The Bendarri Salient
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
The Bendarri Salient
Again, this is stashing stuff in case I lose my damned thumbdrive again.
The Bedarri Salient is the far western frontier of the Federation. It marks a place where the Federation has pushed between the Klingon Empire to the South (Coreward) and the Bendarri to the North.
Recently the Area has expanded due to contact with the Damyip and the Lefyt.
The Bedarri Salient is the far western frontier of the Federation. It marks a place where the Federation has pushed between the Klingon Empire to the South (Coreward) and the Bendarri to the North.
Recently the Area has expanded due to contact with the Damyip and the Lefyt.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
Profile House Boresi (KHN-1)
Created by: Jay P Hailey
Occurrence: STB-600 Game
Appearance: Klingon Warriors who fight for glory, wealth and honor, and are not afraid to fight a little dirty about it.
Nature of Members:
There is a hierarchy of members of this house.
Boresi and his immediate family are the rulers.
Boresi's more distant family are administrators and commanders.
Warriors - a Caste of Klingons who consider themselves born to fight. Not unlike Samurai in some ways. Resemble Vikings in other ways. They are loyal to their lord and his house, and they fight in his name.
Civilian Klingons - Non warrior caste types, these are the everyday people who do the actual work of making the economy of House Boresi Work, and creating the infrastructure of Boresi's War machine.
Non-Klingons - Client races of the Empire. Boresi and his people consider these folks to be belongings. They're not really people, but they're needed. Warriors have the power of low justice over them. These people have a low standard of living by modern standards, and not much in the way of civil liberties.
Organization:
Techno-Feudal. The Klingons have their classic means of organizing how business is done. This looks like Samurai Vikings on the surface, or if one interacts with the Warriors.
Away from the Warrior Halls and Military installations, it actually looks almost like a corporate operation. The Civilian Klingons keep business running and keep the machines going. They are much less oppressive than Warriors are towards non-Klingon residents.
Game Role:
Antagonistic Klingons. Usually, the Klingons Encountered by outsiders will be Warrior Caste Klingons, who view the world through the lens of battle.
World Role:
They are one of the Houses holding the frontier with the Zhodani. The High Council wanted a house that would keep things running aggressively but without undue controversy. corruption or insanity.
Boresi and his family have done this. Their fleet is ship shape and ready to go. Raiders test the Zhodani defenses and raid where they can, feeding information about the Disposition of Zhodani defenses back to Klingon High Command.
Boresi got sideways with the Federation Early on and when Federation Starships made a retribution raid against Boresi, High Command stood back and let it happen. Boresi is there to fight the Zhodani, not the Federation.
Boresi hates the idea of treating non-Klingons like people. He is solidly in the Real Klingon Camp. So when House Kellisia (KHN-2) took up a New Klingon style, Boresi took this as an affront. Boresi raids Kellisia, and Kellisia raids Boresi. But both keep this to a minimum. If things get too hot, then a major house will be assigned to come and settle the issue - Klingon style.
Both Boresi and Kellisia have had to redirect energy away from their internal rivalry and towards anti-Pirate activity. The Black Hand Clan and the Mystery Raiders are taking too heavy a toll currently
Relative Influence:
Minor. Boresi is allied with House Jarod, the Major New Klingon House. In theory, this means if Boresi has an issue he can appeal to Jarod to address it in the Council. In practice, Jarod is busy with defending and increasing his own power, and so Boresi competes with that priority.
In his own sectors, Boresi's word is law. He says frog and his people jump. Boresi is not used to his own people telling him "No".
Boresi's worlds manufacture the things Boresi's fleet needs to project Boresi's will and the things they need to stay effective in building Boresi's military power.
Ports and shipyards are open to Klingon Civilian traffic for standard rates. Non-Klingon ships and crews are ignored, rejected and hassled until they get the message. Boresi Space is for Klingons only.
Military ships from Allied houses are welcomed, supplied and serviced at favorable rates, and the same applies in reverse.
Military ships from opposition houses are tolerated, supplied and serviced slowly at full markup. Non-Klingon crews are ignored, rejected, harassed and possibly arrested on trumped-up charges.
The exception is when there is an Imperial Ship in Port or nearby. Then everything is done quickly, by the book and competently. No one wants the KDF auditing them.
Publicly Stated Goal:
To Fight for Boresi and The Klingon Empire!
Relative Wealth:
Compared to a first-rate house, small, Boresi is building up his holdings, economy, and fleet as quickly as he can.
Compared to normal people Huge. Boresi runs whole planets and has a battle fleet at his beck and call.
Group advantages:
Violence. Klingon Warriors practice, train and engage in Violence frequently. They're good at it.
Special Abilities:
Boresi has skill at the arts of Klingon Politics. He builds up political capital the way a general builds up ammunition and supplies.
Boresi has picked up a habit that would get him in trouble if it's publicly declared. It's not really a secret. It's fairly common knowledge that House Boresi is doing this - He'll take in dishonored, discommodated and failed Klingon Warriors. Some body-sculpt and some new entries in personnel files and a formerly ruined Klingon is now a Warrior with a fresh slate. Boresi's fleet is littered with people who are hardcore loyal to Boresi for this reason.
Two things Boresi won't touch. If a Warrior was a coward in battle, or if the Warrior allied with aliens, then they're rejected by House Boresi. False accusations of cowardice are ignored, that's just political blah blah. Buf if a Warrior really ran away, he's done.
Group disadvantages:
They're Klingons. Everyone knows what they're about.
Special disadvantages:
As Real Klingons, they're at a numerical disadvantage. Even adopting and recycling castoffs from other houses doesn't help that much.
House Boresi actually has a military unit that operates along more conventional military lines. This is how non-Warrior Caste Klingons can serve in Boresis fleet and with his army.
But non-Klingons need not apply.
This limits the number of people available to fight for Boresi, and limits his ability to grow his economic base.
But this is the Klingon way, so that's how it will be done!
Military:
Boresi's fleet is middle strength for a second-rate house. He is fielding more mid-sized battlecruisers - the Spiritual Descendants of K'Tingas and D7s in order to spread limited crews farther.
Boresi is not shy about using all the Technolgy he can to leverage his limited numbers of people, so his ships are top of the line machines and fight like it.
Currently, the main enemies are Zhodani units and pirates.
Area of Operation:
The Southwest corner of the Empire, along the Federation/Zhodani/Klingon triangle.
Headquarters Location:
New Klazdath - A World of stark natural beauty. It's speckled with Modern Klingon Cities among as yet untamed wilderness. The New Klazdath system has extensive asteroid mines and ships yards in orbit, as well as intense command and control infrastructure. The Continent where Boresi's HQ and actual estate are located are Klingon Only zones. But non-Klingon "peasants" are present in other new cities and work at all levels building and supporting his war machine.
Public Face:
REAL Klingons!! Here to Eat Ghakh, and kill aliens!
Notable Members:
Boresi - getting older, he is now an experienced house lord.
Kardeth - One of Boresi's nephews, and a favored Starship Commander. He commands one of Boresi's heavy battlecruisers and does a good job of it.
Zirella - A crack shot and one of the best bat'leth champions in the Empire. She is a distant cousin of Boresi and acts as his bodyguard. Has a dark secret (She is part Vulcan, a few generations back). Zirella has no interest in politics, command or administration. In public it seems like all she's interested in is killing assassins. Under an assumed name, she is one of the Empire's premiere fiction writers, poets, and philosophers. Boresi knows all this and will cheerfully order Zirella to kill anyone who tries to use these facts against her.
History of the Organization:
Boresi was a Warrior assigned to Moralak, a cousin of Jarod. He rose in rank until he attained the rank of General, and he was good at it.
During the Zhodani war, Boresi won victories and oversaw successful campaigns.
Kahless II Elevated Boresi and assigned him to go hold his territory as part of a complex political deal to assuage the Real Klingon Faction
Boresi took a frontier zone and has been building it up into a Klingon Stronghold ever since.
He was told that his mission was to build up Klingon strength in the area, keep pressure on the Zhodani and to avoid conflict with the Federation.
Despite this, Boresi authorized his people to raid into Federation space, trying to damage Federation expansion into the are they call "The Bendarri Salient" Boresi resented the Federation for coming in and looking like they were going to encircle the Klingons.
After several raids devastated Federation shipping and worlds in the area, Starfleet complained to Kahless II. He said nothing publicly, but through back channels let Starfleet know he wouldn't interfere.
Starfleet gathered forces and launched a retribution raid against Boresi's territory. Boresi put up a fight, but he was outnumbered and outgunned. His calls to other houses for aid came back with slow replies.
Boresi's fleet was forced to withdraw after a tough campaign and painful losses. Jarod visited personally to tell Boresi that it was not the time for a war against the Federation. If 25% of New Klingon Houses joined the Federation, the Real Klingons would lose. If 33% of the New Klingon Houses joined the Federation side in such a war then there was a possibility of no Real Klingon House staying in the First Rank.
If Kahless II used such a war as an opportunity to rid himself of Real Klingon rivals, then they were screwed.
Boresi was told not to start up with the Federation and they meant it.
Kahless II let it be known he was less than happy with Klingon ships and crews being lost in this fashion.
Boresi took the defeat, and refocused on building up the strength of his holdings and his fleet again.
But Boresi has not forgotten this. He hates the Federation now and will take any deniable opportunity to hurt them.
He has tried to make an under the table agreement with The Black Hand to support them if they promise to leave his territory alone and focus on raiding the Federation. Boresi learned that any one cell of the Black Hand can only speak for themselves, so a handful of second-string alien pirates took him up on his offer, but other Black Hand franchises kept raiding Boresi Space.
In the end, Boresi had to weigh his distaste for aliens against a half-assed cats paw against the Federation. He decided hating aliens was higher on his priority list. He captured most of his allied Black Hand pirates. He had his forces raid and massacre the free port they'd set up nearby his territory. His interrogators wrung everything his prisoners knew out of them and Boresi used this to curtail pirate operations in Boresi space for a long time.
Recently New Black Hand ships have turned up, more powerful, more capable and more numerous. And then add Mystery Raider activity, and Boresi is beefing up his defenses and arranging his forces to engage in an aggressive anti-Piracy campaign.
Created by: Jay P Hailey
Occurrence: STB-600 Game
Appearance: Klingon Warriors who fight for glory, wealth and honor, and are not afraid to fight a little dirty about it.
Nature of Members:
There is a hierarchy of members of this house.
Boresi and his immediate family are the rulers.
Boresi's more distant family are administrators and commanders.
Warriors - a Caste of Klingons who consider themselves born to fight. Not unlike Samurai in some ways. Resemble Vikings in other ways. They are loyal to their lord and his house, and they fight in his name.
Civilian Klingons - Non warrior caste types, these are the everyday people who do the actual work of making the economy of House Boresi Work, and creating the infrastructure of Boresi's War machine.
Non-Klingons - Client races of the Empire. Boresi and his people consider these folks to be belongings. They're not really people, but they're needed. Warriors have the power of low justice over them. These people have a low standard of living by modern standards, and not much in the way of civil liberties.
Organization:
Techno-Feudal. The Klingons have their classic means of organizing how business is done. This looks like Samurai Vikings on the surface, or if one interacts with the Warriors.
Away from the Warrior Halls and Military installations, it actually looks almost like a corporate operation. The Civilian Klingons keep business running and keep the machines going. They are much less oppressive than Warriors are towards non-Klingon residents.
Game Role:
Antagonistic Klingons. Usually, the Klingons Encountered by outsiders will be Warrior Caste Klingons, who view the world through the lens of battle.
World Role:
They are one of the Houses holding the frontier with the Zhodani. The High Council wanted a house that would keep things running aggressively but without undue controversy. corruption or insanity.
Boresi and his family have done this. Their fleet is ship shape and ready to go. Raiders test the Zhodani defenses and raid where they can, feeding information about the Disposition of Zhodani defenses back to Klingon High Command.
