Getting Started



Introduction:

Welcome to the 23rd century. In StarQuest Online, you can assume the persona of a character living, exploring, fighting, and possibly dying in this future world. As an intrepid fleet officer, swashbuckling pirate, devious smuggler, deadly bounty hunter, or ordinary civilian you and players like you will shape this world and its history into whatever you make of it. The designers of StarQuest Online have created the starting point, it is up to you to bring the world to life. Good luck.

Additional Help:

If you need more help than this manual provides, you can email us at: admin@castlethornsoftware.com In addition, your fellow players at the StarQuest Online message boards can be a great help as well: http://www.castlethornsoftware.com/phpBB/index.php

System Requirements:

StarQuest Online requires the following:
Microsoft Windows XP or Microsoft Windows 2000 operating system
Pentium 1000 mhz or Athlon 1000 mhz CPU
512 mb of RAM
1.0 GB uncompressed hard drive space
100% DirectX 8.1 compatible 3D accelerator video card with 64mb texture memory, latest video drivers installed
100% DirectX 8.1 compatable 16 bit sound card, latest drivers installed
DSL or Cable Modem Broadband Internet Connection

Recommended:

Microsoft Windows XP operating system
Pentium 2000 mhz or Athlon 2000 mhz CPU
1024 mb of RAM
100% DirectX 8.1 compatible 3D accelerator video card with 128mb texture memory, latest video drivers installed

Installation:

Download StarQuestOnlineSetup.exe. Follow the installation program instructions.


Now you're ready to play StarQuest Online!


How to use the User Interface


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This is the basics of interaction. For a more detailed look, read below.

Main View




The MAIN VIEW is the screen used most during gameplay. It consists of a three dimensional view of the AVATAR'S surroundings. The AVATAR is the player character's representation in the game world.

The Heads Up Display (HUD):




The Heads Up Display is located in the upper right hand corner of the MAIN VIEW. It displays the most critical information about the AVATAR:
Language : This display indicates the language the AVATAR is currently speaking (See Character Skills). The current language can be changed from the Character Skills Screen or by pressing CONTROL-L
HIT POINTS BAR: The AVATAR'S current HIT POINTS are indicated on the grey bar below Language. A red readout indicates the level of physical damage the AVATAR has sustained, yellow indicates the level of stun damage, grey indicates the level at which the AVATAR will become unconscious.
XP: P: M: These readings indicate the amount of EXPERIENCE POINTS, physical experience points, and mental experience points the AVATAR has earned. Physical and mental experience points my be used to increase SKILLS.
PP: These readings indicate the amount of PRESTIGE POINTS the AVATAR has earned, both total and current. Prestige is initially equal to the AVATAR'S experience points, but may be affected negatively by criminal actions, or positively by exceptional behavior in the AVATAR'S chosen profession. In some professions prestige is used when obtaining equipment, supplies, or repairs, for example, a Fleet Officer requisitioning a new uniform.
Battle Button: The large lozenge shaped button to the right of the HIT POINT bar is the BATTLE BUTTON. Its color indicates the AVATAR'S current readiness for combat. GREEN is unready, YELLOW is defensive mode, the AVATAR will not attack unless attacked first, and RED is battle mode. In battle mode the AVATAR will attack its target immediately. Battle mode may also be toggled by pressing the TAB key.
HUD MODES: Clicking on the red or green button on the far right of the HIT POINTS BAR cycles through the primary, secondary, and tertiary HUD display modes. The secondary HUD mode displays character ATTRIBUTE and other physical information, the tertiary mode displays PSIONIC information.


Interacting With the Environment



Player Movement:

With the MAIN VIEW selected with your mouse, RIGHT CLICK on the FLOOR of the position you wish your AVATAR to walk to. Holding down the SHIFT key will cause the AVATAR to run to the desired position, HOLDING down ALT will cause the AVATAR to crawl to the desired location. The AVATAR will generally find the shortest path to the desired location without intervention by the player.
PICK UP/DROP OBJECTS:
While holding down the CONTROL key, DOUBLE CLICK with either the left or right mouse buttons. The right mouse button picks up with the AVATAR'S right hand, the left button the AVATAR's left hand. If something is in the selected hand, this action will drop the item on the ground at the AVATAR's feet.

Speaking:

With the MAIN VIEW selected with your mouse, simply type what you wish to say. Your text will appear floating above the AVATAR's head. When you have typed what you wish to say, press ENTER. The AVATAR will then speak in its currently selected language. Other character's speech will be displayed floating over their heads, whether it is understandable or not is determined by the AVATAR's skill level in the language the character is speaking.

Speaking With NPCs:

NPCs will respond when they hear either their name or title, to find out the NPC's name and title either single left click them, or double left click them to bring up the NPC's avatar window. (Be careful not to be in battle mode if you double left click them, as this will cause you to attack the NPC). Certain NPC's will also respond to abbreviations of their title, for example Lieutenant Bob Jones will respond to "Lieutenant" "Lt." "Bob" or "Jones".? Other Abbreviations:
Doctor "Dr."
Ensign "Ens."
Lieutenant "Lt."
Lieutenant Commander "Lt. Cmdr."
Commander "Cmdr."
Captain "Capt."

Magic Words:

Certain NPCs will also respond to certain words or phrases, see the following examples:
NPC PHRASE
A waiter "Bob I'd like to buy a steak"
A duty officer "Lieutenant I am reporting for duty" or "Lt. request assignment"
A quartermaster officer "Lieutenant may I requisition a uniform"

Communicating With Starships:

Starships will also respond to you if you are a member of the ship's crew and are authorized to perform whatever action you request of the ship. This is usually done with a handcomm transmitting on the ship's ship-to-shore frequency. (Alliance starships default to a frequency of 829.7 for ship-to-shore communications)
So, for example, you would activate a hand comm on frequency 829.7, hit the transmit button, and say "U.A.S. Lexington come in", "U.A.S. Lexington teleport me aboard" etc. The Starship Lexington, if in range, and you are a member of Lexington's crew, would then carry out the requested action.

The Tracker:

The tracker is located in the lower right hand corner of the MAIN VIEW. The green ball shows the position of the camera that is looking at the AVATAR. The blue arrow shows the direction the AVATAR is facing. Left clicking with the mouse anywhere on the blue ring will change the position of the camera. The top of the tracker represents north on a planet, or aft on a starship.

