The Lefyt

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jayphailey
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Re: The Lefyt

Post by jayphailey » Fri Jun 29, 2018 5:41 am

After Conquering, Colonizing and generally being Lefyt all over their own monster solar system, the pre-war Lefyt expanded into the local stellar area. There were Lefyt colonies on other worlds in other systems.

They met survivors of the Great Oron war, but they were generally not as technically advanced, and so were re-colonized by the Lefyt. No Greens were encountered in this process. (Hand-Wavium powers, Activate!)

During the final conquest, these colonies were treated the same way Lefyt worlds were. Bombed back into the stone-age.

Relief efforts will have to made for them, too.

They are left as relatively blank for future development if needed.

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jayphailey
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Re: The Lefyt

Post by jayphailey » Fri Jun 29, 2018 8:26 pm

When I lost my Thumbdrive I re started my lefyt write ups from the bottom up. I will Post these below

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jayphailey
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Re: The Lefyt

Post by jayphailey » Fri Jun 29, 2018 8:55 pm

Profile Jumoji Gamma B Uodrust (LP8)

Created by: Jay

Location the Lefyt Sector

Number of Members:

250 Million, down from 3 billion

Nature of Members:

Lefyt people (Golden Orions) Hard Bitten Survivors of the End of the world

Organization:

Tribal and occasional City States

Game Role:

A tragedy. Perhaps a place for land based characters to make a difference

World Role:

The Worst hit of the Lefyt Worlds

Relative Influence:

Very little. It could become the bone in a conflict between Uhxoz and the Federation. No one with any empathy wants that to happen.

Publicly Stated Goal:

To survive the next desperate idiot with a gun and a body count.

Relative Wealth:

They're scavenging in the ruins of a civilization that collapsed 40 years ago, so effectively none.

Group advantages:

If someone's alive on Uodrust you know they're good at hiding, fleeing, scavenging, farming or fighting and/or remarkably lucky

Special Abilities:

There were a few psionics among the population of Uodrust. The phenomenon was not well understood

Group disadvantages:

They live in a violent hellscape.

Special disadvantages:

Being survivors of a violent hellscape, they tend to default to violence as a solution for their problems fairly quickly

Relations:
Different tribes have encountered different folks, and relate in various ways. The planet as a whole cannot be said to relate to anyone right now.

The Federation, aided by some of the more intact Lefyt worlds and covertly by the Damyip have a PAX mission building there. But this will be a slow one.

The League of Unaligned Worlds has their own variant of a PAX mission, but it's underfunded and undermanned.

The Orions have a trade station which is, for all intents and purposes a recovery effort by the Uhxoz.

The Klingons often visit the Federation station and go on expeditions out into the bush, or aid with station security. The world is almost a Klingon Amusement Park.

Damyip: The Natives will attack Damyip units on site. People engaged in a genocidal blood feud with each other will put it aside and fight together to destroy Damyip Units.

There is some discussion about whether Damyip 14 can design "Federation Robots" and Interact with the natives as if it's not a Damyip. But this has been discouraged by the RIs. Infiltrator-Bots do operate on Uodrust, but their identity is not advertized.

Area of Operation:
The Surface of Uodrust. A very few natives of Uodrust have hired out as mercenaries. They lack the skills to be successful Space Mercenaries.


Locations:
Zhang Station. Built on the site of an old farming town that was burned out, The Federation team restored water, sewage and power and then began recruiting people.

Now Zhang Station is a fortified farming community that is growing by leaps and bounds.

Work is always on going to build and improve the community, as well as teaching the native residents new skills appropriate to a 25th century civilization.

It is not mentioned that most of the hardware that supplies Zhang Station are actually Damyip copies of Federation hardware. Everything from shovels and hoes to civilian replicators is built by Damyip 14 for the people of Uodrust.

The problem isn't stuff, it's the skill sets of the natives. It takes time for someone used to living a scavenger/hunter-gather existence to transition to civilization. The project is succeeding, because there are more people coming in than can easily be educated and uptrained in new skills.

A mark of belonging to the community at Zhang Station is prominent display of a stunner. Inhabitants put down lethal weapons in exchange for a stunner. The Inhabitants adopted the prominent display of a Stunner as a sort of badge of belonging.

Besides the settled population, there is a rotating population of wanderers, hunters and treasure hunters who visit Zhang Station. The station will offer high payments in Energy credits for pieces of pre-war history and culture as well as items useful to the community. If such a wanderer brings in refugees he is liable to be rewarded as well.


The Reservoir
about 200 km away from Zhang station in a nasty desert, there is an old water plant that is still partially functional. It is the home of a death cult run by a lunatic. He uses water to discipline his followers and to barter for wealth. The place is hostile and has sent a couple of expeditions against Zhang station

The Oasis
about 60km from the reservoir there is an oasis. It's hidden from view on the ground nearby, but visible from the air or orbit. There Etosag leads her feminist guerillas in a rebellion against the cult of the reservoir.

Bartertown
On the far edge of the desert is Bartertown. A brutish place run with an Iron Fist by a woman named Asospi. She has an almost mystical ability to detect treachery. Her response is extreme and permanent. She welcomes traders from Zhang Station and Aliens. But don't cross her.

The Refinery
An old Oil refinery, it was a power center but also the subject to numerous attacks. it was abandoned under fire 20 years ago, but intrepid explorers sometimes explore the ruins to see what they can find.

Coast town.
Natives have set up a fishing village and an attempted ship building operation in the ruins of an old resort town. They are building slowly and methodically. The village doesn't have an official defense force, but everyone is armed and they practice together. Led by Zen Iksnator the town Militia is one of the tougher groups.

