Canon Species, Planets, and Creatures

Here lies references for the USS Zealous, e.g. storylines, species, etc

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Postby Zania Jaarda » Thu Sep 25, 2003 12:20 am

Interphasic Organisms

When visible, this nonsentient life-form resembles a gray-green amoeba with tiny, groping tentacles. Normally, however, these organisms are invisible and immaterial, and can only be detected through an interphasic scan - tricorders do not register the tiny organisms' presence.

Creature Statistics
Form:
Plant
Diet: Carnivore (Cellular Peptides)
Feeding Habits: Parasite
Size: Less than .01CM (Microscopic)
Skills: Survival, unarmed combat
Special Abilities: Anaerobic respiration (no respiration required), drain (cellular peptides), flying, incorporeal, invisible (all except interphasic scan), vulnerability (interphasic pulse)

Description:
Originally from Thanatos VII, this lieform has migrated by creeping into various warp core components built on that planet. The organisms lay dormant until the warp core is activated. Interphasic organisms exist out of phase with the material world, and can pass through solid matter unhindered. They seek out living beings and attach themselves to the outer skin, anchoring themselves with their tentacles and feeding on the host's cellular peptides. This eventually weakens the host's cell structure, and can become fatal if not stopped. They are vulnerable to high-frequency interphasic pulses, and become visible and material as they die. When the organisms reproduce, their offspring automatically seek a new host. If not caught, they creatures could easily spread from a single starship to an entire colony, or across the galaxy if carried onto other starships.
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Postby Zania Jaarda » Thu Sep 25, 2003 7:09 pm

K'karee

This Vulcan snake is small but deadly. Two meters long, the k'karee is most noted for its black-tipped diamond-shapped head. The rest of the snake's body is a pattern of brown and red scales, ranging from crimson and burgundy to pale pink and beige. The k'karee's front fangs are fixed in its upper jaw, and do not retract.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 2M Long (Medium)
Skills: Climbing, running, stealth, survival, unarmed combat
Special Abilities: Burrowing (sand), camouflage, cunning (when hunting), invulnerable (toxin), natural weapons (fangs), ranged attack (toxin), toxin

Environment:
K'karee are found only on Vulcan, in the arid deserts and foothills of places like Xial, Go'an, and Tai'la. The snakes prefer the heat and lack of humidity, and their coloring blends well with their surroundings. The k'karee prefer the daytime, and sleep during the night, within holes they dig into the ground - this helps them retain the sun's warmth, and protects them from nighttime predators.

Behavior:
The snakes are solitary creatures, though a father k'karee will hunt for its mate while she warms the eggs. Once the eggs hatch the father departs and the mother raises the young until they mature enough to hunt themselves. They are not especially territorial.

These venomous snakes are clever hunters. When dawn comes, they rise up from their holes, crawl about long enough to warm their bodies, and then slink back tail first into their nest. With all but the head concealed, the k'karee stops and lays back, so that its lower jaw is facing up. It waits for its prey to approach, striking when it comes to within three meters of the snake. It spits its venom, contained in two sacs located beneath its jaw, then launches its entire body from its hole to sink fangs deep into the prey's flesh. Most animals are not fast enough to step back from the sudden attack.

Though it does not feed on humanoids, preferring rodents and birds, they have been known to strike out of fear when their burrows are approached. Numerous travelers to the desert suffer poisoning and bites, and while not fatal k'karee poison is painful.

Encounters:
K'karee are dangerous, but their fangs cannot penetrate trick leather, and they only strike a victim once before retreating - thus a well-prepared person should be safe from their venom. They can pose a serious threat when just hatched, as several smaller snakes will then be grouped in a close area, and younger k'karee are more likely to attack Humans and even to pursue fleeing prey. There is a high demand for these snakes on the black market, as their venom is a favorite among certain assassins, particularly since few non-Vulcans can identify the poison or its antidote. The Vulcan government imposes strict fines against the sale of k'karee to discourage poachers, believing it illogical to capture such a dangerous predator.
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Postby Zania Jaarda » Thu Sep 25, 2003 7:30 pm

Kavarian Tiger-Bat

The name of this creature is misleading since it resembles neither a Terran tiger nor a bat. They look more like winged spiders, with round, segmented bodies, small, clustered eyes, and oversized mandibles. The tiger-bat is lightly furred, banded with gray and deep brown stripes that resemble those of a tiger. The creature's front legs end in a single talon each, for digging into prey, while the other two pairs have wide splayed feet to better purchase on rocky ledges.

Creature Statistics
Form:
Animal
Diet: Carnivore (Blood)
Feeding Habits: Chaser
Size: 1.3M Wingspan (Small)
Skills: Climbing, jumping, stealth, survival, unarmed combat
Special Abilities: Drain (blood), evasion, extraordinary sense (infrared vision), ferocious (when attacking), flying, natural weapon (mandibles, talons), speed (flying)

Environment:
Tiger-bats are found on the planet Kavaria, in a star system located near the Badlands. They live in the mountainous regions, deep within caves, and emerge only at night - their furred bodies cannot handle the heat of the sun, and bright light blinds them. Kavarians tiger-bats live in swarms, ten to twenty to a cave, and hang from the ceiling while they sleep - their wings wrapped tightly around their bodies for warmth and added protection.

Behavior:
Tiger-bats are carnivorous, and actively hunt prey. The entire swarm ventures forth together, leaving behind only a handful to guard the queen and any young. The rest of the swarm flies low to the ground, searching for warm bodies; their eyes see into infrared spectrum, and at night other creatures stand out easily against the cold. When they sight prey, each tiger-bat latches onto its victim with its front legs and bites with mandibles, and then begins to drain blood. A swarm of tiger-bats can reduce a humanoid to a dried husk in a matter of minutes. Fortunately, tiger-bats only attack until they're full, returning to their cave lair after feeding. The queen and guardians clean the fur of returning hunters to gain sustenance.