Personal Contacts:

The Personal Contacts screen contains a record of every character you have either interacted with by either viewing their avatar screen or have engaged in combat with. By default, the personal contacts screen is accessed by pressing CONTROL-P.
The personal contacts screen is used to select as a target a character that is not in actual view at the time. For example, the character can be selected from the personal contacts screen, and the tracking skill used to attempt to locate the character. It can also be used to designate the character when purchasing a bounty (see Bounty Hunting).
Characters can be added or deleted at will, and the designation of the character (FRIEND, ENEMY, TARGET) changed as well.
You can use this screen to view how many are online by clicking the history button.

ATM Machines:

Located in various locations on civilized planets are Automatic Teller Machines. Double left click on one of these machines to use them. With the ATM Machine, the AVATAR can access their bank account, and deposit or withdraw funds.

Character Combat:

Combat is initiated by DOUBLE LEFT CLICKING the HOTSPOT of a target while in Battle Mode. If the target is in range, it will be attacked using the weapon in the AVATAR'S right hand as follows:
NO WEAPON : The target will be attacked using the HAND TO HAND COMBAT UNARMED skill. Damage to the target will be primarily stun damage.
NON-RANGED WEAPON: The target will be attacked using the HAND TO HAND COMBAT ARMED skill. Damage to the target will be determined by the weapon type and weapon setting, if any.
RANGED WEAPON: The target will be attacked using the MARKSMANSHIP skill. Damage to the target will be determined by the weapon type and weapon setting, if any.

Once the target is either dead or unconscious, it will be deselected as a target. It can be re-selected if desired. Please note that repeatedly stunning a target will eventually kill the target.

Weapon Settings:

The weapon settings display appears in the upper right hand corner of the MAIN VIEW when an applicable weapon is currently in the AVATAR'S right hand. It indicates the weapon's current setting, as well as the current energy charge of the weapon. In the above example, the weapon is an Alliance Mark 87-B hand disruptor. The weapon settings range from Light Stun (LS) at the bottom to Heavy Disrupt [HD] near the top. The weapon is almost fully charged. Note that with most energy weapons, the higher the weapon setting, the more energy used for each shot. When the weapon's energy is depleted, it may no longer be fired/used.


Mouse Controls:
(Note: All mouse control and keyboard control settings can be changed in the controls menu.)

RIGHT CLICK: RIGHT CLICK on the FLOOR of the position you wish your AVATAR to walk to. Holding down the SHIFT key will cause the AVATAR to run to the desired position, HOLDING down ALT will cause the AVATAR to crawl to the desired location. The AVATAR will generally find the shortest path to the desired location without intervention by the player.
LEFT CLICK: LEFT CLICK on the HOTSPOT of any item to see a description of the item in the lower left corner of the MAIN VIEW.
DOUBLE LEFT CLICK: DOUBLE LEFT CLICK on the HOTSPOT of any item to set that item as the AVATAR'S target. In battle mode the target will be attacked immediately. (See Combat].
DOUBLE LEFT CLICK + CONTROL KEY: DOUBLE LEFT CLICK on the HOTSPOT of any item while holding down the CONTROL KEY to pick up that item in the AVATAR'S LEFT hand. DOUBLE LEFT CLICK on the ground or an INVENTORY VIEW while holding down the CONTROL KEY to drop the item in the AVATAR'S LEFT hand.
DOUBLE RIGHT CLICK + CONTROL KEY: DOUBLE RIGHT CLICK on the HOTSPOT of any item while holding down the CONTROL KEY to pick up that item in the AVATAR'S RIGHT hand. DOUBLE RIGHT CLICK on the ground or an INVENTORY VIEW while holding down the CONTROL KEY to drop the item in the AVATAR'S RIGHT hand.
MOUSE WHEEL: The mouse wheel rotates the position of the camera in the MAIN VIEW.


Keyboard Controls:
(Note: All mouse control and keyboard control settings can be changed in the controls menu.)

CONTROL KEY: Holding down the CONTROL KEY displays the HOTSPOT, if any, of the objects visible in the MAIN VIEW. (See RIGHT CLICK above)
F1 KEY: Press the F1 key to bring up the AVATAR VIEW.
F2 KEY: Press the F2 key to bring up the BACKPACK INVENTORY VIEW. Your AVATAR must be wearing a backpack for this view to be available.
F3 KEY: Press the F3 key to bring up the SHIRT POCKET INVENTORY VIEW. Your AVATAR must be wearing a shirt for this view to be available.
F4 KEY: Press the F4 key to bring up the PANTS POCKET INVENTORY VIEW. Your AVATAR must be wearing pants for this view to be available.
F5 KEY: Press the F5 key to bring up the HIDDEN IN SHOES INVENTORY VIEW. Your AVATAR must be wearing shoes for this view to be available.
PAGE UP KEY: Pressing the PAGE UP KEY zooms in the MAIN VIEW by a small increment.
PAGE DOWN KEY: Pressing the PAGE DOWN KEY zooms out the MAIN VIEW by a small increment.
HOME KEY: Pressing the HOME key zooms in the MAIN VIEW to its minimum distance.
END KEY: Pressing the END key zooms out the MAIN VIEW to its maximum distance.
CONTROL KEY + C KEY: This key combination causes you remove the ammunition clip from the item stored in your right hand and places the clip in your left hand. Pressing this key combination again returns the ammunition clip to the item in your right hand.
CONTROL KEY + D KEY: This key combination causes you to draw the item stored in your SCABBARD into your right hand. Pressing this key combination again returns the item to your SCABBARD.
CONTROL KEY + H KEY: This key combination causes you to draw the item stored in your HOLSTER into your right hand. Pressing this key combination again returns the item to your HOLSTER.
CONTROL KEY + M KEY: This key combination displays the AVATAR'S MISSION VIEW.
CONTROL KEY + P KEY: This key combination displays the AVATAR'S PERSONAL CONTACTS VIEW.
CONTROL KEY + S KEY: This key combination causes you to swap the item stored in your left hand with the item stored in your right hand and vice versa.
CONTROL KEY + R KEY: This key combination causes you reload the ammunition clip in your right hand with ammunition from your left hand. Compatible ammunition must be in your left hand for this to function.