Boresi got sideways with the Federation Early on and when Federation Starships made a retribution raid against Boresi, High Command stood back and let it happen. Boresi is there to fight the Zhodani, not the Federation.
Boresi hates the idea of treating non-Klingons like people. He is solidly in the Real Klingon Camp. So when House Kellisia (KHN-2) took up a New Klingon style, Boresi took this as an affront. Boresi raids Kellisia, and Kellisia raids Boresi. But both keep this to a minimum. If things get too hot, then a major house will be assigned to come and settle the issue - Klingon style.
Both Boresi and Kellisia have had to redirect energy away from their internal rivalry and towards anti-Pirate activity. The Black Hand Clan and the Mystery Raiders are taking too heavy a toll currently
Relative Influence:
Minor. Boresi is allied with House Jarod, the Major New Klingon House. In theory, this means if Boresi has an issue he can appeal to Jarod to address it in the Council. In practice, Jarod is busy with defending and increasing his own power, and so Boresi competes with that priority.
In his own sectors, Boresi's word is law. He says frog and his people jump. Boresi is not used to his own people telling him "No".
Boresi's worlds manufacture the things Boresi's fleet needs to project Boresi's will and the things they need to stay effective in building Boresi's military power.
Ports and shipyards are open to Klingon Civilian traffic for standard rates. Non-Klingon ships and crews are ignored, rejected and hassled until they get the message. Boresi Space is for Klingons only.
Military ships from Allied houses are welcomed, supplied and serviced at favorable rates, and the same applies in reverse.
Military ships from opposition houses are tolerated, supplied and serviced slowly at full markup. Non-Klingon crews are ignored, rejected, harassed and possibly arrested on trumped-up charges.
The exception is when there is an Imperial Ship in Port or nearby. Then everything is done quickly, by the book and competently. No one wants the KDF auditing them.
Publicly Stated Goal:
To Fight for Boresi and The Klingon Empire!
Relative Wealth:
Compared to a first-rate house, small, Boresi is building up his holdings, economy, and fleet as quickly as he can.
Compared to normal people Huge. Boresi runs whole planets and has a battle fleet at his beck and call.
Group advantages:
Violence. Klingon Warriors practice, train and engage in Violence frequently. They're good at it.
Special Abilities:
Boresi has skill at the arts of Klingon Politics. He builds up political capital the way a general builds up ammunition and supplies.
Boresi has picked up a habit that would get him in trouble if it's publicly declared. It's not really a secret. It's fairly common knowledge that House Boresi is doing this - He'll take in dishonored, discommodated and failed Klingon Warriors. Some body-sculpt and some new entries in personnel files and a formerly ruined Klingon is now a Warrior with a fresh slate. Boresi's fleet is littered with people who are hardcore loyal to Boresi for this reason.
Two things Boresi won't touch. If a Warrior was a coward in battle, or if the Warrior allied with aliens, then they're rejected by House Boresi. False accusations of cowardice are ignored, that's just political blah blah. Buf if a Warrior really ran away, he's done.
Group disadvantages:
They're Klingons. Everyone knows what they're about.
Special disadvantages:
As Real Klingons, they're at a numerical disadvantage. Even adopting and recycling castoffs from other houses doesn't help that much.
House Boresi actually has a military unit that operates along more conventional military lines. This is how non-Warrior Caste Klingons can serve in Boresis fleet and with his army.
But non-Klingons need not apply.
This limits the number of people available to fight for Boresi, and limits his ability to grow his economic base.
But this is the Klingon way, so that's how it will be done!
Military:
Boresi's fleet is middle strength for a second-rate house. He is fielding more mid-sized battlecruisers - the Spiritual Descendants of K'Tingas and D7s in order to spread limited crews farther.
Boresi is not shy about using all the Technolgy he can to leverage his limited numbers of people, so his ships are top of the line machines and fight like it.
Currently, the main enemies are Zhodani units and pirates.
Area of Operation:
The Southwest corner of the Empire, along the Federation/Zhodani/Klingon triangle.
Headquarters Location:
New Klazdath - A World of stark natural beauty. It's speckled with Modern Klingon Cities among as yet untamed wilderness. The New Klazdath system has extensive asteroid mines and ships yards in orbit, as well as intense command and control infrastructure. The Continent where Boresi's HQ and actual estate are located are Klingon Only zones. But non-Klingon "peasants" are present in other new cities and work at all levels building and supporting his war machine.
Public Face:
REAL Klingons!! Here to Eat Ghakh, and kill aliens!
Notable Members:
Boresi - getting older, he is now an experienced house lord.
Kardeth - One of Boresi's nephews, and a favored Starship Commander. He commands one of Boresi's heavy battlecruisers and does a good job of it.
Zirella - A crack shot and one of the best bat'leth champions in the Empire. She is a distant cousin of Boresi and acts as his bodyguard. Has a dark secret (She is part Vulcan, a few generations back). Zirella has no interest in politics, command or administration. In public it seems like all she's interested in is killing assassins. Under an assumed name, she is one of the Empire's premiere fiction writers, poets, and philosophers. Boresi knows all this and will cheerfully order Zirella to kill anyone who tries to use these facts against her.
History of the Organization:
Boresi was a Warrior assigned to Moralak, a cousin of Jarod. He rose in rank until he attained the rank of General, and he was good at it.
During the Zhodani war, Boresi won victories and oversaw successful campaigns.
Kahless II Elevated Boresi and assigned him to go hold his territory as part of a complex political deal to assuage the Real Klingon Faction
Boresi took a frontier zone and has been building it up into a Klingon Stronghold ever since.
He was told that his mission was to build up Klingon strength in the area, keep pressure on the Zhodani and to avoid conflict with the Federation.
Despite this, Boresi authorized his people to raid into Federation space, trying to damage Federation expansion into the are they call "The Bendarri Salient" Boresi resented the Federation for coming in and looking like they were going to encircle the Klingons.
After several raids devastated Federation shipping and worlds in the area, Starfleet complained to Kahless II. He said nothing publicly, but through back channels let Starfleet know he wouldn't interfere.
Starfleet gathered forces and launched a retribution raid against Boresi's territory. Boresi put up a fight, but he was outnumbered and outgunned. His calls to other houses for aid came back with slow replies.
Boresi's fleet was forced to withdraw after a tough campaign and painful losses. Jarod visited personally to tell Boresi that it was not the time for a war against the Federation. If 25% of New Klingon Houses joined the Federation, the Real Klingons would lose. If 33% of the New Klingon Houses joined the Federation side in such a war then there was a possibility of no Real Klingon House staying in the First Rank.
If Kahless II used such a war as an opportunity to rid himself of Real Klingon rivals, then they were screwed.
Boresi was told not to start up with the Federation and they meant it.
Kahless II let it be known he was less than happy with Klingon ships and crews being lost in this fashion.
Boresi took the defeat, and refocused on building up the strength of his holdings and his fleet again.
But Boresi has not forgotten this. He hates the Federation now and will take any deniable opportunity to hurt them.
He has tried to make an under the table agreement with The Black Hand to support them if they promise to leave his territory alone and focus on raiding the Federation. Boresi learned that any one cell of the Black Hand can only speak for themselves, so a handful of second-string alien pirates took him up on his offer, but other Black Hand franchises kept raiding Boresi Space.
In the end, Boresi had to weigh his distaste for aliens against a half-assed cats paw against the Federation. He decided hating aliens was higher on his priority list. He captured most of his allied Black Hand pirates. He had his forces raid and massacre the free port they'd set up nearby his territory. His interrogators wrung everything his prisoners knew out of them and Boresi used this to curtail pirate operations in Boresi space for a long time.
Recently New Black Hand ships have turned up, more powerful, more capable and more numerous. And then add Mystery Raider activity, and Boresi is beefing up his defenses and arranging his forces to engage in an aggressive anti-Piracy campaign.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
House: Kellisia
Rank: 500
Military: 500
Economy: 700
Mobility: 1000
Intelligence: 800
Readiness: 1000
Honor: 1000
Political View: New Klingon, excessively. Anyone can play as long as they do the job
Rivals House Boresi, House Bordakar, House Kalatopa, The Real Klingons
House Lord: Lady Kellisia
Planet:
Location:
Notes:
Rating: What is the House Ranking in the Empire.
Military - How many ships and soldiers
Economy - How strong is his economy
Mobility - How quickly can he adapt and change?
Intelligence - How much does he know about his neighbors and rivals?
Readiness - How good is his strategic planning?
Honor - How well do his people regard him? What's their morale?
Profile House Kellisia
Created by: Jay
Occurence: RAI plot, 2408
Appearance Klingons and their friends.
Nature of Members:
Kellisia and her Family are the Rulers of this House.
She has a band of Warriors she's picked up along the way who form her loyal core.
These people have decided that they're entitled to bestow the Title "Warrior of Kellisia" on anyone they feel worthy, and they do that. In recent times, they have formalized the training and rites of passage required for someone to be considered for "Warrior of Kellisia" status.
In Kellisia's formulation, Warriors are protectors. They exist to serve the community by protecting it. This is a throwback to older writings and thoughts of how to be a Warrior. Real Klingons consider this a uselessly naive method. It's popular among New Klingons.
Kellisia also runs a "KDF" Unit in her holdings, a way for people to serve the house as military officers and enlisted people without making a life time committment to the way of the Warrior.
Civilians - Kellisia accepts anyone in her holdings who agrees to abide by the laws and work productively for the community. Kellisia doesn't accept the notion that anyone is a second class citizen.
Organization:
Kellisia struggles with her role as House lord over her holdings. She treats it more as a Chief executive function.
On Worlds in Kellisia Space, Cities have civil governments, usually a sort of elected council. They report what they need to a sort of liason officer who either arranges what they need or brings word of the need to Kellisia so she can gather needed resources or people from other areas.
The Larger Cities and towns elect Constables and law enforcement. If they need heavy fire power, Kellisia will assign the forces necessary.
Kellisia has a sort of plan for expansion of the economic power and infrastructure of her holdings, but usually she'll approach the civil leaders of communities in her holdings and tailor her desires to fit their capacities.
This demands a lot of meetings, social network building and negotiation. Kellisia is good at this, and has gotten a lot better with practice.
The Part most folks will see are the ships and crews of House Kellisia. These ships have mixed crews, composed of all the various people who live in the Empire.
Cities in Kellisia space tend to be open and thriving places, although because they're not as rigidly or directly controlled, unpleasant people can come and go in these areas, too
Game Role:
Good Guy Klingons
World Role:
Kellisia was assigned to take over this area and build it up to firm up Klingon claims and to support the houses facing the Zhodani Frontier. Her assignment was controversial and cause some static from the Real Klingon houses. But she's done her job and has increased the Klingon presence in the area.
Relative Influence:
Minor. House Kellisia is a minor house. Compared to other houses they are on the small side, and on the new side. They also suffer from their unorthodox nature, so Kellisia doesn't have ther Political juice a more conventional House Lord might have.
Military ships from other areas are surprized when stopping at Kellisia run bases. Although the crews are varied and appear motely, They're pros. Ships are supplied and serviced quickly and prices are fair for almost everyone. The Exception is House Boresi. The two houses are bitter rivals and violence isn't unheard of between units belonging to the two houses.
Kellisia backed trade ships roam far and wide. Kellisia really takes advantage of the friendship between the Federation and the Klingon Empire and trade companies based in Kellisia space are not shy about crossing the border for fun and profit.
Publicly Stated Goal:
To Defend the civilians of the Empire!
Group advantages:
House Kellisia rewards competence over blood lines, and so while looking odd, her crews are some of the best in the Empire.
Group disadvantages:
Because of the decentralized nature of Kellisia's governance, the civilian side can look like hearding cats.