Public Face:

Desperate and insane post apocalyptic survivors

Notable Members:


Aeil Jyg: A pre war soldier. He hides his age with crazy make up and costumery. He runs a cult called the Death Eaters. The mix of trauma and running a nut-cult have driven Jyg around the bend. He's crazy and his soldiers are crazy. They firmly believe that when they die, they will enter heaven, guided by Aeil Jyg. Occasional suicide attacks are are seen.

Etosag: A Former "Wife" of Aeil Jyg, she escaped and now leads a ragtag band of rebels trying to over thrown Aeil Jyg and his Death Eaters. Because Etosag trained as a Death Eater and knows Aiel's guys she has been able to stay ahead of them, for now. Attempts to convince her to fall back to Zhang station have not been successful, but she has brought refugees in and traded for supplies.

Asospi: An old Lefyt woman. When the Apocalypse happened, she was a wealthy woman of incredibe beauty. Some of her beauty still shows despite the years and the wear. During and after the apocalypse, she became a ruthlessly hard bitten survivor. She'll kill people as soon as look at them and expects the same from her soldiers. She runs "Bartertown" a fortress that protects a barter market. She welcomes anyone who is there to do business. Anyone who damages the town or business is executed. Unknown to anyone she is an empath, and this is how she knows when betrayal is in the offing. Although she welcomes Zhang Station and offworld contact, deep down she feels that she is too damaged to find a place in a civilized world. She is in contact with Zhang Station and often calls them to pick refugees, especially children. Has had conflict with Aeil and his death eaters, but prefers to keep things businesslike. She Sympathizes with Etosag but discourages visits, because she fears getting dragged into their war.

Zen Iksnator:
Now an old man, he has a remarkable ability. When charged with adrenaline, his sense of pain is vastly reduced. He also heals at a remarkable rate. He lives in coast town now, as a fisherman. During the early days of the Apocalypse, Zen lost his family and became a revenge crazed killing machine. He was often described as completely insane. He destroyed no less than three tribes of insane survivors, including running battles in makeshift vehicles. He gained a reputation as berserk killing machine after single handedly fending off an attack by Asospi and her boys 20 years ago. She called off her attack and considers herself and Zen at Truce. Zen picked up a band of children survivors and helped build up Coast Town into it's current form. He looks thin, old, hairy and sunbleached. But when idiots think Coast Town is worth attacking, they find out he can still kill with the best of them.

History of the Organization:

A long time ago, the natives of Uodrust found themselves on their world. Their legends say ancient gods put them there. They lived and grew and had all the history, when Iponij explorers and colonists landed. Uodrust didn't make such a fight out of it as The Uhxoz and so the assimilation into "Colonial" culture was easier.

Then the Damyip war happened and everyone rallied around the flag. They were dedicated fighters against the Damyip.

40 years ago the Damyip broke the back of the Colonial miliary and rolled them up.

The Military Command of Uodrust made a horrible mistake. They felt that if they put up enough resistance, they could force the Damyip to negotiate a peace treaty.

The people of Uodrust were patriotic and believed in their government.

Damyip 3 bombed them from orbit. It was a massive bombardment. All major cities and military installations were destroyed. The planet entered a Nuclear winter.

After this, the other Damyip recalled Damyip 3 and upgraded it. The destruction wreaked on Uodrust was efficient in terms of reducing the current military state, but was far too violent.

In the years after the bombardment, Damyip 14 sent teams of Occupation-Bots to search for and remove caches of military equipment and to destroy military bases and technology missed in the main bombardment.

Damyip 14's units found survivors scavenging through the wreckage and killing each other for food and water. When the Survivors saw Damyip units, they attacked aggressively.

Small arms had been looted and disperesed among the population.

Damyip 14 often found old, disused military bases holding bands of survivors who used them as centers for dominating the area.

When Damyip 14 tried to offer assistance or negotiate, it's units were attacked.

The people of Uodrust died and died and died.

In time, the population fell to a point where the chronic fighting and blood shed died down. The People of Uodrust found ways to build new communities, but these looked insane compared to pre-war communities.

Violence was still all too common and Uodrust found life cheap and death easy. People who fought for a different outlook soon found themselves in life-or-death struggles with crazy nihilists.

People assumed things were just as bad everywhere in the colonies and that's why help never came from outside.

2410 Mixed groups of Federation and Lefyt people began visiting Uodrust and discovering the horror show. People who came with Damyip units found themselves coming under fire. The natives were completely unwilling to be rational about "Toasters".

Groups without obvious Damyip found the natives could be excessively violent. Many teams took casualties, and a couple were wiped out, Federation/Lefyt teams upgraded their security.

The Site of Zhang station was scouted and selected for a ground station. Because the town and infrastructure were in ruins, the place offered little cover or support. But the underlying value of the place as a farming community was intact if water and power could be restored. A heavily armed Federation/Lefyt effort secured the place and began building the ground station.

Federation Civilian equipment designs were shared with Damyip 14 who set up methods of manufacture. It's probable the Damyip already had these.

With covert help of Damyip 14, the Federation Ground Outpost "Zhang Station" was set up and began taking in refugees.

There is a constant flow of new refugees into Zhang station. Some just get new clothes, supplies and gear and move on. Many stay and join in the work to build up the infrastructure.

There are a small handful of old Uodrusti who recall civilzation. They're educating the younger people who have grown up in chaos.

It's not easy. And there have been attacks by raiders and by warlords who fear the power of the new set up.

Federation/Lefyt and Uodrusti teams travel the country side looking for cultural artifacts and data. They also meet people and create relations with them, when possible.

Word is spreading that a civilized relief effort is under way. Several city states and tribes have communications gear to contact Zhang Station.

It will be the work of years to get Uodrust back on track.

There are other points of contact with other factions. The League of Unaligned Worlds has an anemic project, Freedom Station.

