many sources: A feeling of sadness, resignation, and anticipation of something revolting and exciting. The sending will peak, then fade, to be replaced with blast of emotional white noise. This deafening sending will fade quickly, as the assembled norruhk slump to their sides, toppling like a line of dominoes.
The clients will begin to awake after a few minutes, and silently make their way home.
On the way the chosen one will realize that his honored-guest status only goes to far. The servants are fully telepathic, provincial, diplomatically untutored specimens of the race. They are all critiques. Literally unable to relax, dissemble, or talk casually, they are as scary as Qoatl, Saladin, and Helvatia are appealing. Like the butlers and other "above stairs" staff of an old manor house, the servants will always use appropriate Galactic greeting protocol and display perfect fonnir-clan manners, and will demand the same from the wolfling visitor. If the interviewee blows his initial Savoir-Faire rolls, they will run him through a series of humiliating warm-up exercises (repeating the greeting bow-and-gesture literally dozens of times), take the "long way around" to the audiance (a four-mile hike), and on a critical failure insist the poor fellow strip and scrub down in a vat of cold disinfectant fluid.
The interview takes place in a pleasant, gazebo-like structure on the surface of the arcology. There he will have a chat with a fonnir who hangs from a "jungle gym" mounted on the ceiling, answering questions about food, uplift, swimming, bipedal locomotion, binocular vision, old television programs, and taxes. During the talk, the character will feel tugs and twitches in his mind; psionic adepts who try to screen the thoughts out will get a bad headache.
The interview will end abruptly after a half-hour, when the fonnir swings away without a further word. The norruhk attendents will hustle the chosen one back to the hostel, handing over his payment -- a sack of GalCoins worth $300,000 -- before taking their leave.
The next day the hostel staff party will present the party with vouchers good for passage back home aboard a Lesh trading vessel. The ship, which frequently accepts referrals by the Many Worlds travel factors, has many small, utilitarian cabins able to be made comfortable to a wide range of lifeforms. Unfortunately, it isn't due to leave for a week. The diplomatic trio will not reappear, leaving the characters to deal with life in Dry West City on their own.