Tchklinxa's picture
April 27, 2016 - 9:08pm
Okay I was trying to imagine how Vrusk might see... I am thinking dot art in color? I can't stop thinking about the old lite brite toy for some reason... 

I am wondering what would their idea of writting be based on... dot patterns or maybe visual representations of sound waves? I sort of like sound waves.
 "Never fire a laser at a mirror."

Tchklinxa's picture
May 7, 2016 - 6:55pm
Vrusk Info from d20/Alternity universe

K’zah-Kit?24C1?System Name: K’aken-Kar?Star G Type?_Colonized Planets: 4?G[(B)1- – (A)1- – (M)2 – (H)2 – (N)3 32 (K)1]?Class H Planet?_Land Mass: 82%/52%?_Gravity: Normal?_Atmosphere: Normal?Dominant Race: Vrusk?_Other Races: None?_Progress Level: PL7?_Government Index: Tribal?_Economy Index/Education Level: 30%/70%?_Military Index: Intersystem Force?_Population Index: Heavy: 40%/80%?_Develop Index: Mining World?A planet of honey combed mountains, tremendous surface winds and vast white deserts speckled with bizarre, wind-worn rock formations. Is dedicated to mining and exporting of Resillium. This planet is also home to the Vrusk race and the Galactech corporation. They have a stoic, martial culture full of tribal-clan-corporation loyalties. Their civil rights and social interactions and customs are inclined toward family and clan and order, they work like ants in an anthill. They are tolerant toward other cultures they dislike disorder and chaos. Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk’s life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name. Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them. Vrusk also love beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently. Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities. This planet is part of the Core Planets of the Galactic Concord.


Galactech Galactech – This is a mayor starship construction corporation with central officers on planet K'zah Kit. They also build atmospheric vehicles weapons and armors. [Source:Galactech (FUTp43)] Mnemonic: GALTECH [[Corporation Index]](Level/Rep/ …

 "Never fire a laser at a mirror."

JCab747's picture
May 7, 2016 - 8:20pm
Tchklinxa wrote:
Vrusk Info from d20/Alternity universe

K’zah-Kit?2 System Name: K’aken-Kar

A planet of honey combed mountains, tremendous surface winds ... This planet is part of the Core Planets of the Galactic Concord.


I think I remember reading this somewhere about a year ago, though I could never find the source again.

I know that Jedion357 has theorized that the Vrusk homeworld should be in Fromeltar, though I've never warmed up to that idea though I like the system and planetary names that he came up with.

At http://www.starfrontiers.us/node/5486 there was a thread by thespiritcoyote about the origins of the Core Four races:

I really like this idea; some spouted not-all-that-radical thoughts:
   Somewhere in the materials I had gathered the following information (no-canonisity ensured) about the surrounding sectors... Though I have questions about the exact orientation of the map...
East (counter spin-ward): Past the White Light/Xygyg Gap there is a region of "relatively" empty space, I think described as being about a sector and a half wide (nearly 200ly or more)... something near a week to cross in a straight shot, and therefore not traversable by Frontier FTL. 
West (spin-ward): The Coalition Rim runs from Yazirian space to the end of the Xygyg Run (North) but isn't more than a sector wide, likely only 60LY, beyond that I call the rest of the sector the Capellan Trade Periphery (If CFM supporter), or the Far Trade Stretch (If TT supporter), and just Far-Rim Periphery for everyone else... I got the impression that this region has it's own local cluster of stars, several unmentioned trade-partnerships with the CFM, and some leap-frogging outposts by Frontier Authorities and Corporations.
South (rim-ward): The PanGal corporation was supposedly heavily exploring this area with near exclusive charter for awhile, having friendly competition with only the Yazirians, until it opened (or became impossible to prevent claim jumping) to independent explorers...  while the Pan Gal has more influence over the Vast Expanse than any other organization, the side beyond liberty is heavier in Star-Law influence and independent Expanse Explorers... (Sometimes derogatorily referenced as Vast Exploiters), this sector (perhaps two sectors) is not home to a cluster but still more populous than the counter spin-ward Dark Gap. Like the Dark Gap, the gal-political reference of the name Vast Expanse Region (or just Vast Expanse) may actually cover several Physical Sectors of Measurement*, in size and scope.
North (core-ward): The most unexplored sector known to the frontier, only recently opened to exploration by frontier organizations under tight restrictions in the last half-century or so, even the Ifshnit have had few routes charted across this sector over the last couple centuries or more (they still had a large head start on the frontier)