Special disadvantages:
There is more crime and corruption in Kellisia space than one might find elsewhere. When discovered, corrupt officials are dealt with in the Klingon fashion. They're hacked to pieces with a Bat'leth. Part of the price of being open is being open to uncool people, too
Military:
Kellisia's forces are more varied compared to other houses. They tend to keep older hulls in service longer with upgraded equipment. They also tend towards longer ranged ships. In respnse to recent increases in Pirate and Raider activity, House Kellisia has been building a new run of Fast Escorts with Disodium drives.
Area of Operation:
The western Frontier of the Empire.
Headquarters Location:
Arlorkag Magtow, A fomerly sleepy backwater planet with some Industry. Sincee Kellisia has come to make it her HQ it has a massive military base, a massive new Starbase and shipyards, and lots of new people coming. The types of new industrial companies and military support operations are bewildering, but they're always hiring, and will pay people to show up and do the job.
Public Face:
Guardians of the Empire and their corner of it.
Notable Members:
Kellisia. Raised as a Warrior Caste Woman, Kellisa learnned all the old stories and could recite the heroes of the sagas.
When she finished her primary training and advanced training, she became an officer on one of her father's ships. She rose quickly through the ranks mainly by being sensible and dependably present. In time she commanded one of her father's cruisers.
During the Civil War, her father's main force was caught in an ambush. Kellisia was running a vanguard task force and so was not caught in the main ambush. She kept her head, and conducted hit and run raids. She rallied scattered force and fought an improvised retreating battle that caused house Danchak to over extend himself and get cut off by an allied New Klingon House.
Relations:
The Klingon Empire In general: Kellisia ships are always reaady to come to the rescue and fight enemies. They are popular among those who need rescue and those who are threatened. Real Klingons see this as glory hogging and grand standing.
House Ogalak: Kellisia is an off shoot of Ogalak. He considers her a loyal ally.
House Katchar: Good, both sides get along well and cooperate frequently.
House Boresei: Bad. Things are tense. There is frrequent shooting.
House Bordakar: Bad. Bordakar does not do anything, but is laying ground work for a camapign.
House Kahless: Good. Kellisia follows Ogalak who is a staunch ally of the Emperor.
House Kathis: Good. Allies
House Martok: Good. Allies
House NarQ: Bad. Opposite alignments
House Ph'art: Bad. Rivals
House Phawg: Good. Allies.
House Quar: Good, Allies, not much contact since they're not close.
House Tork'Cha: Good. Allies. Occasionally House Kellisia sends a ship to assist Tork'Cha and cross train with them.
House Kalak: Good. Allies. Not in practical contact
House Tarkon: Bad. Rivals. Fortunately Kellisia is far away
The Black Hand: House Kellisia ship pursue and attack Black hand Pirates whenever they can.
The Green Hand: Not much contact, but Kellisia crew relish the change to explode Green Hand Pirates.
Orions
Orions in the Empire: Mixed. Kellisia is a good spot to do business. Kellisia is working with legit Orions to try and keep the Syndicate and pirates out.
In the Federation, House Kellisia ships chase Orion Pirates agreesively.
Mullurans: Ships from house Kellisia roll by and let the government of Mulluria know they are being watched. At the same time, they will take on Mulluran exchange and apprentice crew. Kellisia is passively open to an alloiance there. Kellisia ships don't mix G'Kra and Mulluran apprentices.
The Federation in General: Good. Allied. Kellisia is a true ally and her ships are welcomed when they appear.
New Canada STB 901: Good. Kellisia ships are welcomed as allies.
G'Kra: Good. Welcomed as Allies. There are always G'Kra willing to sign on as apprentices on Kellisia's ships. They often take advantage of this.
Xnida: Good. Welcomed as Allies. House Kellisia ships will take on Xnida exchange people.
Arkiripis: Mixed. House Kellisia ships are welcomed as long as they have latinum or aanti-matter to spend. Crews are free to wander the markets. Arkiripis has strict laws against fighting in their system. Kellisia ships respect this, but often try to intercept known pirates on their way out of the system.
The Bendarri Empire. Good relationship. House Kellisia will send patrollers and cruisers to work for the Bednarri Empire as mmercenaries. They are welcomed in this role.
Carsharodan: Good. Exchange people are accepted.
New Detroit: Good. This is about as far into the Federation as Kellisi ships will go. They are serviced and repaired at the ships yards there. New Detroit Will do upgrades on Kellisia ships if requested. Kellisia ships are handy if someone gets into trouble and the Federation wants to encourage that.
Darnara: Kellisia ships will stop by Darnara on their way to the Lefyt Colonies. They will accept trainee crewwmen there.
The Lefyt. House Kellisia ships wil do anti-Pirate patrols through The Desert and visit various Lefyt worlds. But this is rare. A ship this far out is too far away from the core territory. Kellisia sends ships to gather information and to be seen as anti-pirate and allied shipping.
The Damyip: Kellisia ship won't challenge the Damyip, but are sort of awkward. No one's sure about the proper approach.
History of the Organization:
After the Civil War. Kellisia's Father's house was in ruins. Kellisia and her crews were adopted by House Ogalak. When House Boresi was emplaced to appease the Real Klingons, Ogalak suggested Kellisi as a way to create reinforcements for Boresi and firm up the Empires western frontier. Kahless Agreed and created Kellisia as Lady Kellisia.
This antagonized the Real Klingons. It was rare for women to lead Klingon houses. They saw this as an afront.
Rank: 500
Military: 500
Economy: 700
Mobility: 1000
Intelligence: 800
Readiness: 1000
Honor: 1000
Political View: New Klingon, excessively. Anyone can play as long as they do the job
Rivals House Boresi, House Bordakar, House Kalatopa, The Real Klingons
House Lord: Lady Kellisia
Planet:
Location:
Notes:
Rating: What is the House Ranking in the Empire.
Military - How many ships and soldiers
Economy - How strong is his economy
Mobility - How quickly can he adapt and change?
Intelligence - How much does he know about his neighbors and rivals?
Readiness - How good is his strategic planning?
Honor - How well do his people regard him? What's their morale?
Profile House Kellisia
Created by: Jay
Occurence: RAI plot, 2408
Appearance Klingons and their friends.
Nature of Members:
Kellisia and her Family are the Rulers of this House.
She has a band of Warriors she's picked up along the way who form her loyal core.
These people have decided that they're entitled to bestow the Title "Warrior of Kellisia" on anyone they feel worthy, and they do that. In recent times, they have formalized the training and rites of passage required for someone to be considered for "Warrior of Kellisia" status.
In Kellisia's formulation, Warriors are protectors. They exist to serve the community by protecting it. This is a throwback to older writings and thoughts of how to be a Warrior. Real Klingons consider this a uselessly naive method. It's popular among New Klingons.
Kellisia also runs a "KDF" Unit in her holdings, a way for people to serve the house as military officers and enlisted people without making a life time committment to the way of the Warrior.
Civilians - Kellisia accepts anyone in her holdings who agrees to abide by the laws and work productively for the community. Kellisia doesn't accept the notion that anyone is a second class citizen.
Organization:
Kellisia struggles with her role as House lord over her holdings. She treats it more as a Chief executive function.
On Worlds in Kellisia Space, Cities have civil governments, usually a sort of elected council. They report what they need to a sort of liason officer who either arranges what they need or brings word of the need to Kellisia so she can gather needed resources or people from other areas.
The Larger Cities and towns elect Constables and law enforcement. If they need heavy fire power, Kellisia will assign the forces necessary.
Kellisia has a sort of plan for expansion of the economic power and infrastructure of her holdings, but usually she'll approach the civil leaders of communities in her holdings and tailor her desires to fit their capacities.
This demands a lot of meetings, social network building and negotiation. Kellisia is good at this, and has gotten a lot better with practice.
The Part most folks will see are the ships and crews of House Kellisia. These ships have mixed crews, composed of all the various people who live in the Empire.
Cities in Kellisia space tend to be open and thriving places, although because they're not as rigidly or directly controlled, unpleasant people can come and go in these areas, too
Game Role:
Good Guy Klingons
World Role:
Kellisia was assigned to take over this area and build it up to firm up Klingon claims and to support the houses facing the Zhodani Frontier. Her assignment was controversial and cause some static from the Real Klingon houses. But she's done her job and has increased the Klingon presence in the area.
Relative Influence:
Minor. House Kellisia is a minor house. Compared to other houses they are on the small side, and on the new side. They also suffer from their unorthodox nature, so Kellisia doesn't have ther Political juice a more conventional House Lord might have.
Military ships from other areas are surprized when stopping at Kellisia run bases. Although the crews are varied and appear motely, They're pros. Ships are supplied and serviced quickly and prices are fair for almost everyone. The Exception is House Boresi. The two houses are bitter rivals and violence isn't unheard of between units belonging to the two houses.
Kellisia backed trade ships roam far and wide. Kellisia really takes advantage of the friendship between the Federation and the Klingon Empire and trade companies based in Kellisia space are not shy about crossing the border for fun and profit.
Publicly Stated Goal:
To Defend the civilians of the Empire!
Group advantages:
House Kellisia rewards competence over blood lines, and so while looking odd, her crews are some of the best in the Empire.
Group disadvantages:
Because of the decentralized nature of Kellisia's governance, the civilian side can look like hearding cats.
Special disadvantages:
There is more crime and corruption in Kellisia space than one might find elsewhere. When discovered, corrupt officials are dealt with in the Klingon fashion. They're hacked to pieces with a Bat'leth. Part of the price of being open is being open to uncool people, too
Military:
Kellisia's forces are more varied compared to other houses. They tend to keep older hulls in service longer with upgraded equipment. They also tend towards longer ranged ships. In respnse to recent increases in Pirate and Raider activity, House Kellisia has been building a new run of Fast Escorts with Disodium drives.
Area of Operation:
The western Frontier of the Empire.
Headquarters Location:
Arlorkag Magtow, A fomerly sleepy backwater planet with some Industry. Sincee Kellisia has come to make it her HQ it has a massive military base, a massive new Starbase and shipyards, and lots of new people coming. The types of new industrial companies and military support operations are bewildering, but they're always hiring, and will pay people to show up and do the job.
Public Face:
Guardians of the Empire and their corner of it.
Notable Members:
Kellisia. Raised as a Warrior Caste Woman, Kellisa learnned all the old stories and could recite the heroes of the sagas.
When she finished her primary training and advanced training, she became an officer on one of her father's ships. She rose quickly through the ranks mainly by being sensible and dependably present. In time she commanded one of her father's cruisers.
During the Civil War, her father's main force was caught in an ambush. Kellisia was running a vanguard task force and so was not caught in the main ambush. She kept her head, and conducted hit and run raids. She rallied scattered force and fought an improvised retreating battle that caused house Danchak to over extend himself and get cut off by an allied New Klingon House.
Relations:
The Klingon Empire In general: Kellisia ships are always reaady to come to the rescue and fight enemies. They are popular among those who need rescue and those who are threatened. Real Klingons see this as glory hogging and grand standing.
House Ogalak: Kellisia is an off shoot of Ogalak. He considers her a loyal ally.
House Katchar: Good, both sides get along well and cooperate frequently.
House Boresei: Bad. Things are tense. There is frrequent shooting.
House Bordakar: Bad. Bordakar does not do anything, but is laying ground work for a camapign.
House Kahless: Good. Kellisia follows Ogalak who is a staunch ally of the Emperor.
House Kathis: Good. Allies
House Martok: Good. Allies
House NarQ: Bad. Opposite alignments
House Ph'art: Bad. Rivals
House Phawg: Good. Allies.
House Quar: Good, Allies, not much contact since they're not close.
House Tork'Cha: Good. Allies. Occasionally House Kellisia sends a ship to assist Tork'Cha and cross train with them.