Joystick Controls:
- Joystick support has been added for starship helm control (can be used with any ship, shuttle, or fighter)
-- The joystick will not function until it has been enabled in the "customize controls" screen
-- Joystick buttons are currently active as follows:
--- Button 1 - Fire activated weapons (see new helm mode below)
--- Button 3 - Intercept current short range sensor target
--- Button 4 - Select previous short range sensor target
--- Button 6 - Select next short range sensor target
-- The throttle is a throttle
-- Full customization of joystick buttons is possible in the "customize controls" screen.


Handcomm
FREQUENCY LIST:

The following are the standard hyperwave communication frequencies of the United Systems Alliance:
DISTRESS: 911.0 (misuse of this frequency is a criminal offense)
HAILING: 1000.0
ALLIANCE FLEET: 6179.2 (unauthorized use of this frequency is a criminal offense)
SHIP TO SHORE: 829.7


Creating Your First Character


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See: Playable Races, Character Attributes, Character Skills, Psionics, and Character Occupations for further information.

This avatar is now ready to play. He has logged in and appears on an Alliance Fleet training ship for a further tutorial.



When you have left the tutorial ( follow the instructions given to you by your instructors regarding how to do this), you will find yourself outside of Fleet Headquarters in Seattle on Terra. Go inside and find the DUTY OFFICER to obtain your next assignment.


Tell this officer "Lt Bren reporting for duty" and purchase the "Deep Space Assignment" from her. You will be teleported to a player run training ship. Go to the bridge (Deck 1) and report to the player in charge.

Playable Character Races



Terrans:

Terrans are humans from the planet Earth, and as such should be the most familiar to the new player. The average by which other races are compared, Terrans begin the game with a good mix of attributes and skills, with no significant advantages or disadvantages. A relative newcomer on the galactic scene, Terrans have nonetheless played a major role in the events of the last century. After interfering in the Klinshayan invasion of Celay in 2175-2176, Terra fought a brutal war against the Klinshaya for nine years. Because of the war, the United Systems Alliance was formed in 2177, uniting Terra and her allies, Ryl and Celay, against the Klinshaya and into one of the most powerful forces in the galaxy. In 2180 the Terran homeworld was nearly destroyed, but the Terrans managed to recover and defeat the Klinshaya in 2184.


Ryl'Atti:

A peaceful race of insectoids native to the third planet in the Beta Centauri star system, the Ryl'Atti are the second choice available as a player character race. Agility and psionics tend to be higher than the Terran average, but Ryl'Atti must eat twice as often as a Terran to sustain their higher metabolisms. Humans first encountered the Ryl'Atti in 2105 when a sublight vessel from Terra reached their star system. An accident caused the Terran vessel to crash in the neighboring Alpha Centauri system, and the slower than light communications of the time, together with language translation problems provoked fears of war back on both worlds. Wiser heads prevailed, and thanks to the Terran invention of hyperdrive in 2150, a fast friendship was sealed between the Terrans and the Ryl'Atti. Staunch allies in the war against the Klinshaya, the Ryl'Atti sacrificed their entire star fleet defending Earth in 2180. It is a historical irony that while only 4 light years away, the Ryl'Atti remained undiscovered by the Terrans until the 22nd century, despite many years of Terran attempts to locate extra-terrestrial life by radio telescope. As the Ryl'Atti communicate over distances telepathically, they never developed radio and therefore never revealed their existence until the Terrans basically landed on their doorstep.


Celay:

A technologically backward species transplanted to the Tau Ceti system a millennia ago, the Celay are the third choice available as a player character race. Celay have agility and psionics far above the Terran average, balanced by somewhat limited intellect. As an aquatic race, they are phenomenal swimmers, but must immerse themselves in warm water at least once per day or suffer damage. The Celay are descendants of a slave race belonging to the Rodomok Empire. The Rodomok eventually exterminated all Celay within the Empire approximately 800 years ago, leaving the inhabitants of Tau Ceti IV as the last of their kind. After the Klinshaya overthrew the Rodomok in 1952, and chanced upon Tau Ceti IV in 2174, the Klinshaya believed the Celay rightfully belonged to them. The Celay resisted becoming the slaves their ancestors had been, and paid for this resistance with many lives. With the aid of the Terrans and the Ryl'Atti, the Celay eventually prevailed against the Klinshaya, and kept their freedom as members of the United Systems Alliance.

Character Attributes



Each StarQuest Online character possesses eight physical attributes that determine how they interact with the game world. The ATTRIBUTES screen is selected in game from the MAIN MENU->VIEW->ATTRIBUTES.

STRENGTH: The physical muscular strength of the character.
INTELLECT: The intelligence of the character.
AGILITY: The physical coordination of the character.
WILLPOWER: The mental stamina of the character.
CONSTITUTION: The general health of the character.
CHARISMA: The physical attractiveness of the character.
PSI: The base psionic ability of the character. (see Psionics below)
HIT POINTS: The ability of the character to resist physical damage.

HIT POINTS are derived by taking the average of STRENGTH, WILLPOWER and CONSTITUTION.
On the ATTRIBUTES display above, the numbers following the HIT POINTS value indicate STUN DAMAGE and PHYSICAL DAMAGE respectively. A character with STUN DAMAGE equal to or greater than HIT POINTS is unconscious. A character with PHYSICAL DAMAGE equal to or greater than HIT POINTS is unconscious and mortally injured, and will DIE without medical attention.


Character Skills



Each StarQuest Online character possesses 38 SKILLS that determine how they interact with the game world. The SKILLS screen is selected in game from the MAIN MENU->VIEW->SKILLS.

Each character also has levels in PHYSICAL, MENTAL, and TOTAL EXPERIENCE POINTS.
SKILLS are increased through use or training. The use of SKILLS generates PHYSICAL or MENTAL EXPERIENCE POINTS, which can then be used to train other skills by pressing the TRAIN SKILL button with the desired skill selected on the left with the yellow cursor box. Only SKILLS that have a value above zero can be TRAINED.

