Planet Greinkold
Posted: Thu Nov 28, 2019 6:48 am
Greinkold
Name: Greinkold
Created by: Jay
Summary:
A balkanized planet victimized by neighbors
Game Role:
The seat of a problem
World Role:
Part of the mix
Solar System
Normally a catalog number as long as your arm
The Natives call the primary Affeoc.
Greinkold is the third planet in the system.
[2000 years ago. Was a great Orion world. Attacked and over come by the El Aurian Empire.
On the edge of things. Had a base station and occupation base, the base station was also a trade hub.
Condition of base station 15/10 - it's in a commetary orbit, cold and surrounded by cometary gas
When the El Aurians pulled out, the place was the subject of territory disputes, where GOrion factions fought and neglected the place.
in 686 AD it was smeared out of spite by a G-Orion faction, and abandoned.
Human(El-Aurian), Golden Orion and Green Orion people began a slow, painful recovery
Mining on rocks and space infrastructure were built, slowly and ruined in the infighting.
Affiliation:
Neutral (Orion)
Inhabited planets:
1 - Greinkoldn (Affeoc III)
Other planets:
10
1 - asteroid belt
2 - Hot super jupiter
3 - Greinkold - doesn't have a moon, but the hot SJptr serves the purpose, gravitationally
4 - A rock, 1/2 earth sized, mined thoroughly, mine works destroyed in the late 600s
5 - A jupiter-like with a mass of dilithium at it's core - this mass creates distinctive Subspace signals. Could Mask lesser signals.
6 - Icy Rockball, larger, almost earth sized. Formerly an inner world, baked down to interesting minerals, and then flug outward. Odd orbit. Unstable, will eventually hit something. Mine works and a colony, massacred in the fighting.
7 - neptune like, distant orbit
8 - another neptune like, distance orbit
9 - A pair of dwarf planets, gravitationally bound
10 - Super jupiter, extreme orbit, on its way out of the system in a few million years
Stations and other objects
MacFaul Station, an Orion Base Station, on the small and primitive side. trying to work it's way up into a serious base.
Klakto's Reasonable Services a Ferengi built trade station, small, under defended, but welcomes anyone
There are dozens of satellites in orbit now, from the Orion and the Ferengi technical bases
Ship Facilities:
MacFaul Station can repair up to moderate damage to Orion ships, but it's expensive because parts have to be shipped. Class B
Klakto's Reasonable Services, Has a small dock and a motely crew who'll try anything for latinum, but not really a professional shop. Class C
Locations:
Kabbalak's Island - Formerly a Possession of the Confederacy of Norpon, taken over by House Macfaul. Modern life is available there, if you have the money. A free port. Anyone can come and go. Pirates can sell goods and buy supplies.
Norpon City - former capital of the Confederation of Norpon. Was destroyed by photon torpedoes in 2342. The Confederation moved their suriving operations to Lontorpola City. The Craters are neglected but Norponi people visit them and remember, grimly.
Klakto's Island, taken over by the Ferengi Klakto and his allies and minions. Also a freeport, but not one so conscious of Orion ness. Klakto also sells technological items to the natives for stuff he can resell.
Kiptopia - a Brutal Human Kingdom. Was formerly in opposition to Norpon Confederacy. Their military was massacred by House Macfaul, and several cities damaged. They have been behind the curve in terms of trade and technology upgrades, due to anti-human prejudice and anti-brutal prejudice. (Think Ivan the Terrible and Catherine the Great, for these guys. ) Under the table allies with the Confederation of Norpon now.
Saint Kiptopolis - the Capital of the Empire of Kiptopia. Think St Petersburg in 1880, to start with.
The Green Continent - Sovfallo
On this Continent, Green Orions ran riot and extirpated all Non Greens and other folks, and descended into tribal primitivism.
They are wild and will cheerfully kill themselves and any number of other people to stay out from under domination.
The Confederation and Empire were in the middle of a terrible contest of colonialism when House Macfaul dropped in.
Since then, colonialism has dropped dead, and the people on Sovfallo have begun some form of rapprochment and cooperation.
