Saturday, August 13, 2016

Shaow Village Gamma-7 - Mertactor

  A female Aslan known to one of the players has contacted them and asked for help with a delicate matter.  One of the males of her clan has remained behind on the surface of Mertactor, while the rest of the clan are leaving.  This male has indicated his desire to go out into the world as a lone warrior, but first he wanted to make one last visit to a clan shrine in the jungles around Tambuur.  However, something has gone wrong.



  On Mertactor, in the southern rain forest terrain surrounding the settlement of Tambuur (location B on the world map), there is a curious, and valuable plant known as the Shaow.  The leaves and buds of the Shaow make a very agreeable, and slightly narcotic, tea that is widely sought after by aficionados throughout the Spinward Marches.


  The local environment, however, is quite delicate and fragile, and any attempts to employ mechanical means, or even to build permanent settlements, have resulted in upsetting the environment - and hurting the intrinsic value of the natural Shaow growth.  Because of that, for several weeks in the autumn, temporary laborers from the farms in and around Tambuur will come and erect temporary tent villages where they live and use as a base to harvest the very valuable Shaow plant.

Image by Arman Akopian - http://i-guyjin-i.deviantart.com/ 
  The center of this year's Gamma-7 tent village (and there may be several, at any time during the early autumn harvest, at different locations in the jungles surrounding Tambuur), there is a very nice tea house, where the working population of the village and go and relax in the evening.  It is a place where music, food, drink and conversation can be had.  After hours, it sometimes moves outside for dancing and more drinking.  This year, however, there is a problem.

 A large male Aslan (Heowimosho), from the local community at Tambuur, has become quite disturbed, and moved into the main drinking hall of the tea house.  He sits there, day and knight, maintaining a steady drunken state, but also keeping (mostly) a vigil on the hall.  He will allow no other patrons to come in, and only allows the tea house staff to serve him - which they do out of fear.  He has forcefully, and effectively, ejected all who enter, and seems to be well able to do so.  Something is obviously upsetting him, and the local rangers from Tambuur don't want to use force, for fear of upsetting the Aslan community.  Something must be done, as the workers at tent village Gamma-7 are threatening to leave, and the local Shaow crop will be lost this year.

Heowimosho - while on his spiritual quest

  The local rangers will ask the players, if they get involved, to not use violence against the Aslan, unless it is absolutely necessary.  They have figured out that there is something wrong, and that it can be worked out.

  The Aslan, if he can be approached (Persuade 8+, or Carouse 10+), will describe the fact that two generations back, his clan had built a small shrine in the jungle, and before he is ready to move off world it is his duty to pay homage to his grandsire's memory.  But, the rest of his clan has already left, and without the assistance of a female, he is not able to locate the small family shrine.  He has a general idea ("it is in a ravine, at the base of the hill that looks like a Merowagonii in the sunset"), but needs assistance.  While on this sort of spiritual quest, he has forgone modern equipment, and is armed only with ancestral blade weapons, and of course, his own dew claws.

  Travel through the rain forest will require several days of looking either on foot, horseback, or ATV.  Test twice a day against either survival or navigation, and a total of 10 effect means that the shrine has been found. If using an air/raft, three tests per day can be made, rather than twice.  However, while out searching, test every 6 hours (Mertactor has a day cycle of approx. 24 hours) for an animal encounter (below), 7+ means an encounter.

  Torrential rains come daily, sometimes more than once per day.  After the first day in the field, most electronic communications equipment will not work.  Test (comms 10+; electronics 8+) to see if the equipment can be made to work, but unless kept in a waterproof container or inside a sealed vehicle, it will require a test again the next day.

  Once the shrine is found, and the Aslan is allowed to spend time venerating the memory of his grandsire on this world, he is willing to leave with the players, and be transported off world.

Mertactor - Southern Rain Forest
2d6typeweightstrdexendinstnum app
2scavenger (carrion-eater)1 kg1 (-2)7 (0)1 (-2)10 (1)3d6
Veronica vulture
avian (Flyer)
body slam (hooves)
and serrated beak (teeth) 3d6
feathers (-1)A11/F7
3omnivore (gatherer)200 kg8 (0)18 (4)14 (2)4 (-1)2d6
Titanopede
flying arthropod (Flyer)
headbutt (horns)
and teeth 3d6
chitin (-1)A9/F7
4scavenger (reducer)1 kg1 (-2)3 (-1)1 (-2)8 (0)3d6
Harpies (Veronica chicks)
avian (Flyer)
stomp (hooves)
and serrated beak (teeth) 3d6
feathers (-1)A10/F7
5omnivore (hunter)1 kg1 (-2)6 (0)1 (-2)5 (-1)1d6
Warbeak
avian (Flyer)
beak (horns)
and serrated beak (teeth) 3d6
feathers (-2)A6*/F5 (note 1)
6herbivore (intermittent)50 kg3 (-1)16 (3)23 (5)3 (-1)5d6
Ramboes
mammal (Walker)
antlers (horns) 1d6fur (-2)A10/F4
7herbivore (intermittent)50 kg4 (-1)20 (4)15 (3)6 (0)4d6
Tree Cassowary
flightless avian (Walker)
beak (horns) 1d6feathers (-1)A10/F4
8herbivore (filter)100 kg9 (1)19 (4)19 (4)2 (-2)1d6
Forest Roc
avian (Flyer)
claws 1d6no armorA10/F5
9carnivore (pouncer)12 kg2 (-2)9 (1)1 (-2)10 (1)2d6
Wendigo
mammal (Walker)
hooves 3d6hide (-1)AS*/FS* (note 2)
10Event
GM discretion
11carnivore (pouncer)12 kg1 (-2)15 (3)5 (-1)12 (2)2d6
Tree Kappa
mammal (Walker)
constriction (thrasher) 3d6no armorAS*/FS* (note 2)
12carnivore (trapper)12 kg1 (-2)7 (0)4 (-1)4 (-1)4d6
Giant Wasp
flying arthropod (Flyer)
stinger 3d6no armorAS*/F5 (note 3)
Notes:
  1. Attack will be 10+ if smaller than prey.
  2. Will attack if gains surprise, else will flee.
  3. Will attack if gains surprise.
Mertactor Rain Forest Events
  1. Quicksand - Vehicle or half party members on foot get mired in sinking sand
  2. Insect Swarm - Millions of tiny, tiny insects clog the intake on vehicles, and firearm receivers
  3. Poisonous Plants - All make a test, 9+ means horrible itching (temp -2 to all physical stats)
  4. River - 200m wide river must be crossed, moving swiftly
  5. Lost - Lose the next time period to regain location
  6. Earthquake - Causes general animal stampede
The Forest Shrine - by Ricardo Lima http://ricardotlima.deviantart.com/

