TEXT:  
  1
  
   
  Authors: Patrick Taylor & Doc Joe Sweeney
  Editor & Proofing: Ray Duell
  Artists: Amit Dutta, Eric Williams, Markus 
  Vogt, Roman Ninethart, Doc’ Joe Sweeney
  Legal
  This game references the Savage Worlds game system, 
  available from Pinnacle Entertainment Group at www.peginc.
  com. Savage Worlds and all associated logos and trade-
  marks are copyrights of Pinnacle Entertainment Group. Used 
  with permission. Pinnacle makes no representation or war-
  ranty as to the quality, viability, or suitability for purpose of 
  this product.
  Copyright 2017 by Patrick Taylor & StoryWeaver Games.
  All Rights Reserved.
  No part of this publication may be reproduced or transmitted 
  in any form or by any means, electronic or mechanical, 
  including photocopy, recording, online, or any information 
  storage or retrieval system, without permission, in writing, 
  from the publisher.
  Teraborg: The Book of Honor
  Dedication 
  To our fans and supporters, for the ideas and crazy times 
  shared.
  To Gary Gygax, for the inspiration that changed our childhood, 
  and never left us.
  1
  
  Contents
  Contents
  Contents 
  2
  Being Teraborg 
  4
  Guide to the Imperial Nest 
  5
  Arriving at Tsarox 
  6
  Arriving at IN-3 
  8
  Arriving at IN-2 
  9
  Arriving at IN-1 
  10
  Leaving the Nest 
  13
  Teraborg Society 
  14
  Teraborg Culture 
  14
  Greetings 
  15
  Observances 
  16
  Behind the Iron Cloud 
  18
  The Teraborg Clans 
  21
  Teraborg Gear 
  26
  Plot Hooks 
  28
  Contents
  2
  
  Contents
  TAG! 
  Sgaus Nuk hung upside down from the lemnar branch. 
  His steel rear claws - one of the few allowances to 
  technology for this trial - had locked into the tough 
  bark of the hardy tree some hours before, leaving 
  him facing a 17-yard (metre) drop onto the forest 
  floor. He’d covered his mostly-naked body in sap 
  and pasted himself with foliage as a rudimentary 
  attempt at camouflage. With retinal implants explicitly 
  forbidden or set to bypass mode prior to entering the 
  arena, the millennia-old ruse could work… but only if 
  he kept still. So. Very. Still.
  Of course, he’d baited a trap for his opposition, the 
  cunning Sshija Nuk. Sshija had proved his metal 
  with five previous wins in the area, and no losses. 
  He was a formidable competitor. Far too intelligent 
  to fall for such an obvious bait, like a footfall. Instead, 
  Sgaus had set a trap inside a trap. He’d laid out a 
  snapnet, carefully concealing it within the leaf litter, 
  but guessing that Sshija was sharp-minded enough 
  to spot it… and to consider deactivating it and reusing 
  it himself.
  Sgaus’ lower knees had been locked rigid for hours, 
  and even though his muscles were enhanced by 
  oxygen-injecting carbon nanofilaments, the tension 
  was taking its toll. The cramps had long since passed 
  into a dull hum of background pain. When he pounced 
  on his competitor, he’d only get one attempt at the 
  takedown. He was sure his legs would be no more 
  than 75.3% effective.  Much less if he had to keep his 
  position for another few hours.
  Then he saw his competitor! Sshija was hiding almost 
  invisible on an acid ant mound, no more than 10 metres 
  (yards) from the trap within a trap. Waiting. How long 
  had he been there?  His body was covered in mud 
  towers and swarmed with ants. No doubt the ants were 
  busy spitting and burrowing into him. Yet he remained 
  as still as Sgaus. It was one of the most surprising 
  and tactically brilliant camouflage strategies Sgaus 
  had ever heard of… let alone seen. Or almost not seen, 
  truth be told.
  Then Sshija moved, just a few centimeters (inches) 
  at first, then dashing forward with blinding speed, 
  sending ants scurrying in an angry cacophony.  His 
  cover broken, assuming that the area had been 
  cleared, Sshija made for the snapnet’s deactivation 
  pad, and the fact he’d been able to make out where 
  that was most likely to be was yet another testament 
  to his cunning.
  Sgaus dropped. Silent. Like a bird of prey. 
  He landed heavily on Sshija, foreclaws only partly 
  extended to avoid serious injury. The satisfying crunch 
  of his competitor slamming face-first into the mulch 
  of the forest floor was glorious. 
  “NOOSA!”  yelled Sgaus.  And ran off, legs stiff but 
  getting a 3-minute head-start before Sshija would be 
  allowed to return to the game.
  Sshija watched him go, rubbing the back of his scaly 
  neck, and vowed he would not be taken like that again.
  3
  
  Contents
  Being Teraborg
  F
  rom a human perspective, the Teraborg are a 
  perplexing species. Technologically advanced, 
  with a spacefaring history that predates human-
  ity’s oldest records, the Teraborg retain, and rigorously 
  defend an ancient, clan culture. Even more puzzling, 
  while not hungry for war, the Teraborg retain a warrior 
  mentality and many of the trappings of a militarist, 
  feudal society. 
  From a Teraborg’s perspective, there is simply no other 
  way a Teraborg can live. It is the preservation of their 
  customs and culture - not their DNA - that defines 
  them. Any Teraborg that rejects the traditional ways is 
  simply no longer considered a Teraborg. They are an 
  outsider wearing a Teraborg’s body.  
  This sense of identity through culture rather than 
  species is a result of the Teraborgs’ millennia-long 
  fondness for continual body modification through 
  cyber-augmentation.  It is not the body that matters, 
  but the way the body lives. 
  Teraborg culture is a stark contrast to humanity, 
  which is in a constant state of flux, internal ideological 
  conflicts and riddled with fads. For mankind, just being 
  born human is enough to define identity.
  To be a Teraborg is to be the greatest culture and 
  beings the universe has evolved. If nothing else, this 
  fundamental belief in their evolutionary superiority 
  defined the Teraborg and shaped their interactions with 
  others. 
  Teraborg Outsiders
  During character creation, a Teraborg Wildcard may 
  take on the Outsider Hindrance to indicate that they 
  shun the “stagnant cultural roots” of the Empire. 
  The Wildcard may be an anti-monarchist (fightin’ 
  words), a neo-anarchist, or progressive. Whatever 
  the reason, within Teraborg communities they will be 
  treated with even more contempt than other visitors.  
  It is not that they are viewed as traitors… they are 
  just viewed as fundamentally flawed. After all, who 
  would NOT want to be a cybernetically-enhanced 
  pinnacle of evolution!
  4
  
  Guide To The Imperial Nest
  Welcome to Teraborg Imperial Space
  Welcome, Citizen, to Tsarox, the historically rich gate-
  way to Teraborg Imperial Space and the Homeworld 
  Cluster of the Nest. As a PanDominion Citizen, you have 
  free right-of-passage throughout the sanctioned visitor 
  zones of the Nest, and the honorable Teraborg Home-
  world Services wish you a most pleasant, rewarding 
  and un-maimed visit.  You will find Teraborg hospitality 
  is unrivaled within the PanDominion. 
  To make your stay as comfortable as possible, the 
  honorable Teraborg Homeworld Services has prepared 
  this guide for Human, Human-derived and Human-an-
  alogue PanDominion Citizens. Please ingest this guide, 
  and supplemental data files, into your personal comp 
  for later reference. 
  In particular, the honorable Teraborg Homeworld 
  Services recommends you familiarize yourself with the 
  Teraborg Culture file, to avoid socially-damaging faux 
  pas. This is especially important should you wish to 
  journey further into approved Teraborg Imperial Spaces 
  for leisure or commerce.
  It is important to recognize that even the most wel-
  come visitors may not travel outside of the sanctioned 
  visitor zones, or travel on ships into Teraborg Imperial 
  Space, with pre-approval from Teraborg Homeworld 
  Services. Non-approved Visitors found outside of the 
  sanctioned visitor zones will have recognition of their 
  Pandominion Citizenship revoked and be tried and 
  penalized according to Teraborg Imperial Law.
  Finally, please accept this complimentary translingual 
  datamesh, optimized for Teraborg-Human linguistic 
  construction. Be sure to load it into your transvox while 
  you await transport. 
  May your stay be beneficial and “Jiuasla ki’ m’tella”  
  (may your claws remain sharp and sheathed),
  Ki’lssama ‘e Grulse, 
  Deputy Director,  
  Teraborg Homeworld Services
  Guide to the 
  Imperial Nest
  5
  