Everyone resists reoccuring slave raids into the continent by House Macfaul, but they lack the technology to resist effectively. This is making them mean and desperate
Environmental notes:
Greinkold is a normal class M planet with multiple enviroments and locations.
General Tech level:
The Confederacy of Norpon was about 1891 compared to Earth
The Empire of Kiptopia was somewhat behind, but struggling to stay even in terms of military technology
Sovfallo was mired in primitive conditions
Now Kabbalak Island, and Klakto's Island are spots of semi modernism among a sea of primitivism where modern objects and artifacts are prized among the locals
Government
The Confederacy of Norpon was a collection of representative democracies. They prided themselves on allowing people from any race to participate and had minorities of humans and Green Orions. The Confederate government was destroyed by House Macfaul, which claimed the whole nation.
However the Confederates refused to surrender and have been mounting a resistance to House Macfaul ever since.
The Empire of Kiptopia remains intact, but must move carefully not to provoke retailiation by house Macfaul. They, too, are bent on resissting, even if quietly.
The Continent of Sovfallo is not unified but has numerous nations and tribes. They'll a spear into anyone within reach if they think it'll help. Or if they feel like it.
House Macfaul is an Orion House. Organized along Orion Techno-Feudal/Corporate lines. They claim The planet in the name of the Orion Colonies, but their hold is not complete or strong as of yet.
From Kabbalak's Island, enforcers venture out to smash resistance and trade missions seek to trade baubles and trickets for treasures
Klakto Holdings Incorporated is incorporated in the Ferengi Trade Federation. They don't recognize Macfaul's claim.
Klakto has enough mercenary security to ensure that the Orions don't just blast him out.
Klakto is slightly nicer than Macfaul, but not by a whole bunch. He is working with Norponi and Kiptopian merchants to try and upgrade their technology, while not being smeared by House Macfaul hitmen and gunsels.
The Nausicaans come and go sometimes. They consider the place to be a problem on their frontier. Nausicaan mercenaries often find work for one faction or another. The Nausicaan government is noodling the idea of buffing the natives to run House Macfaul out of the area, but is ambivalent to havbe not done anything, yet
The Nak'hul also look at the situation with some curiousity and concern. They've been gearing up to fight off a growing pirate problem.
Population:
900 million people
Races present
40% Gold and Ruddy Orions, most native, about 15,000 from Galatic Orion culture.
35% Humans, descendants from El-Aurian culture.
25% Green Orions, most on Sovfallo, with minorities seen else where
Ferengi, not statistically significant, but represented, also some Ferengi allied individuals.
Nausicaans, also not stastically signnificant, present as hirelings, mercenaries and adventurers, also the Nausicaan government has ringers present who are gathering information. There are two Nausicaan villages, on each Island.
Nak'hul. Nak'hul traders, spies, adventurers and mercenaries are also seen.
Cultural notes
Culturally Greinkold is a mess. People from the various native nations are keeping their culture, but freely adding parts from Orion and Ferengi galactic culture as they encounter it
House Macfaul is trying to remake the world in the image of an Orion world with mixed success.
Klakto is selling anything cultural he can get that will make him any money.
So from a Prime Directive view point, the planet is a complete mess.
There is an undercurrent among the natives of secretly and quietly hating their invaders, while trying to do everything possible to close the technology gap that makes them victims.
Languages:
The Norpon speak an offshoot of the Orion tongue. It's not mutually comprehensible with modern Orion but a Linguist can see how they languages are related. Galactic Orion is growing.
The Kiptopians speak a similarly corrupted version of El-Aurian.
The Greens of Sovfallo speak dozens of dialects of Orion, all evolved to fit specialized niches and through idiosyncratic changes.
Klakto has many of the most used languages as Translator files available for a nominal fee.
Military:
The Militaries of The Norpon Confederacy and the Kiptopian Empire had often clashed and were good at killing each other. There were armies, with beast riding cavalry, infantry and artillery. There were navies with sail and steam driven ships that used huge slug throwing weapons.