Friday, August 5, 2016

Collace - SM1237 - District 268


Collace       1237 B628943-D  S Hi In              101 Cs

UWP:B628943-DLocation:Spinward Marches/1237System:Collace
Starport:BGood, refined fuel, spaceship repair
Planetary Size:6Medium 9,600 km
Atmosphere:2Very Thin, Tainted - Requires Respirator and Filter
Hydrosphere:884 percent surface area covered by oceans
Population:9High Population 1,000,000,000
Government:4Representative Democracy
Law Level:3Low Law - Heavy Weapons Prohibited
Tech Level:DAverage Stellar (holo data storage)
Base(s):Scout
Travel Zone:None
# of Planetoid Belts:0# of Gas Giants:1

Main World
Collace is a world covered primarily by oceans, and with a very thin atmosphere.  There is a chemical taint to the atmosphere, so that respirator equipment must also be equipped with a filter, for those who want to venture outdoors.  The extremely thin atmosphere also does not provide much protection against sunlight, with exposure remaining a constant problem.  The only vegetation common on Collace is small, scrubby stuff, mostly grasses, some large clump lichens, and low spreading brush.  Other than plant life, the only indigenous terrestrial life animal life is very small, most of it is microscopic, and tiny arthropods, mostly flying insects.  Very few species are heavier than 5-10 grams, however vast swarms of flying insects exist around some of the equatorial coastlines.  Burrowing insects are common wherever the low plant life is common.  The oceans, however, are home to a wide variety of different species of animals, and plants, some ranging quite large.
Collace - each hexagon is 192 km

Chief Arcology Clusters
A - Eden Cluster (home of Stellos Adjunct beanstalk)
B - Khatra Cluster
C - D'Laria Cluster (home of Collace League, world government)
D - Himaque Cluster
E - S'Airiing Cluster
F - Me'Tang Cluster

The population dwells, mainly, in large arcologies (massive, self contained, city-sized buildings).  These have been built in successive stages over the last two thousand years.  There was a colony at Collace for about a thousand years prior to that (Solomani colonists that became part of the old Sindalian Empire), living in underground dwellings and domed cities, but it was on a sharp decline when it was contacted by Darrian scouts about two millenia ago.  Since that time, and thanks to some shrewd mineral rights trading with the Darrians, the human population have been steadily increasing the size of the population, and the civilization of Collace.  There are currently no longer any Darrian mining operations on Collace, but there is a small minority population of Darrians living in some of the arcologies.  There are abandoned hulks of empty megacity structures, but most of these have been repurposed and reclaimed for materials.
Lower levels of the Shian Hero building, now given over entirely to robot assisted manufacturing

New arcologies are being built all the time, usually in complete balanced mixes, where large scale industry takes place, along with all of the elements a city needs for its citizenry.  As the newer arcologies age and become worn down, they are given over to more lower class dwellings, and the lower levels are claimed for even greater use by industrial purposes.

Much of the industrial workings of the planet are handled by robot assisted methods.  These robots exist in two main forms, at the nano scale (nanotechnology is used for both materials manufacturing, and also for reclamation of older, abandoned materials and structures), and large scale in-place manufacturing and processing robots.  Humaniform robots are illegal on Collace, going back to a very early tradition when the first mining colonies existed nearly two thousand years ago.

Buildings of the mammoth D'Laria Cluster - home of the world government, the Collace League
The main government of the planet, the Collace League, has its seat in the arcology cluster known as the D'Laria Cluster, with five massive structures, and underground housing and city space, holding a population of 55million altogether.  It is one of the 20 main clusters, all featuring a similar sized population (40-80 million), but divided up among various structural arrangements from the incredibly sized Himaque cluster, with just two buildings (each holding 30 million people), to the more decentralized S'Airing cluster, with twelve buildings, each holding between 5 and 8 million people.

The two massive structures (left top, bottom) of the Himaque cluster, with details on the right

Each cluster thinks of itself as something similar to a "state", and all have various levels of representation known as Cluster Demos.  These also come together at the Collace League meetings in D'Laria Cluster, to handle planet wide affairs.  The main thrust of the League, is to foster the world (and the surrounding worlds) into an arrangement where the whole subsector comes under Imperial control (with Collace as the subsector capitol, of course).  The world is officially a client state of the Imperium.

Collace is involved in a cold war with Trexalon.  Trexalon is itself dedicated to furthering the status of the worlds within the District 268 subsector, but Trexalon is aligned with the Sword Worlds.  The Collace League believes this to be a ridiculous prospect, and is actively working against Trexalon, even including an arms race.

Starport
Stellos High Port is the main starport of the system.  It is a type B orbital starport, featuring spaceship manufacturing berths, and starship repair births (for hulls up to 3000t; larger ships are handled in orbit, by EVA and robotic workers).  Stellos is a proper orbital city in it's own right (population 20 thousand, with about three thousand employed in operating the starport, and the rest working the businesses and shops), and has a very strong Imperial presence, in spite of only having the status of "Client" within the Imperial Star Port Authority (it is independent, under control by the main world's government, the Collace League, but willingly operates as an Imperial SPA starport).

Each cluster, and sometimes each arcology in a cluster, has its own spaceport, typically able to land and take off grav vehicles and space vehicles up to 50-80t in size.  The Missi Bar arcology, of the Eden Cluster, is built at the base of a beanstalk, that rises up to a small port called the Stellos Adjunct, it is for handling extremely high value, but smaller, cargoes and passenger transfers.  There is typically an 18 hour transit time from the Adjunct down to the surface, to Missi Bar arcology.

System Details
Collace is a planet in the fifth orbital around a type F star.  The first two orbitals are within the star's Jump Shadow, and the first three orbitals are in the Inner Zone.  All the worlds further our than Collace are in the Outer Zone, and there is a large Gas Giant, with 11 moons.