  Guide To The Imperial Nest
  Arriving at Tsarox
  Upon disembarking at the Tsarox Wormgate complex, 
  all visitors are requested to register their identity codes 
  with Teraborg Homeworld Services (THS) via the Sphere 
  (address THS-ABVT-123). Registration will grant you 
  access to the Inspections Hall and, should you wish, 
  to continue on into the Nest, and the Teraborg Super-
  nodes. However, if you are simply transiting through to 
  non-Teraborg space, this is not a requirement.  
  Inspections Hall
  All individuals wishing to travel to the Nest via the 
  Tsarox-N1 Wormgate must first pass through the 
  magnificent Inspections Hall, which was established 
  in 575 (sol) and predates the establishment of 
  PanDominion by nearly 2,000 years. Originally 
  intended as a bulwark against potentially-hostile 
  species incursion through the early Teraborg Wormgate 
  Network, the Hall is now considered a shining example 
  of the eternal persistence of Teraborg culture. It’s 
  vibrant pink marble floors gleam with the footsteps of 
  over 5,500 years.  
  The automated gun emplacements remain just as 
  they were when the Hall was constructed, and despite 
  being just a effective as ever, can be considered purely 
  ceremonial. Do not be frightened of them - just marvel 
  at their elegant design and beauty. 
  Likewise, the Special Border Force Guardians stand 
  along both sides of the hall with watchfulness, not in 
  fear of the present, but in respect to the past (Please 
  do not try to interact with the Special Border Force 
  Guardians in any way, as tradition also dictates a 
  robust response to provocation).
  At the far end of the of the hall lies the famous Tsarox 
  Link Gates, forged from the plating of the Naus La 
  Kasla Mpiratas,  the venerated Colonial Starship which 
  brought the initial Teraborg colonists to Tsarox. These 
  remain open unless someone walking through the 750 
  yards (metres) of the Inspections hall is carrying an 
  item that contravenes Teraborg Imperial Law or P.T.I.L.E. 
  regulations.  If such items are detected, the doors will 
  close automatically and THS personal will appear 
  to redress the situation. If the item in question is a 
  weapon, please DO NOT attempt to touch it, even if 
  to hand it to a THS agent. This is considered extreme 
  provocation and will result in a ceremonial response by 
  Special Border Force Guardians. All TSE agents are to 
  take any non-approved weapons or other items. These 
  will be stored and may be returned upon request when 
  you exit the Nest.
  Wormgate Travel
  Most beings and cargo travel through the Wormgates 
  in transport carriages on maglev rails. This allows 
  orderly and controlled passage, and is the norm 
  for all Wormgates in the PanDo.  Moving starships 
  through Wormgates requires special permission, and 
  rules for starships’ use of the gates vary depending 
  in local system dictates. 
  While Wormgate can be dialed up and down in size, 
  all Wormgates within the Nest (Tsarox, IN-1, IN-2 
  and IN-3) limit the size ships to d6 displacement 
  most of the time. These smaller ships are carried 
  through the Wormgates on special maglev carriage 
  platforms.  However, for 1 hour (sol) out of every 20, 
  the Teraborg allow larger ships (d8 and d10) to be 
  led through the Wormgates by grav-tugs. Of course, 
  there are always queues for this limited window to 
  move bulk carriers.  Imperial Fleet ships receive 
  priority.
  6
  
  Guide To The Imperial Nest
  7
  
  Guide To The Imperial Nest
  Arriving at IN-3
  The first thing that arrivals on IN-3 notice is the loss of 
  monitoring coverage by the Sphere. The three planets 
  that constitute the Imperial Nest have all restricted 
  Sphere access from public sites to be ‘read only,’ in 
  that the Sphere can be used to search and display 
  information, but public terminals and areas have no 
  monitoring facilities.
  There are official buildings and areas on IN-3 that 
  the Sphere is allowed to monitor, for the purpose of 
  facilitating trade and official communications, but that 
  is the extent of it.
  Instead of being monitored by the Sphere, citizens of 
  the Imperial Nest are monitored by an isolated expert-
  system known as Cla.S.S. (Clan Support System, 
  sometimes called ClaSS, or ‘claws’ for short). The 
  system functions similarly to the Sphere, except 
  that it does not have the ability to support artificial 
  intelligence, and thus it cannot evolve or support the 
  self-evolution of Minds. ClaSS is a good example of 
  how the Teraborg have organized the PanDominion 
  to support their own self-sufficiency. Put simply, the 
  Teraborg believe that they have no obligation to report 
  anything that happens inside the Imperial Nest to the 
  U.G.P..
  However, visitors who access the ClaSS will be surprised 
  by what they find. There is no pro-Teraborg propaganda. 
  No anti-U.G.P. sentiment in either official news or public 
  sentiment. It is simply that the Teraborg’s natural 
  protective instincts surrounding the Imperial Nest have 
  never wavered or been watered down by any means, 
  and remain as strong as they ever were.
  Although some elements of the U.G.P. might feel that 
  this segregation is opposed to the spirit of cooperation 
  and sharing that binds the PanDo, the fact that the 
  Teraborg produce starships capable of countering the 
  Nuclarine threat provides them all the political currency 
  they need to maintain the sanctity of the Imperial Nest.
  The second thing that new arrivals will become 
  aware of is that the processing time before they can 
  be allowed to venture beyond the Wormgate exit is 
  uncharacteristically long. In effect, without explicitly 
  saying so, they are being quarantined. Even within the 
  processing facilities they are separated from other 
  arrivals (and departures) through the use of bio-safe 
  chambers and airlocks. This de facto quarantine is 
  useful not only for stopping biological threats, but also 
  nano-threats, and even the ‘masquing’ technologies 
  that can be used to temporarily change a person’s 
  appearance for a limited time.
  The official reason for a quarantine is not documented 
  anywhere; it is considered normal procedure for those 
  who wish to enter the Imperial Nest. It is important 
  to note that this screening applies to Teraborg, and 
  non-Teraborg alike.
  The Imperial Fleet
  One of the prime reasons for visiting IN-3 is the 
  Imperial Fleet. This fleet, being the largest collection 
  of Teraborg starships in the PanDominion, is dedicated 
  to the protection of the Imperial Nest alone. 
  The fleet’s destroyer class and smaller ships - which 
  number in the thousands - can be deployed at a 
  moment’s notice via Wormgate in an emergency.  
  Since the largest ships (d12 displacement) cannot fit 
  through the Wormgate network, and may take weeks 
  to reach other systems within the nest, many have 
  already been deployed to the key systems of Tsarox, 
  IN-1 and IN-2.
  8
  
