Statistics
M'Lak origin traits
Stars Without Number (Revised), homebrewOrigin focus as approved in content ideas and listed on the old site's player homebrew page.
- Aptitude for Violence
- +1 attack bonus
- Strong Attribute (Constitution)
- +1 Constitution modifier (Up to a maximum of +3)
- Language
- Asur'ah
Source: content_ideas#1008830322227560458; old-site:species
The M'Lak are a race of intelligent humanoids with both amphibian and mammalian characteristics, chiefly noted for their skill at arms, and they made up a significant share of Atlas's non-human ground troops. Like the Lithoids, the Minervans and the Uymon'ea, they come from the sector the 12th Fleet escaped at the start of the story. Many of them fought the Vehendrix for Atlas on what amounted to package holidays to the front line, and a handful came out with the fleet. They are, by their own account, quite aware of their superiority to mere humans.
Body
They are roughly human-shaped, though somewhat more wiry, with two eyes, ear-like vanes on the sides of their heads and nostril-holes. The most notable feature is the mandibles, thumb-sized digits either side of the mouth, each ending in a sharp tusk between one and three inches long. Suruk the Slayer stood almost seven feet and was greenish-grey. They lack buttocks, so they do not really sit, and perch on a stool more like an enormous featherless bird of prey.
By human standards they are strong and exceedingly tough, and like some amphibians they can sometimes regrow damaged limbs. They can live on the same food as humans but survive on a far wider range of it, and they get rid of what they do not need by coughing up pellets, much like owls. Their resilience and ferocity have led some to wonder whether they are a natural species at all; Vehendrix scientists supposedly once suggested they were an artificial soldier race, but then they reportedly said the same thing about badgers.
Life cycle
M'Lak have only one sex. Every eight to fifteen years they reproduce by vomiting up something much like frogspawn, which is put in water, hatches into tadpoles, and the tadpoles eat one another. The survivors grow into toad-like creatures about the size of a small dog, called spawn, which eat almost anything to put on mass before going back to the water to become adults. Spawn are genetically identical to their parent; the variety probably came from mutation under the high background radiation of their homeworld, and M'Lak spacefarers recreate it by leaving their spawn in a bucket next to the engine in the reactor room.
Very rarely a spawn does not change normally and instead stays amphibious and grows to the size of a crocodile, keeping its gills. These are the Gilled. Their minds mature like any other M'Lak, though they are less aggressive and arguably more intelligent, spawn avoid them (probably by pheromones), and adult M'Lak see one as extremely lucky and protect it. Most end up in a large House as advisers, and since the M'Lak took to big spacecraft more have gone off-world, where they may have some sort of controlling role in the biggest M'Lak warships, and possibly a society of their own.
Houses
There is no central government, no permanent decision-making body and a strong taboo about giving orders rather than carrying them out, so they band together only when necessary, usually to attack someone else, and are otherwise generally at war with themselves. Most belong to a House, a semi-family group of anything from a few individuals to thousands, nominally led by its oldest and most pompous member. Elders arrange formal wars with other Houses, make trade agreements and interfere in everyone's lives as much as possible. Many Houses take in outsiders who pass a suitable test, and some M'Lak belong to several Houses, or none.
Houses also act as local government and conservation authority. The M'Lak are fervent about the upkeep of the countryside, especially when it is the breeding ground of large, angry monsters, so most big Houses keep pens and gardens to raise ferocious creatures (their own offspring included) before releasing them into the unsuspecting wild; the traditionalist House Ametrin specialises in it. On worlds without native life, or in cities, building large machines and dangerous weapons has replaced the monster-keeping. Fewer people get eaten, but more explosions occur. Every House has its smithies, workshops, libraries, galleries and, most important of all, vast trophy rooms. They do not like being close to one another for long, so many wander well away from the buildings, but home is where the heart is, and other people's skulls.