Collace/1237 System Layout

Orbit    Contents
 1 Erin-A  - Planetoid (sz1) IZ
 2 Erin-B - Terrestrial Planet (sz6) (2 moons, Canni and Puppo) IZ
 3 Emir - Terrestrial Planet (sz2) IZ
 4 Sappho - Ice World (sz3) HZ
 5 Collace - Terrestrial Planet (sz6) (2 moons, Dill and Thyme) HZ
 6 Crag - Planetoid (sz1) OZ
 7 Chun - Large Gas Giant (4 terrestrial moons, 7 ice moons) OZ
 8 Slaad - Ice World (sz3) (1 moon, Flipper) OZ


Animal Encounters
As  the animals on most of the land surface don't amount to much more than microscopic creatures and some insects, due to the very thin atmosphere, there are some interesting aquatic bioforms worth noting.  Here are the encounter charts detailing different types of the oceanic regions of Collace.


Collace - Ocean Shallows
2d6typeweightstrdexendinstnum app
2scavenger (hijacker)1600 kg15 (3)7 (0)22 (5)4 (-1)6
aquatic mammal (Swimmer)claws
and teeth 2d6
blubber (-1)A7/F6
3omnivore (gatherer)800 kg17 (3)9 (1)14 (2)8 (0)4
aquatic reptile (Swimmer)stomp (hooves) 4d6scales (-1)A9/F7
4scavenger (intimidator)1 kg1 (-2)6 (0)4 (-1)8 (0)6
flying mammal (Flyer)quills (stinger)
and teeth 2d6
no armorA8/F7
5omnivore (hunter)6 kg1 (-2)8 (0)7 (0)11 (1)11
aquatic (Swimmer)stomp (hooves) 3d6scales (-2)A6*/F5 (note 1)
6herbivore (grazer)800 kg8 (0)7 (0)10 (1)9 (1)16
aquatic (Swimmer)claws
and teeth 1d6
no armorA8/F6
7herbivore (grazer)400 kg18 (4)5 (-1)25 (6)11 (1)12
aquatic (Swimmer)horn ridge (horns) 2d6scales (-2)A8/F6
8herbivore (grazer)1 kg1 (-2)3 (-1)4 (-1)4 (-1)13
flying aquatic reptile (Flyer)tail spikes (horns) 1d6scales (-1)A8/F6
9carnivore (siren)1600 kg11 (1)11 (1)24 (6)3 (-1)2
aquatic mammal (Swimmer)thrasher 4d6fur (-2)AS*/F4* (note 3)
10Event
GM discretion
11carnivore (chaser)800 kg11 (1)12 (2)18 (4)5 (-1)10
aquatic (Swimmer)body slam (hooves)
and suckers (teeth) 4d6
scales (-1)AO*/F5 (note 5)
12carnivore (siren)25 kg5 (-1)15 (3)11 (1)7 (0)6
aquatic (Swimmer)thrasher 3d6no armorAS*/F4* (note 3)


Collace - Open Ocean
2d6typeweightstrdexendinstnum app
2scavenger (reducer)25 kg11 (1)10 (1)11 (1)3 (-1)11
aquatic reptile (Swimmer)claws
and suckers (teeth) 2d6
scales (-2)A10/F7
3omnivore (gatherer)400 kg16 (3)9 (1)26 (6)6 (0)9
aquatic mammal (Swimmer)hooves
and suckers (teeth) 4d6
fur (-3)A9/F7
4scavenger (intimidator)6 kg6 (0)10 (1)7 (0)3 (-1)8
aquatic (Swimmer)stomp (hooves)
and suckers (teeth) 2d6
scales (-3)A8/F7
5omnivore (gatherer)400 kg17 (3)6 (0)19 (4)5 (-1)11
aquatic (Swimmer)body slam (hooves)
and suckers (teeth) 4d6
shell (-2)A9/F7
6herbivore (grazer)1 kg1 (-2)5 (-1)4 (-1)8 (0)13
aquatic (Swimmer)claws 1d6shell (-4)A8/F6
7herbivore (grazer)1 kg1 (-2)3 (-1)4 (-1)6 (0)15
aquatic (Swimmer)smashing beak (horns) 1d6scales (-3)A8/F6
8herbivore (grazer)10000 kg32 (8)3 (-1)35 (9)4 (-1)7
aquatic (Swimmer)horn ridge (horns) 4d6scales (-4)A8/F6
9carnivore (siren)100 kg8 (0)12 (2)11 (1)7 (0)5
aquatic (Swimmer)body slam (hooves) 3d6scales (-1)AS*/F4* (note 3)
10Event
GM discretion
11carnivore (chaser)100 kg11 (1)11 (1)8 (0)12 (2)8
aquatic (Swimmer)thrasher 4d6scales (-3)AO*/F5 (note 5)
12carnivore (chaser)25 kg7 (0)18 (4)5 (-1)8 (0)8
aquatic (Swimmer)stomp (hooves) 3d6scales (-3)AO*/F5 (note 5)


Collace - Deep Ocean
2d6typeweightstrdexendinstnum app
2scavenger (intimidator)3200 kg12 (2)4 (-1)23 (5)3 (-1)11
aquatic (Swimmer)thrasher
and teeth 3d6
shell (-1)A8/F7
3omnivore (gatherer)10000+ kg28 (7)3 (-1)30 (8)7 (0)6
aquatic mammal (Swimmer)hooves (flippers) 5d6fur (-2)A9/F7
4scavenger (hijacker)6400 kg28 (7)3 (-1)35 (9)8 (0)12
aquatic (Swimmer)stomp (hooves)
and suckers (teeth) 5d6
hide (-1)A7/F6
5omnivore (gatherer)200 kg8 (0)11 (1)18 (4)7 (0)12
aquatic (Swimmer)stomp (hooves) 2d6shell (-3)A9/F7
6herbivore (grazer)10000+ kg46 (13)3 (-1)40 (11)9 (1)14
aquatic (Swimmer)headbutt (horns)
and suckers (teeth) 5d6
scales (-2)A8/F6
7herbivore (grazer)10000+ kg34 (9)3 (-1)25 (6)11 (1)13
aquatic (Swimmer)horn ridge (horns)
and teeth 4d6
scales (-2)A8/F6
8herbivore (grazer)10000 kg36 (10)3 (-1)29 (7)10 (1)14
aquatic reptile (Swimmer)claws
and teeth 4d6
scales (-3)A8/F6
9carnivore (chaser)1600 kg23 (5)14 (2)17 (3)11 (1)12
aquatic (Swimmer)smash (thrasher) 5d6scales (-3)AO*/F5 (note 5)
10Event
GM discretion
11carnivore (killer)200 kg16 (3)6 (0)12 (2)11 (1)8
aquatic (Swimmer)thrasher 4d6shell (-4)A6/F3
12carnivore (chaser)800 kg11 (1)10 (1)19 (4)3 (-1)6
aquatic (Swimmer)smash (thrasher) 4d6shell (-1)AO*/F5 (note 5)
Notes:
  1. Attack will be 10+ if smaller than prey.
  2. Will attack if gains surprise, else will flee.
  3. Will attack if gains surprise. Will attack automatically if Siren is immobile (2d6, 8+).
  4. Will attack if gains surpise.
  5. Will attack if outnumbers foe.