  Guide To The Imperial Nest
  As well as being a massive military force, the Imperial 
  Fleet also provides the testing platforms for new 
  developments by Teraborg commercials. However, 
  test fire never takes place within sensor range of the 
  system, and is strictly restricted to an area outside the 
  system, mapped out by deep space navigation buoys.
  The largest single structure of the Fleet is the Jikkal 
  Formas (Shovel of the Gods) naval Astatine processing 
  facility, just beyond the edge of the IN-3 system. 
  This facility is managed under contract by Smaw 
  Commercial. 
  Although there are numerous, well-defended caches of 
  Astatine across the Nest dedicated to the Imperial Fleet, 
  Jikkal Formas ensures that the supply pipeline to the 
  Fleet is never limited to just the stockpiles of Astatine 
  on hand. Given the potential shortage of Astatine in 
  the PanDominion, more broadly due to the loss of the 
  Lantern Nebula, there has been heavy debate in the 
  Council on Janssen regarding diverting Astatine from 
  these facilities to Armada.
  The importance of Jikkal Formas to the Imperial Fleet 
  means that entry and exit into IN-3 through the FIZ and 
  FEX points is tightly controlled. Only the most foolish 
  captain would even consider entering the system from 
  a point other than the FIZ.
  Arriving at IN-2
  Unlike IN-3, there is no Teraborg-dominated system 
  that separates the Wormgate on IN-2 from the PanDo-
  minion at large. This raises the natural anxiety levels 
  of most Teraborg, because theoretically the Janssen 
  Wormgate opens the Imperial Nest directly to other 
  (non-Teraborg) systems.
  When the PanDominion was establish, the three found-
  ing races (Human, Teraborg, and Soamata) agreed to 
  be bound by a set of rules and conventions that meant 
  that they had to maintain open borders (inspections 
  and quarantine notwithstanding). Whether by accident 
  or design, there exists within the charter of the PanDo-
  minion a clause that each species must ‘...ensure that 
  all reasonable efforts are made to maintain communi-
  cations and transport links...’
  At the time of signing the Charter that formed the 
  PanDominion, the Teraborg could not deny that they 
  had to maintain redundant links, at least to IN-2 
  and IN-3. Therefore, the Imperial Nest decreed that 
  although Wormgates would be operated on IN-2, the 
  power-generators that supplied them would be limited 
  to the capacity to operate a single wormgate (IN-1 or 
  Janssen) at any time. In this way, the risk to IN-1 was 
  minimized because there could never be Wormgates 
  simultaneously open between IN-1 and Janssen. IN-2 
  effectively became an ‘air gap’ in the Wormgate 
  network that kept IN-1 isolated.
  Furthermore, in an act that was diplomatically 
  provocative at the time, and still causes resentment 
  amongst other races, the couplings that were to 
  connect the Wormgates to the sole power-generator 
  were placed ten-kilometers apart, and only a single 
  power-conduit was installed to power both wormgates. 
  This means that it now has to be manually re-routed 
  each time one wormgate is shut down and another is 
  9
  
  Guide To The Imperial Nest
  activated. Every half-day, a labor force of a thousand 
  Teraborg and related drones disconnects one wormgate, 
  and carries the enormously heavy power cable ten 
  kilometers overland, past the power-generator, and 
  connects the alternate wormgate. This reconnection 
  takes over 2 hours and ensures that IN-1 is not only 
  ‘air gapped’ from the PanDominion, but it is also ‘time 
  gapped.’
  When this fact was realized it caused an uproar in 
  the newly established U.G.P., but the Teraborg defend-
  ed themselves well on legal grounds, which forced 
  the rest of the PanDominion to realize how strong the 
  cyber-saurians protective instincts are towards their 
  Nest.
  Edu-Hatch-1 
  The Airilite HatcherClan has the honor of preparing all 
  future generations of Teraborgs, from birth until their 
  first steps into the universe. IN-2 houses the single 
  largest Teraborg hatchery - or Yullandad -  known to the 
  PanDominion. Called Edu-Hatch-1, it is estimated that 
  30% or more of Teraborg are hatched in the complex of 
  underground tunnels, hygienically-controlled sand pits, 
  and towering temperature moderation spires.
  .
  Arriving at IN-1
  Arriving via one of the IN-1 Wormgates (from any 
  direction) is unlike arriving at any other Wormgate. 
  Instead of being situated on the planet of destination, 
  the IN-1 Wormgates are both situated on ‘Tyra,’ the 
  moon that orbits IN-1. The moon is tide-locked to the 
  planet, and the Wormgates open out onto the ‘far side’ 
  of the moon. Thus no unwanted object or device can 
  exit the Wormgates and be aimed directly at the planet!
  The buildings that house the Wormgates on Tyra act 
  as ‘cages:’ structures designed to contain anything 
  that emerges. Ground crew of Imperial Infantry search 
  all arrivals and tech-engineers scan for bio- and 
  nano-hazards. Not only is the military cordon tight, 
  but it is also closely monitored and any suspected 
  breaches immediately activate failsafes that cause the 
  power to both Wormgates to fail, and as a backup they 
  also configure the gates (should they still for some 
  reason continue operating) to dial down to the size of 
  a singularity.
  There have been security incidents (all ‘false-positives’ 
  to date) where this has led to the Wormgates closing 
  unexpectedly, with limbs being severed from travelers, 
  and several fatalities have also occurred. However, 
  none of these incidents have ever caused the Teraborg 
  to consider removing the failsafes; the protection of the 
  Imperial Nest comes above all else.
  Imperial analysts have also considered the idea 
  that the Wormgates could be used as weapons, by 
  deliberately triggering the failsafes. Subsequently, none 
  of the senior nobility (‘feathered’) Teraborg are allowed 
  to use the IN-1 Wormgates. When they travel outside 
  the system, which is rare, they must travel via starship, 
  usually protected by an entire Imperial Fleet Battle 
  Group.
  Teraborg Population Estimates
  Official PanDominion estimates place the figures 
  for Edu-Hatch-1 at 30%, although no one knows for 
  sure how many Teraborg are hatched ‘in the wild’ in 
  uncontrolled environments such as the Great Forest 
  of IN-1.  The PanDominion is also unaware of the full 
  extent of the Teraborg Imperial Nest, See page 18.
  10
  
  Guide To The Imperial Nest
  Going Planetside
  Travel from Tyra to the surface of IN-1 is conducted via 
  specialized shuttles that are dispatched and retrieved 
  from the defensive-matrix that encircles the planet. 
  None of the shuttles have any maneuvering capability, 
  and are launched/collected via short range haulers 
  that operate from the surface of Tyra and IN-1. Thus 
  the shuttles can never be used as ‘guided missiles.’
  The defensive-matrix also maintains constant sensor 
  lock on all starships within the system, which are 
  maintained using Quantum-locks, allowing the matrix to 
  launch volleys improved-HvMBs at a moment’s notice, 
  expected to overwhelm and destroy any suspect craft.
  Prior to any non-Teraborg starship being allowed to 
  land at Ground Zero (see below), they must first dock 
  with an ‘Aero-pilot’ vessel that will either harness the 
  starship and guide it in to land, or send a pilot aboard 
  who will take over the starship for the final approach.
  Cultural Inspection
  As part of the ‘piloting’ procedure, all shuttles and 
  starships also need to undergo a ‘cultural inspection.’ 
  This is entirely non-military in nature, and designed to 
  go over the arrivals (both starships and individuals) in 
  a detailed inspection for anything that might dilute or 
  distort ‘Teraborg culture.’ This includes anything from 
  unauthorized reproductions of members of the Imperial 
  line, to works of fact or fiction that portray protagonists 
  that fail to exhibit a discernible degree of honor. The 
  current PanDo best seller ‘NeoRonin,’ a retelling of 
  the story an honorless Samurai on ancient Earth, is 
  currently number one on the cultural inspectors hit-
  list.
  Ground Zero
  The only place that non-Teraborg are allowed to land 
  on the surface of IN-1 is the reinforced caldera of a 
  hollowed out volcano. The official name of this site 
  is ‘Ground Zero,’ because of the thousands of orbital 
  weapons that are constantly targeting it from the 
  defensive-matrix.
  The outer walls of Ground Zero are the natural, 
  craggy, basalt walls of the volcano that formed the 
  site. The inner walls are twenty yards (metres) thick, 
  chromium-coated ceramic, designed to internally 
  reflect and contain the orbital laser fire from above, 
  and any weapons discharged within. Inside the walls, 
  the inhabitants live in prefabricated buildings that 
  are constantly being replaced and removed (to be 
  destroyed by incineration). All of these pre-fab units 
  have clear, polycarb ceilings, ostensibly to enhance the 
  ability of Imperial Security to monitor the occupants. 
  The only areas offering any privacy are the bathroom 
  and toilet facilities, and the roofs immediately above 
  sleeping areas. Aside from this, the occupants need to 
  get used to living ‘inside a fishbowl.’
  There is only a single landing area, and no land-based 
  exit from Ground Zero. Indeed, non-Teraborgs have 
  never been permitted to exit the site except to return 
  to the Wormgates on Tyra.
  Within Ground Zero, the Sphere does not exist in any 
  form. News from the outside must be delivered by 
  physical courier. Even the Clan Support System does 
  not operate at Ground Zero; it is replaced by the best, 
  multi-spectrum, surveillance and behavior-prediction 
  software that the Teraborgs have been able to develop. 
  It is a security system that can literally detect when 
  (insufficiently trained) living beings are entering the 
  state of preparing to engage in a crime or any other 
  questionable behavior. Of course, the perpetrator 
  11
  