House Kalak: Good. Allies. Not in practical contact
House Tarkon: Bad. Rivals. Fortunately Kellisia is far away
The Black Hand: House Kellisia ship pursue and attack Black hand Pirates whenever they can.
The Green Hand: Not much contact, but Kellisia crew relish the change to explode Green Hand Pirates.
Orions
Orions in the Empire: Mixed. Kellisia is a good spot to do business. Kellisia is working with legit Orions to try and keep the Syndicate and pirates out.
In the Federation, House Kellisia ships chase Orion Pirates agreesively.
Mullurans: Ships from house Kellisia roll by and let the government of Mulluria know they are being watched. At the same time, they will take on Mulluran exchange and apprentice crew. Kellisia is passively open to an alloiance there. Kellisia ships don't mix G'Kra and Mulluran apprentices.
The Federation in General: Good. Allied. Kellisia is a true ally and her ships are welcomed when they appear.
New Canada STB 901: Good. Kellisia ships are welcomed as allies.
G'Kra: Good. Welcomed as Allies. There are always G'Kra willing to sign on as apprentices on Kellisia's ships. They often take advantage of this.
Xnida: Good. Welcomed as Allies. House Kellisia ships will take on Xnida exchange people.
Arkiripis: Mixed. House Kellisia ships are welcomed as long as they have latinum or aanti-matter to spend. Crews are free to wander the markets. Arkiripis has strict laws against fighting in their system. Kellisia ships respect this, but often try to intercept known pirates on their way out of the system.
The Bendarri Empire. Good relationship. House Kellisia will send patrollers and cruisers to work for the Bednarri Empire as mmercenaries. They are welcomed in this role.
Carsharodan: Good. Exchange people are accepted.
New Detroit: Good. This is about as far into the Federation as Kellisi ships will go. They are serviced and repaired at the ships yards there. New Detroit Will do upgrades on Kellisia ships if requested. Kellisia ships are handy if someone gets into trouble and the Federation wants to encourage that.
Darnara: Kellisia ships will stop by Darnara on their way to the Lefyt Colonies. They will accept trainee crewwmen there.
The Lefyt. House Kellisia ships wil do anti-Pirate patrols through The Desert and visit various Lefyt worlds. But this is rare. A ship this far out is too far away from the core territory. Kellisia sends ships to gather information and to be seen as anti-pirate and allied shipping.
The Damyip: Kellisia ship won't challenge the Damyip, but are sort of awkward. No one's sure about the proper approach.
History of the Organization:
After the Civil War. Kellisia's Father's house was in ruins. Kellisia and her crews were adopted by House Ogalak. When House Boresi was emplaced to appease the Real Klingons, Ogalak suggested Kellisi as a way to create reinforcements for Boresi and firm up the Empires western frontier. Kahless Agreed and created Kellisia as Lady Kellisia.
This antagonized the Real Klingons. It was rare for women to lead Klingon houses. They saw this as an afront.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
Profile House Katchar (KHN-3) (New Klingon)
A Klingon house bent on Trade.
Created by: Jay P Hailey.
Occurrence: The Klingon Empire on the western frontier, facing the Federation, the Bendarri and the Briar Patch
Nature of Members:
Katchar and his family rule the house, Zonok is their business partner, and his family is also influential, although not in the same way.
Katchar's Warriors fight to protect the people and the business of house Katchar. For doing so, they are rewarded. This is a controversial thing. Many Klingons consider fighting for profit to be dishonorable, and that being a merchant is beneath a warrior.
Katchar's warriors are an interesting bunch, for reasons which will become plain below. However one thing is for sure, there's plenty of glorious battle to be had.
Katchar also has a mercenary force, which varies in skill level, but is loyal and they always work on improving,
On the civilian side House Katchar accepts anyone who is willing to abide by the rules. The multi-racial make up of Katchar's civilian holdings antagonizes his Real Klingon rivals, as does his interesting approach of how to be a house lord.
There are a number of Ferengi on Gabalpaki, the core world of House Katchar. They mostly live in a "Little Ferenginar" on that world.
These are Ferengi that Zonok recruited for various jobs and by various means. Some of the scary Ferengi are the ones who like to venture out of little Ferenginar and hob nob with the Klingons and other races of the Empire.
Organization:
The House itself is the typical neo-feudalism, on top of a military, on top of a civil government.
However. Katchar came to his position in an odd way. He won battles through excellent use of Logistics. He was very good at the sort of systems management and organizational acumen that allowed his forces to consistently "Get there the fastest with the mostest." In several hard battles, Katchar prevailed because at the right time he had reserves of ships, people and materiel available, when his opponent had already used all his.
Not long after the Zhondani war, Katchar met Zonok, a Ferengi merchant and the two struck a business deal. This lead to more business deals, and friendships.
Zonok was surprised to find a Klingon with business sense, and Katchar was gratified to find a Ferengi who's word was his bond.
In time Katchar came up for noble title. He specifically asked for a frontier posting. Since he was an avid proponent of Kahless II and the New Klingon faction, he was granted his wish.
Although House Katchar has all the usual Klingon governing and social mechanisms, its corporate side is much larger and influential than other houses.
Katchar began making His house the Logistics department for other New Klingon Houses. He began running cargo in a particularly Klingon fashion. Besides the usual destroyers and battlecruisers, House Katchar runs armed cargo vessels. These range in all sizes, but all are fast and well defended.
Since then Katchar has expanded his business and his holdings, even running cargo for the Federation, and various people normal Klingon Houses would turn their noses up at.
Since Katchar accepts anyone who can do the job, he has attracted a number of people from the Klingon Empire. His core world, Gabalpaki is well populated. Real Klingons consider it a cesspool.
Zonok and Katchar worked hard to borrow (and buy, and maybe buy under shady circumstances) from the Federation.
In House Katchar, the core economy is actually a Federation-like energy economy. The reason for this is simple. It's actually cheaper to run. A lot of people who are now productive citizens for Katchar started out as poverty stricken people, refugees or other down and out folks.
Zonok and Katchar pay everyone who contributes very lavishly in terms of support and life style.
Many technicians and enlisted level soldiers serve because by so doing, they buy a good standard of living for their families.
This is why their troop quality varies. Most newbies are in various stages of learning how. But they are all pretty loyal. Katchar and Zonok also offer generous medical and other benefits. This also took a lot of work to accomplish.
But the effect is, if you're broke and your Mom needs life saving surgery, you can sign on with Katchar and be taken care of.
This allows House Katchar to use Klingon money and gold pressed latinum for boot strapping more infrastructure.
Katchar and Zonok are using their new ideas of how to run a Klingon house to grow and expand much faster than a more normally run house.
It also puts a target on their back from Real Klingons who consider this Extreme New Klingon outlook an abomination.
Game Role:
Klingon friends who are out to make some money and do the strange new worlds thing.
World Role:
House Katchar was tasked with going to the frontier and securing it, while supporting front line houses. He did this but in such a way as to highlight the stark difference between the New Klingon and Real Klingon point of view.
Relative Influence:
Depends on context. For a house the size of House Katchar, in a political sense, Katchar is below average. Katchar depends on the good will of other New Klingon Allies for political influence and protection.
In terms of economics, it's grossly oversized for a house it's size.
In terms of military power, about average - they have more ships and more people under arms, but they also get attacked more, so that's a wash.
In terms of foreign policy, House Katchar is starting to send it's fast armed adventure merchants far and wide. And Katchar is not shy about striking up his own relationships with Federation worlds, sword worlds and anyone else.
Publicly Stated Goal:
To amass a ship load of wealth and then defend it with honor!
Relative Wealth:
Much larger than a comparably sized Klingon house. But if they get too big too fast, they may draw the ire of a major Real Klingon House.
Group advantages:
Katchar's ship yards and other technical production are some of the best in the Empire.
Katchar has a lot of people loyal to him. He has made a place for them in the empire when no one else would.
Katchar's armed merchants look like a Ferengi Ship and a Klingon ship had a love child. This is not far from the truth. Many raiders and pirates have discovered too late that Katchar's ships are as well armed as any Klingon ship their size.
Special Abilities:
Katchar and Zonok have full access to the Klingon and Ferengi technical database and were not shy about using it. So Katchar's ships are fusions of Klingon and Ferengi Technology. This makes his ships half a step advanced from anyone else's in the Empire.
Group disadvantages:
As an aggressively New Klingon sort of operation, Katchar is causing grumblings and static. His new interpretation of how to be a House Lord antagonizes Real Klingons who feel he is putting profit ahead of being a true Warrior.
There are rumors (Mostly True) that Katchar will accept dishonored or exiled Klingons and give them new faces and put them in with his Warriors. The fact is that he over looks dishonor or exiles based on political reasons. Other offenses, like crime, cowardice or betrayal cause Katcher and his people to reject a potential "retread"
This is rumored but no hard proof has been gathered, yet. If proof is exposed in such a way as to not drag any Real Klingon houses into it, then Katchar will be in some trouble for this.
Special disadvantages:
Katchar and Zonok are the subjects of various treacheries, betrayals and assassination attempts. They have very good body guards and manage their risks appropriately.
But their security has to be very good every time. An assassin only has to get lucky once.
House Katchar ships have to be well armed, fast and advanced. They draw more than their fair share of attacks and piracy.
This is why most of Katchar's Warriors are not too worried about about fighting for profit. If you find glory in battle, ship out with Katchar and you will get your fill.
Relations
House Boresi (KHN-1) These two houses have a mixed relationship. House Katchar does operate in a large way as Logistical auxiliaries for House Boresi. If a serious war was to break out Boresi and Katchar would be expected to get along and operate together,
But Most of House Boresi's Klingon Warriors consider House Katchar to be disgraceful, corrupt and non-Klingon. They tend to want to pick fights and cause problems. House Boresi doesn't actually support deniable raiders hitting Katchar shipping. They need the Logistical support! But Boresi considers it his duty, in the long run, to kill Katchar, take his stuff and restore it to "true Klingon" ways.
House Kellisi (KHN-2) These two houses get along famously. There is talk of trying to marry some ofspring off to each other to soldify the relationship. Kellisi looks askance at Katchar's mercantilist side, but it seem to be working.
House Bordakar (KHN-4) This house hs a stand offish relationship with Katchar. They have their own support ships. Sometimes Bordakar will call in Katchar ships to help with a campaign. But it's clear that Katchar is last on Bordakar's list. The warriors of Bordakar also feel that Katchar is perverse, broken and doing the Klingon thing wrong, but are generally not the kind of guys to start bar fights or street brawls about it.
The Federation: Like Kellisi, Katchar is not shy about doing business in the Federation. He considers this a benefit of the alliance. Although a heavily armed Klingon ship roaming through Federation space is a touch concerning, When Katchar's people proved to be as good as their word, they became a favored transportation option.
In recent times, his services have become more valuable to local planets. Local governments and even Starfleet are not above hiring Katchar's armed merchants to resupply Darnar or to carry scientific expeditions into dangerous areas.
Like House Kellisi, House Katchar is also expanding operations into the southern frontier of the Bendarri Empire and working as mercenaries for the Bendarri Empire. Both houses feel that they will improve their positions with the Bendarri Empire as friends.
Area of Operation:
The western frontier of the Klingon Federation Border, His core planet Gabalpaki is well populated, well developed and economically powerful.
Headquarters Location:
Katchar Palace, Gabalpaki. Here Katchar manages his house and Zonok manages the various flavors of money they deal in
Public Face:
Klingons who want to trade, and explore the frontier.
Notable Members:
Katchar - a Klingon General who was elevated to the Noble ranks as a reward for outstanding performance.
Zonok, a Ferengi who is very brave and does not say what he does not mean.
History of the Organization:
Katchar started out life as a Warrior Lieutenant on a cruiser. He always contrived to have what his CO wanted, when the CO needed it to solve a poblem.
He rose in the ranks until he was offered a command. Surprising everyone, instead of a starship, he took over a logistics unit.