Wednesday, June 29, 2016

Walston - SM1232 - District 268


Walston       1232 C544338-8  S Lo Ni              302 Cs

UWP:C544338-8Location:Spinward Marches/1232System:Walston
Starport:CRoutine, unrefined fuel, small craft repair
Planetary Size:5Medium 8,000 km
Atmosphere:4Thin, Tainted - Requires Filter
Hydrosphere:440 percent surface area covered by oceans
Population:3Low Population 3,000
Government:3Self-Perpetuating Oligarchy
Law Level:8High Law Bladed Weapons Controlled, Stunners Prohibited
Tech Level:8Pre-Stellar (superconductors)
Base(s):Scout
Travel Zone:None
# of Planetoid Belts:0# of Gas Giants:2

Main World -
Walston is a low population, non-industrial world.  The atmosphere is breathable with a filter, and the oceans are composed of water that is able to be consumed by humans, with a minimal filtering effort.

World Map of Walston/1232 - each hex 160km

The population of 3,000 consists of mostly Vargr (about 2,000), living in fishing towns on the coastline of Settlement Island (in the sea known as Central Lake).  The Human population (about 1,000) live in Landing Town, a compact colony town at the center of Settlement Island.  A small class C downport (Port Lena) is located at Landing Town (with 50 landing pads, accommodating ships up to 300t).

Landing Town, with almost all structures connect, to keep out the tainted atmosphere

The planetary government is run the Walston Corporation (a chartered colony company, with ties to the Imperium), but its membership is limited to Humans.  The Vargr have representation at company meetings, through Population Officers, but are not allowed to join the board directly.  This has caused some friction.

Vargr Bar by Sabakakrazny
The Vargr live in a number of (very remote) coastal fishing villages, each with only a half dozen family units or less (population each village, 75-100), but each operates one or more fishing trimarans that is crewed by the males of the village (and occasionally the females).  This provides the livelihood for the families, although the villages are required to be self sufficient in nearly all things, as they are spread across the coastline of a 450km wide island.  The oceans are bursting with life, and with proper treatment some of the more numerous species are quite edible, and even serve as an export product.  One particularly valuable species, a sort of giant eel known as a Trabino Fish, is eagerly sought after by the Vargr fishing crews, as it is not only edible, but also contains an oil that serves as the basis for several anagathic drugs usable by Humans.  Offworld purchasing agents will pay top value for fresh Trabino oil (and, indeed, compete to supply the Vargr fishermen with the best quality trimarans and sea-harvesting equipment).  The danger to the Vargr is that the Trabino Fish is also hunted by a rather nasty sort of large kraken.
Trimarans used by the Vargr fishing villages.  An imported TL9 Ling-Standard product, provided by Diego Pharma.
The Vargr villages themselves were built at the end of the Fourth Frontier War, with assistance from the Imperial Scout Service, as a sort of refugee settlement, and they slowly became permanent for the population of Vargr that settled here.  New structures have sprung up, but the original pre-fab buildings have proven to be so sturdy and useful, that they are still in use.

Pre-fab structures forming a seaward looking Vargr fishing village
Landing Town is built as a large hive, with offices and work spaces, along with living quarters, for the approximately 1,000 regular human inhabitants.  To allow the interior to be breathable without assistance, almost all of the facilities are connected to each other.  It is mostly a trade town, but much of the local economy is due to many offices that exist in support of the Scout base in the system, and also in support of the various Imperial offices that have been set up in anticipation of Walston (and the rest of the Bowman Cluster of worlds - Faldor, Bowman, Flexos, Walston and Squallia) becoming full members of the Imperium.  Many of these bureaucrats, scouts and agents are not part of the Walston Corporation, but only live on the world with temporary work visas.

In order to manage tensions between scouts on R&R, disgruntled Vargr, locals who feel the situation slipping out of their hands, and heavy-drinking bureaucrats on long-term detached duty, the Corporation has instituted a rather strict weapons policy - no firearms of any type permitted outside of Port Lena, and all blade weapons carried outside of Port Lena have to be declared to the local Corporation Security offices.  Carrying an un-declared blade is a criminal violation punishable by a 100cr crime, and/or confiscation of the weapon, and/or a 7 day stint in the local jail.  The Corporation takes the matter of armed locals very, very seriously (probably because of fear of a Vargr uprising).

Map of Settlement Island - 450km across

Port Lena is a type C starport, with basic services (some cargo handling, posting of cargo and passenger opportunities, unrefined fuel, etc).  It exists as a fenced-in 15 kilometer square territory near Landing Town.  There are almost always some air/rafts for rent, but for moving larger cargoes in between the port and the settlement, use of hired trucks is recommended.  The central area has pads for two dozen ship's craft, and the dispersed pads can handle up to 60 vessels on the ground, with some pads handling ships as large as 300t.  Additional, or larger, vessels could be "parked out on the grass" but it is usually easier to leave them in orbit, and use ship's boats to descend to the surface.  Additionally, craft sometimes park in the 60km wide body of water next to Landing Town.  By tradition, this is referred to as Landing Pond (despite it's size), out of deference to the fact that the ocean that Settlement Island is located in was named as "Central Lake" by the first settlers.

Port Lena, central offices and fueling facility

There is no high port in orbit around the mainworld.  Several geosynchronous stations are operated by the IISS, and one is sponsored by the Walston Corporation as "Lena Highport".  It is, today, little more than a 20 person station, running a basic surface/orbit transport service, communications operations, and some rudimentary rescue equipment.  But the Starport Authority agents running Port Lena have aspirations to one day have a proper high port. 