  Guide To The Imperial Nest
  must consider the act questionable for it to trigger 
  biological responses, and there are several categories 
  of sociopath and/or anti-social elements that will not 
  be spotted by the system.
  Wildcards are a constant threat to the accuracy of 
  the surveillance system monitoring Ground Zero
   
  Teraborg commercials and Ambassadors and Senators 
  are readily accessible outside of the Imperial Nest, so 
  the reasons for wanting to do business at Ground Zero 
  are very few and all involve getting closer access to 
  the Imperial line. That fact alone is enough for every 
  Teraborg on the planet to treat arrivals with a degree 
  of suspicion that would verge on hostility if not held in 
  check by fundamental protocols regarding the sanctity 
  of life in the PanDominion at large.
  While it has been know for Imperial Teraborgs to visit 
  Ground Zero to hear petitions and sometimes broker 
  sensitive deals, this is an infrequent occurrence, and it 
  leaves the occupants of Ground Zero (who do not leave 
  often, due to the lengthy time it takes to enter) with 
  substantial free and unmonitored time on their hands.
  Which can lead to substantial mischief.
  Aside from dealings with the Teraborg, Ground Zero 
  naturally lends itself to being safe, neutral territory 
  for potentially heated negotiations between parties that 
  have no interest in the Teraborg at all. In effect, it is 
  a galactic speak-easy, where the rules of the house 
  are maintained by the vigorous and impartial Imperial 
  Security forces. It is believed that it was never the 
  intention of the Teraborg to establish such an environ-
  ment, but it is how things have worked out.
  Outside technologies are banned from entering Ground 
  Zero, yet a great deal of information can be physically 
  carried in, including anything from trade secrets, to 
  patents, to strategic plans.
  Also, because of the enforced ‘peace’ at Ground Zero, it 
  is also a refuge for those who need protection - even 
  protection from the forces of the PanDominion itself. 
  Commercial and political spies can and do seek refuge 
  here, and due to its isolation from the Sphere and it’s 
  Minds, many believe that not even the unstoppable 
  Intervention agency could infiltrate weapons into the 
  place.
  A View of the Imperial Nest
  There is a single viewing platform at Ground Zero, 
  known locally as ‘the edge of the world,’ which offers 
  a view of the Nest. Although most visitors spend some 
  time at the platform at least once in their stay, most 
  of the time it is unoccupied (but heavily monitored). 
  Those who use the platform are able to see an enor-
  mous, semi-translucent, hemispherical dome, larger 
  than the tallest mountains of old Earth, that rises out 
  of a primordial jungle which looks totally undisturbed.
  In fact, the jungle literally bustles with native Teraborg, 
  all engaged in tests of honor, and who act as a natural 
  safeguard of the land between the Nest and Ground 
  Zero. Even the jungle itself is a natural defensive 
  structure, due to the fact that it is infested with geno-
  modified, killer plants, and voracious insects that can 
  bite through steel!
  The skin of the Nest is covered with sensor and weapon 
  towers that themselves constitute massive skyscrap-
  ers, which glitter in the bright sun that bathes the 
  planet. Starships occasionally enter the Nest, and the 
  sky directly above can be so full of Imperial security 
  vessels as to shade the Nest from the midday sun, and 
  blot out the stars above it at night.
  12
  
  Guide To The Imperial Nest
  The Nest is considered one of the ‘wonders of the 
  universe,’ and a chance to gaze upon it, even once in 
  a lifetime and from a distance, is not to be passed up.
  Leaving the Nest
  Leaving IN-1
  Visitors who have passed the bureaucratic and security 
  gauntlets that the Imperial Nest has thrown up will find 
  it surprisingly easy to catch a shuttle back to Tyra, 
  and (as soon as it is open) hop a wormgate back to 
  IN-2 or IN-3.
  The reason for this is pretty simple; any discovery that 
  a departing person or persons have conducted illegal 
  or improper activities is also proof that the Imperial 
  Security forces have been out-maneuvered and out-
  witted. And no good can come of this. To the Teraborg, 
  it is completely acceptable to invade a travelers 
  privacy if it will prevent them from doing anything 
  improper in the Nest, but once a breach of security 
  is committed there simply is no interest in making 
  public the weaknesses of the Imperial Nest… what is 
  done is considered done, and it cannot be retracted. 
  Subsequently, there is no reason to search departing 
  visitors from IN-1 for proof that the Imperial Nest has 
  been breached.
  Leaving IN-2
  Leaving IN-2 is not as simple as leaving IN-1. First, 
  the departing traveler must wait for the power to the 
  Janssen wormgate to be connected, which by design 
  will take anywhere from 2 to 14 hours! Secondly, during 
  this delay the Imperial Security forces deploy countless 
  numbers of ‘intelligence gatherers’ to engage the 
  departing traveler and use social-engineering attacks 
  to determine if they are worth investigating, or pulling 
  in for questioning. Literally anyone a departing traveler 
  talks to could be an Imperial Security spy - from the 
  customs officer, to the sweet-meats vendor in the 
  transit lounge, to fellow travelers.
  Any suspicious or evasive answers can lead to 
  official questioning, and although there is always a 
  ‘presumption of innocence,’ the fact is that the socially 
  inept (of which wildcards make up sizable numbers) 
  will be more prone to official inquiry than others. 
  However, unless there is solid evidence of wrongdoing, 
  rarely is a traveler held for questioning for longer than 
  24 hours.
  Leaving IN-3
  Leaving IN-3 is not as difficult as leaving IN-2. There 
  is little in the way of social ‘attacks’ on travelers; the 
  bulk of checks performed are technical and involve 
  direct inspection. Thus it can be harder to sneak goods 
  out of the Imperial Nest via IN-3, but easier to sneak 
  people out.
  Upon arrival in Tsarox from IN-3, a traveler is once 
  again back on a ‘normal’ PanDominion planet in terms 
  of monitoring and assistance from the Sphere. However, 
  Tsarox does have a majority population of Teraborg 
  citizens with strong loyalties to the Nest, so celebrating 
  narrow escapes or trying to on-sell Teraborg technology 
  on Tsarox is still fraught with its own dangers!
  13
  
  Teraborg Culture
  Teraborg Society
  Teraborg society is highly structured and regimented. 
  Every Teraborg has a place and every Teraborg knows 
  the role they play in society.
  Teraborgs’ social conditioning begins from the moment 
  they are hatched within the Yullanad, which are giant, 
  communal incubators.  Female Teraborg place their 
  fertilized eggs into a Yullandad after completion of 
  ritualized mating. (Indeed, the female’s process of 
  ‘winning’ the right to have eggs fertilized by the ‘best’ 
  Teraborg males is worthy of an academic tome in its 
  own right.)  At the time of fertilization and placement 
  into a Yullanad, a formal record is made of the parents.
  The eggs are carefully cared for during the 6 months 
  it takes for them to mature into hatchlings. During this 
  time they may be visited by their registered parents, as 
  well as authorized family and friends. 
  Registered parents try to ensure that they are at the 
  hatching of the eggs and may even spend time helping 
  the Airlite nurses to orient and feed their hatchlings for 
  at least the first few days.
  After the first two or three weeks familial oversight of the 
  rearing process often becomes remote, with registered 
  parents remotely-viewing and communicating with 
  their hatchlings via the Clan Support System, while 
  the Airilites nurses fulfill the function of engaging in 
  physical contact and nurturing.
  All Teraborg retain a fondness for their hatchery, and 
  often remain in contact with their nurse for the rest 
  of their lives. The ‘birth day’ of a Teraborg is marked 
  by honor-gifts not only to the parents, but also to the 
  Airilite nurses who nurtured them.
  Education is universal and largely self-paced. Even 
  while still in their pre-cybernetic stage, Teraborg 
  infants choose their own learning regimes, often swap-
  ping between different clan mentoring crèches, until 
  they find focus. By the age of three years (sol), most 
  Teraborg infants have already selected the clan they 
  wish to join.  By the age of seven, Teraborg children will 
  have specialized cybernetics required for their ongoing 
  learning and duties within their chosen clan.
  Moving up through Teraborg society, or moving laterally 
  into different roles, is a highly-competitive process.  
  For the average Teraborg, education is a never-ending 
  process. Teraborg exams are both theoretical and 
  practical in equal measure, and always tied to the 
  demands of the clans.  
  Teraborgs in positions of influence or respect will often 
  mentor a number of ‘understudies.’ All of the clans 
  have a formal, millennia-old educational practices 
  and ranks. So even while the content of education 
  is constantly evolving as Teraborg science marches 
  on, the educational frameworks for advancing within 
  Teraborg society have not changed in thousands of 
  years.
  Interestingly, Teraborg see no shame in failing an exam 
  or not gaining a new ranking. All Teraborg consider 
  Teraborg Culture
  14
  