Skill Descriptions:

COOKING - Creating food from raw materials.
HAND TO HAND COMBAT (UNARMED) - Combat using no weapons other than the body
HAND TO HAND COMBAT (ARMED) - Combat with knives, swords, clubs etc
MARKSMANSHIP - Combat with projectile weapons
COMMUNICATIONS SYSTEMS TECH - Use or repair of communication equipment
COMPUTER TECHNOLOGY - Use or repair of computer equipment
DIPLOMACY - Ability to persuade NON-PLAYER CHARACTERS
ELECTRONICS TECHNOLOGY - Use or repair of general electronic equipment
ENGINEERING TECHNOLOGY - Use or repair equipment not covered by more general skills
FABRICATION TECHNOLOGY - Use of SCHEMATICS to create new items or equipment
REVERSE ENGINEERING - Creation of SCHEMATICS from items or equipment
SCIENCE TECHNOLOGY - General science skill
MEDICAL TECHNOLOGY - Used to heal characters
SURGERY - Used to heal severely injured characters
TELEPORTER TECHNOLOGY - Use or repair of teleporter systems
LANGUAGE: STANDARD - Speaking and understanding the STANDARD language
LANGUAGE: CELAY - Speaking and understanding the CELAY language
LANGUAGE: RYL'ATTI - Speaking and understanding the RYL'ATTI language
LANGUAGE: THERATAAN - Speaking and understanding the THERATAAN language
LANGUAGE: KLINSHAYAN - Speaking and understanding the KLINSHAYAN language
SWIMMING - The character's ability to swim
TEACHING - The character's ability to transfer skills to another character
DRIVING - Operation of non-flying vehicles
MINING - Extraction of mineral resources
OUTDOOR SURVIVAL - Camping, fishing, fire making and related outdoor skills
TRACKING - Ability to detect/follow other characters
FORGERY - Ability to create false documents
SMUGGLING - Ability to pass contraband
STEALING - Ability to pick pockets
ASTROGATION - Ability to navigate starships
DEFLECTOR SHIELD TECHNOLOGY- Use or repair of deflector shield equipment
STARSHIP SENSORS TECHNOLOGY - Use or repair of starship sensor equipment
FUSION TECHNOLOGY - Repair of fusion engines
HYPERDRIVE TECHNOLOGY - Repair of hyperdrive engines
LIFE SUPPORT SYSTEMS TECH - Use or repair of life support equipment
SMALL ARMS TECH - Repair of personal weapons
STARSHIP COMBAT TACTICS - Ability to command starships in combat situations
STARSHIP WEAPONRY TECH - Use or repair of starship weaponry

Psionics:

Psionics are a special character attribute dealing with powers of the mind. Based on a character's species, the character may have a great deal of psionic potential, others may have none at all. Psionic powers are accessed via the tertiary HUD display by clicking on the green or red button on the right hand side of the health bar.

Psionic abilities are activated by clicking one of the following buttons:
Meditation increases avatar's psionic energy at an accelerated rate
Sight allows the avatar to perceive other characters behind walls or doors
Telekinesis allows the avatar to grab objects that would normally be out of reach
Heal allows the avatar to heal from both stun and physical damage at an accelerated rate
Shroud allows the avatar mentally mask their presence from other characters
Shield allows the avatar to be shielded from physical damage
Detect Potential allows the avatar to detect psionic potential in another individual
Focus allows the avatar to broadcast a psionic power to another character
Psi Wave allows the avatar to generate a psychic wave that stuns any character within range


Character Occupations



CIVILIAN:

-Miner
Mining can be a quick way to make a few credits or obtain resources when you do not have access to a starship. Mining is accomplished by equipping a mining tool (i.e. a sonic pick), and then clicking on the Mining skill in the skills window. Depending on your mining skill level, you may find nothing, find a piece of ore, or several pieces. Mining is a very good way to build up your physical attributes such as STRENGTH as well.

Smelting is the process of converting raw ore that you have physically mined into usable metals. To accomplish this, you must first have acquired a hand smelter. Hold an amount of ore in your left hand, and the hand smelter in your right hand. Press CONTROL-R (default key for ACTIVATE ITEM IN RIGHT HAND). Depending on your Mining skill level, you will convert the raw ore to metal. It is possible at lower skill levels to ruin some or all of the ore rather than convert it. As with all skills, this will get better with practice.

-Cargo Runner
Civilian and military vessels may receive mission to transport cargo to and from either fully settled or colony worlds. Each cargo unit will supply one person or colonist for a specific number of days depending on the cargo type.
CARGO TYPE SUPPLY DURATION / 1 PERSON:
TRYCENE 180 days
ANTIMATTER * 365 days
TRITIUM 180 days
PHARMACEUTICALS 180 days
FOODSTUFFS 30 days
ELECTRONICS 180 days
REFINED METALS 180 days
CLOTHING 90 days
MANUFACTURED GOODS 90 days

* Antimatter, by its very nature, is a very dangerous cargo to transport. Any weapons fire that strikes the cargo vessel has the potential to cause a catastrophic explosion.

-Bounty Hunter
Bounty hunters are licensed law enforcement personnel empowered by the Alliance government to apprehend, and in some cases, terminate, criminals that are beyond the reach of the regular justice system.
Any civilian without a criminal record may obtain a bounty hunting license from the Office of Special Licensing in Geneva, provided they have skill ratings of at least 50 in Personal Combat Unarmed, Marksmanship, and Tracking.
A bounty hunter can receive a bounty hunting mission from a bounty broker, these brokers are currently available on the planets Xanadu and Mars for a modest fee.
Bounty hunting missions are of three types:
Terminate Mission: The target is to be killed. The target is generally a murderer or other major criminal offender and is under sentence of death.
Capture Mission: The target is to be captured and returned to the issuer of the bounty. If the target is killed, the mission is considered a failure and may result in criminal charges against the bounty hunter.
Dead or Alive Mission: The target is to be killed, or captured as above at the discretion of the bounty hunter.
When a bounty hunting mission is accepted, the target is described on the bounty hunter's Mission screen, and the target is added to the hunter's Personal Contacts screen.
When the mission is completed successfully, the amount of the bounty is deposited in the bounty hunter's bank account.
Bounty hunting is ILLEGAL on Terra


FLEET OFFICER:

-Cadet
This is the main part of the Fleets force. You start as a deck swab and work your way to the top.
-Marine
Life on the line guys. These people are the shock troops of the Fleet. They do the dirty work on the ground and in the fighters keeping the Cadets in their pretty unifroms safe. *Note: Marines are the Fleets fighter pilots. If you want to pilot a fighter, this is your occupation.



