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Maug is one of 7 playable Races in Deadlock: Planetary Conquest and Deadlock II: Shrine Wars.

Advantages[]

Disadvantages[]

Description[]

Technological skill has always been the guiding glow behind Maug civilization. Most Maug have a great love for gadgetry of all kinds, and this engineering skill lets them conceptualize complex machinery quickly. Thus Maug scientists complete many more technologies much earlier than all the other races. When the Cyth forced them off their homeworld to unpleasant Arganis X, this technical aptitude became their only way to survive. The Maug would possibly have become extinct were it not for the diverse artificial means they developed to sustain themselves.

Maug horns have always been a symbol of health and vitality. Sadly, few Maug still have the stately horns that distinguished this race -- these days they are usually prosthetic. Chronic horn loss and ill health afflicted most Maug immediately upon settling on Arganis X. Now they cannot survive without respirators and environmental suits. Within three to four weeks all newborn Maug start having health problems that are completely incurable. The young Maug are immediately fitted with the appropriate sized respirator.

The reason for these illnesses is still unknown. Somehow Maug DNA has been massively rewritten, perhaps caused by the unusual V9 rays emanating from the sun in the Arganis system. All Maug are chronically afflicted with light ailments such as colds and sore throats, and many spend their whole lives suffering from a mild fever. The average Maug lifespan is half as long as it was during the days of happiness on Maug-hau, their former homeworld.

The Maug try not to dwell on their problems. Almost all of them believe that healthy minds will eventually create healthy Maug. Maug greetings and farewells echo their dedication to positive mental health. Shouts of "May all your earaches heal!", "May your gallstones be small!", and "To you and the health of all Maugkind!" are heard everywhere. This shows that the Maug is healthy and ready to take on the struggles of the day.

These affirmations only hide the desperation the Maug actually feel. Because of their medical condition, many Maug suffer from intense despair as they fear that the cure for the Maug-Pain will never be found. Often these depressed individuals stay at home, going so far as shutting off all their electronic devices! Maug leaders sometimes have a difficult time maintaining the work force. Morale frequently drops quickly. Luckily the Maug like to fill their Culture Centers with their favorite electronic games and toys. Building one of these centers often draws depressed Maug out of their darkened homes and back into the work force.

Their technological skill gives them abilities in other ways. Maug Scouts are quite deft at stealing technology. Frequently they gain access to an enemy's computer, download all the necessary information into small high memory storage chips, and then leave before the laboratory guards realize what happened. Maug Scouts are equally good at sabotaging enemy military units. They can quickly reprogram artillery computers to selfdestruct. This destroys enemy mobile cannons. Also airplane navigation systems can be dismantled by the Maug, causing these planes to crash and explode during take off. Their most devastating ability, however, is that Maug Scouts can also reprogram warhead guidance systems. This first causes the warheads to go off. Then in mid flight these warheads do a U-turn and target the enemy's own territory! If there are no other targets for the Scout to go sabotage, they plant small explosives inside key buildings of an enemy's colony; these explosives often destroy the building.

The basic resource for all these operations is electronic parts. Maug production of electronic parts is much faster than any other culture. These production techniques also work well with factory technologies, letting them build units slightly faster than other races.

Even though the Maug have adapted to their troubles, it is the great hope of every Maug to restore their lost health. Maybe they can develop the medicines they need on Gallius IV.

History[]

The glories of life on Maug-hau are well documented. Early in their history they created a nearly perfect society, essentially free from all major warfare and intrigue. Most daily tasks were taken care of with a multitude of fast chore systems. These systems varied from Maug to Maug, as each individual customized their computers to fit their personal needs. Since most drudgery was eliminated, each Maug could pursue their life interests. Many Maug pursued scientific disciplines. It is rumored that knowledge doubled on Maug-hau every five years.

Just before they entered space they ended the old clan system that their early city-states were founded upon. Eventually the need for a military faded as the city-states joined together to become one unified country. Weapons only existed for the Maug-police and of course the high tech criminals these police would catch. Not until their war with the Cyth, Tarth, and ChCh-t would the ancient military title of Maug-chief be reinstated.

Their horns were a source of much pride. Old pictures often show their horns decorated and tattooed in many colorful styles. A common child's pastime on Maug-hau was horn standing -- young Maug would dare each other to see who could stand upside down on their horns the longest. Apparently the average Maug was very nimble and could even perform acrobatics that could almost rival the Humans and the ChCh-t. The tragedy of their illnesses is only worsened when one sees these faded images of their past life.

Contemporary Maug history begins when a Tarth Scout ship encountered a Maug explorer on the edge of the Gotala solar system. Relations were cordial between the Maug and the Tarth, Cyth, and ChCh-t. However the Maug were a little wary of their new allies and began arming themselves. They noticed that the Tarth always carried weapons, so this convinced Maug leaders that things might not be so perfect in the universe as it was on Maug-hau. Great factories were built to manufacture artillery. Space ports even began to develop Maug starfighters.

Meanwhile Cyth ambassadors coveted the many advances on Maug-hau. Privately the Cyth met with Tarth leaders. The Tarth were, of course, very hungry for a battle, so a great Tarth fleet assembled in the outer planets of the Maug-hau solar system.

The attack was fierce, but the Maug were able to hold off the invading Cyth and Tarth. All military restrictions were abandoned and Maug-hau experimented with several technologies not known before or since. Many of these devices were effective, but it was too late. The ChCh-t joined the struggle. Horde after horde landed on the planet, each onslaught chipping a little away at Maug resolve. The Maug were finally defeated.

The Cyth tore apart the world that the Maug had worked centuries to create. The surviving Maug rallied to stop these atrocities. Many rebellions were led against the occupation until Cyth patience was exhausted. The Maug were relocated to Arganis X so the Cyth could carry on their investigations without interruption. The Maug were also conscripted into joining the Quadra Alliance and reluctantly helped the Cyth in their wars against the Humans and the Re'Lu.

After a few years on Arganis their illnesses began. They tried to recreate the great society they once had on Maug-hau, but the fevers, colds, and bunions made this impossible. When the Quadra Alliance began defeating the Humans and the Re'Lu, the Maug secretly switched sides. Their technology was manufactured by the Humans and the tides of battle switched. The Quadra Alliance was eventually beaten back and peace was restored. But this was at a great cost. Many terran worlds were destroyed, never to be inhabited again. Meanwhile, the Maug retreated back to Arganis X, trying to find a cure for their troubles. They only colonize worlds in the hopes of finding new medicines.

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Sources[]

  1. Deadlock: Planetary Conquest Colony Leader’s Guidebook, p. 14-16.
  2. Deadlock II: Shrine Wars Game Manual, p. 9.
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