  Teraborg Culture
  themselves the peak of evolutionary development, 
  and each has their role to fill. Failure is therefore not 
  a matter of ‘self worth,’ but rather a reinforcement 
  of their mastery of their current evolutionary niche.   
  Humans have a very difficult time understanding the 
  paradox of the Teraborg’s hyper-competitive nature, 
  yet their ability to divorce any sense of ‘personal 
  meaning’ from the competition. 
  Greetings
  Teraborg greetings are many and varied, and convey 
  a great deal more information compared to Human 
  customs. While Teraborg give visitors a great deal of 
  leeway when it comes to cultural misunderstandings, 
  choosing the right greeting goes a long way to setting 
  up cordial relations.
   
  f Between non-acquaintances, where seniority 
  is unknown: A short head nod, eyes continually 
  meeting the gaze of the other. Hands by side with 
  claws withdrawn. The shorter/weaker of the two 
  should speak their name and social/positional 
  data first as follows: “I am Samus Fillows, Director 
  Third-Class, representing the Trading Interests of 
  St.Cloud.”  The taller of the two then repeats the 
  actions and responds in kind. Note: it is consid-
  ered rude to look up a being’s social status on the 
  Sphere - even though it is a common practice. 
  If you do look up a Teraborg’s details prior to 
  the first meeting and there has been no formal 
  introduction, use the form of address to avoid an 
  unintended insult.
   
  f Between 
  non-acquaintances, 
  where 
  social 
  seniority is known: The superior will greet the 
  other with a short head nod, eyes fixed on the 
  face of the other and state the other’s name.  The 
  other will keep their head bowed and state the 
  superior’s name. No social/positional data should 
  be uttered unless the speaker’s social position 
  has changed since the previous engagement. 
   
  f Between acquaintances, formal, non-friendship 
  and non-combative: The socially-superior will 
  wait for the inferior to meet their gaze, then 
  nod. At this point the inferior may address the 
  superior.  However, if the superior has a request, 
  they may address the inferior by name, then open 
  conversation.
   
  f Between acquaintances, formal, non-friendship 
  and combative: The socially superior (or both if 
  this is in question) stand with the left claw/hand 
  held behind their back, nod to the other and then 
  state, the greeting in the form “Samus Fillows, I 
  see you!” It is not uncommon for both parties to 
  speak at the same time.
   
  f Between 
  acquaintances, 
  formal, 
  friendship 
  and non-combative, non-clan affiliated: Both 
  parties will ‘bob’ their head and shoulders, and 
  (if possible) clap their hands once. Both parties 
  should call out the others name in the form: “Well 
  met, Samus Fillows! Have you fed?”
   
  f Between acquaintances, formal, friendship and 
  non-combative, clan affiliated:  Both parties 
  ignore each other until the superior taps the other 
  on the elbow and says, “Samus Fillows! I am glad 
  you exist here, in this time.”
   
  f Between acquaintances, informal, friendship: Both 
  parties take a mild combat stance and call out 
  each other’s names. 
  15
  
  Teraborg Culture
  Observances
  T
  he Teraborg have a vast historical lineage, with 
  records going back more than 6,000 years to 
  the Pre-Dawn of the Empire. Teraborg customs 
  are rich, complex and give meaning to existence. 
  As you travel through the Nest, you will note that 
  Teraborg Society obey a myriad of observances. Visitors 
  may join in, and in some cases will be expected to join 
  in. Here are some of the rituals you may encounter, or 
  wish to seek out.
  Huu Skol Pasl 
  (Waking Hour Sun)
  The circadian rhythm of Teraborg naturally awakens 
  them some 90-120 minutes prior to sunrise - the 
  perfect time for hunting nocturnal mammals. In 
  modern Teraborg culture, hunting has been (mostly) 
  replaced with a regime of morning exercises and 
  socialization. As the sun rises, the majority of Teraborg 
  will give thanks for their bounty, and then feast upon 
  a sizable, communal breakfast. Such breakfasts are 
  freely provided everywhere: in hotels, streets, orbitals, 
  small villages, etc. The breakfasts feature slow-roasted 
  meats, often prepared over several days. (The smell 
  of slow roasting meats is a constant background of 
  many Teraborg settlements.)  These breakfast feasts 
  are considered a reinforcement of the Imperial Social 
  Contract, whereby the Matriarch sustains her people, 
  as they sustain the Empire.  Travelers are encouraged 
  to join daily the feast, and in less-cosmicpolitican 
  locals of the Nest, refusing to partake is considered 
  bad manners (at best) or an insult to the Matriarch (at 
  worst)!  The Huu Skol Pasl is one reason why Teraborg 
  do not eat throughout the day, and only have minor 
  sustenance at dusk.
  Moot Wash
  (Maintenance Meditation)
  Teraborg have many minor rituals regarding their 
  cybernetics. A daily ritual for many (not all) is the Moot 
  Wash. At least once a day, a cybernetically-enhanced 
  Teraborg (and that is almost all of them) will set time 
  aside to ‘close down’ for a full battery of diagnostic 
  tests, both cybernetic and biological. During this time 
  (which ranges from 3 to 15 minutes, depending upon the 
  extent of cybernetic augmentation) the Teraborg will be 
  unresponsive - quietly reciting the Moot Wash as a way 
  to signify to others they are not be to disturbed. 
  Lanmas Kansol 
  (The Oneness, or Joining of Mind Through Machine) 
  This ritual is limited to beings with implanted AIs and 
  synthetic lifeforms. It is considered the strongest pledge 
  of friendship that any two beings can have. The ritual 
  involves the merging of two being’s mental schemas 
  via their AIs, creating an blended intelligence for a 
  few seconds. However, those few second are enough: 
  all memories, pleasures, fears, and secrets merge, 
  and all sense of self is nullified, yet amplified. Upon 
  disconnecting the union, the two beings retain trace 
  memories and personalities engrams from the other, 
  giving each an almost precognitive knowledge of the 
  other’s actions. While not strictly limited to Teraborg, 
  the rituals and careful planning needed for a successful 
  Minor Hindrance 
  Moot Wash Ritual
  Minor Hindrance: If a Teraborg’s Moot Wash is 
  interrupted they will be (a) rather grumpy about it, 
  and (b) suffer a -2 for any actions that involve their 
  cybernetic edges.
  16
  
  Teraborg Culture
  merger and decoupling of minds are generally only 
  available via an accredited, high-ranking Teraborg 
  CyberTechnician of the Airilites HatcherClan. 
  Ksjas Grell Nom
  (Barter of Promises)
  Teraborg are just as sly and devious as any other 
  PanDominion species. However, if a Ksjas Grell Nom 
  in enacted, two beings exchange counter offers until 
  a set of mutual promises are agreed upon. These 
  promises are logged with the Grell Nom, which is 
  roughly analogous to a Terrain court. If either party 
  breaks a promise without the permission of the other 
  party, then their life belongs to the other. In past eons, 
  this involved ritual suicide. In these more enlightened 
  times, it generally involves voluntary servitude to the 
  other being. The agreement of a Ksjas Grell Nom may 
  only be terminated by the fulfillment of both parties’ 
  promises, or by the agreement of both.  Unlike ‘contract 
  law,’ a human-derived concept that exists within the 
  PanDominion legal system, the Ksjas Grell Nom is not 
  subject to legal wrangling. A Teraborg would never 
  betray the sanctity of the Ksjas Grell Nom by engaging 
  in wordplay or trickery, and if any being that attempted 
  to do this could find themselves challenged to the 
  Wishnoa.
  Ksjas Terashao 
  (Clan Bonding Ritual)
  Each Teraborg clan has a ritual of initiation. While these 
  vary greatly, they all involve a Ksjas (promise/agree-
  ment) to serve Teraborg society through the specific 
  activities and practices of the clan. It is important to 
  note that the promise is not to the clan itself - but to 
  Teraborg society and the Matriarch.  After Ksjas are 
  given, the ceremonies often involve digital uploads, 
  cybernetic retrofits and other activities to provide the 
  initiate with the essentials they will need to perform 
  their duties within the clan.  While rare, it IS possible 
  for a non-Teraborg to be accepted into a clan via the 
  Ksjas Terashao.
  Wishnoa
  (Final Determination)
  While rare, Teraborg maintain the right of the Wishnoa.  
  In short, the Wishnoa resolves a disagreement by a 
  fight to the death - or at least to the incapacitated. 
  The Wishnoa is a holdover custom from pre-Imperial 
  times and is considered a last resort. Even though a 
  victor of a Wishnoa is said to be in-the-right for the 
  disagreement, culturally they may lose respect as 
  an intellectual. For Teraborg, intelligence is just as 
  important as brute strength.
  Jal Faarl 
  (Meditation to Temper the Hunt Lust)
  For Teraborg, hunting is more than just a pastime - it 
  is a continual, deep urge. Much like humans’ sexual 
  desire, A Teraborg’s mind often wanders towards 
  tactics, looking for opportunities to ambush, and - if 
  the truth be known - cause bloodshed.  
  Although Teraborg have also applied genetic 
  conditioning to their own species, and have largely 
  controlled this primitive urge for bloodletting, it is 
  Edge 
  Common Bond
  The Lanmas Kansol is represented by the Common 
  Bond edge.
  17
  
