Oquo

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Oquo
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Also see
Canon No
Classification Omnivore Hunter
Extinct Extant
Gravity
Homeworld Quarin (Halcyon 1023)
Language {{{lang}}}
Multi-world Yes
Psi Potential Standard
Reference Ade Stewart
Size 1.2m
Status Minor Race
Weight 80 kg

The Oquo are a minor race native to Quarin, on the spinward edge of Halcyon Sector in the Distant Fringe.

Description[edit]

Oquo evolved from social omnivores that spent much of their time hunting and foraging for food in the subtropical and temperate forests of their world.

Image Repository[edit]

  1. Oquo.
    Oquo.jpg

Homeworld[edit]

Quarin, the Oquo homeworld, orbits in the primary stars habitable zone. It is a dense mineral-rich world with a surface gravity of 0.9G. The atmosphere is rated as Dense, tainted and around three quarters of the surface is covered in oceans of liquid water. There are two major continental groupings, the smaller in the northern hemisphere and the larger straddling the equator and extending far into the southern hemisphere. Large islands and extensive archipelagos dot the oceans. The climate is generally temperate, with a mean surface temperature of around 18ºC. Weather patterns tend to be powerful and violent, with spectacular electrical storms. Extensive icecaps cover the polar regions. Quarin is burgeoning with life.

Physiology[edit]

Oquo are omnivores native to forest terrain on their homeworld: their ecological niche is defined as "Hunter". They are endothermic walkers classified Bilateral HBS-T-AN-LN-N, with a bony skeleton, blood internal fluids, and a hairy pelt. They breathe atmospheric oxygen, respirating via an airway connected to the mouth. The body is topped by a broad head mounting the primary sensory organs and containing the brain. They have fleshy wattles on their necks that can be inflated and used to produce low frequency sounds. A pear-shaped torso is supported by two short paired legs. They interact with their environment with paired arms that support dextrous manipulator hands with four mutually opposable digits. Oquo have no distinctive natural weapons. They are covered in dense fur that varies in colour from dark grey to russet to dark brown.

Size, and pelt length and colouring denote different, often hostile, ethnic groups. Based on their profile: thick and small, the Oquo stand around 1.2m tall and weigh around 80kg. The Oquo's speed is rated as slow: maximum sustainable speed is 30kph. A typical Oquo has a Stamina of 4.

Senses[edit]

  • Energy: V-14-BPS. Oquo vision is more sensitive to the ultra-violent spectrum than that of humans. Human eyesight is slightly sharper and is better adapted to focusing over longer ranges.
  • Vibration: H-20-7483. Oquo aural perception is generally superior to that of humans. They can hear sounds at a greater range of frequencies and are particularly sensitive to low frequency noises.
  • Volatiles: S-4-1. Oquo possess only a limited sensitivity to volatiles and are generally oblivious of all but the strongest smells and fragrances. They have a basic sense of taste, enabling them to determine the chemical nature of ingested nutrients and avoid consuming toxins.
  • Matter: T-6-2 The Oquo's pelt and skin is sensitive to pressure and air movement, and exposed areas of skin, such as the hands, are sensitive to texture. Their sense of touch is broadly parallel to that of a human.
  • Fields: A-0. Unaware.
  • Auras: P-04-2. Oquo, if they focus hard, are able to perceive the bioelectrical fields naturally generated by living organisms. Some technological devices produce signatures that can simulate auras.

Characteristics[edit]

A baseline Oquo has the following characteristic ranges:

  • Strength 2D. Oquo use muscle power and physical mass to exert force.
  • Dexterity 3D. Oquo have excellent balance and poise.
  • Stamina 1D. Oquo lack physical endurance and stamina.
  • Intelligence 2D. Oquo are sophont beings with large complex brains and sophisticated nervous systems.
  • Instinct 2D. Oquo grow very rapidly compared to other sophonts and much of their basic learning is instinctive.
  • Social 2D. Oquo have complex social structures and defined social rankings within them.

Strong natural odor: Oquo have a powerful, distinctive smell, described as a combination of carrion and rotting woodland. At certain points within their biological cycles the odor given off by different genders is noticeably stronger. Most humans find this smell overpowering at best and utterly intolerable at worst. It is possible to get used to it, but the average Oquo simply doesn't notice – it is normal. Oquo functioning within human society may attempt to mask their natural odor with strong scents and perfumes.

Aptitudes:[edit]

Oquo evolved within an arboreal environment and are particularly adept at climbing. They instinctively flee to high ground (typically scaling a tree) when faced with danger.

Movement[edit]

Oquo are rough terrain walkers, evolved to browse through woodlands, thickets and dense foliage in search of food. They are rated as Slow, with a typical moving speed of around 5 kph. Oquo may trot for (Stamina x5) minutes at approximately 30 kph and are capable of briefly sprinting for (Stamina x5) seconds at speeds of up to 45 kph.