Then using his superior skill in Logistics and planning, he put several ship commanders and flag officers in his debt.
During the Klingon Civil war, Katchar was a key part of supporting the New Klingon Faction and advancing their victory.
Following this he was awarded a title and a holding. When Katchar arrived with his ally, the Fereni Zonok and began an aggressive economic development program, the controversy surrounding him increased.
Now Katchar has ships moving all over. He mostly supports his Civlians with a lavish energy based economy, and, if he can build up his forces to withstand a concerted Real Klingon assault, he's golden.
A Klingon house bent on Trade.
Created by: Jay P Hailey.
Occurrence: The Klingon Empire on the western frontier, facing the Federation, the Bendarri and the Briar Patch
Nature of Members:
Katchar and his family rule the house, Zonok is their business partner, and his family is also influential, although not in the same way.
Katchar's Warriors fight to protect the people and the business of house Katchar. For doing so, they are rewarded. This is a controversial thing. Many Klingons consider fighting for profit to be dishonorable, and that being a merchant is beneath a warrior.
Katchar's warriors are an interesting bunch, for reasons which will become plain below. However one thing is for sure, there's plenty of glorious battle to be had.
Katchar also has a mercenary force, which varies in skill level, but is loyal and they always work on improving,
On the civilian side House Katchar accepts anyone who is willing to abide by the rules. The multi-racial make up of Katchar's civilian holdings antagonizes his Real Klingon rivals, as does his interesting approach of how to be a house lord.
There are a number of Ferengi on Gabalpaki, the core world of House Katchar. They mostly live in a "Little Ferenginar" on that world.
These are Ferengi that Zonok recruited for various jobs and by various means. Some of the scary Ferengi are the ones who like to venture out of little Ferenginar and hob nob with the Klingons and other races of the Empire.
Organization:
The House itself is the typical neo-feudalism, on top of a military, on top of a civil government.
However. Katchar came to his position in an odd way. He won battles through excellent use of Logistics. He was very good at the sort of systems management and organizational acumen that allowed his forces to consistently "Get there the fastest with the mostest." In several hard battles, Katchar prevailed because at the right time he had reserves of ships, people and materiel available, when his opponent had already used all his.
Not long after the Zhondani war, Katchar met Zonok, a Ferengi merchant and the two struck a business deal. This lead to more business deals, and friendships.
Zonok was surprised to find a Klingon with business sense, and Katchar was gratified to find a Ferengi who's word was his bond.
In time Katchar came up for noble title. He specifically asked for a frontier posting. Since he was an avid proponent of Kahless II and the New Klingon faction, he was granted his wish.
Although House Katchar has all the usual Klingon governing and social mechanisms, its corporate side is much larger and influential than other houses.
Katchar began making His house the Logistics department for other New Klingon Houses. He began running cargo in a particularly Klingon fashion. Besides the usual destroyers and battlecruisers, House Katchar runs armed cargo vessels. These range in all sizes, but all are fast and well defended.
Since then Katchar has expanded his business and his holdings, even running cargo for the Federation, and various people normal Klingon Houses would turn their noses up at.
Since Katchar accepts anyone who can do the job, he has attracted a number of people from the Klingon Empire. His core world, Gabalpaki is well populated. Real Klingons consider it a cesspool.
Zonok and Katchar worked hard to borrow (and buy, and maybe buy under shady circumstances) from the Federation.
In House Katchar, the core economy is actually a Federation-like energy economy. The reason for this is simple. It's actually cheaper to run. A lot of people who are now productive citizens for Katchar started out as poverty stricken people, refugees or other down and out folks.
Zonok and Katchar pay everyone who contributes very lavishly in terms of support and life style.
Many technicians and enlisted level soldiers serve because by so doing, they buy a good standard of living for their families.
This is why their troop quality varies. Most newbies are in various stages of learning how. But they are all pretty loyal. Katchar and Zonok also offer generous medical and other benefits. This also took a lot of work to accomplish.
But the effect is, if you're broke and your Mom needs life saving surgery, you can sign on with Katchar and be taken care of.
This allows House Katchar to use Klingon money and gold pressed latinum for boot strapping more infrastructure.
Katchar and Zonok are using their new ideas of how to run a Klingon house to grow and expand much faster than a more normally run house.
It also puts a target on their back from Real Klingons who consider this Extreme New Klingon outlook an abomination.
Game Role:
Klingon friends who are out to make some money and do the strange new worlds thing.
World Role:
House Katchar was tasked with going to the frontier and securing it, while supporting front line houses. He did this but in such a way as to highlight the stark difference between the New Klingon and Real Klingon point of view.
Relative Influence:
Depends on context. For a house the size of House Katchar, in a political sense, Katchar is below average. Katchar depends on the good will of other New Klingon Allies for political influence and protection.
In terms of economics, it's grossly oversized for a house it's size.
In terms of military power, about average - they have more ships and more people under arms, but they also get attacked more, so that's a wash.
In terms of foreign policy, House Katchar is starting to send it's fast armed adventure merchants far and wide. And Katchar is not shy about striking up his own relationships with Federation worlds, sword worlds and anyone else.
Publicly Stated Goal:
To amass a ship load of wealth and then defend it with honor!
Relative Wealth:
Much larger than a comparably sized Klingon house. But if they get too big too fast, they may draw the ire of a major Real Klingon House.
Group advantages:
Katchar's ship yards and other technical production are some of the best in the Empire.
Katchar has a lot of people loyal to him. He has made a place for them in the empire when no one else would.
Katchar's armed merchants look like a Ferengi Ship and a Klingon ship had a love child. This is not far from the truth. Many raiders and pirates have discovered too late that Katchar's ships are as well armed as any Klingon ship their size.
Special Abilities:
Katchar and Zonok have full access to the Klingon and Ferengi technical database and were not shy about using it. So Katchar's ships are fusions of Klingon and Ferengi Technology. This makes his ships half a step advanced from anyone else's in the Empire.
Group disadvantages:
As an aggressively New Klingon sort of operation, Katchar is causing grumblings and static. His new interpretation of how to be a House Lord antagonizes Real Klingons who feel he is putting profit ahead of being a true Warrior.
There are rumors (Mostly True) that Katchar will accept dishonored or exiled Klingons and give them new faces and put them in with his Warriors. The fact is that he over looks dishonor or exiles based on political reasons. Other offenses, like crime, cowardice or betrayal cause Katcher and his people to reject a potential "retread"
This is rumored but no hard proof has been gathered, yet. If proof is exposed in such a way as to not drag any Real Klingon houses into it, then Katchar will be in some trouble for this.
Special disadvantages:
Katchar and Zonok are the subjects of various treacheries, betrayals and assassination attempts. They have very good body guards and manage their risks appropriately.
But their security has to be very good every time. An assassin only has to get lucky once.
House Katchar ships have to be well armed, fast and advanced. They draw more than their fair share of attacks and piracy.
This is why most of Katchar's Warriors are not too worried about about fighting for profit. If you find glory in battle, ship out with Katchar and you will get your fill.
Relations
House Boresi (KHN-1) These two houses have a mixed relationship. House Katchar does operate in a large way as Logistical auxiliaries for House Boresi. If a serious war was to break out Boresi and Katchar would be expected to get along and operate together,
But Most of House Boresi's Klingon Warriors consider House Katchar to be disgraceful, corrupt and non-Klingon. They tend to want to pick fights and cause problems. House Boresi doesn't actually support deniable raiders hitting Katchar shipping. They need the Logistical support! But Boresi considers it his duty, in the long run, to kill Katchar, take his stuff and restore it to "true Klingon" ways.
House Kellisi (KHN-2) These two houses get along famously. There is talk of trying to marry some ofspring off to each other to soldify the relationship. Kellisi looks askance at Katchar's mercantilist side, but it seem to be working.
House Bordakar (KHN-4) This house hs a stand offish relationship with Katchar. They have their own support ships. Sometimes Bordakar will call in Katchar ships to help with a campaign. But it's clear that Katchar is last on Bordakar's list. The warriors of Bordakar also feel that Katchar is perverse, broken and doing the Klingon thing wrong, but are generally not the kind of guys to start bar fights or street brawls about it.
The Federation: Like Kellisi, Katchar is not shy about doing business in the Federation. He considers this a benefit of the alliance. Although a heavily armed Klingon ship roaming through Federation space is a touch concerning, When Katchar's people proved to be as good as their word, they became a favored transportation option.
In recent times, his services have become more valuable to local planets. Local governments and even Starfleet are not above hiring Katchar's armed merchants to resupply Darnar or to carry scientific expeditions into dangerous areas.
Like House Kellisi, House Katchar is also expanding operations into the southern frontier of the Bendarri Empire and working as mercenaries for the Bendarri Empire. Both houses feel that they will improve their positions with the Bendarri Empire as friends.
Area of Operation:
The western frontier of the Klingon Federation Border, His core planet Gabalpaki is well populated, well developed and economically powerful.
Headquarters Location:
Katchar Palace, Gabalpaki. Here Katchar manages his house and Zonok manages the various flavors of money they deal in
Public Face:
Klingons who want to trade, and explore the frontier.
Notable Members:
Katchar - a Klingon General who was elevated to the Noble ranks as a reward for outstanding performance.
Zonok, a Ferengi who is very brave and does not say what he does not mean.
History of the Organization:
Katchar started out life as a Warrior Lieutenant on a cruiser. He always contrived to have what his CO wanted, when the CO needed it to solve a poblem.
He rose in the ranks until he was offered a command. Surprising everyone, instead of a starship, he took over a logistics unit.
Then using his superior skill in Logistics and planning, he put several ship commanders and flag officers in his debt.
During the Klingon Civil war, Katchar was a key part of supporting the New Klingon Faction and advancing their victory.
Following this he was awarded a title and a holding. When Katchar arrived with his ally, the Fereni Zonok and began an aggressive economic development program, the controversy surrounding him increased.
Now Katchar has ships moving all over. He mostly supports his Civlians with a lavish energy based economy, and, if he can build up his forces to withstand a concerted Real Klingon assault, he's golden.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
Profile House Bordakar (KHN-4) (Real Klingon)
Created by: Jay P Hailey
Occurence: The Western Frontier near the Briar Patch
Number of Members:
Millions of Klingons and their subject races.
Nature of Members:
House Bordakar is a Real Klingon house, so the only rulers are Klingons. Warrior Caste Klingons are ascendant. Civilian Klingons come next. Then the Subject races.
Organization:
Techno Feudal: Bordakar and his family rule. They use an extremely organized table of organization. Everyone knows where they stand. Only the most capable and loyal Warriors rise to the higher ranks in House Bordakar.
Klingon Civilians run the Economic and support structures of House Bordakar.
Below the the Civlians are subject races. Although Real Klingons sound bloodthirsty in this regard, Bordakar has limited the amount of abuse and punishment inflicted on Subject races. They are not truly people in Bordakar's eyes, but they have their value.
Game Role:
Bad Guy Klingons.
World Role:
Klingons who enforce the Empire and Traditional Imperial Values.
Relative Influence:
Politically less than average. Bordakar inherited his house after the previous generation spent themselves on foolish infighting and plots againsty Khaless II. The house was in disarray. Bordakar has brought his family's house of out chaos, but has not yet been able to build more political capital to try and make contact with influencers or build up networks of contacts.
Economically: Large. Although on Paper it looked like House Bordakar had been hobbled and nearly ruined, Bordakar took what was left of his holdings and has rebuilt them into a power house. Losing hide bound old timers and old school industrial infrastructure has done the House a big favor. Bordakar was able to begin almost from ground zero, and build up advanced industrial capacity.
Militarily: Less than average. No one is sure how many ships Bordakar has. Bordakar's forces have been allocated sparsely and with great care. His crews are disciplined and well trained. They have a plan and they accomplish that and then they leave. Bordakar's forces have the usual run of Klingon Ship types. Mostly new and up to date, but everything is kept up very well.