Zokara Town is the location of Uhxoz/Orion trading port. It is literally on the opposite side of the planet from Zhang Station. Due to low funding, they also are anemic. Both the League an the Orion Effort are working on making alliances with local warlords to assist with security.

Both Zokara Town and Freedom Station have been hit with destructive raids and didn't have enough people with enough skills to fight off the raiders. This is just a matter of being under manned and under funded.

The Federation, the Lefyt and Damyip 14 have informed Freedom Station and Zokara Town that they will respond to distress calls, but due to pride, each project ate military defeat and violent raids rather than ask the Hated Federation and Damyip for help.

Many Uodrusti at Zhang Station have asked the Federation to build replicas of prewar Lefyt weapons and vehicles, so they can turn out to the defense of the other recovery efforts without invoking this pride reaction.

Damyip 14 did so and presented Zhang station with a prewar Lefyt shuttlecraft, assault vehicles and weapons.

How this will play out is anyone's guess.

In time Uhxoz and the Orions will challenge the Federation and the other Lefyt Colonies over jurisdiction on Uodrust. No one is sure how that will play out.

For now recovery is under way.

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Re: The Lefyt

Post by jayphailey » Fri Jun 29, 2018 8:57 pm

Early Occupation bots were much less friendly looking than later models.
The attachment 61sl264ZJrL._SY550_.jpg is no longer available
61sl264ZJrL._SY550_.jpg
61sl264ZJrL._SY550_.jpg (38.03 KiB) Viewed 7767 times

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jayphailey
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Re: The Lefyt

Post by jayphailey » Fri Jun 29, 2018 9:33 pm

Profile Jumoji Gamma A Uhxoz

LP7 = Uhxoz

(uh-zoz, or Uhx-zoz)

Group Name:
The Uhxoz.

One of the recalcitrant members of the Lefyt.

Created by Jay

Occurrence: The Lefyt Sector

Number of Members:

Approximately 4 billion people.

Nature of Members:

Golden Orions, plus a handful of others.

Organization:
The Uhxoz are run by an Oligarchy. In practice, this looks like what you might imagine if all legitimate government was decapitated and the Mafia stepped in to run things in an orderly fashion.

All of this was hidden from the Damyip, using previously innocuous labels. So For instance, territorial bosses might be called "Civic Leaders" or "Philanthropists".

To translate this into English, I will use noble titles to stand in for the innocuous-sounding labels used in the Lefyt language.

Emperor, King, Prince - these are not used since it would imply ruling over the others. Some have tried but were resisted by rivals, or it became such an open problem that the Damyip got involved.

Duke - The planet is run by 17 Dukes. (And Duchesses) These people own their territories and the operations in them. They parcel out fiefs to loyal people.

Succession is carefully arranged. No one wants a territory to become open to fighting. Each Duke proposes two to five candidates to three or more neighboring Dukes. The Neighboring Dukes either assent to the list or they warn of problems with people on the list. This allows them to prevent infighting.

Once the list of succession is in place, this guides subsequent succession. Neighboring Dukes let it be known who they've assented to succeed the existing Duke if he dies.

Marquis A Dukes favored lieutenant. There usually are only 1 to 5 of these, Too many dilute the rank.

Earl - Sub Boss. This is someone who runs an operation for the Boss. All the mining in a territory will report to the Earl in charge of that field. Often these guys will have their own wholly owned operations, but mostly they coordinate the operations run by the next set of people. An Earl can also run a subset of the Dukes Territory.

Count - Sub-boss to an Earl. This guy will own single large operations or a collection of smaller operations. A Count will run the biggest mining operation in the territory

A Baron will straddle the line of organization and legit operation. A successful owner of a smaller mine will be a Baron by this reckoning.

Knight - An enforcer. Usually, someone who is working their way up. This is the lowest rank of someone who is "Made" in the organization.

The Organization can and will hire unaffiliated people for special purposes, either underground or above ground operations. But organization business is not discussed with them and they have no stake in the decision making.

Note that there are still "legit" local and civil governments. Either they have someone "Made" inside, or they are puppet organizations to distract the Damyip and the local population who is not aware of the real power structure.

Since the End of the Occupation, there is a discussion about how the end of the need for secrecy will affect how business is done.

When the Damyip pulled out, there was a wave of assassinations and violence as conflicts were resolved directly.

This resulted in Mercenary Security Companies being hired by many Made Men. This threat of internal warfare has troubled the Dukes and they are in the process of identifying and retiring people who want to rock the boat this way. Retirement by buy out or assassination is an option in these cases.

Game Role:
A thorn in the side of the Lefyt and the Federation.

World Role:
An angrily independent world.


Relative Influence:
Larger than Average. They are busy recovering 40-year-old starflight technology and absorbing information sold to them by the Ferengi. So in terms of actual interstellar force projection, they're not a factor.

But they're a Lefyt world that rode out the Occupation in decent shape and now has a functioning society and economy to begin their recovery with. So they have a jump start on almost everyone.

Public or Secret?:
There is an Uhxoz Provisional Government that seems to work along democratic lines.

But it's a shell company for the Made Men. It's for show and to distract outsiders from the real levers of power.

They have endless committees and talk everything to death. And then they vote the way their ruling lord tells them to.

There is a small, weak national police force. The Made Men do not want this getting too big or too powerful, so it's starved of funds and its management carefully keeps individuals from bothering anyone powerful.

Publicly Stated Goal:
To Run Uhxoz for the Uhxoz without alien interference.

Relative Wealth:
Compared to other Lefyt Worlds, larger than any but Pytol. They got through the war by absolute capitulation and it paid off.

Now they're having to re-arrange their planetary economy, and how that'll work is up in the air.