Reproduction[edit]

There are two genders – male and female – though there are few external differences between them. Females give birth to litters of 3–5 pups after a gestation period of approximately 6 months. Pups are helpless at birth but are fully motile and able to function independently within six months. They are reliant on their family group for food, shelter and protection during their childhood and adolescence. During this time they learn rapidly and hone their instinctive talents, remaining with their family until they reach adulthood, at around 10 years of age.

Life Stages[edit]

  • 0 Infant (pup): 2 years.
  • 1 Child: 4 years.
  • 2 Adolescent: 4 years.
    • Career starts at age 10.
  • 3 Young adult: 2 terms (8 years).
  • 4 Adult: 1 terms (4 years).
  • 5 Peak: 3 terms (12 years).
    • Physical aging begins (34+ years).
  • 6 Midlife: 2 terms (8 years).
  • 7 Senior: 1 terms (4 years).
  • 8 Elder: 1 terms (4 years).
  • 9 Retirement: 2 terms (8 years).
    • Mental aging begins (58+ years).

Typical lifespan is around 60 years.

Diet and Trophics[edit]

Oquo are defined as omnivore Hunters. They have a preference for small game, relatively fresh carrion, large bugs and insects, fruit, roots and bulbs, and as a last resort leafy vegetation. Oquo eat frequently and socially and use mealtimes as their point of social cohesion.

Psychology & Philosophy[edit]

Status and rank are important and to human sensibilities Oquo seem obsessed with their social position, endlessly bickering and squabbling amongst themselves to gain some minor elevation in rank or status. Minor violence is relatively common. Oquo enjoy good relations with the Esaran and are neutral towards humans.

Primal Drives[edit]

Oquo psychology is driven by factors common to many sophonts:

  • Acquisition (stemming from the need to gather adequate nutrition),
  • Preservation (derived from the need to continue their personal existence), and
  • Perpetuation (the urge to continue the species).

Behaviours[edit]

A number of other factors strongly influence the mental processes of the Oquo:

Major Drives[edit]

  • Family: For Oquo, family comes first, always. Their broader kith and kin, aunts and nieces and cousins, also tend to fall into into this broad category. Occasionally Oquo will seek out a new group, forming bonds of friendship and eventually forming a small family group. Oquo seek the best for their offspring and relatives. They uphold moral and ethical principles based on the sanctity of the family.
    • Hierarchic: Oquo exist within a hierarchical society, existing and working together within a clearly defined stratified structure. Certain social positions and statuses have more prestige and importance than others. Oquo are extremely conscious of status and generally seek to improve their personal position.
  • Nurturing. to take care of, feed, and protect someone or something, to help it to develop. Providing encouragement and support.
    • Obsessive: a persistent disturbing preoccupation with an often unreasonable idea or feeling. Compelling motivation. Reluctance to let go. Compulsion.
  • Pragmatic: evaluating theories or beliefs in terms of the success of their practical application. Matter of fact. Logical and consistent.
    • Introspection. Oquo can be brooding, introverted, and pensive. If their opinions or actions are called into question they can become inward-looking and given to doubt and self-analysis.

Minor Drives[edit]

  • Fatalistic. The belief that all events are predetermined and therefore inevitable. Rather closed and stuck in the mud, not keen on learning or being open, not over-keen on new ideas, “nothing really matters." Take joy at the certainties of life.
    • Cynical, believing that beings are motivated purely by self-interest; distrustful of sincerity or integrity
  • Generousity: The Oquo show a readiness to give in order to support their family or to substantiate their allegiance or friendship, and invariably they give more than is strictly necessary or expected. Those with wealth and power are generally ostentatiously forgiving and charitable, especially towards a rival or less powerful individual. Less wealthy individuals may perform selfless acts for the well-being of others.
    • Vengeful. An Oquo who has been wronged or betrayed, especially by those that they have shown generosity towards, will conduct a campaign of vengeance. This will include slander, shaming and humiliation, attacks on their person, their property, and also their friends and acquaintences.
  • Competitive, inclined, desiring, or suited to compete, competition for the same objective or for superiority in the same field. compete eagerly with someone in order to do or achieve something. strive to gain or win something by defeating or establishing superiority over others. be able to rival another or others.
    • Pitiless, having or showing no pity or compassion for others. strict or harsh. unable to be appeased or placated.
    • Anarchic, with no controlling rules or principles to give order. characterized by conflict, disorder, or confusion; not stable or calm. making an uproar or loud, confused noise. expressing or characterized by vehement opinions. having, showing, or caused by strong feelings or beliefs. in a state of complete confusion and disorder.

Outlook[edit]

Philosophy: Connectivity. Everything is connected, nothing is disconnected.

Theology: Pantheism, many gods, and panantheism (everything is god)

Ethics: Inner relativism: in any given situation there is a right and a wrong. The individual must determine what that is.