Within the swarm, tiger-bats have a tight hierarchy. The sole female in a swarm serves as the queen, while the oldest and strongest male determines when to hunt, which direction to take, and when to attack. Beneath him, the fastest tiger-bats operate as scouts, sent slightly ahead to locate prey. The slowest are left behind to guard the caves. The swarm leader claims mating rights with the queen.

Encounters:
Cardassian colonists on Kavaria first encountered tiger-bats, and never developed an effective countermeasure. The Obsidian Order likes to use tiger-bats as a torture device, locking an informant in a sealed room with one or two specimines. Visitors often mistakenly believe these creatures hunt by sound and vibration, like Terran bats, and use sonic shielding as protection. Since they detect their prey through infrared vision, however, this offers no protection, and many unwary travelers have died as a result. Maquis rebels attempted to use Kavaria as a base of operations, and had some success with portable force fields. Since the tiger-bats were attracted to the fields (because of their heat signature), the Maquis eventually abandoned the planet.
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Postby Zania Jaarda » Thu Sep 25, 2003 7:49 pm

Kazaloth

A kazaloth coalesces from concentrated traumatic neural energy. Scientists have had few opportunities to study these rare creatures, so they know little about their creation or physiology. Under normal conditions most humanoids and instruments cannot detect a kazaloth: engineering tricorders might detect negligible energy fluxes, but nothing to arouse suspicion during a routine scan. Exposure to mid-level nucleonic radiation reveals a seven-meter amorphous cloud of blue energy fraught with angry red neural discharges. The creature crawls or flies along, passing through barriers or even drifting through space while seeking emotional sustenance. Although resistant to most physical forms of damage, it remains vulnerable to nucleonic radiation like that found in replicator units.

Creature Statistics
Form:
Energy
Diet: Energy (Emotions)
Feeding Habits: Parasite
Size: 7M Diameter (Mammoth)
Skills: Stealth, survival
Special Abilities: Amorphous, drain (negative emotions), energy body, flying, invisible, psychokinesis, resistance (physical damage), psi trait, vulnerable (nucleonic radiation)

Environment:
A kazaloth spawns in the presence of any violent outburst of traumatic emotions, usually the scenes of mass pain and death: battlefields, prison camps, massacre sites. Elements in the atmosphere combine with extreme feelings and fuse through some means (typically massive energy discharge). It draws life from these emotions, but eventually requies additional sustenance. A kazaloth finds this food in the form of negative feelings and outbursts, which it feeds upon from living beings. The creature often migrates vast distances over long periods to find ample supplies of nourishment in cities, settlements, and starships.

Behavior:
After finding a suitable source of potential negative feelings, a kazaloth hovers over those most likely to have emotional outbursts. Sometimes it passes from one possible host to another while seeking an accumulation of tension. The kazaloth often interferes itself, using its psychokinetic abilities to manipulate the environment nearby to increase stress. It repeats anything that leads to an increase in negative emotional energy. For instance, a shipboard kazaloth might hover in the engineering department, causing small malfunctions or short circuits that annoy crew members.

Unlike physical parasites, the kazaloth drains its victims when they become provoked into violent emotional outbursts: open weeping, shouting, even exercises to relieve stress. During any erruption of negative feelings, the kazaloth may attempt to drain vitality from the participants.

A kazaloth avoids replicators and any other source of nucleonic radiation that might make it visible and weak.

Encounters:
These energy creatures wander anywhere they can find or create negative emotional energy. Often those near the creature's terrain become short-tempered and prone to outbursts. Small inconveniences annoy them, and the slightest mistake, annoyance, or misunderstanding could send them into a tirade. They feel weary after such unrestrained expressions of emotions. Only when inexplicable and annoying occurrences increase does a kazaloth arouse suspicion. At this point its victims try reigning in their emotions while uncovering and eliminating the kazaloth through scientific means.

A single kazaloth can haunt entire creatures without the technology necessary to reveal and dispatch the creature. The creature feeds off such primitive societies for generations, sowing discord, strife, and distrust to mold an angry, war-like civilization that provides a plentiful food supply of negative emotions. Scientists attributed poltergeist-like occurrences near the centuries-old death camps on Guzman III to a kazaloth created by that location's violent past.
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Postby Zania Jaarda » Thu Sep 25, 2003 8:01 pm

Kerosh

This four-legged beast stands as tall at the shoulder as a grown Romulan. Its striped, blue-green hide and tendency to stand motionless make the kerosh difficult to see among the grain fields it frequents.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: 2M Tall, 2.5M Long (Medium)
Skills: Running, observing, stealth, survival, unarmed combat
Special Abilities: Armor (thick hide), camouflage, natural weapon (hooves)

Description:
Kerosh are one of the major sources of meat on Romulus. These large, docile beasts are content to graze on tikrik grass, even when approached by people, and are easily led to pens or other locations. Kerosh are nonviolent by nature, and stand stock-still if threatened, attempting to hide amidst the tall grain. Kerosh are not much threat to people, unless something panics them enough to cause a stampede. When pressed, their large triangular hooves can do serious damage. They live in herds, and follow the direction of the herd leader, usually the oldest and largest male among them.
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Postby Zania Jaarda » Thu Sep 25, 2003 8:11 pm

Klabnian Eel

This hideous creature looks like a snake but is actually a fish. Its slimy cylindrical body can grow up to 1.5 meters in length, and the long dorsal fin helps it steer. Its body ends in a beak-like mouth, filled with tiny sharp teeth, with small beady eyes set just behind. The eel gives off a noxious stench, which it can use as a defense mechanism.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Scavenger
Size: 1.5M Long (Small)
Skills: Swimming, stealth, survival, unarmed combat
Special Abilities: Anaerobic respiration (gills), burrowing (wet soil and peat bogs), camouflage, deterrent (odor), natural weapon (beak), prehensile appendage (tail), speed (burrowing, swimming)