Faith
They believe in an afterlife much like the world of the living, with fewer forms to fill out and more violence, where the ancestors can and probably will watch, especially if something entertaining is going on. There is no priesthood. Organised religion, like most organised things, is alien to them: Asur'ah has no word for dictatorship beyond graish, "grovelling", and religion is graish amren, "grovelling with headgear". The nearest thing to a god is the old custom of throwing a lucky rock at the sun, from when they assumed the sun was a deity in a fiery chariot and tried to knock him off so they could have a go.
Warfare
M'Lak have no concept of "war" as such, as that would mean it stops at some point, and good-natured fights can break out whenever more than one of them (or in some cases only one) is about. Guns are vaguely taboo because they are boring, the exception being the harpoon guns on every vehicle and the occasional warship, all the better for towing the enemy in. Their few warships carry no guns at all but rely on esoteric devices that disable a ship's drive so they can close in, ram and board; mostly they would rather ride human ships from battle to battle, since humans will shuttle them about in exchange for something they would do for free anyway.
So their scientists rarely bother with anything not useful for causing mayhem, which makes them surprisingly good bio-scientists from all the breeding of alien creatures to fight. Not every M'Lak fights physically, mind you, and M'Lak accounting and finance is cut-throat in the most literal sense. Thankfully they never invented lawyering.
In the fleet
The fleet's M'Lak included Suruk the Slayer, who came along entirely by accident after asking a naval staffer where "the big ship" was without mentioning he meant to ram a Vehendrix battleship with it, and who carries his ancestral spear Gan Uteki; Alexander, son of M'Lak mercenaries, handed to their human employers as too sickly and later a fighter pilot; and Nalak, Devourer of Monsters, one of the few M'Lak survivors of the 5th Fleet, who settled on Calypso to hunt its sea monsters. M'Lak ale, rarely drunk by humans owing to its ridiculous strength, came out at the founding of Calypso. They really do not do touching, so the handshake was off.
Gallery
M'Lak, from the old site
Suruk the Slayer
From the old site
M'Lak (Unknown, Pre-evacuation)
Biology
The M’Lak are roughly human-shaped, although somewhat more wiry. They have two eyes, ear-like vanes on the side of their heads and nostril-holes. The most notable facial feature are the mandibles: thumb-sized digits either side of the mouth, each ending in a sharp tusk between one and three inches long.
They are, by human standards, strong and exceedingly tough: like some amphibians, they can sometimes regrow damaged limbs. The M’Lak can have the same nutritional and chemical needs as humans, although they can survive on a wider range of foods. They defecate by coughing up pellets, much like owls.
The resilience, ferocity and cunning of the M’Lak make them excellent soldiers (or more commonly, mercenaries), and their curious reproductive cycle has raised the question of whether they are not a natural species but the product of genetic manipulation. Vehedrix scientists once supposedly suggested that they are an artificial soldier-race, but then they reportedly said the same thing about badgers.
Life Cycle
M’Lak have only one sex. They reproduce cyclically, between every 8 and 15 years, and do so by vomiting up a substance similar to frogspawn. The frogspawn is deposited in water and produces tadpoles, which then eat one another. Survivors will grow into toad-like creatures about the size of a small dog: these are referred to as spawn and are the second stage of development. The spawn pass through a phase of eating almost anything to acquire body-mass, and then return to the water to complete the final stage of turning into an adult.
Spawn are genetically identical to their parent. It is thought that genetic variance was inducted by mutation caused by high background radiation on the M’Lak homeworld. M’Lak space travellers tend to replicate this process by leaving their spawn in a bucket next to the engine in the reactor room.
Culture
The M’Lak do not have a central government or permanent decision-making body. They will band together when necessary (usually to attack someone else) but have strong cultural and social taboos about giving orders instead of carrying them out. This, and their lack of interest in luxury, leads to a tough, self-reliant culture that is usually at war with itself.
Most M’Lak belong to a House, a semi-familial group that can range for a few individuals to thousands. The (self-appointed) head of a House is usually its oldest and most pompous member, although strict rulings are rare and frequently ignored. Elders tend to arrange formal war with other Houses, make trade agreements, and generally interfere in everyone’s life as much as possible. Many Houses allow non-family to join, provided that they pass a suitable test. In some cases, it is possible to join several Houses at once, or none at all.