  Teraborg Culture
  not uncommon for Teraborg wildcards to struggle to 
  control of their primitive, predatory nature. 
  Teraborg society recognizes this primal instinct is 
  almost overwhelming for some, and understands the 
  needs for restraint and focus, while also appreciating 
  the need to let the desire be realized in a controlled 
  and healthy manner. The Jal Faarl is a meditation ritual 
  to allow Teraborg wildcards to engage their predatory 
  nature through ‘a guided daydream.’  
  To external observers, a Teraborg practicing the Jal 
  Faarl will look to be napping. The practitioner of the Jal 
  Faarl will drape itself over a rest-log and close their 
  eyes.  Their claws may extend and their legs twitch 
  as they enter the meditative state, running through an 
  imaginary hunt to satiate their mind’s deepest desire. 
  Many members of the Jal MilitaraClan practice this 
  form of meditation. It is never a good idea to disturb a 
  Teraborg practicing the Jal Faarl...
  Behind the Iron Cloud
  The Teraborg Empire predates the Pandominion by 
  at least 10 millenia. Historical records show that the 
  structure of Empire remains largely unchanged since 
  inception. It is headed by a feudal Empress, directly 
  descended from the Royal genetic line. The clan 
  structure has remained functionally intact over the 
  millennia. Civil and commercial laws have altered only 
  to encompass new technologies, but the base principles 
  remain consistent. In short, one could be forgiven for 
  thinking that the Teraborg Empire has stagnated.  Yet 
  it is this very legal and political consistency that has 
  provided the foundation for the Teraborg’s impressive 
  gains in science and engineering. 
  Teraborg are spread wide and far throughout the 
  Sagittarius Arm of the Pandominion. Though individual 
  Teraborg colonies are not always populous - 
  sometimes with fewer than several thousand colonists 
  - their influence is always significant due to their 
  highly efficient agriculture, industry, and technological 
  prowess. 
  It is well known that the bulk of Teraborg citizens live 
  within the densely-populated Imperial Nest, in the 
  Carina Nebula. However, unlike most other sectors 
  within the Pandominion, The Imperial Nest maintains its 
  own government and legal structures. In theory, both 
  the Pandominion laws and Imperial laws apply through-
  out the Nest. In practice, the Empire has jurisdiction.
  The Imperial Nest is semi-restricted territory. Travel by 
  non-Teraborg, even other PanDo citizens, is limited to 
  designated areas around Tsarox, N1, N2 and N3.  
  Many Pandominion scholars attribute such restrictions 
  to the Teraborgs’ renowned resistance to change. The 
  legislation governing free movement within the Nest 
  predates the formation of the Pandominion by millenia.  
  Minor Hindrance Jal Faarl
  The character must engage in 30 min of Jiasu Faarl 
  each day. Failure to do so results in them receiving -2 
  charisma through compulsively aggressive, grumpy 
  behavior, until such a time as they can meditate.
  18
  
  Teraborg Culture
  TOP SECRET: Intervention Dossier #MAC9181-SPA
  Teraborg Imperial Nest Sector Map (Planar Projection)
  19
  
  Teraborg Culture
  20
  N1: Seat of the Imperial Nest
  N3: Gateway to the UGP
  N2: Teraborg Fleet Yards
  Tsarox: Gateway to Teraborg Space and beyond
  Teraborg Primary Worlds
  
  Teraborg Culture
  However, there is another reason the Teraborg restrict 
  access to the Imperial Nest - they have never revealed 
  the true size of the Empire to their fellow Pandominion 
  Members.
  Most people assume that the Teraborg have just 
  four, well-known, primary systems supported by 
  Wormgates, and perhaps twenty or thirty other 
  systems in surrounding space.  In reality, the Teraborg 
  have 134 densely-populated worlds hidden within the 
  Carina Nebula, and thousands of other space habitats, 
  including super-orbitals around the resource-rich, gas 
  giants of the Nebula. These hidden worlds are not 
  connected by Wormgates, and all employ planet-scale 
  stealth tech that limits their energy signatures. This is 
  not technology the Teraborg share.
  This civilization-wide ruse is typical of the Teraborg 
  mindset: keep strength hidden and use it only when 
  needed.
  The ultimate seat of Teraborg power rests in the 
  claws of hereditary Empress - which many Teraborg 
  call Ahsua Shee (roughly translated to The Divine 
  Matriarch). The Teraborg Clans have a large degree 
  of autonomy, though their leaders report to, and take 
  advice from, the Empress. 
  The announcement of the Empress S’kisia’s abdication, 
  after centuries of rule over the Empire, has been met 
  with shock. Though it is not unheard of for an Empress 
  to abdicate, it is considered a foreshadowing of ill 
  tidings, even among the most rational of Teraborgs.  
  The upshot of her unprecedented public announce-
  ment is that the Teraborg Empire is on edge. Not only 
  is there confusion over who will take the Empress’ 
  place, but there is a growing belief, throughout higher 
  echelons of Teraborg society, that a dual-front war 
  with the Strozi and the Nuclarine is inevitable… and that 
  the Pandominion is woefully under-prepared.
  It is therefore no surprise that Teraborg wildcards are 
  volunteering their services to the Imperial Nest en 
  mass.  The Jal MilitaraClan is undergoing a surge in 
  recruiting the likes of which have not been seen in 
  thousands of years.
  The Teraborg Clans
  Niajs AgriClan
  The AgriClan is one of the largest and most influential 
  clans in Teraborg society. It’s effectively ‘owns’ all 
  Teraborg lands and has the final say on how land will 
  be used. Agriculture and hunting grounds are the most 
  obvious of the AgriClan’s holdings, but the clan also 
  dictates colonial expansion, mining, and economic 
  policy. 
  The AgriClan is currently led by a cabal of 37 
  Primaries, each of which represent the development 
  of particular resources. Each Primary has almost total 
  discretion for the development of their resource base. 
  In many ways, the Primaries resemble Directors of 
  human-run businesses. Most represent their interests 
  as Commercials within the Pandominion - though the 
  majority of their time is dedicated to their managing 
  their monopolistic and altruistic role within the Teraborg 
  Imperial Nest. 
  Along with the ArtifiClan and MilitaraClan, the AgriClan 
  attracts a disproportionate number of Teraborg 
  wildcards. Such wildcards are drawn to the clan’s 
  exploration activities, and many earn command of 
  Teraborg’s First Contact scout ships, either formally 
  seconded to the Pandominion’s First Contact Agency 
  21
  