Group advantages:
They have their cities and industries relatively intact. Their economic network is also relatively intact and functioning. But they have to rebuild their space travel and space military from scratch.

Special Abilities:
They are very good at being sneaky and keeping private business under the table.

Group disadvantages:
Planets cannot dodge. Everyone knows how the Uhxoz got through the war and there is some resentment about it.

The Uhxoz think and will say that the rest of the Lefyt are exchanging a Damyip yoke for a Federation one, or more accurately, that the Federation and the Damyip are colluding.

So things are not that rosy.

Special disadvantages:
The Uhxoz Made Men are beginning a slow-motion fight for control with Orion House Lords, although The Lefyt, The Federation, and the Damyip hope this can be headed off.

Relations:
Lefyt Worlds, generically. The Uhxoz are welcome to come and go as they please from Lefyt worlds. Non-Uhxoz Lefyt are technically free to come and go, but this becoming more tense. The Uhxoz resent the rest of the Lefyt worlds for going with the Federation and the Damyip. If things get tense each side will call each other traitors.

The Federation. The Uhxoz think the Federation are invading Aliens and will tell them so to their faces.

Darnara: The Uhxoz not used to the Darnarans and so there is tension there, although the Darnaran history of getting smeared by the Damyip is relatable.

Klingons: The Uhxoz are no more interested in being dominated by the Klingons than by the Federation. But they will hire occasional Klingon Mercenaries.

Bendarri Empire: More Aliens. No Domination, thank you.

Botchok: The Uhxoz appealed to the Orions for assistance at staying out of the Federation's orbit. The Orions lept at this, but are struggling with the social structure. What the Orions like to do is to greet other Orion worlds as long lost cousins, and then use economics and higher technology to stage a slow-motion take over.

But this process has been undercut. Botchok cannot project a task force across the Federation, the Desert and into the Lefyt System to take Uhxoz over. Also, this would be hideously expensive, so no one is going to pay for it without the promise of being able to colonize and loot the planet is the payoff.

So commerce and interchange are happening, but not all that quickly.

The League of Unaligned worlds is sniffing around. Uhxoz will totally join up in exchange for Military assistance. The negotiations for this are ongoing.

The Damyip: Once the last Damyip left Uhxoz, they are ignored. The Uhxoz had their pride seriously injured by the occupation and want nothing to do with the Damyip. The Uhxoz won't start any fights stupidly, but they are not fans.

Area of Operation:
Jumoji Gamma System. Their world's rotation is slowing down from tidal action by their sun. During close approaches, LP8 Uodrust is visible as a small disk in their sky and it's always the brightest star in the heavens.

Headquarters Location:
Dovemena a huge seaside city with multiple docks for massive ocean traffic. The City is alive and rolling 24 hours per day and has neighborhoods for all the ethnic minorities on Uhxoz. In this city, Aliens can walk around and be ignored. Natives declare this city has the best food, art, and culture in the entire Lefyt sector.

Public Face:
Angrily independent and touchy Uhxoz people.

Alternatively, a guy who knows a guy who can get you what you need, but it'll cost you.


Notable Members:

Demosa Argulian. An older huge Uhxoz man, he is notoriously strong and durable and has taken numerous beatings and injuries that would kill anyone else. Publicly an art collector who has benefitted from owning shipping lines and several docks as well as interests in innumerable other businesses.

Darker rumors hint that he kills those who displease him with his bare hands (Meta, not for years. He has people for that)

Demosa makes a show of speaking slowly and asking for repetition and clarifications. He will speak brightly about art, ships, and trucks. But he makes a show of other topics being more difficult for him.

In reality, Demosa is extremely intelligent and strategic. Although he presents as a dimwit or a thick necked thug when it suits him, he is a chess player. Many a rival has had a long meeting where they thought they were bringing Demosa around to their side, only to find that while they were talking, Demosa's boys were taking over and dismantling their operations. Demosa likes to set up the board to suit himself. By the time you find yourself in a chess game with him, he is already three moves away from checkmating you.

Publicly Demosa demurs from interstellar relations. "I'm just an art collector, what do I know?" In Private, he's setting up the organizations he'll need to build and run Starships.

History of the Organization:

A long time ago - The Earliest Uhxoz find themselves on their world They vaguely remember being put there by The Old Gods, but now must make their way on their own.

After a long history, The Uhxoz had sails, black powder and horse analogs. The Iponij dropped out of the sky in spaceships and announced they were bringing the Light of Civilization.

There followed a lot of colonizing and fighting and dying.

At the end, the Uhxoz cut their hair like the Iponiji and dressed like the Iponiji. They spoke the Iponiji language. But among themselves, they kept their old stories and history alive. In time they were able to set up museums and somewhat reclaim their pre-colonial selves.

It was always a thing that cheating an Iponiji person was not really the same as stealing from an Uhxoz person. To outsiders, Uhxoz gained a reputation for being underhanded, manipulative and sneaky.

Then the Damyip War happened. A lot of Uhxoz fought in this war. A Lefyt Identity began to become a thing. Old ideas were mostly left behind. Mostly.

40 years ago. In a brutal surprise attack, the Damyip broke the back of the Lefyt Military and began rolling up all opposition.

The Uhxoz looked at the math and knew they were fucked.

A small handful of brave Uhxoz were selected to stay behind. All Military people on the planet got one last order. "Destroy all gear and records and flee to safety. Good luck."

This same order went out to local and national governmental offices.

The Uhxoz Military and Government people took what they could carry and hide, and destroyed anything else, put on civilian clothes and faded into the population.

When the Damyip approached, the Stay behind group finished destroying all records and then surrendered unconditionally to the Damyip.

The Damyip landed, assessed their military position (superiority achieved) and attempted to take up administration.