*I base this statement on the idea of 60 to 120LY standard measurement sectors, such as the 100LY sector grid map, or the hex maps in the library meant to be used in parsecs...

The Frontier Sector Region should have well over 2000 stars, The areas Southwest and West at least that many each, Southeast and East no more than half that in total between them, North might have about as many... a total around nine or ten thousand stellar systems.
A Comparison: Crowded Cluster, Sparse Association
For F, G, K, stars (quick math here) would make up about 900 stars within the
Frontier Reach Region (all the combined sectors within the Frontier Civilization's Influence Sphere, aprox. 400LY centered on Prenglar), a few hundred of those would be in the inner nebula of the Frontier Sector itself.
   I base all this off the assumption that even the flat map left unaltered, exists in a three dimensional universe.

  All of this means that it could be laid directly on top of the frontier circa 1k years previous to the Core Four Appearance, and still use a completely different map, with only the nebulae, black holes, and neutrons keeping some relative similarity of positioning...

  As far as adding humans, I wouldn't make it a viable colony of 'true human', as I am not that human centric with my rpg's,
near-human would be adequate to satisfy a baseline benchmark race for me...  I like all alien game settings, personally. I can understand if others would want the option, and wouldn't have a problem with a small unimportant population of inconsequential humans, 9 to 10 feet (2.7 to 3.0 m) tall, having pairs of large orange, purple or dark-green eyes, pointed and mobile ears, arms, legs four fingered hands and feet, three six foot prehensile tails extending from the nape of their neck, and a pair of two foot long antenna sprouted from the temples, as well as a feline nose, a mouth, red and black, orange and brown, or blue and black striped hair, simple recognizable expressions, three ethnic skin pigmentation's yellow, green, and blue, two gamete genders, and a basic male-provider and female-brooder reproduction strategy.
  Game system mechanic is identical to Human in all respects. They even have only three languages, Auslish, Amerilish, and Brilish..

Placing the Vrusk in the Frontier may help clear up some things, but it may also cause problems. For example, why is Zik-kit a colony of Terledrom?

But if we are into alternative timelines... which we are... why not alter a few other things? Game referees have that option.

It would also nix the K'aken-Kar system brief that appeared in Star Frontiersman Issue 23. 

Joe Cabadas

JCab747's picture
May 7, 2016 - 8:25pm
Oh, that might not quite be the right post I copied. I think thespiritcoyote also had a post about how the Vrusk were supposed to have come from beyond the Xygag Dust Cloud, lost their way initially, and got cut off from their homeworld while the Dralasite settlers came from even further out with no intention of ever contacting home again...

But these were the vague musings he gathered from former TSR staffers and nothing was ever -- that we know of -- written down.

