FRONTIER HISTORY

Articles about the history of the Frontier.

Frontier Timeline

by Thomas Verreault/jedion357

Origin of the Species & the UPF -Or- The Age of Colonization

Author’s Note: This work represents my embellishment of the Star Frontiers game setting and
timeline. It does not strictly follow the original material but I feel it maintains the spirit of it. While I did make some changes in the details of the timeline, in the end  they represent what I like to call “zero sum change”. What zero sum change means is that despite the changes that are made, the classic adventure setting is unchanged in its details. For example, Fromeltar is still a world populated by vrusk and dralasites and has a heavy population density. Clarion is still a human world with a monarchy that has seen twenty or more rulers.

The history and timeline below only advance as far as what appeared in the Alpha Dawn book or to just after the founding of the UPF. The map of this era is strictly the classic Alpha Dawn map but excluding the Zebulon system. 

Where the original material had inconsistencies I put greater weight on the Alpha Dawn background and the published modules. Zebulon’s Guide was of course consulted but due to the way in which it was rushed into print and the fact that it is the largest single source of inconsistencies, I only used it as a guide. Dragon and Paragon magazine articles were also considered and judged on their individual merits as to what weight they should be accorded in this work. Special thanks, is due to Tom Stephens/TerlObar for assistance with astronomical details and feed back.Larry Moore/w00t was invaluable as a sounding board. Many others contributed through chat and forum post over the past many months though if I tried to list them all I would undoubtedly overlook someone.

Of Vrusk and Dralasites

In a star system called K’rik-Var, on a planet named Ren-Kit lived a sentient species whose name would
translate as vrusk in a language that had yet to be invented. The vrusk had cast off the shackles of their hive society and formed a new social contract based on belonging to a trade house (later conglomerates emerged). Where the hive system had failed to unify the planet, the new model ushered in a planet wide government; a council of the most prominent trade houses.

As the vrusk began to exploit their world and star system, they began to cast their eyes toward distant stars. Within decades they had developed effective theories of void travel and journeyed to a neighboring system. The new star system was named Kizk-Kar and a colony was started on a planet named Zik-Kit. 

Just when the debate over the cost of the new colony vs. the profit from its mining operations was raging, astronomers discovered an anomaly. There was an artificial object of immense size drifting in the edge of the Xagyg Dust Nebula three light years from K’rik-Var.  Converting a transport for scientific investigation, they sent a team that discovered a globe like ship, empty and drifting. It took a year but they managed to decipher and adjust its automated controls and bring it to K’rik-Var.

As they began to delve into the ships mysteries they discovered that the storage containers of what they had assumed was some form of bio-plasm were actually stasis chambers holding sentient life forms, the dralasites. The revived passengers had no memory of how they had come to be on the globe ship or where they were from. The vrusk, delighted with the discovery welcomed them into their society.

The dralasites for the most part struggled with the larger questions of whom they were and where they
came from and their integration into vrusk society was not without difficulty. Problems arose with the
government as the vrusk companies in control saw no reason to change the status quo and continued to exercise total executive control of their society. Eventually a second planet in the system, Groth, was turned over to the dralasites who found adjustment to life on Ren-Kit too difficult. The vrusk population of the second planet was induced to move with lucrative incentives for those who relocated to the new colony in Kizk-Kar.

The council of vrusk companies stoutly maintained its control of the K’rick-Var and Kizk-Kar systems with little concern for their alien guest. Unfortunately some dralasites were not content with allowing the vrusk to control nearly every aspect of their lives and they campaigned for the return of their cultural heritage, the globe ship. When it did not seem that the ruling council would acquiesce to their demands, a reactionary group stormed the ship and hijacked it. Armed with the astrographic data for a new system recently explored by the vrusk they took the globe ship there. 

Upon arrival they named the system Dramune and colonized the planet Reach. Being hijackers they were not well outfitted for colonization and were immediately forced to cannibalize their ship, dismantling it and bringing it to the surface. The vrusk council was incensed and sent ships to assert their claim to the system. However, having abolished war along with the hive system they were ill prepared for the intransigence of the hijackers. In short order the vrusk were forcibly expelled from the planet Reach. This event rocked the council as it had never considered that they would not be obeyed. The pacifist vrusk were forced to consider using force. 