All of this was obviated 40 years ago by the arrival of house Macfaul.
House Macfaul fired on the native militaries, destroying bases, ships, stockpiles and lots of people.
Both empires tried to rally and resist, but were so patently out matched that after a few more massacres, they gave up.
The militaries of each empire still exist in much reduced form as national guards and police, keeping order inside each nation, while their governments try to work on building up to rival house Macfaul
House Macfaul arrived with 5000 troops, 5 warships and technological advantage.
Now house Macfaul has most of their ships left and their ground forces are adapted to put down resistance actions and to raid for slaves.
House Macfaul cannot afford to replace any of their 4 remaining warships (2lr, a Cr and a Sal) so they are reluctant to risk them, but pirates and advanturers in the area owe House Macfaul favors now.
Klakto has, at various times hired mercenary starships and mercenary ground units. He is not above arming detachments of natives to help him fight. House Mcfaul doesn't want to puch him into buffing the natives, so they don't push it.
He has created an uncertainty where House Macfaul doesn't know how much he has and how much he could get, so they don't attack, fearing that too stiff a resistance could crash their whole operation.
Strategic Importance:
Not much. The world is in such a place that the Federation is just discovering that it's there.
If fully in Orion hands, it could be a nasty free port and pirate base, for a while. But the issue is still in doubt.
Relations:
Orions: The natives of Greinkold do NOT like Galactic Orions, but are hiding this to various degrees. They'd love nothing better than to get their hands on enough technology to massacre House Macfaul and recover their autonomy.
Ferengi: The Natives of Greinkold are not impressed with the Ferengi. Rather than sell them arms and technology immediately and outright (And causing a massive fight) He's trickling out knowledge and tools in order to maximize his profit and avoid setting off Macfaul.
The Nausicaans: The Natives of Greinkold generally consider these guys monsters and Orcs. Spies and agents of the Confederacy and the Empire are in talks.
The Nak'hul, The Greinkold don't have much experience with the Nak'hul but appeals for aid have fallen on deaf ears, so among those in the know the Nak'hul are discarded.
Name: Greinkold
Created by: Jay
Summary:
A balkanized planet victimized by neighbors
Game Role:
The seat of a problem
World Role:
Part of the mix
Solar System
Normally a catalog number as long as your arm
The Natives call the primary Affeoc.
Greinkold is the third planet in the system.
[2000 years ago. Was a great Orion world. Attacked and over come by the El Aurian Empire.
On the edge of things. Had a base station and occupation base, the base station was also a trade hub.
Condition of base station 15/10 - it's in a commetary orbit, cold and surrounded by cometary gas
When the El Aurians pulled out, the place was the subject of territory disputes, where GOrion factions fought and neglected the place.
in 686 AD it was smeared out of spite by a G-Orion faction, and abandoned.
Human(El-Aurian), Golden Orion and Green Orion people began a slow, painful recovery
Mining on rocks and space infrastructure were built, slowly and ruined in the infighting.
Affiliation:
Neutral (Orion)
Inhabited planets:
1 - Greinkoldn (Affeoc III)
Other planets:
10
1 - asteroid belt
2 - Hot super jupiter
3 - Greinkold - doesn't have a moon, but the hot SJptr serves the purpose, gravitationally
4 - A rock, 1/2 earth sized, mined thoroughly, mine works destroyed in the late 600s
5 - A jupiter-like with a mass of dilithium at it's core - this mass creates distinctive Subspace signals. Could Mask lesser signals.
6 - Icy Rockball, larger, almost earth sized. Formerly an inner world, baked down to interesting minerals, and then flug outward. Odd orbit. Unstable, will eventually hit something. Mine works and a colony, massacred in the fighting.
7 - neptune like, distant orbit
8 - another neptune like, distance orbit
9 - A pair of dwarf planets, gravitationally bound
10 - Super jupiter, extreme orbit, on its way out of the system in a few million years
Stations and other objects
MacFaul Station, an Orion Base Station, on the small and primitive side. trying to work it's way up into a serious base.