So, the Alternity/D20 version does have some appeal to it.
Joe Cabadas

Tchklinxa's picture
May 7, 2016 - 9:22pm

Rastipedes appear to be an older form of the Vrusk as they still have "queens" but clearly are related to the SF Vrusk... notes pulled from multiple sources over on my Insectoid thread.
Other than the queen of each nest, there are no obvious differences between rastipedes of different gender.
The rastipede is an insect-like creature. A rastipede has a hard shell covering its body. Rastipedes have long lower bodies. Their eight legs enable them to scoot around very quickly. They also have a vaguely humanoid torso and one pair of arms. The rastipede has a pair of antennae on its head that provide it with a very keen sense of smell. This sense is so keen that the rastipede cannot be surprised by a creature behind it, as long as that creature exudes any odor whatsoever. Also, the rastipede is ambidextrous and fully double-jointed.
They are born from eggs, which are laid by a queen that reputedly lives deep within ground in a secluded cavern, wherever they creatures have nests. Rastipedes grow up with a strong sense of duty and responsibility to the nest and the community. AIl rastipedes are well taught in the literature of their own race, which is quite extensive, and mathematics.
The primary interest of rastipedes, however, is trade. They commonly employ crews and hire ships to transport goods back and forth across space, usually turning a profit with every voyage. Rastipedes engage in selling and buying of virtually any product, though most of them adhere rigidly to laws against smuggling or slave trafficking.
Rastipedes can survive on virtually any kind of food. They need lots of water, but sunlight is apparently not a requirement of the race. Young rastipedes, born in the nest, might spend their first decade underground.
Rastipedes are inherently peaceful and avoid combat whenever possible—their great movement rate allows them to avoid many unpleasant encounters. However, they are not cowardly. They can, and do, use the full range of weapons usable by humans. They attempt to keep enemies at range. When combat gets to melee range, their hard chitinous armor allows them to make attacks with their claws.

Rastipedes are favored henchmen of an ancient race called the arcane (ancients? tetrarchs?). Very often, characters who seek an arcane find themselves dealing with a rastipede go-between. One reason for this is the well known bargaining skill of the rastipedes. Rumors suggest a darker, more sinister connection between the two races, but there is no evidence to indicate that any such association exists.
Rastipede lands are filled with underground caverns, many of which have been dug out by the rastipedes themselves. The lands surrounding caverns must be able to support some life which the rastipedes gather much of their substance. Within their caverns they harvest giant aphids and mushrooms.
Rastipedes worship gods of insects, merchants, travel, and industry. 
The written version of their tongue has many special characters that when a “tilde” is added to it becomes a number. Such extra strokes or even a single stroke, either above or below a letter can change a meaning of sentence.
Rastipedes earn names that are indicative of their productivity to the nest. Such names are more a matter of status. Rastipedes can also earn names due to important jobs they do such as forager (gathers food) or bloodspiller (defends the nest from dangerous threats). To these names of status or positions all rastipedes carry the nest name, which seem to be used only when rastipedes meet other rastipedes from another nest.
Names of Nests: Aphidgarden, Goldhill, Water Raiders, are but a few names that rastipedes carry as their nest name.
As a species, rastipedes arose on Nchak, the “Hive Moon” of the gas giant Liavara. 
The rastipedes themselves rule the small but wealthy nation-state of Vrusk, under the protection of the moon’s immortal Forever Queen but largely independent in its day-to-day affairs. 
Vrusk is ruled by a consortium of trade houses, combinations of guilds and noble houses, and each rastipede is born into its hive’s trade house. All rastipedes regardless of station are afforded thorough education, a fact that makes them indispensable to the rest of their moon’s inhabitants as scholars, mages, lawyers, accountants, tradespeople, and other skilled professionals. 
The Forever Queen of Nchak is a giant psychic insectoid goddess/queen-bug from the hive moon of Nchak. It's a moon that orbits the gas giant Liavara.
I found references to the concept of "Mother Hive" placed amongst the planes as a religious concept/god on forums... also found a reference to a god of war Kilkral whose followers get into with the Hive Mother followers... Kilkrals followers loose.
Nchak has other intelligent insect races on it... Nchak is a moon visited by a spaceship (Divinity) that crashes finally on another world... Golarion.
Philosopher worms and other creatures subservient to the Forever Queen

Okay based on the general notes I have collected on Rastipedes, this is the older root race of the Vrusk, the word "Vrusk" for their nation-state is a dead give away.

Rastipedes often spend their first decade of life underground, away from the sun. It is after this time that some choose go leave the nest for adventure.