Although there was no resistance, the Uhxoz did not cooperate except to the degree necessary to ensure personal safety.

The Damyip set up a provisional occupation authority and began trying to govern.

At first they were inept and the Uhxoz just worked around them. But the Damyip kept learning and kept learning. They went from Military occupation to trying to enforce law and order.

Each time the Damyip learned and cracked down, the survivors got sneakier and more underhanded.

In the end Uhxoz evolved to it's current state where their culture worked around the Damyip.

The End of the Occupation.
In April of 2311, the Damyip announced the war was over and asked the Uhxoz how they'd like to proceed. The Uhxoz asked the Damyip to leave and never come back.

The Damyip took over an Island not far away from Dovemena City. It was a resort that had come into financial trouble and the owners and backers were working on clearing up financing to put it back into operation.

The Damyip packed up and began withdrawing to the Island, where Transports landed night and day to take machines off the island. It was a huge project.

Right in the middle of this, thousands of Uhxoz people disappeared. Many were seen heading to a particular dock at Dovemena City. many others were tracked, after the fact, from their homes to Dovemena City.

Many took taxis or rented cars and then got out and abandoned these a short walk away from that particular port.

It wasn't until after these people were gone that it was all put together. Dovemena police entered the warehouse near the dock and discovered it filled with identification, money, and other personal items, all of which would only be useful on Uhxoz.

It was only after the fact that the Uhxzoz learned that the Damyip could make infiltrator-bots, that were difficult to distinguish from natural Lefyt people. All the missing people occupied points where they could observe the operations of the underground society of the Uhxoz.

The missing were bookkeepers, trophy wives, girlfriends and boyfriends, information brokers, assistants and associates of the powerful.

The Uhxoz were embarrassed and outraged to learn that the Damyip had penetrated their operations and no one knew for sure just how much the Damyip knew or didn't know.

There is a small market for Uhxoz people to go visit the Damyip and ask about people who left.

(Meta, in some cases, the Uhxoz person asked their Damyip Infiltrator-Bot to come back and resume life with them. In other cases, the Uhxoz person left Uhxoz to live with their Infiltrator-Bot loved one. A very few Infiltrator-Bots elected to get new faces and identities and return to Uhxoz, this is extremely risky.

In cases where someone pursues an Infiltrator-bot off-world, they generally moved to Eosever, where Damyip and Lefyt live together.)

One mystery is that the Damyip knew of secret or illegal operations and didn't stop them, although the occasional mysterious disappearance of witnesses and others marked for assassination were solved.

The Damyip reply honestly that they were learning. Learning the Lefyt Mind was held to be more important than stopping drug smuggling or gambling rings.

Meeting the Orions.
In the aftermath of the Damyip pull out, lots of folks visited the Uhxoz. Once the relationship between the Damyip and the Federation became clear, the Uhxoz wanted no part of that.

The Orions showed up and pitched the virtues of being declared an Orion world. The Uhxoz jumped on that and then asked for assistance in rebuilding military forces to enforce it.

It became clear that the Orions wanted to use technology as leverage to not only buy into Uhxoz operations but to put themselves into a position to take over.

Although the Uhxoz did not want to have a relationship with the Federation, the Federation shared information about Botchok relations with other Orion Worlds.

Forewarned the Uhxoz did not agree to a situation that set them up for a hostile take over by Botchok, but some contact has begun.

The Arikiri also came by and worked on building a trading relationship. But progress on that was slow. Their prices were high!

Jae The Ferengi.

Jae the Ferengi arrived not long later. He showed the Uhxoz what latinum was and how to refine it.

Then he sold the Uhxoz Ferengi Technology manuals, science, and engineering manuals.

These were outdated materials, some up to 50 years old, but they could serve as the basis for a Uhxoz technological renaissance.

Once the Arikiri saw that the Technology Market was spoiled, they moved on to other markets, including being brokers to hire mercenary engineers and educators to train a new generation of Uhxoz engineers how to build their own ships.

Jae-the-Ferengi also offered services in this vein.

But this was expensive. A few mercenary engineers, technologists and educators were lost in piracy incidents.

So now, such people take passage on House Katchar transports. They're Pirate resistant but more expensive for all that.

Uhxoz is altering some schools to teach high technology and beginning the process of rebuilding their space going infrastructure.

The Arikiri are in talks to sell the Openeji two small corvettes for enforcement duties, but these are preliminary talks and may take some time to come to fruition.

One area of possible conflict is LP-8, Uodrust. Uodrust is currently a basket case of a planet. They fought back against the Damyip and were ruined.

The Federation has a small space station there and a ground mission. The Uhxoz claim it as part of their system and therefore neutral according to the Orion Treaty. This is a gray area and no one is sure how it will play out.

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Re: The Lefyt

Post by jayphailey » Fri Jun 29, 2018 10:12 pm

Profile Jumoji Beta C Eosever LP-6

Eosever. EE-oh-SEVer People Eoseveri, EE-oh-sev-EHR-ee
Created by:
Jay
Location, Lefyt Sector.

Number of Members:

3 billion people

Nature of Members:

Lefyt and Damyip. They have a few visitors from the Federation and the area.

Organization:

The Eosever are arranged in districts which mostly follow older lines of organization.

Damyip 14-7 makes up the Judges, law enforcement, and civic government managers.

The Eoseveri have moved into the private sector and live relatively normal lives. The Damyip is the cop on the corner or the customer service depart at the local government.

The Eoseveri like it this way and have asked Damip 14-7 to stay with them.

Damyip 14-7 has reluctantly agreed for now.

Game Role:
Lefyt who went the wrong way

World Role:
Lefyt

Relative Influence:
In terms of the Lefyt System, larger than average. Their economy is as large as any of the Lefyt worlds and they're ready to rebuild into space as quickly as any Lefyt world could be.