Description:
The Klabnian eel lives on the swampy world of Klabna, though it is rarely seen. The creature favors wet soil and peat bogs, and swims through these semi-liquid areas as a Terran fish swims through water. The eel serves a useful purpose, ingesting rotting organic materials and recycling them more quickly as its own waste. It rarely surfaces, disliking light and open air. Klabnian eels can move more quickly across the muddy ground, and prefer to avoid confrontations by using emitting a foul odor to ward off predators. If attacked, they wrap their bodies around the assailant and rear up to bite with their beaks.
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Postby Zania Jaarda » Thu Sep 25, 2003 8:21 pm

Kolar Beast

The kolar beast stands as tall as the average Klingon, with a squat build, large broad head, and short, thick tail. Its powerful arms trail the ground, and its paws sport sharp, curved claws. The kolar beast has thick, black armored plates, and its jaws are wide and extremely powerful.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Scavenger
Size: 2M Tall (Medium)
Skills: Climbing, jumping, running, swimming, observing, stealth, survival, unarmed combat
Special Abilities: Armor (fur), camouflage, deterrent (loud screeches), extraordinary sense (night-vision, can see normally at night; chemoreception), natural weapon (teeth), speed

Description:
Kolar beasts are native to Qo'noS where, as scavengers, they often steal prey from other creatures; they can smell blood on the air and travel toward its source. An adult kolar beast can run very quickly, even over rocky terrain, by dropping on all fours. They announce their approach with a loud, blood-curdling screech, and most predators abandon a meal rather than face a pack of kolar beasts. While their arms are strong, the kolar beast's greatest weapon is its jaws and teeth - it can bite through solid bone with a single crunch. The creatures travel in packs, dominated by their strongest male member. They only travel at night, preferring the darkness and the cooler temperature.
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Postby Zania Jaarda » Thu Sep 25, 2003 8:25 pm

Krallinian Eel

This scaleless eel would be a terrifying foe if it were not a vegetarian. Its gray-blue skin makes it difficult to spot, and its blunt snout conceals a wide mouth with a triple row of small but sharp teeth.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Gatherer
Size: 4M Long (Large)
Skills: Swimming, observing, stealth, survival, unarmed combat
Special Abilities: Anaerobic respiration (gills), camouflage, corrosion, natural weapon (teeth)

Description:
A native of Drayan II, the Krallinian Eel is found along the edges of the Krallin Seas. This creature looks terrifying, but is actually harmless unless threatened. The eel feeds on certain types of seaweed, and spends its time swimming along the shore, searching for food. In order to penetrate the thick, ropey seaweed it likes to consume, the Krallinian eel secretes a powerful corrosive to bite through the stalk. It generally ignores other creatures, only attacking in self-defense or to claim food.
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Postby Zania Jaarda » Thu Sep 25, 2003 8:43 pm

Kryonian Tiger

Despite its name, this creature is not felinoid - it is actually a simian, boasting thick green fur and dark brown stripes. Taller than a man, and with a powerful tail, the Kryonian tiger has surprisingly delicate features, similar to a Terran lemur.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 2.4M Long, plus Tail (Medium)
Skills: Jumping, running, swimming, stealth, survival, unarmed combat
Special Abilities: Evasion, ferocious (when hunting), multiple attacks, natural weapons (claws and teeth), prehensile appendage (tail), speed

Description:
The Kryonian tiger was discovered on several worlds nearly simultaneously, which suggests someone introduced them to these planets deliberately. It lives among jungles and forests, hiding high among the trees. An avid carnivore, the tiger drops down on its prey, wrapping its tail around a limb and attacking quickly with claws and teeth. Unfortunately, the creature has been hunted almost to extinction for its thick fur, and most surviving Kryonian Tigers live in the zoos of Brentalia. A program to reintroduce these creatures to their native habitat is underway, with Starfleet slated to transport several to Kryon V.
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Postby Zania Jaarda » Thu Sep 25, 2003 8:53 pm

Kurlian Bear

The Kurlian bear is a large, lumbering creature with an almost comical appearance - rotund body, short limbs, broad snout, and small, rounded ears. The hard, emerald-green shell encasing its back and limbs, and its sharp, curved claws at the end of each massive paw expose its dangerous defense mechanisms.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Gatherer
Size: 4M Long (Large)
Skills: Climbing, jumping, running, swimming, observing, stealth, survival, unarmed combat
Special Abilities: Armor (shell), corrosion, ferocious (when territory is violated), extraordinary sense (chemoreception), natural weapons (bite and claws)

Description:
The Kurlian bear is native to the planet Kurl, which was once home to a sophisticated civilization. These creatures possess a mild nature, and they prefer quiet and solitude. When its territory is intruded upon the Kurlian bear becomes ferocious, however. It secretes a corrosive substance that it discharges through its bite. Federation archeologists studying Kurlian ruins know to avoid these creatures.
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Postby Zania Jaarda » Fri Sep 26, 2003 12:23 am

Lala'vel

These small creatures resemble Terran bats in many ways, although their fur glows a faint green at night. Harmless fruit-eaters, the lala'vel only fly at night, creating an impressive flurry of tiny lights against the night sky.