Tutorials



The Basics


These basic tutorials are availible in picture/text format on the galactopedia. See: Galactopedia Tutorial List for a full list of availible tutorials.
Mining
-Character Mining
-Smelting
-Asteriod Mining

Harvesting Plastic
Harvesting Wood
Crafting
Science
Medical
Personal Combat

StarShip Operations



Helm Console


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See here for an advanced Helm Console tutorial.



Tactical Console


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Operations Console


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Command Intelligence Console


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Engineering Console


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Astrogation Console


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Communications Console


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Teleporter Console


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The Galactic Scene



StarQuest Online takes place beginning in the dawning years of the 23rd century in our own Milky Way galaxy. At the time this manual was written, the StarQuest game year was 2212 A.D. Time passes in the StarQuest universe approximately four times as fast as time in the real world, therefore one year in StarQuest time is three months of real world time. These numbers are of course based on the Terran (Sol III) calendar, other civilizations may have differing calendars. For example, in the THERATAAN PROTECTORATES the current year is 11679, and the Therataan year is 277 Terran days long. A Therataan day is 29 Terran hours long. The Terran calendar has been adopted for general use in the UNITED SYSTEMS ALLIANCE and will therefore be the system most encountered by players. See S.T.Y. in the glossary below. Currently the known galaxy is dominated by three major powers. The THERATAAN PROTECTORATES, the KLINSHAYA EMPIRE and the UNITED SYSTEMS ALLIANCE are all located with 200 light years of one another and have been interacting in one form or another for centuries.

Near Space Map:



Numerous other intelligent species exist in the region, although none of these other species have yet left their home star systems or learned to travel faster than light. Several of these species are on the verge of doing so however.
 

The Three Interstellar Powers:

THERATAAN PROTECTORATES - Dominated by the THERATAAN race, the THERATAAN PROTECTORATES are the oldest of the three powers, having been founded in the year 104 A.D. The Therataa have had faster than light capability for millennia, but have founded few colony worlds due to their unique religious beliefs. Instead numerous worlds and species live under the protection of the Therataa, most of whom have no idea they are even part of the Protectorates. Terra, Ryl and Celay were among these worlds for centuries until they achieved faster than light capability, and were released from the Protectorates. Therataan society is based on a complicated caste system, the thirteen most powerful of which make up the High Council which rules the Protectorates. Therataan technology is the most advanced of the three powers, with the notable exception of hyperdrive science, in which the UNITED SYSTEMS ALLIANCE recently achieved major breakthroughs. The Therataan Star Fleet is still the largest and most powerful in the region, with immense ships perfected over centuries of research. The Therataa remain staunchly neutral in affairs outside of the Protectorates, and only recently has trade begun between them and the worlds of the Alliance.

KLINSHAYA EMPIRE - Dominated by the KLINSHAYA race and several slave races, the KLINSHAYA EMPIRE is the next oldest of the three major powers. Founded on the ruins of the RODOMOK EMPIRE in the Terran year 1952 A.D. when the then slave Klinshaya overthrew their RODOMOK masters. Since that time the Klinshaya have pursued an aggressive expansionist policy, conquering and colonizing several worlds. This led to the KLINSHAYA WAR of 2176-2184, when Klinshayan starships attempted to conquer the CELAY homeworld. Soundly defeated and humiliated at the end of the war by the UNITED SYSTEMS ALLIANCE, the Klinshaya have since been building their strength and expanding along other borders preparing for the day when they meet the Alliance in battle once again. Klinshaya society is a complex one in which each citizen's social standing is in direct relation to their degree of kinship to the Empress and the Klinshaya royal family. Members of subject races within the Empire may achieve a small degree of recognition based on their service and skills, but the highest of them are still ranked below the lowest of the Klinshaya. Fiercely protective of their current borders, the Klinshaya brook no trespassing into their territory, although they are not above the occasionally raid into Alliance space. Trade with the Klinshaya is virtually non-existent, and what contact does occur is usually in the form of smuggling.

UNITED SYSTEMS ALLIANCE - The newest of the three major powers, the UNITED SYSTEMS ALLIANCE consists of the worlds of Terra, Ryl, Celay, and several colony worlds. Founded in 2177 during the KLINSHAYA WAR, the UNITED SYSTEMS ALLIANCE was in the beginning a desperate military alliance which over time grew into a functioning government. Currently the Alliance is a representative democracy based on the ALLIANCE CONSTITUTION ratified in 2187. Each citizen in the Alliance has the right to vote for their representation in the ALLIANCE SENATE and for the ALLIANCE PRESIDENT, and has numerous other constitutionally guaranteed rights. The Alliance maintains a large Star Fleet for their own protection, having learned a deadly lesson from the Klinshaya. The Fleet's current mission is mostly a defensive one, with exploration an important objective. The Alliance is well aware another war with the Klinshaya in almost a certainty, and finding new allies is an imperative, as is planting as many new colonies as is possible so as to make their population immune from destruction by a single strike. These objectives, however, must be governed by the knowledge that the THERATAAN have made it clear they will not allow technologically backward species to be interfered with, and are quite willing to go to war to prevent such interference. It is with some disgust that the Alliance is well aware of the fact that the Therataa have made no such demand of the KLINSHAYA EMPIRE, and it is a source of diplomatic friction to this day.


Historical Powers:

RODOMOK EMPIRE - Dominated by the RODOMOK race and several slave races, the RODOMOK EMPIRE was founded as an interstellar power in 317 A.D. and lasted until 1952 A.D. when it was toppled by a Klinshayan slave revolt. The RODOMOK EMPIRE fought several wars against the THERATAAN PROTECTORATES over the course of nearly 1500 years and were defeated each time, although the Therataa were never able or willing to destroy the Rodomok. The mere existence of the RODOMOK EMPIRE and the subsequent wars, with millions of lives lost, were a bitter lesson for the Therataa, as it was from the Therataa that the Rodomok gained hyperspace technology in the first place. Currently the Rodomok homeworld of Rodom lies in radioactive ruins, its cities and population bombed nearly out of existence by the victorious Klinshaya. Many Rodomok now serve as slaves throughout the KLINSHAYA EMPIRE, and there are rumors of organized resistance groups working to free the Rodomok from slavery.