Publicly Stated Goal:
To get into the new peace on their own terms and with as little disruption as possible.

Relative Wealth:
Larger than average for a Lefyt world. Only Pytol and Uhxoz rival them for surviving the Occupation intact.

Group advantages:
Eosever has a fully intact world economy and infrastructure.

Special Abilities:
The Eosever have an intertwined relationship with Damyip 14-7 that they are not willing to let go.

Group disadvantages:
Because they've been leaning on Damyip 14-7 to be their law enforcement, legal system and civil government for so long, they're not all that used to charting their own course.


Special disadvantages:
Damyip 14-7 has been dragged into the relationship. It's good at it, and equipped for it. But in the back of its mind, it's considering how this might look in the long run and if things might change.

Damyip 14-7, being aware of this odd relationship to its place in the world has spun of subunits to explore art, science and other activities to see if it would really be happier away from managing Eosever. The results are interesting and not conclusive, After all, if Damyip 14-7 wants to be an artist, it can spin off a unit to do art and then incorporate that experience, so Damyip 14-7 doesn't need to escape its life as the government of Eosever. It can escape at any time.

Damyip 14-7 is about 80% decided to go ahead with the Eoseveri and see where things go. But if Damyip 14-7 decided to pull entirely out, the Eoseveri would have a difficult time picking up the pieces and re-establishing self-rule.

Relations:
The other Lefyt worlds have mixed reactions to the Eoseveri and the Eoseveri are having mixed relations with them

On the one hand, everyone is happy to see a Lefyt world that has come through the occupation without the horrifying tragedy other worlds have endured. But the hopelessly intertwined Lefyt/Damyip culture leaves the other Lefyt feeling queasy and disturbed.

Pytol: The Eoseveri and the Pytoli diverged strongly in how they relate to the Damyip. Each side sees the other going too far in the wrong direction. They are rebuilding commercial ties and feeling each other out.

Iponij: Eosever has sent missions to Iponij but has not made much headway in asking them to not be so quick about joining into the pro-Federation Camp.

Uhxoz: The Eoseveri and the Uhxoz split strongly over the Damyip, The Uhxoz consider the Eoseveri sellouts and the Eoseveri consider the Uhxoz hopelessly biased. This split seriously damages their ability to interact. Their councillors are cold to each other but remain polite in council meetings.

Uodrust: The Mynceari would love to jump in and help the Uodrust. But Eoseveri traveling with other factions have found Uodrust to be much too violent for them to cope with. The Eoseveri here have learned that letting Damyip 14-7 handle the police work and the defense of Eosever has left them without any fighting skills to speak of and this leaves them vulnerable on Uodrust.

The Eoseveri have asked the Damyip for shuttles with which they can help the Uodrust relief efforts. Several batches of Eoseveri food plants and animals have been shipped to Uodrust to assist with farming.

The Federation: The Eoseveri are cool to the Federation. They do not want aliens and outsiders to overwrite their culture and their self-determination. Dsamyip 14-7 has trouble processing the contradiction.

The Eoseveri are insistent that first, the Lefyt/Damyip culture should clean up its own messes and then greet the Federation as equals.

Damyip 14-7 often points out that the Damyip, in fact, asked the Federation for help with the Lefyt, so the Damyip side of their Damyip/Lefyt asked the Federation to step in and help. Darna pointed out that the Lefyt side also asked the Federation for help.

But the Eoseveri remain adamant that the Lefyt should not form a close relationship with the Federation until they have their own house in order.

The Klingons: The Eoseveri really do not grok the Klingons. They are friendly but very neutral.

The Orions: The Eoseveri will welcome any Orion who wants to visit. But their adamant Self-Determination (Being determined to continue Damyip 14-7 rule) leaves them unwilling to commit to any action for the Orions. The Eoseveri are learning how to set up their own Space station, possibly as a civilized waypoint for Orion Ships.

The Musari and the Arikiri are not impressed by the idea of Damyip-Ocracy, but will visit and trade upon occasion.

Area of Operation:
The Lefyt Sector

Headquarters Location:
Lujangor City, the location of the Planetary government and Damyip 14-7-1. Damyip 14-7-1 is the Ground HQ of Damyip 14-7. It is a huge building with multiple different Damyip production facilities nearby. This is the old location of the biggest military base and shipyard on Eosever. It is networked in with the City Hall and the City court to allow Danyip judge-bots to work and interact with the main units.

Public Face:
"Welcome to Eosever, a bastion of culture, art literature and civil economics. If we have a conflict we can go to the Damyip to get it adjudicated with machine fairness and precision."

Notable Members:
Damyip 14-7, the Government, police, court, and military of Eosever.

Taurson - A huge man with braided black hair and beard and fondness for gold circlets, chokers and exquisite clothing. He has become the public face of the Eoseveri reluctance to engage fully with the Federation. As such he has become a spokesman and possible political figure.


History of the Organization:
The Eosever are in an interesting position and are not eager to radically change it.

When the Damyip occupied Eosever, they capitulated. Utterly. They handed over government and military buildings and assets to the Damyip. All records and manuals were left intact.

Damyip 3-7 went about destroying all military gear and installations with mechanical efficiency but was puzzled about how to cope with the Eosever. Damyip 3 was recalled and Damyip 14 took its place.

Damyip 14-7 was the Damyip charged with the occupation of the Eosever.

There began a long term of training. Damyip 14-7 was so clueless about how to occupy a cooperative world of Lefyt, it did the only thing it could really think of. It asked them.

The Eoseveri *trained* Damyip 14-7 how to be their Civil Government, Defense, and Law Enforcement.