The Imperial Interstellar Scout Service maintains a large base (Karpie Scout Base) built on the surface of Raglan, the largest moon of the gas giant Greenish.  In the system the IISS maintains a regular navigational beacon system, with a satellite system around the main world.

Karpie Base has about 1800 regular duty personnel, plus any number of scout vessels docked at anyone time.  It represents a significant number of the inhabitants in the system, but they do not count towards the official census population of the main world.  The main facilities of the base are located near a mountainous region of the moon known as the Fire Crater District.  Nearby is an interdicted area referred to as the Raglan Anomaly, it is considered a localized Red Zone area, and is controlled by the Scout Service.

Karpie Base (all connected by a tube train) - See map (above) for locations
A - Ship pads and maintenance facilities
B - Fuel Processing Facility
C - Dispersed Zero-G Training Facility
D - Raglan Skunkworks - testing ground for experimental Scout Service equipment
E - Main Observatory

Karpie Scout Base, on the surface of Raglan

System Details
Other than Karpie Scout Base, on the moon Raglan, there are no other facilities within the system.  Note, this does not include the small manned orbital station over the main world, nor the IISS satellites and listening posts found throughout the system.

Walston has two natural satellites - Bread and Ale.  No facilities are known to exist on either on.

Other than Walston, there are four other worlds in the system, and two gas giants.

  • Primary - Albin's Star
  • Hot Spark - IZ - rocky world (size 2)
  • Jebbing - IZ - rocky world (size 2)
  • Kramm - IZ - rocky world (size 3)
  • Walston - HZ - mainworld, two moons (Ale, Bread)  
  • Pearse - OZ - rocky world (size 4)
  • Greenish - Gas Giant - three main moons (Felting, Wooly, Raglan)
  • Insive - Gas Giant - four main moons (Ibar, Beldro, Zarr, Chorine)



Friday, June 24, 2016

Tarkine - SM1434 - District 268

Tarkine       1434 C466662-7  S Ag Ni Ri        A  310

UWP:C466662-7Location:Spinward Marches/1434System:Tarkine
Starport:CRoutine, unrefined fuel, small craft repair
Planetary Size:4Medium 6,400 km
Atmosphere:6Standard
Hydrosphere:660 percent surface area
covered by oceans
Population:6Moderate Population
3,000,000
Government:6Captive Government
Law Level:2Low Law
Portable Energy Weapons Prohibited
Tech Level:7Pre-Stellar (mini electronics)
Base(s):Scout
Zone:Amber: Caution
# of Planetoid Belts:1# of Gas Giants:0

Main World
Tarkine is an almost perfect world, from the point of view of human colonization.  It features a very pleasant atmosphere, moderate average temperatures, 60% coverage by H2O seas, and the gravity is only slightly lower than 1g normal.  The main world is the fourth planet in orbit around the primary star of a binary system.  The inhabitants have chosen to keep most of the world pristine, and have limited development outside of a few urbanized areas, with an artificially depressed local tech level (import of technological manufacturing means is limited to TL7, although they will import much higher TL agricultural equipment, if it is ready-built).  Outside contractual labor have built most of the cities and structures, but while they may reflect higher technology levels in their design and infrastructure, the means to repair or replace that technology is limited (requiring a constant influx of specialist labor and the means of repair/upkeep).  This is not a problem for the Tarkines, however, as they are an extremely wealthy planet. What the Tarkines lack in industrial might and dense population, they make up for with amazing agricultural products.

The world is classified as being an Amber Zone by the Imperial Scout Service - this is due to the extremely harsh wind storms that wrack the surface of the mainworld on a periodic basis.  The local wild life (plants and animals) are adapted to the storms (many of the taller trees feature extremely flexible trunks, considering their size, for instance - much like Earth palm trees in tropical areas).  One of the reasons the Tarkines, who are especially proud of their limited technological advance, allow higher technology to be imported into the population centers, is to ensure safe and durable high technology is employed in shelters and other buildings.

The government, such as it is, is run by a corporate council (the "Tarkine Affairs Council" or TAC) dominated by interests from nearby Dallia.  Tarkine is part of the Agricultural-Worlds Combine, along with Motmos,  and Tarsus.  These three worlds produce the majority of the agricultural products of the subsector, and as such are heavily supported in their "independence" by both Forine and Collace.  Worlds, such as Dallia, however are so desperate for food, that they are willing to exert extreme pressures on Tarkine, in order to get the lion's share of the agricultural exports.  While Tarkine agricultural output is across the board (grains, fruits, vegetables, animals and animal products, etc), one of the chief money makers are the exotic spices from Tarkine.  One of the spices - something similar to cinnamon, but with a sharper bite (especially when used in concentrated form, as the Tarkines prefer in their moon-lily tea), is known simply as "Tarkine" to the offworld market.  It can sell in markets on Forine and Collace for as much as 120cr per gram.

Around 160 years in the past, Dallia attempted to conquer Tarkine, but the move was rebuffed with help (especially) from Collace.  What replaced that outright conquest, however, was a council that would manage Tarkine interests, but also with the agricultural needs of surrounding worlds in mind.  The council is dominated by factors from the Hives of Dallia.  Although it may at first sound suspicious, the council seeks to improve the life of the Tarkine agricultural collectives, while giving them a ready market for their output.  The agricultural collectives are very large farming and herding operations, dominated by centuries-old compound/complex family units.  The control wide swathes of land, sometimes across multiple biomes, and even on different continents.  These collectives are what pass for individual states, or provinces, on the world - but all answer to, and are somewhat protected by, the TAC.

The Tarkines, although fiercely independent, willingly accept the presence of the Tarkine Affairs Council (TAC), as the defacto government that provides basic inter-Collective legal affairs, and controls off world marketing of goods, as well as controlling incoming technology and immigration.

Tarkine Agricultural Collectives often make use of high tech equipment from the TAC

The Imperium is keeping an eye on the situation, with eyes towards longterm development of Tarkine as an Imperial world.  Their presence in the star system consists of the very large Gazhnia-Raskoff Scout Base (called, simply, Arthur-GR), in orbit around an iceworld (Arthur) of the secondary star of the binary system. Delina Gazhnia-Raskoff is the name of the Imperial Scout (from Mora) that originally surveyed the world, 700 years ago.  She was killed in one of the amazingly powerful storm systems that plague the great plains on one of the six continents of Tarkine.