"They’re horrible, mistress. As soft and pale as larvae, but reared up and stretched out. All of them have articulated feelers ending in fleshy pedipalps, but some have stingers as well. Their antennae frills lie listless, or else chopped short in some sort of ritual scarification. They cover themselves in folds of discarded webbing, and communicate solely through wet hoots and whistles. All attempts by our scouts to establish normal communications have been met with fear and violence.

“They’ve already breached the tunnels, my queen. They appear almost blind, yet their fumblings are drawing them ever closer to the birthing chambers. Shall the legion advance?”

—Soldier of the Forever Queen of Nchak, translated report of first humanoid contact


Nchak: On the hive moon of Nchak, roughly a quarter the size of Golarion, the arthropod is king, with a wealth of different species making their way through the thin atmosphere of the rocky world’s millions of crisscrossing tunnels. Though many of the creatures are little more than oversized insects—most strikingly the horse-sized


ankhegs, apparently indistinguishable from Golarion’s own—some of these scuttling horrors have evolved and specialized to become thinking parts of a vastly complicated society. Pulsating philosopher worms keep the prophecies and use their vast psychic powers to link and organize hives of shovel-jawed workers, while thin-legged priest-bugs interpret the will of the Forever Queen and her current mortal incarnation. Not every creature on Nchak works in harmony—and indeed, the intelligent residents of Nchak must often defend their surprisingly artistic warrens from their bestial kindred—but everything on the moon is ultimately dependent on the twisted fungi, fast-growing moss, and soaring butterfly-shaped things that turn the light of the distant sun into food.

The Name Rastipedes sounds like a name another race would assign the Vrusk... "Rasti" must mean something, "-pedes" probably refers to legs/limbs. One forum put out some fun ideas including Rastipedes really being the catapillar stage of this creatures life... Rasti could mean children in Vrusk following a bit of their logic? I might run with this... all Vrusk are Rasti of the Forever Queen or Hive Mother. Vrusk is used to represent the city-state or nation and probably means something a kin to hive or great hive.

The Forever Queen/Hive Mother would be a rememberance of the last Great Queen of the Kolthumnx Swarm. 

This Insectoid Race would be a hold over in social stucture of the old hive system... where as normal SF Vrusk are the new society... they no longer have or keep queens for breeding. So is this a racial DNA difference or do all Vrusk females have the ability to become queens or not... perhaps something creates/turns on the extreme queen genetics...   



 "Never fire a laser at a mirror."

Tchklinxa's picture
May 7, 2016 - 9:36pm
JCab747 wrote:
Oh, that might not quite be the right post I copied. I think thespiritcoyote also had a post about how the Vrusk were supposed to have come from beyond the Xygag Dust Cloud, lost their way initially, and got cut off from their homeworld while the Dralasite settlers came from even further out with no intention of ever contacting home again...

But these were the vague musings he gathered from former TSR staffers and nothing was ever -- that we know of -- written down.

So, the Alternity/D20 version does have some appeal to it.

Yes thespiritcoyote has some good posts I a going to review. I am thinking on where to put their HW... thanks for the posts... in general I did the out there past the dust cloud too in the past as it does have a certain logic. The Rasti's here could be a throw back colony someplace in space, most of all the other insectoid races seem to be 6 limbed indicating a different lineage. Honestly the Rastipedes have got to be Vrusks re-worked for D&D/Pathfinder settings but there are a few good ideas worth salvaging I think. The Rasti could also be the pre-space culture snap shot, basically Vrusk Medieval culture. I sort of like the idea of an archaic Vrusk colony though for adventurers to stumble on. 

I will reread the article too in the magazine. 
 "Never fire a laser at a mirror."

Tchklinxa's picture
May 7, 2016 - 9:48pm
I think I will have both Vrusk & Drals come into the Frontier and not be from it per say. Vrusk are pretty used to introgating other races into their society so they may just be good at moving in and taking over and reshaping "native" societies... just a thought on Terledrom. Maybe started as Dralasite space but ended up becoming a mixed race society, thus colonies might have Dral or Vrusk names as the Vrusk integrate.  
 "Never fire a laser at a mirror."