Relative Wealth:
Compared to other second rank houses, bigger than average. Bordakar is methodical and has studied what has worked and what has not. He had a excellent plan for rebuilding his houses economic infrastructure and it worked.
Group advantages:
The forces of House Bordakar fight with excellent discipline and coordination. Using the forces and tools they have, they use tactics and strategies to emphasize their strengths and exploit weaknesses in enemies.
Special Abilities:
Bordakar is a chess player. If you see his forces you can be assured he has a plan and it's a good one.
Group disadvantages:
Because Bordakar emphasizes planning and execution, his house does not have much of the impulsive and ad hoc action you'd see from other houses. So House Bordakar doesn't benefit from ad hoc raiding or unplanned raiding the way other houses do.
Special disadvantages:
Because Bordakar is such a planner and control freak, his house seems to move slowly and ponderously. He remains quiet when many other houses act.
Relations:
House Boresi (KHN-1): because they are both Real Klingon Houses, they would seem to be sympatico. House Bordakar ships and people often serve exchange tours with House Boresi to gain experience and knowledge of House Boresi. But Bordakar doesn't respect Boresi's ability to plan. So Bordakar is reserved about cooperating with Boresi. Boresi commercial shipping is welcome in Bordakar space.
House Kellisi (KHN-2): Bordakar doesn't think women have any place running a Klingon House. He also thinks Kellisi's "New Klingon" attitude is a recipie for disaster. Bordakar has also noted that Kellisi's forces tend to be scattered doing dozens of different things. Bordakar has a detailed and excellent plan for attacking and conquering Huse Kellisi, But is biding his time. Attacking a New Klingon House might draw an Imperial counter attack, and so he is holding fire until the opportunity presents itself. Bordakar's commanders have authorization to hire Kellisi units as fire support if the opportunity presents itself. People closer to Bordakar know Bordakar's preference would be to use Kellisi units as cannon fodder, letting them eat damage and get destroyed before Bordakar units.
House Katchar (KHN-3): Bordakar thinks that Katchar's Klingon/Ferengi fusion attitude is made of pure wrong. He has been unpleasantly suprised by house fast the economy of house Katchar has grown and what that means for their ability to build up military forces. Like House Kellisi, Bordakar has a good, detailed plan to attack and wipe out House Katchar. Like Kellisi, Bordakar won't pull the trigger until he knows he won't draw retaliation from Kahless II and the other New Klingons. He'd prefer to have the Support of the First Rank Real Klingon Houses. As with Kellisi, Bordakar commanders have permission to hire Katchar units and use them as metaphorical Meat shields when the opportunity arrises. Bordakar won't let Katchar commercial ships into his territory unless he has no other choice.
Boresi, Bordakar and several other Real Klingon houses have discussed house Kellisi and House Katchar, and are in agreement that they must go. It's only a matter of waiting for Kahless II and his New Klingon allies to be busy with something else and then it's go time.
Unknown to many, Bordakar is a major customer for espionage inside the Empire and out. His thirst for accurate information cannot be satisfied. His house has superior intelligence operatives and operations, and hires the best freelancers from all over. When it comes to information, Bordakar will use ANYONE.
The Federation: Bordakar will occasionally sent ships into Federation space. They use the Alliance as an excuse to gain information about the Federation. He is not a fan of the Federation and considers the Alliance an excuse to gather information and build up forces for another war against the Federation.
The Bendarri Empire: Pretty much the same as the Federation.
The Orions: Bordakar considers Orion people to be second class people, like he considers all non-Klingons. He will deal with Orions to the degree it advances his own cause. Orion people residing in his domain are second class people. Bordakar limits the abuse inflicted on his second class residents, because they are tools to advance his designs. This hold true for all Non Klingon subject people in Bordakar's holdings.
The Zhodani: When Bordakar fight the Zhodani, he does so with a careful plan and goal in mind. Usually the plan is draw out and destroy Zhondani Military units. He loves to make Make Zhodani commanders try to chose between two awful options.
Area of Operation:
The Western Frontier of the Klingon Empire. In theory Bordakar is intended to be back up and support for House House Boresi, Kellisi and Katchar, Supporting them in building out the Empire and confronting enemies in the region. Bordakar took Kaldar Orkon, a sleepy agricultural backwater world and turned it into a new Stronghold. Now he has a fortress there, a massive Starbase and ships yards. He has several new cities there, all built up according to careful plans and functions.
Headquarters Location:
Fortress Danchak, on Kaldar Orkon. Named for Bordakar's father. It has a fortess at it's core but now it has had a sprawling administrative center built around it.
Public Face:
Klingons. Real Klingons. The kind who are here to fight and win.
Notable Members:
Bordakar - the Leader. a Chess player, control freak and planner.
Danchak - Bordakar's father. In Bordakar's mind, a cautionary tale. he joined the Real Klingon side of the Klingon Civil War and lost. In doing so, he got several large planets taken away fron his house and left the family with left overs and ruins. Bordakar feels he fought impulsively, carelessly without sufficient planning and coordination. He will never say this publicly.
The Punchline:
Bordakar can do math. He can see that House Katchar and House Kellisi will leave him behind.
So he has undertaken a very risky non-linear strategy. He made an Alliance with the Black Hand.
House Bordaakar has buffed the technology of the house and has funded Industrial Epsionage thorugh The Black hand to acquire more advanced technology.
House Bordakar built two hidden bases for the Black hand and purchases their booty. But the real function of the Black hand for Bordakar is to attack House Kellisi and House Katchar. The fact that the pirates could turn on him, too is something Bordakar has discounted. Right now they have a cushy relationship.
But this is why the Black Hand has turned into a serious local power recently.
Bordakar has only his most loyal people working to support the Black Hand. He cannot risk the story getting out. They use Q-ships and Mercenary ships to ferry supplies back and forth, and only under careful conditions of concealment.
Created by: Jay P Hailey
Occurence: The Western Frontier near the Briar Patch
Number of Members:
Millions of Klingons and their subject races.
Nature of Members:
House Bordakar is a Real Klingon house, so the only rulers are Klingons. Warrior Caste Klingons are ascendant. Civilian Klingons come next. Then the Subject races.
Organization:
Techno Feudal: Bordakar and his family rule. They use an extremely organized table of organization. Everyone knows where they stand. Only the most capable and loyal Warriors rise to the higher ranks in House Bordakar.
Klingon Civilians run the Economic and support structures of House Bordakar.
Below the the Civlians are subject races. Although Real Klingons sound bloodthirsty in this regard, Bordakar has limited the amount of abuse and punishment inflicted on Subject races. They are not truly people in Bordakar's eyes, but they have their value.
Game Role:
Bad Guy Klingons.
World Role:
Klingons who enforce the Empire and Traditional Imperial Values.
Relative Influence:
Politically less than average. Bordakar inherited his house after the previous generation spent themselves on foolish infighting and plots againsty Khaless II. The house was in disarray. Bordakar has brought his family's house of out chaos, but has not yet been able to build more political capital to try and make contact with influencers or build up networks of contacts.
Economically: Large. Although on Paper it looked like House Bordakar had been hobbled and nearly ruined, Bordakar took what was left of his holdings and has rebuilt them into a power house. Losing hide bound old timers and old school industrial infrastructure has done the House a big favor. Bordakar was able to begin almost from ground zero, and build up advanced industrial capacity.
Militarily: Less than average. No one is sure how many ships Bordakar has. Bordakar's forces have been allocated sparsely and with great care. His crews are disciplined and well trained. They have a plan and they accomplish that and then they leave. Bordakar's forces have the usual run of Klingon Ship types. Mostly new and up to date, but everything is kept up very well.
Relative Wealth:
Compared to other second rank houses, bigger than average. Bordakar is methodical and has studied what has worked and what has not. He had a excellent plan for rebuilding his houses economic infrastructure and it worked.
Group advantages:
The forces of House Bordakar fight with excellent discipline and coordination. Using the forces and tools they have, they use tactics and strategies to emphasize their strengths and exploit weaknesses in enemies.
Special Abilities:
Bordakar is a chess player. If you see his forces you can be assured he has a plan and it's a good one.
Group disadvantages:
Because Bordakar emphasizes planning and execution, his house does not have much of the impulsive and ad hoc action you'd see from other houses. So House Bordakar doesn't benefit from ad hoc raiding or unplanned raiding the way other houses do.
Special disadvantages:
Because Bordakar is such a planner and control freak, his house seems to move slowly and ponderously. He remains quiet when many other houses act.
Relations:
House Boresi (KHN-1): because they are both Real Klingon Houses, they would seem to be sympatico. House Bordakar ships and people often serve exchange tours with House Boresi to gain experience and knowledge of House Boresi. But Bordakar doesn't respect Boresi's ability to plan. So Bordakar is reserved about cooperating with Boresi. Boresi commercial shipping is welcome in Bordakar space.
House Kellisi (KHN-2): Bordakar doesn't think women have any place running a Klingon House. He also thinks Kellisi's "New Klingon" attitude is a recipie for disaster. Bordakar has also noted that Kellisi's forces tend to be scattered doing dozens of different things. Bordakar has a detailed and excellent plan for attacking and conquering Huse Kellisi, But is biding his time. Attacking a New Klingon House might draw an Imperial counter attack, and so he is holding fire until the opportunity presents itself. Bordakar's commanders have authorization to hire Kellisi units as fire support if the opportunity presents itself. People closer to Bordakar know Bordakar's preference would be to use Kellisi units as cannon fodder, letting them eat damage and get destroyed before Bordakar units.
House Katchar (KHN-3): Bordakar thinks that Katchar's Klingon/Ferengi fusion attitude is made of pure wrong. He has been unpleasantly suprised by house fast the economy of house Katchar has grown and what that means for their ability to build up military forces. Like House Kellisi, Bordakar has a good, detailed plan to attack and wipe out House Katchar. Like Kellisi, Bordakar won't pull the trigger until he knows he won't draw retaliation from Kahless II and the other New Klingons. He'd prefer to have the Support of the First Rank Real Klingon Houses. As with Kellisi, Bordakar commanders have permission to hire Katchar units and use them as metaphorical Meat shields when the opportunity arrises. Bordakar won't let Katchar commercial ships into his territory unless he has no other choice.
Boresi, Bordakar and several other Real Klingon houses have discussed house Kellisi and House Katchar, and are in agreement that they must go. It's only a matter of waiting for Kahless II and his New Klingon allies to be busy with something else and then it's go time.
Unknown to many, Bordakar is a major customer for espionage inside the Empire and out. His thirst for accurate information cannot be satisfied. His house has superior intelligence operatives and operations, and hires the best freelancers from all over. When it comes to information, Bordakar will use ANYONE.
The Federation: Bordakar will occasionally sent ships into Federation space. They use the Alliance as an excuse to gain information about the Federation. He is not a fan of the Federation and considers the Alliance an excuse to gather information and build up forces for another war against the Federation.
The Bendarri Empire: Pretty much the same as the Federation.
The Orions: Bordakar considers Orion people to be second class people, like he considers all non-Klingons. He will deal with Orions to the degree it advances his own cause. Orion people residing in his domain are second class people. Bordakar limits the abuse inflicted on his second class residents, because they are tools to advance his designs. This hold true for all Non Klingon subject people in Bordakar's holdings.
The Zhodani: When Bordakar fight the Zhodani, he does so with a careful plan and goal in mind. Usually the plan is draw out and destroy Zhondani Military units. He loves to make Make Zhodani commanders try to chose between two awful options.
Area of Operation:
The Western Frontier of the Klingon Empire. In theory Bordakar is intended to be back up and support for House House Boresi, Kellisi and Katchar, Supporting them in building out the Empire and confronting enemies in the region. Bordakar took Kaldar Orkon, a sleepy agricultural backwater world and turned it into a new Stronghold. Now he has a fortress there, a massive Starbase and ships yards. He has several new cities there, all built up according to careful plans and functions.