ALSHAYA - A mysterious race that disappeared from the galactic scene more than 10,000 years ago, the Alshaya to this day continue to influence interstellar events. Versions of Alshaya laws, language, and technology have been adopted by both the Therataa and Klinshaya, although with wildly different interpretations. First found in the archeological records of several worlds as far back as 50,000 years ago, the Alshaya have been tentatively linked to such ruins as the Egyptian Pyramids on Terra, the Kerik Temple on Ryl, and the City of Glass on Therat. It is also possible that the Alshaya transplanted Homo Neanderthalensis humanoids from Terra to Rodom approximately 20,000 years ago, saving the species from extinction and allowing them to eventually become the Rodomok race. Similarities in DNA of almost all the known intelligent species in this part of the galaxy are too extreme to be mere coincidence, and scientists of all three major powers are researching this theory at this time.



Non-Player Races



Note: Some of these races will be available as player character races in future expansions of StarQuest Online.

Therataan:

Homeworld : UAC92786 IV / Therat
FTL Capable: 104 A.D.
Government: Therataan Protectorates
Strength : Average
Agility : Below Average
Intellect : Above Average
Psionics: Rare
One of the older and more advanced races in this part of the galaxy, the Therataan see themselves as the caretakers of the ancient laws of the Alshaya, who they revere as gods. The most important of these laws being the belief that the many species scattered across the galaxy by the Alshaya are to be allowed to develop without interference from more advanced races. To this end, the Therataa clashed with the Rodomok Empire numerous times in the last two millennia, defeating them each time. As a result of these wars, the inhabitants of Terra, Ryl and Celay spent most of their history protected by the Therataa. When the Terrans became capable of faster than light travel in 2150, this protection was by Alshaya law no longer allowed. As a result, the Therataa refused to become involved when the Klinshaya nearly destroyed Earth in 2180.


Klinshaya:

Homeworld : UAC221503 / Klinshay
FTL Capable: 1952 A.D.
Government: Klinshayan Empire
Strength : Above Average
Agility : Above Average
Intellect : Below Average
Psionics: Rare
A race of emotionless cold reptilians, the Klinshaya believe themselves to be the rightful masters of the Galaxy. Conquered in the Terran year 321 by the Rodomok, the Klinshaya spent centuries fighting and dying as shock troops and cannon fodder. In 1944, a number of Alshayan writings were discovered in the rubble of a destroyed Therataan colony. The finder of these documents, a Klinshayan male named Tasla Skreixx, would eventually become the center of the Klinshayan rebellion. Twisting the meanings of the Alshayan documents to his own purposes, Skreixx convinced his followers that their people were meant to be master, not slave, and rulers of every star in the heavens. Within a decade, followers of Skreixx had taken control of the majority of the Rodomok star fleet, and had laid waste to the Rodomok homeworld of Rodom. Tasla Skreixx then became the first emperor of the Klinshayan Empire. After consolidating their hold on their empire and technology for the next century, the Klinshaya began expanding towards Earth , always careful not to directly confront the Therataan. Discovering the Celay in 2175, they began efforts to conquer them and were astonished when the Terran fleet handed them a humiliating defeat. After nine brutal years of conflict, the Klinshaya stood on the edge of annihilation as Terran fleets bore down on their homeworld and were astonished again when the Terrans refused to do so. A humiliating surrender and peace treaty ended the war for the Klinshaya, but awoke in them their first true emotion. A desire for revenge.


Rodomok:

Homeworld : UAC334502/ Rodom
FTL Capable: 197 A.D.
Government : Klinshayan Empire
Strength : Above Average
Agility : Average
Intellect : Below Average
Psionics: Extremely Rare
Once one of the most powerful races in this part of the galaxy, the Rodomok are now a slave race of the Klinshayan Empire. Between the Terran years 317 and 1908, the Rodomok fought three brutal wars against the Therataan Protectorates and lost each time. After the third defeat, the Rodomok handed over the day to day running of their empire to their slave race, the Klinshaya. This proved a mistake when in 1952 the Klinshaya rose up against their masters and seized control of their empire. The Rodomok homeworld remains to this day a radioactive ruin, with the majority of the population barely scratching out a stone age level existence. (Note) It is widely suspected from their general appearance that the Rodomok are in fact descended from the Terran species Homo Neanderthalensis. At the time of this writing this theory has been neither proven nor disproven, but with the existence of other transplanted species from ancient times in the region, it is certainly a possibility.


Tzu:

Homeworld : UAC145147/ Konatutzu II
FTL Capable: N/A.
Government : Non-aligned
Strength : Below Average
Agility : Above Average
Intellect : Below Average
Psionics: Common
The Tzu are a species on the verge on achieving interstellar travel and becoming the fourth interstellar power in this part of the galaxy. Tragically, this is the second time the Tzu have achieved this level of technology. Centuries ago, the Tzu had achieved space travel and had placed several colonies on worlds within the Kontutzu star system when their world and species were nearly destroyed in a nuclear war. Now after many years of struggle, the Tzu have nearly recovered all of their lost knowledge and technology. The Tzu are currently still governed by several nation states, and have yet to achieve a unified world government. The UNITED SYSTEMS ALLIANCE first contacted the Tzu in 2202, but after several attempts the Tzu have shown no interest in joining the Alliance. They are however, under the protection of the Alliance, and the Alliance is currently holding several worlds in trust for the Tzu until such time as they are ready to leave their home star system.


Alshaya:

Homeworld : Caiph III ?
FTL Capable : Antiquity
Government: Non-aligned
Strength : Unknown
Agility : Unknown
Intellect : Unknown
Psionics: Rumored to be extreme
The first known hyperdrive capable race in this part of the galaxy, the Alshaya are also one of the greatest mysteries. It is not even known for certain that Caiph III is this races' homeworld, or is merely one of many colonies. Having either gone extinct or departed for parts unknown millennia ago, the Alshaya were responsible for the seeding of life on dozens of worlds. Now they exist only as ancient ruins and writings, and have been elevated to the status of gods by some races, most notably the Therataa.