Arthur-GR Imperial Scout Base (40t pinnaces leaving for planetary survey)

Animal life on the main world seems to follow two very different biological paths.  There is a large group of different animal species that have curious gas bladders, which can render them very bouyant, and capable of a strange bounding hopping motion, these are all called "Tarkine Hoppers" although there are many varieties.  The strange gas bladder of the hoppers has meant that they are not really suited for herding, however they have been part of the Tarkine landscape for so long, they are widely tolerated (usually being either filters or herbivores, they don't pose a threat to the domesticated animals).  Keeping them out of croplands, however, is somewhat problematic, and there are often "rangers" that get employment hunting the larger hoppers (which, in small herds, can destroy acres of cropland per week) from the air, using electric powered hover-copters.

Two related species of hoppers worth noting are the Grass Wherry and the Cloud Wherry.  Both have a curious fur growth that has curious light reflecting properties.  Grass Wherry fur absorbs light, and retains it, so that the fur glows in the dark for some time after it is removed from the light source (out on the open prairies of the Great Central Continent, seeing glowing Grass Wherry herds bounce along the surface is a sight not be missed by tourists, if a safari can be managed).  The Cloud Wherry, on the other hand, has a fur that is similar, except the strands of fur are slightly more tubular, and light is passed through, so that in a bright light, the Cloud Wherry becomes very difficult to spot against a bright background.  Since they tend to float rather high, and in long bounding arcs (reaching several hundred meters, and sometimes remaining aloft for as many as 20-30 minutes at a time), they pose a navigational threat to low flying electronic hover-copters.  A Cloud Wherry is several meters across, so it is quite a hazard to a small hover-copter.

Tarkine hopper (grass wherry) investigating hillside wind farm.

The other group is a wide variety of different land mammals, that have developed a curious sensory organ that is in tuned to the magnetic fields of Tarkine.  These fill many different food chain niches, but a large variety of them are docile, and now domesticated, herbivores.  Due to their reliance on the magnetic fields of Tarkine, which they use for a sort of homing, when in the wild, for migratory purposes, they have not adapted well to life off the planet.  With proper preparation, their agricultural products (both dairy products as well as meat) are quite digestible and palatable.

Tarkine Magneto-Llamas (image from http://drombyb.deviantart.com/ )
The planet is divided up into (roughly) five continents (Northern Continent, Western Country, Great Western Continent, Middle Continent, and the Southern Continent).  There are two major oceans (Western Ocean, and the Great Middle Sea) and a number of smaller "seas", as marked on the map.

There are four main urbanized areas, although large compound-family dominated agricultural collectives are spread all over the planet.  The four main cities are:
  • Shasta (pop. 600,000) - home of the Tarkine Affairs Council (planetary government), and also site of Port Fiver (the ground starport).
  • Boller (pop. 400,000) - Boller Stockyards is the main livestock market
  • Crown (pop. 300,000) - Seaport, home of huge sea-harvester ships
  • Far Town (pop. 200,000) - Home of Tarkine Agricultural College and Technical University
The mainworld has a downport (Port Fiver, located at Shasta), and a high port (Port Hazel, a large dispersed space station, in high orbit).
  • Port Hazel (high port - Star Port Authority offices, customs, and an unrefined fueling facility)
  • Port Fiver (downport - 80 landing pads, startown, TAS, hotels, mall, transportation services)

Surface map of Tarkine - Each hexagon is 128km across

The Spires of Tarkine
One of the amazing details about the world of Tarkine is the presence of the Spires.  These exist in four different spots of the world, and in each spot there is a collection of these structures, ranging from a few dozen of thick, heavy spires in the Airtree Forest, to hundreds of narrow spires, spouting phosphorescent streams and springs in the Black Desert.  The commonality among the spires is that they are all artificial, and hollow, and once served as shelter or structures for some purpose.  All have been overgrown for some very long time, but still stand erect because of their (curious) materials and construction techniques.  The four known locations are:
  • Forest of Tears (A on the map)
  • Mist Jungle (B on the map)
  • Black Desert (C on the map)
  • Airtree Forest (D on the Map)
The Forest of Tears, in the center of the landmass just north of the Great Middle Sea, is composed of 
an incredibly rich, dense layer of vegetation, with many interlocking and interwoven branches and limbs, wound about and kept tight by the voracious creeping vines of the forest.  That layer of dense vegetation is about 50 meters in the air, and is called by Tarkines the Floor of Heaven.  Underneath it, very little grows except lichens, fungus, and an artist's palette of different colored mushrooms.  The dense level of vegetation is thick and solid enough, that it can be walked on.  The Forest of Tears is home to a race of primates, just barely pre-sentient, called Jacob Apes, about the size and mass of a Terrestrial Orangutan.  They gather water and fungus, and do some hunting, on the forest floor, but dwell up above the Floor of Heaven, in lean-to structures made from gathered dead wood and branches.  Some of these are quite large and elaborate.  The Jacob Apes do not work with stone or metal, but fashion all sorts of simple tools from wood and bone (which they gather from already dead animals, being mostly vegetarian).  The males are quite territorial, and will fight fiercely, and to the death, to protect a favored female, hut, or young.  The spires in the Forest of Tears are slender, and many of them are connected with bridges.  Most have not been explored.  They extend up into the sky 100-200 meters above the Floor of Heaven.  Several groups have large platforms attached to them, quite up high (above the Floor), which are sturdy enough to park vehicles and small craft (up to, and including a 100 ton scout vessel).  The Jacob Apes are the only one of the Tarkine animal species to have developed the curious magnetic field sensor, but which are also a sort of upright primate in body type.  Other primates exist on the world, but none have the magnetic sensor.  And all other animals that have the magnetic sensor are four legged herbivores.

Spires in the Forest of Tears
The Mist Jungle is located in the southwest corner of the Middle Continent, where it joins up to the coastline along the edge of the Sea of Mystery.  The prevailing winds across the Sea of Mystery mean that the Mist Jungle is almost always wet, under a constant threat of heavy, heavy thunderstorms, and often quite misty and foggy (hence the name).  A number of different species of Hoppers live in the Mist Jungle, including one called the River Skimmer.  It gets somewhat large, about the size of a hippopotamus, and can frequently get around using its curious "hopping" motion.  When it comes to a body of water it wishes to cross, however, it floats out on the river or lake, and does not lose its "hopper" gas accumulation (that render it somewhat buoyant in the atmosphere, and give its distended bottom its rounded hopper shape).  Instead, once floating on the water, it uses a very slow release of its gas to jet across the surface.  The spires in the Mist Jungle are massive, in diameter, compared to those elsewhere on Tarkine.  Discovery (rumored, at least) of some working artifacts in the Mist Jungle spires has started a practical gold rush of investigators and treasure hunters.  Again, there are some platforms built into the outer edge of the Mist Jungle towers (which are sometimes as many as 400 meters high, and 150 meters across), and these are, again, strong enough to warrant holding up a ship's boat (or smaller).  The search for artifacts has brought out a gold rush, and frequent outbreaks of violence and claims jumping are the order of the day.  It is a rough and dangerous frontier, far from the placid farms to the east and north of the Mist Jungle.  Boller, the nearest city, is almost 700km away.