Headquarters Location:
Fortress Danchak, on Kaldar Orkon. Named for Bordakar's father. It has a fortess at it's core but now it has had a sprawling administrative center built around it.
Public Face:
Klingons. Real Klingons. The kind who are here to fight and win.
Notable Members:
Bordakar - the Leader. a Chess player, control freak and planner.
Danchak - Bordakar's father. In Bordakar's mind, a cautionary tale. he joined the Real Klingon side of the Klingon Civil War and lost. In doing so, he got several large planets taken away fron his house and left the family with left overs and ruins. Bordakar feels he fought impulsively, carelessly without sufficient planning and coordination. He will never say this publicly.
The Punchline:
Bordakar can do math. He can see that House Katchar and House Kellisi will leave him behind.
So he has undertaken a very risky non-linear strategy. He made an Alliance with the Black Hand.
House Bordaakar has buffed the technology of the house and has funded Industrial Epsionage thorugh The Black hand to acquire more advanced technology.
House Bordakar built two hidden bases for the Black hand and purchases their booty. But the real function of the Black hand for Bordakar is to attack House Kellisi and House Katchar. The fact that the pirates could turn on him, too is something Bordakar has discounted. Right now they have a cushy relationship.
But this is why the Black Hand has turned into a serious local power recently.
Bordakar has only his most loyal people working to support the Black Hand. He cannot risk the story getting out. They use Q-ships and Mercenary ships to ferry supplies back and forth, and only under careful conditions of concealment.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
Profile Planet New Detroit.
Name: New Detroit.
Created by: Jay Hailey
Summary:
A Federation planet near the frontier.
Game Role:
A Big base where everything is available.
World Role:
A big base to support Federation expansion into the region.
Solar System
Wayne System. The star is called Wayne's star, but this is a joke.
Affiliation:
New Detroit is a Federation Colony. In time it will become a member world of the Federation Planet
Inhabited planets:
New Detroit. There are several Mining stations on rockballs in their system
Other planets:
This system is Pretty normal in it's inner system. It's outer system is weird. It has a small gas giant in the number 4 orbit. There is a skimming operation there. Then there's a belt of asteroids, iceballs, dwarf planets and junk. The outer world is far out on the edge of the system. It's large, 30 Jupiter masses and has piles of moons and stuff. It is called Yooper.
Stations and other objects
New Detroit has extensive ship yards and orbital metal refining operations. It has class 1 ship facilities, anything a Starship could need is available there.
The system has an extensive data net, and chuns out marker probes which are fired into the outer system to attaach to large rocks to make tracking them easier.
The System has 4 Anti-Matter refineries in close orbit around it's primary, and can refuel every ship in the region twice over before emptying out reserves.
Work is going on there as well as other places on how to synthesize disodium from dilithium.
Ship Facilities:
Thr Ship Yards at New Detroit are first class and can buildd new ships at the cutting edge of technology.
Locations:
Ford City, the largest city on the planet. It is living quarters and clean industrial facilities for the ship yard in orbit. A lot of things here look vaaguely generic, because they are. The Federation prefabbed and set up a lot of Ford City so colonists could get to work on the real project of the place, building New Detroit into a massive Starbase to support Starfleet and Federation expansion into the area.
There are small towns scattered all over the planet, which grow real food to enhance the life style of the workers. The names are usually references or in jokes referencing the Detroit area of North America on Earth. Continents are named for Suburbs of Detroit.
Environmental notes:
The planet has been terraformed. When first discovered it was nice-ish, but in a primitive state of devlopment. Green Algae and Lichens. It was bombed with life forms intended to recreate an Earth bioshpere. Then later, various biomes built from Earth and other planets with related biology were created and then placed on the surface. Plants were dropped in the 2320s and then in the 2350s animals of various types were introduced.
In inhabited areas, everything looks very earthlike. Away from inhabited areas, things are a little rougher.
General Tech level:
2400s. The Colony was planted for a specific purpose and so was dependent on resupply for a long time. But this is changing as more people show up and get to work.
Government
The Civil Government is a sort of city council type of government writ large. There are plans to set up a bicameral parliament at some point in the future, but this isn't a pressing concern. There is a popular democracy, so most citizens will find a questionnaire on their terminal at some point in the day and their vote will be noted.
Population:
12 million people and growing. Anyone who wants to show up and pitch in is welcome.
Races present:
About 8 million people are Humans from Earth or elsewhere in the Federation. the rest are a smatterring of other races. New Detroit picked up a large number of Klinzai, Orion and Klingon refugees from various civil wars. The lack of political infighting is considered refreshing.
Cultural notes
The culture is mostly imported and generic Federation and Earth culture. The colony hasn't really had time to develop a character of it's own, yet. No one can take the time to do anything quirky and expensive in terms of time and labor, so all buildings are made from generic Federation prefabbed components hacked into a specific function. When done competently, this results in generic buildings that should last for 300 years.
Currently a lot of blocks on the street plan are held aside as "parks" but the real reasonn is to have places to be weird and quirky when the population density rises to support that.
The Space Port at Stahl's Landing is the best place to find weird or odd people or thingss going on. This is a commercial landing field with a Starfleet annex. Small trade ships stop by there for a very safe resupply stop. They get traffic from all over, and people from all over. If you're on the right side of the law, it's welcoming place. There are several spacer bars, where technically able space crew people can find a new ship. Or, if necessary, they can sign on for a tour with the ship yards.
Languages:
Federation Standard is the main spoken language. Other languages are spoken in refugee communities, but FedStandard is the working language and everyone knows it, or has a good translator.
Military:
The System has an extennsive defense network and equipment, befitting it's place as a defensive hub of the Federation. Federation Frigates and Escorts are coming and going all the time, dozens of ships are home ported at the Starbase. Cruisers come and go at unpredictable intervals. SAR ships come and go on the regular. There are about 80,000 starfleet people present at New Detroit at any given time, including battle harded veterans.
The system has extensive deep space intel gear including Subspace telescopes and other data gathering equipment.
It would take the Klingons building up a very powerful fleet and then fighting a hard slog to take down New Detroit, which is the point of the place.
Strategic Importance:
Large. it supports and supplies the whole region.
Relations:
Klingons: Klingons are welcomed at New Detroit. After all they're allies. New Klingon ships are welcomed with open arms and given rapid service with a smile. Real Klingons are welcomed and appreciated precisely to the degree required by treaty obligations.
House Bordakar: Real Klingon. Tolerated.
House Boresi: Real Klingon and vile about it. Tolerated. Ships from this house, and people are observed carefully
House Kalatopa: Real Klingon. Tolerated.
House Katchar: New Klingon. Traders. Often hired for difficult transportation asssignments. Their armed transports are very well armed indeed.
House Kellisia: New Klingon. Often runs Patrols between Arlorkag Magtow and New Detroit. They are considered seriously allied. Federation Frigates often patrol between new Detroit and Arlorkag Magtow, as well.
House Ogalak: New Klingon. They have a stand offish attitude with the Federation to protect their own reputation and political capital. Welcomed at New Detoit when they come. Usually interacts via House Katchar.
Bendarri: Not too many Bendarri ships come out to New Detroit, but those that do are welcomed.
Zhodani: Not too much direct contact happens. During the Zhodani war, New Detroit supported Starfleet operations in the area, so if the Zodani hadd adequate intelligence, they'd see it as a target.
Orions: Orion traders are welcomed as civilians. Starbase security is tough, up on the latest tricks and always in the market to learn more. There's always work for civilian carriers, so a legit Orion can make some money in this way. The Starbase command staff keeps records of Orions and their relative "Reputation" with Starfleet.
Mercenaries: With the recent increase in pirate activities, New Detroit will take advantage of mercenary ships when possible. There's always another patrol route to be run, or an anti pirate patrol that can usse extra ships, sensors and weapons. As with Orions, Starfleet intelligence keeps careful records of who is who and what their relative reputation is. Many sketchy mercenary companies have been welcomed into New Detroit only to find out too late that Starfleet knew all about their shady dealings and arrested them when their guard was down. Usually ships belonging to Sketchy mercenaries or pirates are auctioned off to trustworthy mercenary companies.
Advantages:
Has full advantage of Federation technology and support. Besides being a tough target in and of itsself, it can send distress calls and draw reinforcements from all over far and wide.
Weaknessses:
Manpower is always dear and thin. Because they're new and everyone's busy, their cultural lives are generic, they haven't developed much cultural identity of their own, yet.
History:
When the Federation realized they needed to expand into the area, in the 2300s, they set up scouting missions. When a potential planet was discovered that had a system with all the right qualities, work began preparing the ground. The Discoverer of the System was named Anthony Stahl, and he set up the naming conventions.
Since the 2160s Earth has had an open door policy about refugees. This is because Earths native born population is actually declining slowly.
Starfleet Colonial Command set up a program participants can earn more than the average allowance, a premium allowance. An area of Dearborn formerly home of the Rogue River Ford plant in the 20th and 21st century was revamped in a masssive training school. Everything is taught there from Fed Standard Language, to all the skills needed for working as a space monkey in a working ship yard.
Refugees and others are invited to attend the school, skill up to build and repair starships and other things, aand then they're shipped out to New Detroit.
People who go to New Detroit are considered to be going slightly above and beyond the call of duty and so recieve enhanced income.
With New Detroit and literally thousands of similar projects going on in the Federation, finding competent people who want to train up andd go is difficult. New Detroit is always behind on the numbers of people they need and the skills they want.
New Detroit is popular with refugees from the planet Gideon. They love nuturing a living ecosystem and living on a world that didn't pave itself over with people at one point.
New Detoit has a sizable population of Bajorans, descended from refugees who fled Bajor ahead of the Cardasssian occupation.
New Detroit also has a population of Cardassian refugees who fled their repressive government.
They also have a sizable "Green Gang" and a population of expat Golden Orions. But civic leaders have to fist fight Li'ira for each green.
New Detroit has a small population of Klinzai, most of whom were political dissenters who got too hot at home, and Klingons who wanted to opt out of the chronic infighting in the Empire.
New Detroit also hs a large population of Aborian "Halfbreeds" who left Abor to find more economic opportunity.
But all of this adds up to about 85% of what they need, and well below projections for growth. The ship yard works at slow speed, because they can easily outstrip the available crews coming on line.
Name: New Detroit.
Created by: Jay Hailey
Summary:
A Federation planet near the frontier.
Game Role:
A Big base where everything is available.
World Role:
A big base to support Federation expansion into the region.
Solar System
Wayne System. The star is called Wayne's star, but this is a joke.
Affiliation:
New Detroit is a Federation Colony. In time it will become a member world of the Federation Planet
Inhabited planets:
New Detroit. There are several Mining stations on rockballs in their system
Other planets:
This system is Pretty normal in it's inner system. It's outer system is weird. It has a small gas giant in the number 4 orbit. There is a skimming operation there. Then there's a belt of asteroids, iceballs, dwarf planets and junk. The outer world is far out on the edge of the system. It's large, 30 Jupiter masses and has piles of moons and stuff. It is called Yooper.
Stations and other objects
New Detroit has extensive ship yards and orbital metal refining operations. It has class 1 ship facilities, anything a Starship could need is available there.
The system has an extensive data net, and chuns out marker probes which are fired into the outer system to attaach to large rocks to make tracking them easier.
The System has 4 Anti-Matter refineries in close orbit around it's primary, and can refuel every ship in the region twice over before emptying out reserves.
Work is going on there as well as other places on how to synthesize disodium from dilithium.
Ship Facilities:
Thr Ship Yards at New Detroit are first class and can buildd new ships at the cutting edge of technology.