Creature Statistics
Form:
Animal
Diet: Carnivore (Insects)
Feeding Habits: Gatherer
Size: .5M Wingspan (Little)
Skills: Climbing, jumping, observing, stealth, survival, unarmed combat
Special Abilities: Extraordinary sense (ultraviolet radiation), flying, invulnerable (radiation), natural weapons (fangs), speed

Description:
Natives of the Alpha Centauri system, the lala'vel are small, quick winged mammals whose roosts can be found in mountain caves. They hibernate during the colder months, and only emerge again with the first warm weather. The caves favored by lala'vel are mildly radioactive, and over centuries of breeding the creatures developed their phosphorescence. In the daylight or under bright light, the creatures' fur is a dull brown color, but at night it glows a pale green. When the swarm hunts for insects, they flash across the night sky, appearing as streaks of light (to which the insects are attracted). Lovers like to spend hours sitting on hillsides watching lala'vel.
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Postby Zania Jaarda » Fri Sep 26, 2003 9:41 am

Lavaflies

These bugs can grow up to 6cm long. Their thick, segmented shells are the color of hot lava, and burn to the touch, giving the creatures their names (and also makes their carapaces a desired commodity for ornamentation). Lavaflies do not fly, but rather jump, using all six legs together to leap prodigious heights.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: Up to 6CM Long (Tiny)
Skills: Climbing, jumping, running, observing, stealth, survival, unarmed combat
Special Abilities: Burrowing (wood and plant fiber), corrosion (shell coating and caustic saliva)

Description:
Natives of the planet Rinax, lavaflies live deep within the wetlands, and appear mainly during the hot summer months. These insects feed on plant sap, and burrow deep within stalks and trunks, where they can eat and lay their eggs. The lavafly's touch can burn flesh as well as plant matter, though they only attack when their hive is threatened. Lavaflies are mainly an irritant, though if left unchecked they could reach epidemic proportions. An individual lavafly does not consume enough to kill its plant home, but a swarm could decimate the vegetation in an area. In times of draught, lavaflies have been known to infest grain stores. And their burning touch is an irritant to travelers through the regions in which they live.
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Postby Zania Jaarda » Fri Sep 26, 2003 9:54 am

Le-Matya

This deadly feline is longer than a man is tall, not counting its tail. The le-matya's fur is a deep rust, with a single yellow stripe down its back and diamond-shaped yellow markings along its sides.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 3M Long, plus Tail (Large)
Skills: Jumping, running, swimming, observing (smell), stealth, survival, unarmed combat
Special Abilities: Camouflage, cunning, extraordinary sense (chemoreception), invulnerability (toxin), multiple attacks, natural weapons (claws and fangs), speed, toxin (injected through fangs and claws)

Environment:
The le-matya lives in the wildernesses of Vulcan, predominantly the deserts and volcanic plains. They roam freely, afraid of nothing. They make their lairs in rocky caves and shallow depressions in the sand. Nearby settlements often license hunters to patrol the surrounding area and kill any of the beasts within a designated distance, to prevent the cats from posing a threat to the inhabitants.

Behavior:
Le-matya hunt singly or in pairs, and are daytime hunters. They are solitary creatures, and only travel with their chosen mate and their young offspring. The male is dominant when hunting, but the female takes charge over the litter. When two males meet, they fight for territory, with the loser banished from the immediate area. Often, his mate remains with the victor, though she will fight as well if her cubs are threatened. Their excellent sense of smell can detect minute pheromone traces alerting them to the approach of other animals, waking the le-matya in time to attack or move to a different location.

When hunting, these large cats lay in wait atop high rocks or concealed behind available cover, their fur blending into their surroundings, and sniff for the approach of prey. The le-matya pounces on its prey and gashes with both claws while biting at the neck and throat. Few creatures can survive the le-matya's toxin, and once dead the le-matya feast where its quarry fell. Their favored meal is the sehlat.

Encounters:
The le-matya is one of Vulcan's most dangerous predators, and many off-worlders rightly fear them. Vulcans do not share this emotion, although they guard against the animal's encroachment on populated areas. It would be illogical for them to be hunted to extinction, though it is equally illogical to allow such a dangerous animal to roam close to settlements. The le-matya's rich and colorful fur fetches a high price from certain collectors, and the Vulcan goverment remains vigilant against the Ferengi, Orion, and Klingon poachers.

The Vulcans once kept le-matya as hunting cats, before the Time of Awakening, and some prominent families still continue the practice. Le-matya take time and patience to train as guardians, though they make excellent watch-animals. Vulcans, who long since eschewed the practice of eating meat, no longer use le-matya to hunt.

These creatures pose a danger to anyone entering the wilderness, and one can easily kill a small group of men and women. Fortunately, le-matya rarely travel in groups larger than two adults and three to five cubs.
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Postby Zania Jaarda » Fri Sep 26, 2003 11:18 pm

Ligorian Mastodon

These enormous beasts can grow up to 6m tall, and can weigh over 6 tons. Their thick hide is dappled green, gray, and brown, and their impressive trunks (a combination of nose and upper lip) can extend up to 2m in length. These creatures have thick tusks that protrude from either side of their trunks, and tiny pointed ears similar to those of a Terran cat. Their thick legs end in four stubby toes, which the mastodon uses to grasp the ground more firmly. They have no tails.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Gatherer
Size: 6M Tall (Mammoth)
Skills: Running, swimming, observing, stealth, survival, unarmed combat
Special Abilities: Armor (thick hide), camouflage, natural weapon (tusks), prehensile limb (trunk)

Environment:
Native to Ligor VII, these large creatures live deep within its vast forests. In appearance, they resemble Terran elephants, though their skin is closer to a cheetah's in apperance and their ears are similar to a feline's. The creature's coloring allows it to blend into the forest, making it almost invisible to sight, but the mastodon's size makes it noisy, and it can be heard crashing through bushes and trampling vines and fallen branches long before it arrives.

Behavior:
Ligorian mastodons roam the forests, feeding on tender young leaves from upper branches. They are solitary creatures, each establishing its own territory, and they protect their area against competitors. These reatures have a knack for only taking as many leaves as tree can afford to lose, and then moving on to a different tree - they carefully leave enough for each tree to survive and thrive.