Houses fulfil the useful role of local government and conservation authority. The M’Lak believe fervently in the upkeep of the countryside, especially if it is the breeding-ground of large, angry monsters. Most big Houses have their own pens and gardens in which the M’Lak raise ferocious beings (including their own offspring), prior to releasing them into the unsuspecting wild. Some of the larger Houses, in particular the traditionalist House Ametrin, specialise in this. On worlds without native life, or in cities, the construction of large machines and dangerous weaponry has replaced the monster-keeping urge. Less people get eaten, but more explosions occur.
Houses serve as bastions of comparative culture, and contain smithies, workshops, libraries, galleries and, most important of all, vast trophy rooms. The M’Lak dislike being in close proximity to one another for very long (an attitude other species find understandable), and so many wander far from the actual buildings. However, at the end of the day, home is where your heart is. And other people’s skulls.
Religion
The M’Lak believe in a sort of afterlife, which is very similar to the world of the living, except with less forms to fill out and more violence. Although it is thought that an individual can, and probably will, contact his ancestors (especially if something entertaining is happening that they might want to watch), there is no priesthood or similar group.
The concept of organised religion, like most organised things, is alien to the M’Lak. Asur’ah does not really contain a word for it, just as it contains no word for “dictatorship”. “Graish”, the word used to represent dictatorship, literally translates as “grovelling”, whereas “Graish Amren”, the M’Lak term for religion, literally means “grovelling with headgear”.
The closest the M’Lak have to a god is the old custom of throwing a lucky rock at the sun. This dates back to primitive times, when the M’Lak tribes assumed that the sun was a deity riding a fiery chariot, and tried to knock him off so that they could have a go.
Warfare
M'lak do not have a concept for "war" as such, as this would mean that they stop at some point. Due to their general hardiness, good-natured fights can break out at any time when more than (or in some cases, only) one M'lak are near, and since the start of the war with the Vehedrix, some humans (and M'lak with an enterprising bent) have organised package holidays to the front line.
The usage of guns is seen as vaguely taboo in M'lak culture, which they regard as boring. The exception to this are the harpoon guns mounted to every vehicle, and occasional warship, the M'lak produce- all the better for towing the enemy in.
Even their warships (the few of them they bother to make for themselves, largely relying on human vessels or troop ships) do not carry guns, but instead rely on esoteric devices for disabling a ship's drive in order for them to close in (read: ram) and board.
The Gilled
When a spawn returns to the water to complete its development, it almost always emerges as a fully humanoid adult. Very rarely, a spawn does not change normally, but remains amphibious and becomes much larger. Such creatures enter an axolotl stage, growing to crocodile size and retaining their gills. Their minds mature in much the same way as their normal (third-stage) brethren, although they tend to be less aggressive than standard M’Lak, and arguably more intelligent.
Spawn, which will usually eat anything, avoid these gilled M’Lak. It is thought that this is the result of pheromones, which suggests that the axolotl stage is more than just a frequent mutation. Further, the third-stage M’Lak regard the appearance of a gilled specimen as extremely lucky, and take great pains in protecting them.
Most of the gilled enter a large House, where they presumably act as advisors. However, since the acquisition of large spacecraft, more appear to have been moved off-world. It is thought that they may have some sort of controlling role in the biggest M’Lak warships, and may have some sort of society of their own
Lenses:
Language:
The M’Lak are a race of intelligent humanoids, displaying both amphibian and mammalian characteristics. They occupy a range of planets, both inside and out of territory known to Atlas, at differing levels of technological advancement. They are chiefly noted for their skill at arms, and made up a significant percentage of Atlas' non-human ground troops. They are commonly referred to as "Morlocks" by humans, in accordance with the ancient Earth tradition of giving anyone slightly different an insulting nickname.
Aptitude for Violence
Gain an additional +1 to attack bonus
Strong Attribute (Constitution)
Gain a +1 bonus to your constitution modifier, up to a maximum of +3
Imported from the previous archive website; to be sorted into this record.