  Teraborg Culture
  or directly on the behest of the AgriClan.
  Airilites HatcherClan
  While the smallest of all the clans in terms of members, 
  the HatcherClan holds a position of almost-reverential 
  respect in Teraborg society. The clan is directly run 
  by the Matriach - all the other clans report to her.  
  It is also the most conservative clan, with very few 
  Teraborg moving from it once they settled on it’s path.
  Very few HatcherClan members leave their monolithic 
  Airilites Temples, which are part hatchery, part hyper-
  tech medical facility. Instead, the members rely on 
  other Clans and volunteers to bring them whatever 
  they need.
  There are two exceptions to the above rule: the 
  establishment of a new Temple and the rare Airilite 
  Ahshal Jenshu (Errant Airilite Templars).
  When a new Airilite Temple has been built by the 
  ArtifiClan, a contingent from a well-established 
  Temple will be appointed directly by the Matriacrch to 
  travel and take command of the new hatchery temple. 
  Such events are treated with much ceremony, often 
  with full military escort and lavish donations from the 
  other Clans.
  An Airilite Ahshal Jenshu is a battlefield medical 
  practitioner, but over the eons without any significant 
  warfare, the role has become largely ceremonial. 
  However, with the growing threats of the Nuclarine 
  and  Strozi, the role has regained relevance and the 
  HatcherClan is rebuilding it’s ranks of Ahshal Jenshu.  
  This vocation is one of the few roles within the 
  HatcherClan to which wildcards are drawn.
  Una DiplomClan
  Humans, and even Soamtas often mistaken the Una 
  DiplomClan for being the ‘ruling class’ of Teraborg 
  society. In reality, they are more a combination of a 
  historical society and press arm of the Imperial Court.  
  While the DiplomClan studiously avoid shaping Imperial 
  policy, they are called upon to adjudicate on matters 
  of tradition and record (a role similar to human judges 
  of old).
  The bulk of DiplomClan members are scholars, and like 
  their Soamata counterparts, many research with other 
  species and cultures. Other are involved in the heady 
  matters of philosophy and ‘alternative consciousness’ 
  (modeling new forms of AI). 
  It is not uncommon to see wildcard DiplomClan 
  scholars outside of the Nest. Of late, there has been 
  a rush of such scholars into the Fringeworlds, and 
  Galatrimus in particular.
  Other DiplomClan members act as the representatives 
  of the Imperial Court, negotiating on its behalf. In 
  reality, the bulk of these diplomatic roles are little 
  more than spokesbeing or propogandists – which is 
  not considered a negative role in Teraborg society, as it 
  only serves to strengthen the bonds of culture.
  22
  
  Teraborg Culture
  23
  
  Teraborg Culture
  Maisjal ArtifiClan
  The Maisjal ArtifiClan lead all research, development 
  and artistic endeavors in Teraborg society. Teraborg  
  do not differentiate between pure and applied research, 
  nor artistry. To the Teraborg world-view, all are the 
  application of intellectual curiosity, and intellectual 
  curiosity is a hallmark of any evolutionarily-advanced 
  species. 
  The Teraborg aesthetic blends cutting-edge science 
  and engineering in equal measure. Much Teraborg 
  art is equal parts motive and emotive.  And all 
  Teraborg products – from cityscapes to microscopic 
  neuralnodes – reflect the Teraborg’s preference for 
  natural minimalism. Surprisingly, Teraborgs also enjoy 
  Humanity’s haphazard approach to the creative arts, 
  seeing it as perpetually fresh and surprising… though 
  obviously not as refined as Teraborg aesthetics.
  Wildcard ArticiClan members may be radical scientists, 
  wandering artists seeking inspiration from the greater 
  universe, battlefield engineers engaged with Force or 
  Armada, or even ‘mercenary constructors.’
  Jal MilitaraClan
  When most humans imagine a Teraborg, what they 
  see in their mind’s eye is a Jal MilitaraClan warrior. 
  Just the thought of an apex predator, bristling with 
  weapon systems and encased in stealth armor, sets 
  a human’s mind racing!  In reality, the MilitaraClan is 
  one of the small clans, and only the smallest fraction 
  of Humanity would ever get to see a Teraborg Jal 
  (warrior) in the flesh!
  However, what the MilitaraClan lacks in numbers, they 
  make up for in effectiveness.  Trained for years, and 
  enhanced to fill a wide range roles,  Jal’s are unarguably 
  the most dangerous soldiers in the Pandominion.  All 
  Jal are trained as hunters and infiltrators, and many 
  opt for life-long roles as Scouts within Field. Others Jal 
  favor the brutal cunning of battlefield mech, meshing 
  themselves in AI-augmented ‘war-suits’ that pack 
  devastating firepower. 
  The MilitaraClan has remained tiny when compared 
  to the other clans for the simple reason that there 
  has been little need for it since the formation of the 
  Empire. However, during times of turmoil and external 
  threat, the MilitaraClan grows quickly to counter any 
  risks. During these times, the MilitaraClan sees a 
  natural influx of member from other clans, resulting in 
  not only more ‘claws on the ground’ but also a vastly 
  expanded skill base. 
  Such an expansion is underway right now. 
  The threat posed by the mysterious Strozi and aggres-
  sive Nuclarine are becoming well known. Many Ter-
  aborg wildcards are postponing their own interests and 
  doing their duty to serve the Matriach by switching to 
  the MilitaraClan.
  24
  
  Teraborg Culture
  25
  
  Teraborg Gear
  ClaSS ‘Neo2’ HUD
   
  f Rank:  
  Seasoned
   
  f Wt:  
  1
  The Neo2 is a civilian-grade helmet with an augmented-
  reality HUD, specifically tailored to the Teraborg 
  spectrum of senses, that can overlay information from 
  the ClaSS or the Sphere to assist in the performance 
  of tasks.
  While within reach of the ClaSS, any Teraborg wearing 
  the HUD will receive a +2 to rolls with cybernetically 
  connected systems, and electronic information 
  retrieval, and all Knowledge(computer) rolls.
  While beyond the ClaSS but within the Spare, this 
  bonus is reduced to +1, due to the difference in the 
  data interfaces.
  Imperial Security A/M Carbine
   
  f Rank:  
  Seasoned
   
  f Range: 
  10/20/40
   
  f Dm:  
  2d6+4
   
  f RoF: 
  1
   
  f Wt: 
  5
   
  f Shots: 
  12
   
  f Min Str: 
  -
   
  f Notes: 
  Accurate, Reliable, Heavy Weapon
  The A/M Carbine is a short-range, electro-kinetic 
  sidearm that is easy to operate, reliable, and packs 
  an impressive kinetic punch. It is the standard issue 
  weapon to all Imperial Security within the Nest. It is 
  illegal for the weapon to be sold to non-Teraborg, 
  and the return of lost weapons to Imperial Security is 
  highly rewarded - a transfer of 25 CPUBits per weapon.
  Glory Feathers
  When a member of the Teraborg Imperial Family 
  passes away, a single feather is bound using an 
  electrum cap, and the feathery material is coated in 
  a preservative. In this state the feather can last for 
  a millennia, and becomes a valuable treasure in the 
  eyes of the Teraborg. Rarely traded, the Glory Feathers 
  have sold for several thousand CPUBits at auction, 
  and the more important the source the more valuable 
  the feather. It is estimated that when the feather of 
  the current Empress is capped it will have a starting 
  market value of ten-thousand CPUBits. For a feather 
  to be officially auctioned the seller must also be the 
  current registered owner according to the register of 
  ownership stored in the ClaSS. Feathers can still be 
  traded on the black market, but usually for less than 
  half their normal value.
  When a Glory Feather is worn/displayed by its registered 
  owner, they gain +2 in all commercial negotiations with 
  Teraborgs, and their effective rank for the acquisition 
  of personal items is increased by +1 while they are on 
  an Imperial Nest planet. They will also draw a lot of 
  attention and be mobbed by adoring Teraborgs who all 
  want to touch the feather for good luck!
  Honorings
  When a Teraborg accomplishes a great deed that is 
  recorded in the ClaSS, it is accepted that they will 
  commission an artisan to craft an item of jewelery to 
  commemorate the event. Usually, this is an arm, wrist, 
  or neck band made of precious metal, engraved with 
  the name of the event and the person(s) involved, and 
  the serial-number of the even as record in the ClaSS. 
  There can only ever be a single Honoring for each 
  Teraborg Gear
  26
  