Mastodons gather in small groups once each year, with every animal in the region arriving in quick succession. How they know when and where to meet remains a mystery - the creatures communicate with one another through a series of low squeaks and whistles, and through the use of their trunks, but these require close proximity. While gathered, the large creatures determine a mating hierarchy, through a playful series of trunk-wars where the mastodons pair off and duel by wrapping their trunks around each other and pushing. The winner of each duel proceeds to the next round, and the most successful wrestlers pair off and mate. The strongest male becomes the herd's leader, and researchers believe that, in times of crisis, he may be able to summon the entire group and issue commands for relocation or defense.

Female mastodons take over a year to give birth, and only have one or two offspring at a time. The male abandons his calves to the female's charge. They keep these babies close until they reach their full height at ten years. Then they are set loose to find their own territory.

Encounters:
Ligorian mastodons don't pose a danger unless they are threatened. Humanoid intruders receive a warning, a shrill cry, to leave their territory before being charged. They are very careful about not stepping on smaller creatures, and can maneuver through the forests with surprising agility. The mastodon is sometimes hunted for food, or for its durable skin and butter-colored tusks. Animal rights activists often protest this, citing the mastodon's obvious intelligence - some have even argued that it should be recognized as a sapient species.
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Postby Zania Jaarda » Fri Sep 26, 2003 11:29 pm

Lycosa Tarantula

Much like the Terran tarantula, this creature is an arachnid with a thick hairy body and eight long legs. Lycosa tarantulas vary in color, ranging from brown, black, and tan to red, yellow, and orange. They have eight eyes, grouped in ghrees on either side of the face and a pair in the middle, and have a pair of curved fangs beneath this cluster.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 20CM Across (Tiny)
Skills: Climbing, jumping, running, craft (traps), stealth, survival, unarmed combat
Special Abilities: Burrowing (sand), drain (emotions), evasion, invulnerability (toxin), natural weapons (fangs), speed, ranged attack (psionic), toxin, trait (psionic), trap-building

Description:
Found on the planet Lycos VII, these hand-sized arachnids are primarily nocturnal. They locate holes in the sandy ground, or dig a burrow themselves, and then hide within, facing outward. When an animal or insect their size or smaller passes by, the tarantula springs, wrapping its legs around the prey and biting deep with its fangs. The fangs inject poison into the victim, weakening it. Then the tarantula wraps its prey in a tight silken web. But these creatures do not feed on flesh. They are psychovores, and feast on the emotions of their victims, deliberately terrifying their prey to produce more fear and anxiety.

Though fearsome in appearance, Lycosan tarantulas aren't dangerous to people; they only attack significantly larger animals in self-defense. Lycosian tarantulas can be trained as pets and make an excellent protection against smaller insects, though because of their speed and fangs unscrupulous owners train them for Lycosan spider fights.
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Postby Zania Jaarda » Fri Sep 26, 2003 11:45 pm

Lynars

Lynars resemble Terran bats, although they differ significantly. Their small, black bodies possess six limbs with flaps of skin between them. Like the Terran flying squirrel, they use these to glide, though they can also flap their wings to fly. Their mouths are located ventrally, with four fangs that they use to pierce plant flesh. Their tails are elongated for gripping cave walls, and they wrap their arm-wings around whatever they feed upon.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Gatherer
Size: .5M Wingspan (Little)
Skills: Climbing, jumping, observing, stealth, survival, unarmed combat
Special Abilities: Camouflage, cunning (when fleeing), extraordinary sense (infrared sense), flying, natural weapons (fangs), prehensile appendage (tail)

Environment:
Celtris III, deep within Cardassian space, is barren and uninhabited on the surface. Below ground, however, the planet teems with life. One of the dominant creatures is the lynar, a small black-winged mammal. These beasts cling to cave walls and ceilings and sleep during the day, wrapped tightly in their durable wings. Upon awakening, they fly through the underground caverns in search of food.

Behavior:
Lynars live in swarms of several hundred, and their caves are filled with the sound of a thousand tiny rustles and squeaks while the creatures sleep. When they fly, the sound is similar to an ocean wave, a roaring rush of wind and air filled with thousands of separate beats. Lynars are vegetarians, and seek out underground plants for their meals. They cannot see, but create a mental image of the space around them by sensing the heat given off by volcanic vents, lava fungus, and surrounding cave walls. Plants grow in clusters throughout the caves, which the lynars descend upon. Their sharp, hollow teeth pierce the skin and suck up the plant's juices. Interestingly, lynars don't completely drain plants, and they only target fully grown specimens, so their feasting weakens the plant but does not kill it.

Each lynar swarm controls a specific region within the caverns, and fight any invading swarm or creature. Pack leaders, who dominate through size, strength, and assertiveness, control the swarms. Lynars bear their young one at a time, but the swarm usually raises a hundred or so offspring all together, and these are left huddled back in their home cave. The hunters carry extra food back to those left behind to tend the young and their charges.

Encounters:
Lynars are considered harmless, since they only eat plant sap. When confronted, lynars prefer to flee rather than hold their ground, retreating deeper into darker caverns or high cave ceilings. They will attack any intruders who approach their home cave, however. They pose a nuisance to Cardassian miners digging for uridium ore on Celtris III; they often mistake power conduits for plants and crew through cables, causing frequent power failures. Occasionally, a lynar or two has become sealed in a uridium ore container and transported off-world. Like voles, these refugees have been known to inhabit Jeffries tube access corridors, attracted by the infrared head, and cause similar power fluctuations.
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Postby Zania Jaarda » Sat Sep 27, 2003 12:05 am

Mellitus

The mellitus' natural form is a cloud of gas, up to 3m in diameter, and faintly blue in color. When at rest, however, the mellitus coalesces into a solid form, becoming a large lump of gray-blue matter similar to wax or clay in composition, and slightly damp and slick to the touch. The creature has no visible organs or sensory equipment, and floats through the air without any obvious means of support or propulsion.