Spires in the Mist Jungle
The number of spires in the Black Desert is very large, and may not have ever been counted.  The spires individually are not as massive of those of the other three regions, but they do have a one curious factor, that warrants investigation.  Each spire has a deep, deep well dug down underneath it, to the incredibly deep water table under the desert.  Some method - machinery, magnetics, etc - draws up a water from deep down, that has a strong concentration of phosphorescent material in it.  This phosphorescent quality is not particularly dangerous, and does not affect the water it is found in.  That water runs down, finds other streamlets, and eventually forms into rivers crossing into marshy lakes, throughout the Black Desert.  The lakes are formed when, on occasion, the flowing river, when it stops moving, does not immediately get sucked up by the dry desert.  Frequent, violent wind storms keep many casual investigators away from the Black Desert spires.

Spires in the Black Desert
At the continental neck, where the Northern Continent comes down and meets the West Country, there is a very large hilly forest called the Airtree Forest.  The Airtree Forest is a forest that is composed of a wide variety of very lush, thickly growing tall trees.  One, the Airtree, has a curious byproduct of its own photosynthetic process.  It seems that the same lighter-than-air gasses that form in the flotation organs of the Tarkine Hopper animals, also form into some seed sacks under the leafy branches of the Airtree.  In the relatively strong windstorms that blow north from the West Country, and down from the central plains of the Northern Continent, the lighter than air branches of the Air Tree will break off in large clumps, and float through the air for many miles, before settling down as the gas eventually dissipates or escapes the seed sacks. In this way, the heavy, conical seeds of the tree are spread around.  The spires here are as tall as the largest on the planet, but not quite so large in circumference as the giants of the Mist Jungle.  What makes the ones in the Airtree Forest unique, is that they have the remains of columned buildings and structures, built on the top of them.  Casual explorers are warded off by the strong storms, as well as the swarming tactics used by the Airtree Dragonfly - a large, segmented gargantuan insect (reaching sometimes 9-12 meters in length) with a large wingspan, live reasonably sedate lives clinging, with a very low profile, to the barky skins of the Airtrees, only being disturbed by invasive noises (such as machinery or vehicles).  They are quite dangerous, having hard chitinous plating, and a vicious stinger at the end of their long centipede-like body.
Airtree Forest Spires
It is not known who built the spires, or when (they are old, really old, but definitely artificial), as no serious advanced study has ever been made of them.  Rumors of artifacts and working features being discovered come up in the popular press on Tarkine all the time, but this is mostly just sensationalism.  Nothing has ever been established as fact, only local legend and urban myth.

System Details

Primary Star - Zes Dort 1434
Sheffield - IZ - Size 2 Radiation World
Penguin - IZ - Size 2 Radiation World
Ulverstone - IZ - Size 5 Storm World
Leven - HZ - Size 6 Storm World (1 moon, size 4, Buttons)
Tarkine - HZ - Size 4 Main World (1 moon, size 2, Corinna)
Burnie Belt - HZ - Asteroid belt
Stanley - OZ - Size 19 Big World (3 moons, sizes 5,3,3, Pearse, Hale, Wharf)
Smithton - OZ - Size 15 Big World (4 moons, sizes 6,4,2,2, Montagu, Nelson, Geldie, Britton)

Secondary Star - Minim Dort 1434-Alpha
Arthur - OZ - Size 2 ice world
Marrawah - OZ - Size 3 ice world, (1 moon s2, Harcus)

(IZ - Inner Zone; OZ - Outer Zone; HZ - Habitable Zone)


Key system facilities -

Orbital Research Station - Laskurne Institute - in orbit around Pearse - from University at Collace - studying "telepathic" communications of large creatures that live in the oceans under the ice of Pearse. Population 500 (scientists, administrators, and family).

Asteroid Research Station - Chambers Metallurgical Laboratory - built into asteroid Ghiza-288 - from Sternmetal Horizons - studying curious magnetic properties of ores in asteroid.  Perhaps natural "null" gravity? Population 100 (10 scientists, 25 tech's, 65 security)

Orbital Training Facility - Eccentric mystic, Gar Garmin, has parked his Garden Ship (an aged type-R subsidized merchant ship, full of hydroponics gardens, no longer functional as a jump capable ship) in orbit around Harcus.  There he takes on students and trains them in his technique of "Empty Focus".  Garmin uses his (still functional) 20 ton launch to visit the GR scout base at Arthur, for supplies and life support parts for the "Garden Ship".  Population 1 (Garmin). Usually up to a dozen students, living in the Garden Ship, learning mental and physical techniques of focus and martial arts.

Moonbase Communications Station
- Ransom Station on the surface of Corinna.  The Dallia government operates a "support facility" to serve their interests in the Tarkine Affairs Council (the group controlling the Tarkine government).  Population 60 permanent staff, although there is a spaceport on the moon, and Tarkine to Dallia traffic is often landed at the spaceport, or in orbit around the moon.  Officially this is a communications station, that monitors and enables communications between Dallia interests and the TAC.  Unofficially, they are keeping any eye on the Tarkines, and making sure they don't get any ideas about self-rule, and that offworld agitators and interests are kept in hand.

Orbital Corporate Facility - Tarkine Wherry - This is an orbital trade, warehousing and shipping facility.  It's purpose is to facility massive shipments of agricultural products off world, and trade goods down to the surface.  It was originally built as large circular base, housing 10,000 corporate employees and family members, with distributed and dispersed platforms for small craft, and for "cargo barges" - towing special, large (100,000 ton) baffled cargo containers, out to other distributed docking facilities in orbit.  Operated by a company called Ag-Star, a food shipping operation owned by the megacorporation General Products.  Supported by the other planets of District 268, as a balance against the Dallia operation here.  They are not friendly to the control that the TAC has over the local economy, but have not openly challenged it.