Stellar Classification





Class A stars are among the more common type of stars in the galaxy. They are white or bluish-white. They have strong hydrogen lines and also ionized metals. They tend to be massive, hot, and young, with large gravity wells. Planets are very rarely found orbiting this class of star, as they have either not had time to form or have been incinerated. These types of stars are known to leak radiation into the hyperspace continuum during periods of high sunspot activity. Class B, O, and W class stars are subcategories of Class A, with varying chemical compositions.
Examples: Sirius, Vega



Class F stars are characterized by weaker hydrogen lines and ionized metals, their color is white with a slight tinge of yellow. F Class stars statistically are poor candidates for supporting carbon based lifeforms.
Examples: Procyon, Canopus



Class G stars are probably the most familiar to Terrans, as Sol is of this class. They have weaker hydrogen lines than Class F, but along with the ionized metals, they have neutral metals as well. G Class stars statistically are the best candidates for supporting carbon based lifeforms.
Examples: Sol, Alpha Centauri A, Tau Ceti



Class K stars are orangish stars which are slightly cooler than Sol. Some K stars are giants or supergiants, such as Arcturus, while others like Alpha Centauri B are smaller main sequence stars. They have extremely weak or non-existent hydrogen lines, and mostly neutral metals. Main sequence K Class stars statistically are the second most likely candidates for supporting carbon based lifeforms.
Examples: Alpha Centauri B, Arcturus



Class M stars are the most common type of stars in the galaxy. The spectrum of an M star shows lines belonging to ionized and neutral metals, hydrogen is usually absent. Class M stars very often have planetary systems, but those planets tend to be cold and dead.
Examples: Proxima Centauri, Wolf 359, Barnard's Star

Planetary Classification





Class A - Terrestrial Moderate
Class A planets are the most hospitable class of planet, with breathable atmospheres, comfortable temperatures and moderate gravity. Lifeforms are usually abundant.
Examples:
Terra
Centauria



Class B - Terrestrial Desert
Class B planets are very similar to Class A planets, although with far less surface water and precipitation. Average temperatures tend to be higher than Class A, but generally do not reach dangerous levels, Atmospheric composition is livable, usually with lower oxygen levels due to reduced plant life.



Class C - Terrestrial Arctic
Class C planets are very similar to Class A planets, although with far less free surface water, a higher percentage of which is trapped in surface ice, glaciers, and snow. Average temperatures tend to be lower than Class A, but generally do not reach dangerous levels, Atmospheric composition is livable, usually with lower oxygen levels due to reduced plant life.
Examples:
Therat
Terra - ca 10000 B.C.E.



Class D - Terrestrial Jungle
Class D planets are very similar to Class A planets, although with warmer temperatures, higher precipitation and humidity levels. Average temperatures tend to be higher than Class A, but generally do not reach dangerous levels, Atmospheric composition is livable, usually with higher oxygen levels due to more abundant plant life.
Examples:
Ryl'At
Terra ca Jurassic Era



Class E - Terrestrial Pelagic
Class E planets are very similar to Class A planets, although with far less land area. Class E planets have greater than 90% of their surface area covered by oceans. Average temperatures tend to be cooler than Class A, but generally do not reach dangerous levels, Atmospheric composition is livable, usually with lower oxygen levels due to less abundant plant life.
Examples:
Celay
Manara



Class F - Terrestrial Volcanic
Class F planets are barely inhabitable worlds. Class F planets tend to be very young, with numerous active volcanoes. Average temperatures and pressures tend to be higher than Class A, and can reach dangerous levels, Atmospheric composition is sometimes livable, but concentrations of poisonous gases are usually too high for survival without artificial life support.
Examples:
Terra ca 4 billion years B.C.E.
NOTE: Many planets may change from on classification to another as they age and are affected by the output of their parent star, asteroid impacts, supernovae and other causes. For example, Terra, currently Class A, was at one time a Class F word, later a Class D, and has varied from time to time between classes C and A over the last several million years.



Class G - Terrestrial High Pressure Pelagic
Class G planets are very similar to Class E planets, although they are not generally inhabitable. Class G planets have greater than 90% of their surface area covered by oceans. Average temperatures tend to be cooler than Class A, but generally do not reach dangerous levels, Atmospheric composition is usually non-poisonous, but high pressures make it unbreathable to most lifeforms not native to the planet.



Class H - Terrestrial Cryogenic
Class H planets frozen wastelands of ice, snow, and hard radiation. Class H planets have little or no atmosphere, as what atmosphere the planet may have had has frozen. Class H planets quite often were at one time Class A/B/C/D/E worlds, until the planet's star cooled beyond the point of warming the planet.
Examples:
Pluto



Class I - Terrestrial - Failed Terrestrial - Martian
Class I planets are inhospitable, cold words with very tenuous atmospheres. They have no surface water and generally no lifeforms above the microbiotic level. Class I worlds occasionally were at one time Class A/B/C/D/E worlds until they lost their atmospheres due to insufficient mass or their parent star cooled.
Examples:
Mars



Class J - Terrestrial - Failed Terrestrial - Venusian
Class J planets are extremely inhospitable, hot words with very high pressure/temperature atmospheres. They have no surface water and generally no lifeforms above the microbiotic level. Class J worlds occasionally were at one time Class A/B/C/D/E worlds until a runaway greenhouse effect made them uninhabitable.
Examples:
Venus



Class K - Terrestrial Geomorteus
Class K planets are dead worlds with no atmospheres or surface water. They range from very hot to very cold depending on the planet's distance from its parent star. Close orbit class K planets are the only known source of the mineral trycene.
Examples:
Mercury
Hades



Class M - Gas Dwarf
Class M planets are failed gas giants that have lost most of their atmosphere for one reason or another. The interior pressures at the core of these worlds is still too high for any known type of life to survive.