Creature Statistics
Form:
Gaseous
Diet: Energy
Feeding Habits: Filter
Size: 3M Across (Large)
Skills: Stealth, survival, unarmed combat
Special Abilities: Absorption (energy), amorphous, anaerobic respiration (no respiration required), extraordinary sense (energy detection), flying, gaseous body, invulnerable (electromagnetic energy), resistance (physical damage)

Environment:
Found on Alpha Majoris II, the mellitus inhabits the planet's bare, rocky terrain and jagged hills. The planet has only a trace atmosphere, high density, and hot climate. The mellitus floats across these broad, open areas, absorbing solar radiation from the system's sun. At night, mellitus become increasingly lethargic and dense until they finally transform into a solid structure and rest wherever they land.

Behavior:
Mellitus live on energy, absorbing it in any form. Their natural food is solar energy, and Alpha Majoris II's thin atmosphere and strong sun provide a great deal of food. For this reason they avoid shadows. These creatures are not aggressive, and simply float along in random directions, collecting energy as they travel. Once a mellitus gains enough energy to reproduce, it splits off a smaller portion of itself like a cell dividing. This offspring mellitus accompanies its parent, growing as it feeds, until it finally reaches maturity and departs to wander on its own. Mellitus are not common, and they are solitary, though if two of the creatures inhabit the same area they will co-exist peacefully since they don't have to fight over food or mates. The mellitus have no apparent social hierarchy - each creature exists independently, and does not define a specific territory that it must protect.

Encounters:
Mellitus have the ability to detect energy, and they are drawn to it. Normally, these creatures feed on sunlight. But if a stronger energy source appears, any nearby mellitus will investigate, including energy signatures from tricorders or phasers. The creatures cannot drain energy from an object or person - they only absorb it through direct contact. A phaser fired at a mellitus will make it stronger and larger, and cuase the creature to approach again in hopes of a second meal. Once the mellitus becomes large enough it splits, creating a second creature.

Because Alpha Majoris II possesses rich mineral wealth, mining colonies on the planet make a favorite target for mellitus. Though they may not be dangerous, they can be irritating, particularly since most weapons cannot harm the creatures. They frequently drift over and around any mining equipment and power generators. The biggest danger they pose is to communications, which they absorb (since radio waves are a form of electromagnetic radiation); they also affect sensors and tricorders in this way.
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Postby Zania Jaarda » Sat Sep 27, 2003 12:37 am

Mugato

Resembling a red-faced Earth gorilla with long, white fur, a ridge of spines along its back, and a tall horn protruding from the top of its head, the mugato is a fearsome beast even when calm. It is 2 meters tall, and masses around 150 kg. It is seldom calm, being just intelligent enough to be excited by almost any stimulus, and just dim-sighted enough to be unable to tell if the stimulus is an actual threat. The male mugato has a larger horn, but both have venomous glands in their lower jaws.

Creature Statistics
Form:
Animal
Diet: Carnivorous (Primarily Large Mammals)
Feeding Habits: Pouncer
Size: Medium
Skills: Jumping, bite, claws, stealth, survival (forest)
Special Abilities: Ferocity (males), natural weapons (bite), speed, toxin

Environment:
The mugato is native to the temperate forests and savannahs of the planet Neural. Its white fur lets it stand out and warn away the few animals stupid enough to willingly wander into a mugato's mating ground. As a result, the vegetation in mugato mating grounds is unusually lush and can reproduce itself without worrying about predators; this has allowed Neural's bizarre ambulatory plant life to flourish.

Behavior:
The mugato lives and hunts in mated pairs; the male is especially ferocious in defense of its hunting ground. Mugato often attack humanoids (including the indigenous inhabitants of Neural) because they believe the humanoid is a rival mugato after its mate. During male estrus (the hottest part of the Neural summer), the males battle with their horns for mates; at other times, they use paws and teeth. The mugato's venom is rarely necesary to subdue its prey, being likely an evolutionary holdover from the mugato's smaller, more vulnerable ancestors. It primarily acts as a digestive aid for younger mugato fed kills by their parents, but is still potentially quite deadly for humanoid bite victims. The Kahn-ut-tu people of Neural have a hereditary blood enzyme that can be catalyzed into an antidote by the hallucinogenic mako root, but picking and using this ambulatory vegetable requires substantial skill in local herbalism.

Mugato Venom
The mugato venom is not immediately lethal. The victim is weakened until they become unconscious, the effect similar as if being hit by a medium stun setting once every hour until the venom is purged, or death.

Encounters:
The mugato is likely to serve as a momentary threat, but it will be a common one in any guerrilla storyline on the planet Neural, as its range and the front lines of Neural's civil war coincide closely. Mugato will attack Klingon or Federation "advisers" with impunity, and a storyline might see the two sides thrust together by mutual danger or competing to win the services of a local Kahn-ut-tu shaman. Mugato venom would also make a good untraceable, bearly-treatable poison for assassin characters to obtain - and hunting one through gunpowder civil war and active Federation adn Klingon measures would be a storyline in itself.
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Postby Zania Jaarda » Sat Sep 27, 2003 12:54 am

Norpin Falcon

The Norpin Falcon has long pointed wings, a sharp hooked beak, and wicked talons. Its plumage is a steely blue across the back and wings, shading to black at the wingtips and down the long, narrow tail. Its head feathers are completely black, and its underbelly, talons, and beak are a pale blue-gray.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 2M Wingspan (Medium)
Skills: Diving, observing, stealth, survival, unarmed combat
Special Abilities: Energy attack (electrical), evasion, extraordinary sense (keen vision, double perception range), flying, natural weapons (beak and talons)