The issue dragged on for a number of years and came to a head when dralasites on Ren-Kit and Groth
assembled a donation of relief material and contracted a ship to send aid to the planet Reach. The vrusk realized that armed conflict could lead to civil war. In a remarkable turn, the vrusk council instituted the election of dralasites to the governing council of Ren-Kit and recalled its monitoring and mining outpost on a planet that would eventually be called Outer Reach in the Dramune system. With the relinquishing of their claim to the Dramune system, relations stabilized and for a few years the dralasites of the K’rik-Var system sent yearly relief to Dramune while the vrusk turned a blind eye.

The dralasites of the Dramune system represent the more reactionary elements of their race as their actions demonstrated but in time members of the race had migrated back and forth from the two systems and the make-up of the race became homogenized despite spanning three planets. An interesting custom persists in Dramune, dating to the founding of the colony; the dralasites paint their bodies with washable dye to denote their mood for the day. This custom began with the reactionaries and only persists out of tradition but modern dralasites of Dramune are no more reactionary or any less philosophical then the rest of their race dwelling elsewhere.

Interestingly, the name of the vrusk home system has not entered into popular usage in the modern Frontier. When the dralasites first arrived they developed Dral speech equivalents to the Vrusk names. When Pan-Gal was created as a universal trade language, the lead linguist, being a dralasite, incorporated the names Fromeltar, Terledrom, and Groth instead of the original names. Since vrusk are forced to rely on a polyvox for communication they simply use the original names in their language and the polyvox translates it automatically to the Pan-Gal equivalents.

Yazirian Clans

By [[Richard Shadow Shack Rose]]

Roll d100 Planet of origin 
01-16 [[Hentz]], [[Araks]] 
17-31 [[Hargut]], [[Gruna Goru]] 
32-43 [[Athor]], [[Yast]] 
44-51 [[Hakosoar]], [[Scree Fron]] 
52-55 [[Histran]], [[Scree Fron]] 
56-70 Non-Yazirian World of Origin 
71-00Completely Untraceable

Hentz, Araks system

01-13 = "Anglann" --- a.k.a. "Family of One", a religious clan. CUrrent rulers of Yast and have held that title for over 240 years. Symbol is a seven pointed star, representing their creator 
14-16 = "Backa" a very sensitive and understanding clan. Noted for their shorter stature, 2d10cm shorter than average height. 
17-23 = "Brisara" a clan noted for their lust for flight, gliding is a past time taken very seriously and they often hold competitions. Symbol is a pair of golden wings, often printed across chest and back of any clothing worn. 
24-34 = "Gorlia" hot tempered clan, often feuds with Anglann and occassionaly challenges them for rulership. All Gorlians wear an ivory ear ring and add 5% to their Battle Rage 
35-38 = "Kesha" pranksters and jokers who love humor, get along well with Dralasites 39-46 = "Knar-Kenda" a very aggressive clan of warriors, allied with Unglann and have served them during most of their rule. Symbol is a silver star worn around the neck. 
47-52 = "Kuegla" a clan of music lovers, always carry a hand made instruement in pocket or around neck 
53-60 = "Tundaria" worshippers of the beauty of space, wear an ivory star cluster around neck or wrist. 
61-67 = "Turania" desert nomads sporting a very thin coat of fur that barely covers their skin. 
67-70 = "Vantaria" lovers of rare and valuable objects, wear a sable cloak or cape. Vantarians save 10% of their income to purchase rare goods. 
71-80 = "Zamoria" hunters noted for their animal skin wardrobes. 
81-00 = no traceable clan 