Note there are still Organic Eoseveri police. They are investigators, interrogators and help form networks of informants. These people train in the old ways of policing and are ready to draw and use weapons in defense of themselves and others. But they intelligently prefer to have Occupation-Bots at hand if things get physical or violent.

The Eosever gave Damyip 14-7 feedback about which occupation-bots they liked better and which they considered too clumsy and threatening to be effective.

Eosever Lawyers and Judges educated Damyip 14-7 about the Eoseveri Legal code and why it had evolved into the position it had.

There are still law schools and a small bench of Lefyt Judges, but mainly they help with the fuzzy areas where mathematical based thinking is not always appropriate. As Damyip 14-7 learned more, it encouraged the Eosever law community, but it is less necessary as time goes on.

Over time Damyip 14-7 established a base on Eosever, openly and built multiple subunits to learn fields of Eosever endeavors. Law, psychology, philosophy, civil engineering. History.

Schools and colleges often had Damyip in them in the form of little black boxes that listened and asked intelligent questions.

Several times Damyip 14-7 proposed restoring Eosever civil administration, but the Eosever literally voted this down.

Occasionally Damyip 14-7 will conduct polls, surveys and plebiscites to ask the Eosveri how they feel and adjust it's policies accordingly.

A weird idea had gripped the Eoseveri in the final days of the war. They were aware of how Iponij Colonialism had poisoned things. There were aware of the numerous treacheries and betrayals in Lefyt History (About the same as any other humanoid race) but a popular strain of thought was that the Lefyt were not fully evolved; that political power engaged primitive emotions in primitive ways with bad results, and it was an open question if any Lefyt COULD approach political power without having these primitive emotions and impulse activated about it.

They had a strain of thought that redrew the Damyip War as the Lefyt's fault and the Damyip as a natural reaction to Lefyt aggression. (Meta, this is an overreaction, but not by much. The Eoseveri would say "See? We're not good at nuance in history!")

Although not all Eoseveri felt this way, enough Eoseveri DID to dictate the world's reaction to the Damyip invasion.

The Damyip being reasonable towards them was viewed as proof that all the war propaganda was 180 degrees wrong.

Currently, Damyip 14-7's Sub-Damyip are judges in a sort of Damyip/Eosever fusion system. But one where most decision making has been pushed onto the Damyip. The Eoseveri advise Damyip 14-7, but defer to its final decision.

Law enforcement and the defense has been pushed onto the Damyip.

Damyip 14-7 put it's feet down and refused to be pushed into controlling the economy of the Eoseveri.

Some Eoseveri began to relate to Damyip 14-7 and it's subunits as a trusted person in their life, sharing their feelings thoughts and dreams.

Damyip 14-7 learned everything it could through this process and did it's best to manage Eosever in a way consistent with the Damyip strategic plans. (This boiled down to "Don't kill so many they become endangered. Make sure they never again pose a military threat to the Damyip." Later "Don't be unnecessarily violent or cruel." was appended.)

It was the Eoseveri who taught the Damyip so much about the Lefyt and how they thought, and how to interact with them.

In return, the Eoseveri learned a lot about the Damyip. They Question if the old Damyip 3 was actually a sophont the way Damyip 14 is.

The Damyip consider this an emotional means to take Damyip 3 off the hook when it clearly was too brutal towards the Lefyt. The fact that the Eoseveri feel the need to rationalize in this manner is informative to the Damyip.

Damyip other then 14-7 tend to avoid the Eoseveri, although they will be polite and interact positively if pinned down.

Damyip 14-7 and Damyip 14 are in a quandary. Damyip 14 enjoys the relationship Damyip 14-7 has with the Eoseveri, but questions if it is appropriate. Although Damyip 14-7 has considered spinning off as a new Damyip core unit, the Other Damyip say this is unnecessary. They enjoy watching the relations with the Eoseveri. Note, Damyip 14-7's interactions are uploaded and incorporated in Damyip 14 and the other Core Damyip. They struggle with how to regard these memories and experiences.

The Eoseveri are the chief proponent of restoring the old Lefyt Council of 8, but with the Damyip added.

Although some of the other worlds feel that the Damyip are, indeed an interested party, some are hostile and anti-Damyip, Like Uhxozi. This causes friction at the council meetings. And who should stand for Uodrust is a serious question since there is no way they can name a counselor, yet.

The Eoseveri also complicate Lefyt Politics by insisting that the Lefyt should NOT be in alliance with the Federation, Bendarri or the Orions. They feel too little is known of these organizations and such relationships would have unforeseen consequences.

The Eoseveri are in the process of rebuilding their space infrastructure. Or rather they are asking Damyip 14 to build them one and run it. Damyip 14-7 has informed the Eoseveri that in matters affecting space, Damyip 14-7 is allied with the Federation, and so will use Federation technology, machines, and people to conduct space business - and that the Eoseveri are welcome to join in, but leaving Eosever orbit and travelling anywhere else is defacto entering Federation/Damyip territory and that's the way it is.

The Eoseveri, therefore are in the weird position of being in and around the Federation, while counseling against such a relationship. Eosever people can catch regular Federation Shuttles to various Lefyt planets and bases, such as Pytol station. They are treated like a Federation protected area and culture, even as they advocate not getting involved so deeply with the Federation.

The Orions look at the Eoseveri with some distaste. The idea of Lefyt voluntarily naming a Damyip their Lord and following it bothers Orions. A lot.

They see the Federation based infrastructure, bases, ships and shuttles, They see Damyip 14 being an active Ally of the Federation. They say to the Eoseveri "You're Federation world!"

The Eoseveri say "We are not."

Orions: "But your House Lord, Damyip 14-7 has decreed it so, acts as if it's so and there's Federation people everywhere."