Description:
These predators from the Norpin colonies are renowned for their aerial agility and their amazing reflexes. The falcon feeds mainly on aquatic life, swooping down on its prey and grasping it in its powerful talons. It then uses a remarkable bioelectric shock to stun its victim. The bird lives among the rocky cliffs overlooking the planet's oceans, and frequently roosts on the masts of sailing vessels.
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Postby Zania Jaarda » Sat Sep 27, 2003 1:01 am

Orillian Lung Maggot

Tiny gray-white oblongs with ringed bodies and dozens of paired legs, the Orillian lung maggot feeds on the lung tissue of its victims. Lacking outside sensory organs, their only visible facial feature is its tiny circular mouth.

Creature Statistics
Form:
Animal
Diet: Carnivore (Lung Tissue)
Feeding Habits: Parasite
Size: 1CM Long (Miniscule)
Skills: Crawling, stealth, survival, unarmed combat
Special Abilities: Burrowing (flesh), drain (lung tissue), natural weapon (teeth), regenerate

Description:
A native of the planet Orillia, lung maggots are surprisingly dangerous for their size. They live in water and can burrow through flesh, which appear as insect bites. Once inside the body, the lung maggot makes its way through the circulatory system and into the lungs where it begins to feed. Once gorged on lung tissue, the creature lays dozens of eggs, which hatch within days and also feed. Someone infested with Orillian lung maggots can die from lung failure within a matter of days.
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Postby Zania Jaarda » Sat Sep 27, 2003 8:42 pm

Orion Wing-Slug

About 5-10 centimeters long, with four membranous wings and an oozing, snail-like body, the Orion wing-slug is one of the least appealing creatures in the known Galaxy. Worse yet, during mating years it travels in vast swarms - millions of wing-slugs - across the habitable surface of the planets of the Rigel system. In Rigel's heat, the swarms soon reek of the foul smell of wing-slug slime, as does everything they touch or pass during their migration. Orion wing-slugs are usually a brownish green, but different varieties have different revolting color schemes from purplish taupe to bruise black.

Creature Statistics
Form:
Animal Swarm
Diet: Carrion
Feeding Habits: Scavenger
Size: Tiny
Skills: Flying, stealth, survival (marsh)
Special Abilities: Corrosion, flying

Environment:
Orion wing-slugs breed on Rigel II, III, V, and VII. Each world claims the wing-slug is native to a different planet, and when local conditions allow, launches massive eradication campaigns against the horrendous pests. Wing-slugs tend to prefer wetter areas such as canals, marshes, and lakes; in Rigel VII's deserts this often leads to the unpleasant choice of death by thirst or braving a horde of wing-slugs to reach an oasis. The dapper Orions often make quite a show of the dilemma, and may not necessarially be entirely joking.

Behavior:
Orion wing-slugs travel in swarms, and during mating years, migrate in enormous hordes. Wing-slugs primarily repel predators by their awful smell and even more revolting taste; should thosse fail, wing-slug slime is mildly caustic and causes a lingering horrible burning sensation in soft tissues like mouths, eyes, and so forth. On normal exposed skin, it takes a fair number of wing-slug impacts to raise a rash, but the rash will also last for days of subtle but burning irritation.

Encounters:
Although using them as narrative flavor is a natural (as scenery or as invective), a giant swarm of Orion wing-slugs could be an actual hazard to characters piloting aircraft through it. Wing-slugs can jam sensors, choke air intakes, splatter across view ports, and otherwise make an unholy mess out of a diplomat's brand new shuttlecraft.
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Postby Zania Jaarda » Sat Sep 27, 2003 9:02 pm

Plasma Gator

The plasma gator resembles a Terran alligator in basic shape - it has a long flat body, almost diamond-shaped, narrowign to a near-point at both tail and snout, and two short stubby appendages on either side. Its body is composed of pure energy, however, usually either golden or bluish-white in hue, and no features or organs are visible.

Creature Statistics
Form:
Energy
Diet: Energy
Feeding Habits: Chaser
Size: 4M Long (Large)
Skills: Jumping, swimming, stealth, survival, unarmed combat (energy attack)
Special Abilities: Absorption (energy), anaerobic respiration (can breathe any gas), energy body, evasion, extraordinary sense (gas sense, can detect complex gasses), flying, invulnerable (energy weapons), resistance (physical damage), speed

Environment:
First sighted in the Beta Renner system, the plasma gator is an unusual creature composed entirely of energy, and "swims" through atmospheres much the same way a true alligator would swim through water. Whether plasma gators need to rest remains a mystery, but they often conceal themselves among clouds within a planet's atmosphere. No one has ever seen a baby gator, and it is uncertain whether these creatures reproduce.

Behavior:
Plasma gators are usually found on gas giants, and feed on various gasses. They can survive on hydrogen and helium, but prefer more complex gasses like oxygen, nitrogen, and lithium. The last is definitely their favorite, and plasma gators have caused trouble for lithium miners on several planets, diving in and eating the gasses before the miners can harvest them. Some gators have even attacked gas storage containers, cracking their containment fields and draining off the precious gas inside. Plasma gators are immune to most energy attacks, and ignore physical attacks as well - certain forms of radiation can harm them, however.