Hargut, Gruna Garu 

01-12 = "Barakha" a strong Yazirian clan noted for their stocky build, proud hard workers. No STR/STA penalty for Barakhan Yazirians 
13-28 = "Hargutia" original settlers and rulers of Hargut 
29-35 = "Khitala" a clan that favors blade weapons, members of this clan carry a slver plated blade weapon and cherish it as their prized possession (the weapon usually has a story behind it) 
36-44 = "Khordova" a highly respected warrior clan known for wearing spiked armbands, former enemies of Shurkian clan but have lived in peace with them for nearly a century 
45-48 = "Marala" sea dwelling clan able to hold breath for extended periods (#turns equal to STA) 
49-52 = "Nievara" known for their thick coats of fur adapted for colder climates, they don't tolerate heat very well (-5 STR, -10 DEX in desert climates) 
53-57 = "Nistaria" mysterious clan often seen performing odd rituals, members wear a multi-colored phosphorescent globe around neck 
58-64 = "Regaria" fierce and barbaric clan known for multiple life enemies, natural brown & tan camouflage pattern on dan (flaps) 
65 = "Rojoria" a clan that has nearly been driven to extinction by the Regarians during past feuds, noted for their deep reddish brown fur 66-72 = "Shurkia" another respected warrior clan known for their necklaces comprised of teeth removed from their slain enemies. Established the peace treaty with their former rival Khordova clan 
73-76 = "Velia" cruel and nearly evil natured clan noted for their jet black fur 
77-80 = "Xuthora" a fierce, wild, and uncivilized clan not known for using much in the way of technology. Max LOG score for a Xuthoran is 45.
81-00 = no traceable clan 

Athor, Yast 

01-18 = "Amona" a neutral minded clan that works well with any race, symbol is a gold leaf of trust 
19-20 = "Hyrkania" another clan nearing extinction thanks to space fairing mermbers cross breeding with other/non clan related Yazirians, known for their athletic build and uncanny speed & reflexes. Symbol is a silver lightning bolt, members of this clan have ambidexterity (similar to Vrusk) and human movement speeds. 
21-25 = "Ophiria" wood dwelles and nature lovers, members wear a plastic embalmed insect around their necks 
26-45 = "Pasamoria" a peace loving clan who willingly fights for freedom, noted for well groomed appearances and a feather cluster on a neck chain. If a life enemy is selected it is usually Sathar related or anyone else that threatens peace and prosperity. 
46-50 = "Styzhia" a clan of tribal "witch doctors" known for small horns growing from behind their ears and a prehensile tail capable of wielding small tools (but not weapons). 
51-65 = "Wastrala" a somewhat suicidal clan, members have a do or die mentality and when there is no hope of survival they are prone to doing extreme acts to take out their enemies with no regard to their own being. Symbol is a silver dagger worn around the neck 
66-80 = "Zigara" a warrior band known for dipping/plating their fangs and claws with metal 
81-00 = no traceable clan 

Hakosoar, Scree Fron 

01-15 = "Bakala" clan whose members are typically seen in groups of three all brandishing three weapons, symbol is a triangle 
16-40 = "Kabarla" a clan centered on the beliefs and basis of truth, justice, and law. On their homeworld they are often seen riding elegantly adorned horses, symbol is a prancing horse 
41-50 = "Polara" a clan that originated in the polar caps but have since adapted to most weather conditions, noted for their white fur 
51-65 = "Tuborga" a warlike clan known for grooming their hair into a mowhawk or top knot. 
66-80 = "Ziriya" a somewhat rational clan lacking the typical arrogant and pushy attitude amongst Yazirians, noted for dying their fur in non-natural colors 
81-00 = no traceable clan 

Histran, Scree Fron 

01-35 = "Invia" a taller breed known for their grey fur and icy blue eyes, add 2d10cm to height 
36-60 = "Norso" a religious clan that practices their "version" of human beliefs, symbol is a hexagon with a X through it. Forbidden to use weapons that shed blood, restricted to clubs and stun weapons, or non-HTH sonic arms.  
61-80 = "Venusia" seekers of beauty, love, and harmony. An unofficial clan comprised of genetic cross-breeding intervention with human genes, resulting in a mix-breed group often sporting features and abilities from both Human and Yazirian races (figure 50% chance for each Yazirian trait: flaps for gliding, battle rage, night vision, height, body fur, four knuckles, etc) 
81-00 = no traceable clan 

Non-Yazirian World of Origin 

01-10 = Roll again to indicate clan of origin, full-bred clan member transplant.
11-30 = Roll again to indicate clan of origin, half breed between two clans.  
31-60 = Roll again to indicate clan of origin, half breed from one clan, other clan untraceable. 
61-00 = No traceable clan. 
71-00 = Completely untraceable.