Psychology: Co-effective consciousness, this is the concept that we are all inter-connected. My psychology is impacted by yours.

Society & Culture[edit]

  • Homogenity: 8 (Discordant)
  • Acceptance: 6 (Aloof)
  • Strangeness: 10 (Strange). The Oquo are an alien culture with their own unique styles, customs and habits.
  • Symbols 5: (Comprehendible). A structured society and culture, similar in many respects to the human "norm".

Demographics[edit]

70 million, divided into three major racial groups:

  • Zeja Oquo (55% of the population). Zeja are generally slightly larger and have a longer darker pelt. The Zeja are the most widely dispersed Oquo but also have the lowest population density.
  • Fobo Oquo (35% of the population). Fobo are generally slightly smaller and have a shorter, darker pelt. The Fobo control some of the richest areas of Quarin.
  • Munda Oquo (10% of the population). They are taller and generally more lightly built, with shorter pelts tending towards paler colors. The Munda live in relatively remote areas.

Language[edit]

The primary means of communication is through vocalisation. A great many languages and dialects exist.

Social Organization[edit]

Oquo live in close-knit family groups overseen by an elder matriarch and provided for by its adult members. Cubs are raised communally. They are regarded with suspicion and distrust by homeworlders.

Government[edit]

Balkanisation. Their tribal societies are anarchic and there is intense competition between individuals. Most Oquo have difficulties with the concept of personal property and are habitually acquisitive, being particularly drawn to bright or shiny items. If their trust can be gained Oquo are generous and welcoming, showing a readiness to share what they have.

  • The Zeja Oquo are generally pastoral, raising animals and harvesting seasonal crops. The coastal-dwelling Zeja are seafaring and have a strong maritime culture. They are the most welcoming of the Oquo and are the most likely to be encountered off of their homeworld.
  • The Fobo Oquo are nomadic hunters and band together to form loose confederations as need arises. Their societies have a tribal structure with complex inter-tribe interactions, and their warriors mave a reputation for savagery and brutality. They are the least technologically advanced of the Oquo and are the least welcoming, but they pride themselves on their honor and reputation. If you earn the loyalty of a Fobo Oquo, you become their kinsman.
  • The Munda Oquo are the most withdrawn and insular of the ethnic groupings, and relatively speaking also the most advanced. They see themselves as noble and are correspondingly haughty. They live in city-states dominated by a single powerful patriarch and their immediate family. Each city-state specialises in a particular aspect of agriculture, mineral extraction or industrial activity and actively trades with its neighbours. Their communities are linked by networks of canals and roads. Munda society is much more formal and less violent than other Oquo groupings.

Offworld Oquo[edit]

  • Se'eva Oquo are members of the species voluntarily living away from the homeworld, utilising advanced technology and adopting non-Oquo customs and culture.

Law and Justice[edit]

Generally moderate laws.

Uniformity of law: widely differing.

Military[edit]

Each Oquo tribe maintains well trained warbands. Munda city-states have well equipped standing armies.

Interstellar Relations:[edit]

Quarin lies within the Esaran Cultural Area. The Esaran have declared themselves to be the wardens and guardians of Quarin and the protectors of the Oquo. They regulate and monitor contact with the reclusive natives, ensuring that any contact is at the instigation of the Oquo themselves. A small Esaran canton exists on the surface of the world.

Technology & Trade[edit]

Despite having had thousands of years of exposure to advanced technology and interstellar travel, the vast majority shun outside contact in favour of a primitive existence.

Technological Overview[edit]

Current Average Oquo Technology: TL 1

  • Energy: 0 (Muscle power and beasts)
  • Computers: 1 (Abacus, Geometry and Trigonometry)
  • Communications: 1 (Long Distance Signalling)
  • Medical: 3 (Anatomy, Surgery)
  • Environment: 1 (Settlements, Towns)
  • Land Transport: 1 (Wheel - Carts, Chariots)
  • Water Transport: 0 (Raft, Canoe)
  • Personal Weapons: 1 (Bows, Blades)
  • Personal Armor: 1 (Leather, Metal)
  • Heavy Weapons: 1 (Catapult)
  • Heavy Armor: 1 (Wood, Bronze, Iron, Crude Steel)

Technological Research[edit]

Oquo are technologically backward, living their lives at pre-industrial levels of advancement.

Economics[edit]

  • Resources: 7 (Few)
  • Labor: 8 (Millions)
  • Infrastructure: 6 (Limited)
  • Efficiency: 0 (Fair)

History & Background[edit]

Calendar[edit]

The local day is 26.5 standard hours long.

The local year is 1242.75 standard days / 1125.5 local days.

Timeline of Historical Events[edit]

  • Human contact (2350 AD onwards)
  • Esaran contact
  • Admission to the Esaran Cultural Area

References & Contributors / Sources[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.