Encounters:
Researchers are still arguing whether the plasma gator is truly sentient, and any proof one way or the other would be immensely valuable to the scientific community. The question of the creature's reproduction is also a hot topic, and not only scientists but also collectors would pay a high price for a baby plasma gator. Encounters with one of these creatures can be deadly, but the gators are not malicious, just hungry - if offered a meal (as such a canister or other ready source of gas) the gator would likely abandon its pursuit of the individual. The gator's speed and agility are impressive, and they seem to detect gas from a distance - if scientists could duplicate this feat they would have more sensitive scanners than those currently available.
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Postby Zania Jaarda » Sat Sep 27, 2003 9:33 pm

Quasi-Energy Microbes

Quasi-energy microbes are space borne life-forms that exist in flux between matter and energy and can live in a transporter's matter stream. They are amorphous in shape and appear as sparkling cascades of energy.

Creature Statistics
Form:
Energy
Diet: Energy
Feeding Habits: Filter
Size: Varies, Less than .01CM (Microscopic)
Skills: Survival, unarmed combat (energy attack)
Special Abilities: Amorphous, camouflage, energy attack, energy body (plasma), resistance (physical damage)

Description:
Originally found in the plasma streams of the binary stars of the Igo Sector, these microbes are believed to be native to a number of different plasma environments. Since their discovery in 2369, six different sub-species have been discovered, each with their own unique bio-physical variation. Some Federation scientists have hypothesized that these microbes may be part of the evolutionary process that led to pure energy life-forms like the Medusans or the Redjac.

Since quasi-energy microbes possess the ability to exist within the matter stream of a transporter, Federation personnel are cautioned to be extremely careful around these organisms, as the microbe's feeding habits have been proven to be damaging to Federation technology.

When detected, these creatures appear as sparkling cascades of energy that occasionally flux into a dark crystalline form. Their camouflage makes it difficult to identify the microbes with sensors not specifically calibrated to detect them, and their energy attack has a damaging effect when feeding on elements common to technological devices. The microbes use these elements to maintain the physical aspect of their form.
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Postby Zania Jaarda » Sun Sep 28, 2003 9:26 am

Rakonian Swamp Rat

With slick ebony fur, the Rakonian swamp rat is known for its toothy smile and penchant to escape capture. Oil glands under the swamp rant's fur produce a foul smelling liquid that provides protection against the chill of the swamp water and is also an effective deterrent to other predators.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Scavenger
Size: .75M Long (Small)
Skills: Climbing, running, swimming, stealth, survival, unarmed combat
Special Abilities: Cunning (escape), deterrent (oil), evasion, extraordinary sense (chemoreceoption), natural weapon (teeth)

Description:
Native to swamps on Bajor, Rakonian rats are expert scavengers who also occasionally supplement their diet with live prey. The stench of their oil is well known and the smell of it has a tendency to stick to anything it comes into contact with, confusing predators with acute senses. It is such to where characters can tell whether a Rakonian rat has recently passed through an area based on smell.

Rakonian rats are best known for their furtive behavior, lurking at the fringes until an opportunity presents itself - then acting. They often steal into camps and nearby villages, attracted by food and garbage. Although scavengers, they have been known to attack when hungry and defend themselves when cornered. When assaulted, their oily skin makes it difficult to grasp them and even technological traps have often proven ineffective.
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Postby Zania Jaarda » Sun Sep 28, 2003 9:54 am

Ra'tar

The ra'tar is an imposing bird with a body as long as a full-grown Romulan and a wingspan twice that. Its plumage is red, running crimson along the wingtips and tail and deepening to rust along the body - the head is dark red except for a long crimson ring around its neck. The beak and talons are reddish gold in color, and the entire bird seems drenched in blood.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 4M Wingspan (Large)
Skills: Diving, observing, stealth, survival, unarmed combat
Special Abilities: Armor (feathers), camouflage, deterrent (shrill cry), evasion, extraordinary sense (night-vision, can see normally at night), ferocious (when hunting), flying, natural weapons (beak and talons)

Environment:
The ra'tar is perhaps the most famous denizen of Romulus, its image immortalized on the underbelly of the Romulan bird-of-prey and emulated in the emblem of the Romulan Star Empire. The ra'tar lives on mountain sides and cliffs of the Kae'raktar and T'aresh ranges and hunts across neighboring valleys and plains. The creature builds its nest by dragging rocks and boulders into a rough ring, and thenlayers the center with grass, twigs, and branches - the rocks help hide its home and any eggs from view.

Behavior:
Ra'tars are nocturnal hunters, when their own vision and dark coloring give them an advantage; witnesses have described the attack of a ra'tar as a crimson blur, like a sweep of blood descending from the sky. It devotes most of its waking hours to hunting and feeding itself to provide the reserves of energy it needs to chase down prey. These birds fly over their chosen territory, eyes alert for the slightest movement. The ra'tar prefers to hunt small, mobile prey such as the gerik (a type of field mouse) and danat (a weasel-like animal).

Upon sighting prey, the ra'tar descends, its shrill cry splitting the night air in order to startle the victim and deter other ra'tar from attacking the same creature. It also uses its cry to warn away intruders on its territory. It delights in the hunt, and typically wheels and returns to give its prey a chance to run. When the ra'tar tires of the game, or the prey begins to falter, it swoops down and grasps with its talons, lifting the victim high into the air and returning to its next to feed. Because the ra'tar invests a lot of effort in the hunt, it doesn't give up easily.

Although solitary by nature, with a male defining its hunting territory, which they share with their mate and clutch, ra'tar will coordinate their attacks to overwhelm larger animals, such as humanoids and kerosh.

Encounters:
Romulans view the ra'tar with a respect close to worship, and consider hunting them to be a crime. The ra'tar is a symbol of the warrior, because the creatures are fearless and proud, and rely on their own strength and speed. In ancient days, Romulan nobles kept ra'tar as hunting pets, and the practice continues among tradition-minded Romulans to the present. The ra'tar is most likely to be encountered in the wild on Romulus, though the bird has been transplanted to several Romulan colony worlds. Several specimines have been smuggled across the Neutral Zone for zoos and private collectors.
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