Klakto's Reasonable Services a Ferengi built trade station, small, under defended, but welcomes anyone
There are dozens of satellites in orbit now, from the Orion and the Ferengi technical bases
Ship Facilities:
MacFaul Station can repair up to moderate damage to Orion ships, but it's expensive because parts have to be shipped. Class B
Klakto's Reasonable Services, Has a small dock and a motely crew who'll try anything for latinum, but not really a professional shop. Class C
Locations:
Kabbalak's Island - Formerly a Possession of the Confederacy of Norpon, taken over by House Macfaul. Modern life is available there, if you have the money. A free port. Anyone can come and go. Pirates can sell goods and buy supplies.
Norpon City - former capital of the Confederation of Norpon. Was destroyed by photon torpedoes in 2342. The Confederation moved their suriving operations to Lontorpola City. The Craters are neglected but Norponi people visit them and remember, grimly.
Klakto's Island, taken over by the Ferengi Klakto and his allies and minions. Also a freeport, but not one so conscious of Orion ness. Klakto also sells technological items to the natives for stuff he can resell.
Kiptopia - a Brutal Human Kingdom. Was formerly in opposition to Norpon Confederacy. Their military was massacred by House Macfaul, and several cities damaged. They have been behind the curve in terms of trade and technology upgrades, due to anti-human prejudice and anti-brutal prejudice. (Think Ivan the Terrible and Catherine the Great, for these guys. ) Under the table allies with the Confederation of Norpon now.
Saint Kiptopolis - the Capital of the Empire of Kiptopia. Think St Petersburg in 1880, to start with.
The Green Continent - Sovfallo
On this Continent, Green Orions ran riot and extirpated all Non Greens and other folks, and descended into tribal primitivism.
They are wild and will cheerfully kill themselves and any number of other people to stay out from under domination.
The Confederation and Empire were in the middle of a terrible contest of colonialism when House Macfaul dropped in.
Since then, colonialism has dropped dead, and the people on Sovfallo have begun some form of rapprochment and cooperation.
Everyone resists reoccuring slave raids into the continent by House Macfaul, but they lack the technology to resist effectively. This is making them mean and desperate
Environmental notes:
Greinkold is a normal class M planet with multiple enviroments and locations.
General Tech level:
The Confederacy of Norpon was about 1891 compared to Earth
The Empire of Kiptopia was somewhat behind, but struggling to stay even in terms of military technology
Sovfallo was mired in primitive conditions
Now Kabbalak Island, and Klakto's Island are spots of semi modernism among a sea of primitivism where modern objects and artifacts are prized among the locals
Government
The Confederacy of Norpon was a collection of representative democracies. They prided themselves on allowing people from any race to participate and had minorities of humans and Green Orions. The Confederate government was destroyed by House Macfaul, which claimed the whole nation.
However the Confederates refused to surrender and have been mounting a resistance to House Macfaul ever since.
The Empire of Kiptopia remains intact, but must move carefully not to provoke retailiation by house Macfaul. They, too, are bent on resissting, even if quietly.
The Continent of Sovfallo is not unified but has numerous nations and tribes. They'll a spear into anyone within reach if they think it'll help. Or if they feel like it.
House Macfaul is an Orion House. Organized along Orion Techno-Feudal/Corporate lines. They claim The planet in the name of the Orion Colonies, but their hold is not complete or strong as of yet.
From Kabbalak's Island, enforcers venture out to smash resistance and trade missions seek to trade baubles and trickets for treasures
Klakto Holdings Incorporated is incorporated in the Ferengi Trade Federation. They don't recognize Macfaul's claim.
Klakto has enough mercenary security to ensure that the Orions don't just blast him out.
Klakto is slightly nicer than Macfaul, but not by a whole bunch. He is working with Norponi and Kiptopian merchants to try and upgrade their technology, while not being smeared by House Macfaul hitmen and gunsels.