Orbital Security Base - In orbit around Leven - the Dallia Star Patrol maintain this forward base, called the "Tarkine Interest Station" - home to a number of interceptors (small craft, fighters), several large troop transports, and 6,000 Dallia security personnel.  Population of base - 8,000.  Watched closely by observers from the Imperial scout base at Arthur-GR, and also by General Products security personnel from "Tarkine Wherry".

Nature Preserve - "XB Ranger Station Buttons" - The surface of the planet Buttons has been declared a nature preserve, and is overseen from and protected by planetary wildlife rangers from the "Xenolife Bureau" - a non profit conservancy group.  The Tarkine government granted permission to the group, long ago, and they have kept all corporate development off the moon of Buttons for decades and decades, while they observe the curious megafauna of the moon.  Population 2000.

Sunday, April 13, 2014

Judice - SM1337 - District 268

Judice        1337 E9B2000-8    Lo Ni Fl Ba        321


UWP:E9B2000-8Location:Spinward Marches/1337System:Judice
Starport:EFrontier, no fuel, no repair
Planetary Size:9Medium 14,400 km
Atmosphere:BCorrosive
Requires Vacc Suit
Hydrosphere:220 percent surface area
covered by (fluid, non-water) oceans
Population:03 research scientists
Government:0None
Law Level:0No Restrictions
Tech Level:8Pre-Stellar (superconductors)
Base(s):Research Station
Zone:Green: Unrestricted
# of Planetoid Belts:2# of Gas Giants:1

Judice is a pretty bleak, barren world.  The corrosive atmosphere, heavy gravity (1.25g) and lack of water in the fluid oceans mean that there will never be a sizable lure to population development on the surface of the world, without extensive protective environment construction.  One of the curious surface anomalies of Judice are the formations of large "mushroom-buttes" as they have been nicknamed by the scientists working at the research station.

Artwork by Jorge Jacinto at http://jjcanvas.deviantart.com/

Currently, the only "permanent" inhabitants of the planet are three members of a research team, working a heavily robot-augmented research laboratory located at the edge of one of the "seas" of the planet.  The researchers are employees of one of the many bio-chemical divisions of Schunamann und Sohn, AG LIC (SuSAG LIC). They are operating "Research Station Aleph-9" under a contract to the Imperial Navy Research Institute.  The research center is heavily augmented by robots, both SuSAG and Makidkharun manufactured.

Heavily automated, robotic Chemical Lab at Research Station Aleph-9
The corrosive atmosphere is a Nitride mix with significant amounts of Nitric Acid vapor in it.  This leads to the seas being mostly Nitric Acid.  The chief reason for the research station being located here is that it is investigating the development of a life form showing definite early signs of sentiency.  This "amphibious" species have been nicknamed Judice-Men, or the Judicks.

Adult Judick, posing for the camera
The Judicks spend much of their life under the surface, and rely for building material on the production of a sort of resin as a by product of their processing breathable gas out of the nitric acid seas.  This they use to build amphibious hive like structures, that have complex underground components, leading to deep, protected nesting areas, and then raising up out of the water to provide a sort of communal hive "town".

Judick Hive Town, Nom Perg (Perg is the Judick thought-sound for "home")

The Judicks are not counted in the planetary population, because of some scruples about their sentience status with the Imperial Scouts and the Imperial Navy taking, curiously, different views on the matter.  The researchers have built robots that imitate Judicks, and they have made contact, and carry out a sort of trade (the Judicks produce tools and devices out of their gil-resin, and each clan specializes in a certain tool - these they trade with other clans) with the robotic Judicks.  The Imperial Navy Research scientists see no problem with this, but the Imperial Scout Service believes it can be highly damaging to a developing species if they realize that they have been dealing with "artificial" beings.  So the two branches declare the "sentient" question differently.  Luckily, as Judice is not an Imperial world, the question can remain unanswered.

The main Judick hive town that the researchers have dealt with is at Nom Perg (pictured above).  The two external platforms were built by the Imperial Robotic Judicks, and serve as docks for their special purpose hardened skiffs.  

The station personnel are:
 Dr. Zendiyya ("Zen") Armis (human female Xeno-Biologist, team lead)
 Dr. Harlan Padwell (human male Bio-chemist)
 Honored Scholar Garn Pharuun (virushi male Robotics expert)

Honored Scholar Garn Pharuun (art by Brian Gibson and Rob Caswell http://arcas-art.deviantart.com/)


System Details
Primary: Vijf/Yedi 1337
Addis - Orbit One - Inner Zone - Storm World (size 5)
Basile - Orbit Two - Inner Zone - Radiation World (size 4) - one moon (Kenner, size 3)
Xevious - Orbit Three - Inner Zone - Worldlet (size 3) - no moons
Colfax Spill - Orbit Four - Inner Zone - Planetoid Belt
Judice - Orbit Five - Habitable Zone - Size 9 - two moons (Hornbeck size 3; Combe size 2)
Darrow Belt - Orbit Six - Outer Zone - Planetoid Belt
Gretna - Orbit Seven - Outer Zone - Gas Giant - three moons (Minden size 7; Natchez size 5; Parks size 3)
Elton - Orbit Eight - Outer Zone - Ice World (size 7) - no moons
Fordoche - Orbit Nine - Outer Zone - Worldlet (size 2) - no moons

Judice System

Saturday, April 12, 2014

Ling Standard Products Air/Raft

The Nightingale lab ship carries, in addition to the ship's Pinnace, two standard air/rafts.

The two on the ship have been manufactured by Ling Standard Products, and remain one of the best (and longest lasting) product lines of LSP's civilian vehicle manufacturing division.

Artwork by Wayne Peters, from his site at http://scarecrovv.deviantart.com/
The rear seats can fold down, into the floor of the unit, making for a clear cargo space, in addition to the enclosed compartment at the rear.

Specifications:
TL 8
600,000cr
6 tons, 27 cu. m (6 x 3 x 1.5), 2 displ. tons.
The standard air/raft. Max 120 kph, cruise 100 kph, NOE 30 kph.
Crew: 1 (driver) plus 4 (passengers).
Duration: 70 days (210 days of 8 hours each).
Cargo: 4 T (4 cu. m).
Includes avionics, 50-power radio. Unpressurized.