  Teraborg Gear
  event, and the design and name of the artist is also 
  logged under the details of the event.
  The most valuable Honoring on record is the ‘Noo’sak 
  Maneuver,’ named after tactical starship maneuver that 
  defeated a Nuclarine ambush of an Imperial Family 
  transport en-route to Janssen, just over a decade ago.
  When an Honoring is worn/displayed by its registered 
  owner, they gain +2 in all social interactions with 
  Teraborgs.
  Trial Kits
   
  f Rank: 
  Novice
   
  f Wt: 
  4
  These kits are sturdy, utility belts with pouches and 
  containers for a collection of tools, medical supplies 
  and pharma products that are optimized for jungle 
  survival. Most often they might be worn by junior 
  Teraborg undergoing their first several tests of honor.
  Trial Kits provide +2 to Survival rolls within jungle 
  type environments. When worn by a Teraborg they 
  also impose a -2 penalty on all social interactions 
  with other Teraborg, because they symbolize that the 
  wearer considers themselves weak and a novice and 
  is not yet fully mature. Non-Teraborg can wear them 
  without the penalty.
  27
  
  Plot Hooks
  Playing Tag
  A simple game of ‘tag’ may seem like a fun game for 
  children to play, until you see the way that Teraborg 
  play it!
  For the Teraborg a good game of Tag follows these 
  laws-of-the-game:
   
  f No attempts to kill, or allow your opponent to be 
  killed are allowed.
   
  f Tag must be played in a potentially hazardous 
  environment. Areas such as the Great Forest of 
  IN-1, or the vast ‘toxic wilderness’ of Earth, are all 
  suitable options.
   
  f The first player has a three minute head start.
   
  f No technology can be brought into the game (Trial 
  Kits for novices are the exception).
   
  f The winner is the first player to pin the second 
  player, even if it is momentary. Pinning a sleeping 
  opponent is an easy way to win.
  In terms of Savage Worlds rules, Tag is an extended 
  competitive Task using one of several competing 
  skills, where the first player to accumulate 5 points is 
  determined the winner. Players draw initiative to decide 
  who goes first each round.
   
  f If the first player elects to use their Fighting skill, 
  the second player can counter with Fighting or 
  Stealth.
   
  f If the first player elects to use their Stealth skill, 
  the second player can counter with Stealth or 
  Survival.
   
  f If the first player elects to use their Survival skill, 
  the second player can counter with Survival or 
  Fighting.
   
  f Each player rolls for their respective skill, and 
  each success provides a single point towards 
  winning the task. The first player to accumulate 
  5 points is the winner. If two players both reach 
  5 points in the same round, then the points from 
  that round are discarded and the game continues.
   
  f Receiving outside assistance is considered 
  unacceptable, and a grounds for lodging a formal 
  complaint that must be adjudicated by the ClaSS 
  or a ‘cultural inspector.’
  Cultural Repatriation
  A valuable Glory Feather has been claimed to have 
  been stolen from its rightful, registered owner, while 
  visiting Ground Zero. No record of either a theft or 
  sale of the item was recorded on any system, and the 
  current possessor of the Feather is claiming that they 
  Plot Hooks
  28
  
  Plot Hooks
  acquired the Feather through an honest exchange.
  The  Feather has now left Teraborg space, and the 
  registered owner is seeking out the heroes to redress 
  the situation.
  However, the Glory Feather was stolen by a wildcard 
  who is also the head of a small but resourceful 
  Commercial, and they will stoop to any means to 
  protect their ill-gotten prize!
  The Noo’sak Maneuver, Part II
  A lesser member of the Imperial bloodline is traveling 
  between systems on important diplomatic negotiations, 
  when their cruiser is attacked by a Nuclarine starship. 
  The heroes pick up the Imperial distress signal.
  However, the Nuclarine are not after a diplomatic 
  hostage, they are after the plans to a new Spinal Lance 
  system that the diplomatic mission is carrying. If they 
  can move adjacent to the Imperial cruiser they will 
  ram it, and board the vessel using several Nuclaroid 
  forms that search the vessel and kill any witnesses 
  they encounter!
  Spy Hunt
  Imperial Security on Tsarox have been embarrassed by 
  a spy that has managed to elude their ground-based 
  troops, and who appears to be attempting to reach the 
  northern Supernode of the Sphere that is currently shut 
  down for maintenance between the winter seasons.
  In their desperation they seek out help from several 
  sources of wildcards (the Merc List, Intervention, and 
  even solo contractors) to locate and stop the spy.
  However, the spy turns out to be a Strozi agent, who 
  has been offering competing wildcards alien nano-tech 
  that amplifies their natural abilities, at the expense of 
  making them forever dependent upon taking continual 
  doses of the Strozi nanite drug (as well as slowly going 
  more and more insane!). Now the heroes not only have 
  to find the spy, but also the traitors that are helping 
  them.
  The Lost Egg
  A rogue Teraborg from the Airiltes HatcherClan has 
  stolen an Imperial egg from the Tsarox Ambassador 
  to the U.G.P., who laid the egg at a small hatchery on 
  Janssen during the course of serving their diplomatic 
  duties.
  The matriarch of the Janssen Edu-Hatch Set has 
  sought wildcard assistance to deal with the rogue 
  Teraborg, which involves a hunt in the ‘concrete jungles’ 
  of Janssen.
  An Imperial Security agent is assigned to ‘assist’ the 
  heroes, however, the fact that they are honor-bound 
  and unwilling to turn a blind eye to any laws being 
  broken to get the job done eventually makes them a 
  greater threat to the mission that the thief themselves!
  The end-game for the HatcherClan nurse is to make 
  contact with a human agent on Galatrimis, who is 
  acting as an agent for one of the Nuclarine.
  Game of Honor
  A Teraborg player-character is challenged by another 
  of its clan to an arbitrary game-of-honor, as a means 
  of increasing their personal status. The test involves 
  29
  
  Plot Hooks
  defeating the opponent in a game similar to Go… where 
  each move has a short time-clock of 3 seconds per 
  round, and each opponent is allowed to physically 
  attack the other with claws, and even steal and run 
  away with the game board (in fact there are no formal 
  rules, except regarding non-lethality of attacks between 
  players, and a pre-agreement on the weapons/armor 
  that can be used).
  The game is an Extended Task. Each round includes 
  an exchange of physical combat. If a player does not 
  suffer damage that round then they can attempt a 
  Gambling roll, and for each success they gain 1 point. 
  The first player to reach five points wins the game.
  If the game is of significant duration, or intensity, or 
  ingenuity, then the winner of the game may record 
  the score in the ClaSS (the next time they are in the 
  Imperial Nest), and commission an Honoring to mark 
  the battle.
  Mount Gloom Night-hunt
  It is the night that the Deathbeetles of Gloombridge 
  crawl out of the cliffs of the magnificent Mount Gloom, 
  to breed and lay their eggs and then die. This is a 
  once-in-a-hundred-year event, and Teraborg from 
  across the PanDominion come to Gloombridge to 
  register for the hunt across the terrifying, vertical drops 
  and crevices of the mountain, using only their natural 
  abilities, and possibly a safety rope (for the novices!).
  The winner of the Night-hunt is the Teraborg who can 
  capture as many Deathbeetle eggs as possible before 
  sunrise - however, note that the adult Deathbeetles 
  will defend their fertilized eggs until sunrise (when the 
  sun kills them!). Each Deathbeetle nest will contain 1d4 
  eggs, and be defended by a mating pair!
  Deathbeetle
  Attributes:
   
  f Agility  
  d6
   
  f Smarts  
  -
   
  f Spirit  
  -
   
  f Strength  d4
   
  f Vigor  
  d8
   
  f Pace:  
  6
   
  f Parry:  
  6
   
  f Toughness:  10
  Special Abilities:
   
  f Fly
   
  f Pincers (Str+d6, AP2)
   
  f Armor +2
  Microlances at Dawn
  Two breeding-lines of Jal MilitaraClan have pledged 
  to fight-to-the-death in starships over a question of 
  honor… for who will be the sworn protector of the IN-2 
  Ambassador to the U.G.P.. However, someone (such as 
  Intervention, or one of the Minds) has decided that such 
  destruction is wasteful and they want it stopped, even 
  if it costs both parties to lose face!
  The only thing that will prevent battle between the two 
  lines is for the Ambassador from IN-2 to appoint a 
  completely different protector. Not just any old Merc 
  will do, for someone with the title of Ambassador, but 
  surely the heroes can find someone who wants the 
  job?
  30
  
  Plot Hooks
  31
  Teraborg Intercepter
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Science Fiction/Savage Worlds - High-Space - Teraborg - The Book of Honor.pdf