The Nausicaans come and go sometimes. They consider the place to be a problem on their frontier. Nausicaan mercenaries often find work for one faction or another. The Nausicaan government is noodling the idea of buffing the natives to run House Macfaul out of the area, but is ambivalent to havbe not done anything, yet
The Nak'hul also look at the situation with some curiousity and concern. They've been gearing up to fight off a growing pirate problem.
Population:
900 million people
Races present
40% Gold and Ruddy Orions, most native, about 15,000 from Galatic Orion culture.
35% Humans, descendants from El-Aurian culture.
25% Green Orions, most on Sovfallo, with minorities seen else where
Ferengi, not statistically significant, but represented, also some Ferengi allied individuals.
Nausicaans, also not stastically signnificant, present as hirelings, mercenaries and adventurers, also the Nausicaan government has ringers present who are gathering information. There are two Nausicaan villages, on each Island.
Nak'hul. Nak'hul traders, spies, adventurers and mercenaries are also seen.
Cultural notes
Culturally Greinkold is a mess. People from the various native nations are keeping their culture, but freely adding parts from Orion and Ferengi galactic culture as they encounter it
House Macfaul is trying to remake the world in the image of an Orion world with mixed success.
Klakto is selling anything cultural he can get that will make him any money.
So from a Prime Directive view point, the planet is a complete mess.
There is an undercurrent among the natives of secretly and quietly hating their invaders, while trying to do everything possible to close the technology gap that makes them victims.
Languages:
The Norpon speak an offshoot of the Orion tongue. It's not mutually comprehensible with modern Orion but a Linguist can see how they languages are related. Galactic Orion is growing.
The Kiptopians speak a similarly corrupted version of El-Aurian.
The Greens of Sovfallo speak dozens of dialects of Orion, all evolved to fit specialized niches and through idiosyncratic changes.
Klakto has many of the most used languages as Translator files available for a nominal fee.
Military:
The Militaries of The Norpon Confederacy and the Kiptopian Empire had often clashed and were good at killing each other. There were armies, with beast riding cavalry, infantry and artillery. There were navies with sail and steam driven ships that used huge slug throwing weapons.
All of this was obviated 40 years ago by the arrival of house Macfaul.
House Macfaul fired on the native militaries, destroying bases, ships, stockpiles and lots of people.
Both empires tried to rally and resist, but were so patently out matched that after a few more massacres, they gave up.
The militaries of each empire still exist in much reduced form as national guards and police, keeping order inside each nation, while their governments try to work on building up to rival house Macfaul
House Macfaul arrived with 5000 troops, 5 warships and technological advantage.
Now house Macfaul has most of their ships left and their ground forces are adapted to put down resistance actions and to raid for slaves.
House Macfaul cannot afford to replace any of their 4 remaining warships (2lr, a Cr and a Sal) so they are reluctant to risk them, but pirates and advanturers in the area owe House Macfaul favors now.
Klakto has, at various times hired mercenary starships and mercenary ground units. He is not above arming detachments of natives to help him fight. House Mcfaul doesn't want to puch him into buffing the natives, so they don't push it.
He has created an uncertainty where House Macfaul doesn't know how much he has and how much he could get, so they don't attack, fearing that too stiff a resistance could crash their whole operation.
Strategic Importance:
Not much. The world is in such a place that the Federation is just discovering that it's there.
If fully in Orion hands, it could be a nasty free port and pirate base, for a while. But the issue is still in doubt.
Relations:
Orions: The natives of Greinkold do NOT like Galactic Orions, but are hiding this to various degrees. They'd love nothing better than to get their hands on enough technology to massacre House Macfaul and recover their autonomy.
Ferengi: The Natives of Greinkold are not impressed with the Ferengi. Rather than sell them arms and technology immediately and outright (And causing a massive fight) He's trickling out knowledge and tools in order to maximize his profit and avoid setting off Macfaul.
The Nausicaans: The Natives of Greinkold generally consider these guys monsters and Orcs. Spies and agents of the Confederacy and the Empire are in talks.
The Nak'hul, The Greinkold don't have much experience with the Nak'hul but appeals for aid have fallen on deaf ears, so among those in the know the Nak'hul are discarded.