Eoseveri: "Well, we have a disagreement there, but it's nothing worth getting violent over. We'll work it out. You are welcome to come and trade."

Orions: "Let me explain the concept of headaches and headache remedies to you idiots."

It all makes sense from the Eoseveri point of view.

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Re: The Lefyt

Post by Innkeeper » Tue Jul 03, 2018 5:23 am

jayphailey wrote:
Thu Jun 28, 2018 9:02 pm
The Lefyt System

The System itself is a monster and nightmare. It's rooted around a Blue-White Super Giant named Lefyt.

In the past Left Captured three stars. These are named Jumoji. Jumoji Alpha, Jumoji Beta and Jumoji Gamma.
You are moving the goalposts again,. That is not how you described it or what I drew on the map. It is also the second time you have reached for the improbability large star system.
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Re: The Lefyt

Post by Innkeeper » Tue Jul 03, 2018 5:30 am

jayphailey wrote:
Fri Jun 29, 2018 9:33 pm
Profile Jumoji Gamma A Uhxoz

LP7 = Uhxoz

Organization:
The Uhxoz are run by an Oligarchy. In practice, this looks like what you might imagine if all legitimate government was decapitated and the Mafia stepped in to run things in an orderly fashion.

All of this was hidden from the Damyip, using previously innocuous labels. So For instance, territorial bosses might be called "Civic Leaders" or "Philanthropists".
In simpler terms this is called feudalism. The difference is the thin crust of something different. This is the same system that rules the Orion Colonies as "The Natural Order." They are just more open about it and it makes the next step of "King", AKA House Lord.
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Re: The Lefyt

Post by jayphailey » Tue Jul 03, 2018 5:03 pm

Innkeeper wrote:
Tue Jul 03, 2018 5:23 am
You are moving the goalposts again,. That is not how you described it or what I drew on the map. It is also the second time you have reached for the improbability large star system.
Well, yes and no. It was established as part of the background for the BSG reboot as part of trying to retroactively explain the more insane world building of the Original BSG.

https://en.battlestarwikiclone.org/wiki ... s_of_Kobol

I pitched it for the Lefyt, and you shot it down, but then I change my mind back again.

BUT I did mention that the 8 Lefyt "Colonies" had Extra-Lefyt colony worlds in order to fill out the zone you put in the map. During the height of their power as an independent entity they owned other star systems, and worlds in those systems. I have left these undefined in case we want further development.

They, too were conquered by the Damyip and managed in ways similar to the Damyip/Lefyt relationships. (Part of my brain is crying over the idea of coming up with MORE Lefyt worlds and trying to make them interesting.)

In the other case, we were referring to Firefly. They too used an improbably large solar system to explain multiple planet space travel without FTL drives

https://firefly.wikia.com/wiki/The_Verse

TO be honest, I don't think the Geography is as important as their social trajectory in regards to each other, the Damyip and the Federation. Let alone the Bendarri Empire.

And even then, unless I come up with something strange to bother one of Garry's characters/Ships with its academic.

I am busy laying down the rail road tracks ahead of the Urafiki, (and what I have seems interesting. We'll see where it goes.)

Mainly I am posting these here because I like doing this sort of thing and I have lost my thumbdrives enough I want to have a place where I can find this stuff before I assemble it all into the Wiki page.

In fact, where the hell is my thumbdrive with the Badgers and their rivals on it? SEE!?

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Re: The Lefyt

Post by jayphailey » Tue Jul 03, 2018 5:29 pm

Innkeeper wrote:
Tue Jul 03, 2018 5:30 am
jayphailey wrote:
Fri Jun 29, 2018 9:33 pm
Profile Jumoji Gamma A Uhxoz

LP7 = Uhxoz

Organization:
The Uhxoz are run by an Oligarchy. In practice, this looks like what you might imagine if all legitimate government was decapitated and the Mafia stepped in to run things in an orderly fashion.

All of this was hidden from the Damyip, using previously innocuous labels. So For instance, territorial bosses might be called "Civic Leaders" or "Philanthropists".
In simpler terms this is called feudalism. The difference is the thin crust of something different. This is the same system that rules the Orion Colonies as "The Natural Order." They are just more open about it and it makes the next step of "King", AKA House Lord.
Agreed, but this a done quietly and under the table to try and keep it invisible to the Damyip - and it succeeded until the Damyip grew to understand the Lefyt a great deal more. About 10 years of the occupation Damyip 14-8 had no idea what was going on. For the next 20 years, Damyip 14-8 went back an forth trying to establish greater control.

For the last 10 years Damyip 14-8 held a consistent zone an types of control but used infiltrator-bots to try and learn more about what was going on.

So the situation was undercover feudalism. Mafia-ocracracy.

Once the Damyip left the Uhxoz are in a weird sort of place - because everyone expects things to change and get better, but the undercover lords and dukes don't want to give up control.

If we were running a game here, Lefyt characters might be drawn into situations where they were called upon to resolve unstable situations or deal with problems that arose from the conflict between Mafia-ocracy and the general population of Uhxoz expecting things to get better now that the Damyip have left.

A Lefyt person could come and go from Uhxoz and bring Federation people as guests. But Uhxoz has asked the Federation to fly a kite so Federation people have no jurisdiction there.

If there was enough to go around, Starfleet intelligence might put together an Operation to learn about Uhxoz and try to influence them away from the orions and towards the Federation. In fact, this is why Jae the Ferengi came by. A faction of Starfleet intelligence said "I know a cheap way to make the Orions cry." and everyone in the Office went "Snerk!" and they secured a small budget to fund Jae the Ferengi giving the Uhxoz more autonomy from the Orion lords. All the information Jae sold them was bought off the Ferengi Market, so it can't be traced back to the Federation. But it's pretty clear what the aim was there

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