Class R - Gas Giant - Medium - Uranian
Class R planets are large, cold worlds composed primarily of gas, mostly hydrogen and helium with lesser amounts of methane, and various ices. They also contain trace amounts of oxygen, nitrogen, and carbon, unlike the larger gas giants.
Examples:
Uranus
Neptune



Class S - Gas Giant - Large - Jovian
Class S planets are large, cold worlds composed primarily of gas, mostly hydrogen and helium.
Examples:
Jupiter
Odin



Class T - Gas Giant - Ringed - Saturnian
Class T planets are large, cold worlds composed primarily of gas, mostly hydrogen and helium. They differ from Class S worlds by possessing intricate ring systems which pose a significant hazard to orbiting spacecraft. Class S/T planets may change from one designation to the other over their lifetimes as the ring systems are created or destroyed.
Examples:
Saturn



Class X - Asteroid
Class X planets are not truly planets at all, but rather chunks of rock or ice orbiting a star. Class X worlds do not have sufficient surface gravity to form a spherical shape, or to hold any but the barest trace of an atmosphere.
Examples:
Ceres

Glossary




ANTIMATTER - Matter that is composed of the antiparticles of those that constitute normal matter. Antimatter reacts violently when in contact with normal matter, releasing enormous amounts of energy.
ANTIMATTER MISSILE - A starship weapon system utilizing an ANTIMATTER warhead in a guided missile.
AVALON- Independent Alliance world in the Procyon system. The capital of Avalon is located in the city of Camelot.
AVATAR- The player character's representation in the game world.
BOUNTY HUNTER - Licensed law enforcement personnel empowered by the Alliance government to apprehend, and in some cases, terminate, criminals that are beyond the reach of the regular justice system.
CELAY - Fourth planet of the star Tau Ceti. Adopted homeworld of the Celay race. The capital of Celay is located in the the city of ShinepjeNe. Founding member of the United Systems Alliance.
CENTAURIA- Independent Alliance world in the Alpha Centauri system. The capital of Centauria is located in the the city of Toliman.
DEFLECTOR SHIELD - Equipment that protects a starship or other object by projecting a force field.
DISRUPTOR - A type of energy weapon that disintegrates matter at the sub-atomic level.
FUSION - Creation of energy by fusing atoms together.
FUSION ENGINE - The most common type of engine used for travel at speeds slower than light.
EARTH - Alternate name for TERRA.
FTL - Faster Than Light, approximately 186000 miles per second. (3000000 kilometers per second)
GALAXY - A collection of billions of gravitationally linked stars. StarQuest Online takes place in the MILKY WAY GALAXY
H-FACTOR - A more convenient term for expressing relative hyperspace velocities. Calculated as the 5th root of a vessel's velocity times C, the speed of light. For example, a ship current traveling at 100000 C would be traveling a H Factor 10, or 10h.
HOTSPOT - A square drawn on the screen to indicate where the mouse is to be clicked to touch/pick up/ activate an item.
HYPERDRIVE - Equipment that allows a starship to travel in HYPERSPACE. The Terran version of the hyperdrive engine was invented in 2150.
HYPERSPACE - A parallel space/time continuum where it is possible to exceed the speed of light. In fact, it is impossible to travel SLOWER than the speed of light in hyperspace.
HYPERWAVE - Faster than light communications technology used by all known advanced species
KLINSHAY - UAC195034 V, homeworld (or homestar) of the Klinshaya Empire.
KLINSHAYA WAR - Fought between the UNITED SYSTEMS ALLIANCE and the KLINSHAYA EMPIRE from 2176 to 2184. The UNITED SYSTEMS ALLIANCE won the war and forced the TREATY OF KLINZATZ on the KLINSHAYA.
KLINZATZ - The second most populous world in the KLINSHAYA EMPIRE. Site of the final battle of the KLINSHAYA WAR.
LASER - A type of energy weapon that uses amplified coherent light to cause damage.
LIGHT YEAR - The distance light travels in one Terran year. Currently the accepted unit of measure for interstellar distances.
MANARA - A major colony world of the THERATAAN PROTECTORATES.
MASS DRIVER - An obsolete Terran starship weapon system consisting of magnetically accelerated depleted uranium projectiles. The effectiveness of the mass driver varied widely depending on the velocity of the firing ship. Last used during the KLINSHAYA WAR.
MILKY WAY GALAXY - Our home galaxy
MULTIPLE STAR SYSTEM - A STAR SYSTEM that contains more than one star.
PLASER - A Plasma Laser, a type of energy weapon that uses amplified coherent light and minute amounts of ANTIMATTER to cause damage.
RADIATION STORM - A mass of highly charged tachyons and other high energy particles leaked into hyperspace by a supermassive star. Radiation storms can be extremely hazardous, especially to smaller starships.
REACTION CONTROL SYSTEM (RCS) - Equipment that allows a starship to change course by the use of small thrusters
RYL - Alternate name for RYL'AT
RYL'AT - Third planet of the star Beta Centauri. Homeworld of the Ryl'Atti race. The capital of Ryl'At is located in the the city of J'Yomm. Founding member of the United Systems Alliance.
SNAIL LOAF - A Ryl'Atti delicacy made from.......snails
SPACESHIP - A spacecraft designed to travel within a STAR SYSTEM
SPACE TIME CONTINUUM - The physical laws that define reality
STANDARD CARGO UNIT (S.C.U.) - A starship transportable unit of cargo. Depending on the cargo type, one S.C.U. can supply one person for between 30 and 365 days. See Cargo Transport.
STARSHIP - A spacecraft designed to travel between STAR SYSTEMS
STAR SYSTEM - A star and its orbiting planets. Some STAR SYSTEMS contain no planets. (See section Star Classification)
STANDARD TERRAN YEAR - The official year in the United Systems Alliance, based on the Terran Common Era Year. Abbreviated S.T.Y. Unlike the Terran Common Era calendar, the S.T.Y. calendar does include a year zero.
TELEPORTER - Equipment that allows near instantaneous travel over short distances by use of a controlled WORMHOLE. The teleporter is an offshoot of hyperdrive technology.
TERRA - The Standard name for Earth, third planet of the star Sol. Homeworld of the human race. The capital of Terra is located in the the city of Geneva. Founding member of the United Systems Alliance.
THERAT - UAC92786 III, homeworld (or homestar) of the Therataa.
TRITIUM - An isotope of hydrogen used by most space faring civilizations as FUSION ENGINE fuel.
TRYCENE - A type of crystal usually found on very hot, barren worlds such as Mercury (Sol I). Trycene is very useful as it is able to absorb a nearly infinite amount of energy, and then discharge that energy back in a controlled manner.
UNITED SYSTEMS ALLIANCE - The interstellar government consisting of Terra, Ryl, Celay and their colony worlds. Founded in 2177 during the Klinshaya War.
WORMHOLE - A tear or rip in the SPACE TIME CONTINUUM
XANADU- Independent Alliance world in the Tau Ceti system. The capital of Xanadu is located in the the city of Shangri-La.

Background Artwork By: Ali Ries
Artwork: Sean Mallory, Dean Adamo