Locations:
Ford City, the largest city on the planet. It is living quarters and clean industrial facilities for the ship yard in orbit. A lot of things here look vaaguely generic, because they are. The Federation prefabbed and set up a lot of Ford City so colonists could get to work on the real project of the place, building New Detroit into a massive Starbase to support Starfleet and Federation expansion into the area.
There are small towns scattered all over the planet, which grow real food to enhance the life style of the workers. The names are usually references or in jokes referencing the Detroit area of North America on Earth. Continents are named for Suburbs of Detroit.
Environmental notes:
The planet has been terraformed. When first discovered it was nice-ish, but in a primitive state of devlopment. Green Algae and Lichens. It was bombed with life forms intended to recreate an Earth bioshpere. Then later, various biomes built from Earth and other planets with related biology were created and then placed on the surface. Plants were dropped in the 2320s and then in the 2350s animals of various types were introduced.
In inhabited areas, everything looks very earthlike. Away from inhabited areas, things are a little rougher.
General Tech level:
2400s. The Colony was planted for a specific purpose and so was dependent on resupply for a long time. But this is changing as more people show up and get to work.
Government
The Civil Government is a sort of city council type of government writ large. There are plans to set up a bicameral parliament at some point in the future, but this isn't a pressing concern. There is a popular democracy, so most citizens will find a questionnaire on their terminal at some point in the day and their vote will be noted.
Population:
12 million people and growing. Anyone who wants to show up and pitch in is welcome.
Races present:
About 8 million people are Humans from Earth or elsewhere in the Federation. the rest are a smatterring of other races. New Detroit picked up a large number of Klinzai, Orion and Klingon refugees from various civil wars. The lack of political infighting is considered refreshing.
Cultural notes
The culture is mostly imported and generic Federation and Earth culture. The colony hasn't really had time to develop a character of it's own, yet. No one can take the time to do anything quirky and expensive in terms of time and labor, so all buildings are made from generic Federation prefabbed components hacked into a specific function. When done competently, this results in generic buildings that should last for 300 years.
Currently a lot of blocks on the street plan are held aside as "parks" but the real reasonn is to have places to be weird and quirky when the population density rises to support that.
The Space Port at Stahl's Landing is the best place to find weird or odd people or thingss going on. This is a commercial landing field with a Starfleet annex. Small trade ships stop by there for a very safe resupply stop. They get traffic from all over, and people from all over. If you're on the right side of the law, it's welcoming place. There are several spacer bars, where technically able space crew people can find a new ship. Or, if necessary, they can sign on for a tour with the ship yards.
Languages:
Federation Standard is the main spoken language. Other languages are spoken in refugee communities, but FedStandard is the working language and everyone knows it, or has a good translator.
Military:
The System has an extennsive defense network and equipment, befitting it's place as a defensive hub of the Federation. Federation Frigates and Escorts are coming and going all the time, dozens of ships are home ported at the Starbase. Cruisers come and go at unpredictable intervals. SAR ships come and go on the regular. There are about 80,000 starfleet people present at New Detroit at any given time, including battle harded veterans.
The system has extensive deep space intel gear including Subspace telescopes and other data gathering equipment.
It would take the Klingons building up a very powerful fleet and then fighting a hard slog to take down New Detroit, which is the point of the place.
Strategic Importance:
Large. it supports and supplies the whole region.
Relations:
Klingons: Klingons are welcomed at New Detroit. After all they're allies. New Klingon ships are welcomed with open arms and given rapid service with a smile. Real Klingons are welcomed and appreciated precisely to the degree required by treaty obligations.
House Bordakar: Real Klingon. Tolerated.
House Boresi: Real Klingon and vile about it. Tolerated. Ships from this house, and people are observed carefully
House Kalatopa: Real Klingon. Tolerated.
House Katchar: New Klingon. Traders. Often hired for difficult transportation asssignments. Their armed transports are very well armed indeed.
House Kellisia: New Klingon. Often runs Patrols between Arlorkag Magtow and New Detroit. They are considered seriously allied. Federation Frigates often patrol between new Detroit and Arlorkag Magtow, as well.
House Ogalak: New Klingon. They have a stand offish attitude with the Federation to protect their own reputation and political capital. Welcomed at New Detoit when they come. Usually interacts via House Katchar.
Bendarri: Not too many Bendarri ships come out to New Detroit, but those that do are welcomed.
Zhodani: Not too much direct contact happens. During the Zhodani war, New Detroit supported Starfleet operations in the area, so if the Zodani hadd adequate intelligence, they'd see it as a target.
Orions: Orion traders are welcomed as civilians. Starbase security is tough, up on the latest tricks and always in the market to learn more. There's always work for civilian carriers, so a legit Orion can make some money in this way. The Starbase command staff keeps records of Orions and their relative "Reputation" with Starfleet.
Mercenaries: With the recent increase in pirate activities, New Detroit will take advantage of mercenary ships when possible. There's always another patrol route to be run, or an anti pirate patrol that can usse extra ships, sensors and weapons. As with Orions, Starfleet intelligence keeps careful records of who is who and what their relative reputation is. Many sketchy mercenary companies have been welcomed into New Detroit only to find out too late that Starfleet knew all about their shady dealings and arrested them when their guard was down. Usually ships belonging to Sketchy mercenaries or pirates are auctioned off to trustworthy mercenary companies.
Advantages:
Has full advantage of Federation technology and support. Besides being a tough target in and of itsself, it can send distress calls and draw reinforcements from all over far and wide.
Weaknessses:
Manpower is always dear and thin. Because they're new and everyone's busy, their cultural lives are generic, they haven't developed much cultural identity of their own, yet.
History:
When the Federation realized they needed to expand into the area, in the 2300s, they set up scouting missions. When a potential planet was discovered that had a system with all the right qualities, work began preparing the ground. The Discoverer of the System was named Anthony Stahl, and he set up the naming conventions.
Since the 2160s Earth has had an open door policy about refugees. This is because Earths native born population is actually declining slowly.
Starfleet Colonial Command set up a program participants can earn more than the average allowance, a premium allowance. An area of Dearborn formerly home of the Rogue River Ford plant in the 20th and 21st century was revamped in a masssive training school. Everything is taught there from Fed Standard Language, to all the skills needed for working as a space monkey in a working ship yard.
Refugees and others are invited to attend the school, skill up to build and repair starships and other things, aand then they're shipped out to New Detroit.
People who go to New Detroit are considered to be going slightly above and beyond the call of duty and so recieve enhanced income.
With New Detroit and literally thousands of similar projects going on in the Federation, finding competent people who want to train up andd go is difficult. New Detroit is always behind on the numbers of people they need and the skills they want.
New Detroit is popular with refugees from the planet Gideon. They love nuturing a living ecosystem and living on a world that didn't pave itself over with people at one point.
New Detoit has a sizable population of Bajorans, descended from refugees who fled Bajor ahead of the Cardasssian occupation.
New Detroit also has a population of Cardassian refugees who fled their repressive government.
They also have a sizable "Green Gang" and a population of expat Golden Orions. But civic leaders have to fist fight Li'ira for each green.
New Detroit has a small population of Klinzai, most of whom were political dissenters who got too hot at home, and Klingons who wanted to opt out of the chronic infighting in the Empire.
New Detroit also hs a large population of Aborian "Halfbreeds" who left Abor to find more economic opportunity.
But all of this adds up to about 85% of what they need, and well below projections for growth. The ship yard works at slow speed, because they can easily outstrip the available crews coming on line.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
Profile Planet Carsharodan
Name: Carsharodan
Created by: Jay P. Hailey, influenced by other sources
Summary:
A Planet of humanoids with shark oveer tones.
Game Role:
A planet for PCs to maybe visit maybe a source of an adventure later.
World Role:
A planet of people in the Federation
People:
The People of Carsharoda look like Sharks run through a people maker. Much of their physiology looks shark like. Their eyes look odd and their faces look weird. When they smile they can show a wide array of very sharp teeth.
They have skin that resembles shark skin although it can be much thiner. They have all sorts of color schemes and sizes. There is a flavor of Carsharodan who is descended from Hammer head. They have the hammerher and the widely space eyes. This makes modern life difficult for them as they are, for all intents and purposes visually impaired. Many such hammer head Carsharodans either head for rural areas away from civilization or they become singers, musicians, poets and philisophers, sometimes they take it both directions.
Carsharodans can be very large, over 7 feet and up to 400 lbs, or they can be under 4 feet and under 100 lbs,
Their oceans are bio chemically normal and their eco system seems copied from earth and then altered to fit the odd environments of their home world.
The Carsharodans eat a lot of fish. They will also hunt and eat land forms, which also seem suspiciously earthlike.
Solar System
Carsharodan system, named for the native word for their world.
Affiliation:
Federation protectorate
Inhabited planets:
Carsharodan, a Moon of a Large Jovian planet orbiting in the goldilocks zone of their star.
Other planets:
There is a large Asteroid belt between the large Jovian world and a small gas giant on the outer edge. This asteroid ring has several larger asteriods or dwarf planets that act as "shepards" keeping the asteroids from wandering away.
Resanuzza, a planet that entered the system about 2000 years ago. It was, very long ago an earthlike world. It has ruins on it. At some point in the past it was the victim of a bad gravitational interaction and was flung free of it's home system.
After wandering in the darkness for 500 million years, it hit the Carssharodan system just right and has settled into a long eliptical orbit. It has completed 3 such orbits. When it swings close to the Primary, it can jangle things up.
Carsharodan, Federation and Orion astronomers are studying this. It might not be stable and that would be very bad.
Stations and other objects
The Carsharodan system is lousy with asteroid mining boats.
It is the Home of "Outback Station"
Outback station was founded by the Orions as a place to gather minerals mined out of the Asteroids and ship them back to markets in the Orion colonies. It uses Solar Energy to process materials, since this is available for free.
But the Orions didn't ask the Carsharodans. The Orions set up a ground side station, but this was mainly a shore leave station for miners and ore ship crews. Carsharodans were variously abused and exploited here, until the Federation came into the area.
The station is a source of contention. There has been a peace treaty signed between the Carsharodans the Orions that allows the station to stay if they pay the Carsharodans a cut of income from this.
Starfleet acts as the Carhsarodan police force in space. The Carshaordans have adopted an old Federation carrier as their system defense ship. The fighters and attack ships from this relic can zip all over the system and interact with the numerous mining ships.
Outback Station is, for all intents and purposses an Orion Colony in the system. It is source for Life support, fuel, spare parts, repair and Orion culture. Orion transports and starliners come and go on regular schedules.
Ship Facilities:
Outback Station has good ship support, resupply and reair facilities. Captains who go there can expect to be charged heavily and to have every possible technical secret stolen by the crew of the station.
Starfleet is working on Building up a Base Station in orbit around Carsharodan to suppport Federation operations in the system. This is slowed by lack of personnel.
Locations:
Beach City. A Huge, happy town that's half in and half out of the water on the Carsharodan Outer Ocean. On either side the beaches have excellent surf. The City is built up behind Seawalls and thick lower layers to resist the waves.
Uptown, the Carsharodan name for the Space Station orbiting their world.
Environmental notes:
Carsharodan is seimically active all over and can experience extreme tides. The days and nights are short, but the position in Orbit around Fardor the gigantic world Carsharodan orbits, makes a difference and alters things ass they go around Fardor and their sun.
General Tech level:
25th century in spots. scattering of 24th and 23rd century.
Government
Previously, the Carsharodans lived in tribes or city states. When approached by the Federation, they began trying to pull together into a world government.
Everyone knew about the Orions and the Orion exploitation of their world and their system, but no one knew how to back the Orions off.
As a method to get control of their solar system back, they aggreed to try to form a world council. This has been partially successful. Many people who should send representatives to the world council are too busy with their own challenges, and so ignore the world council or send people who are useless.
Some Carsharodans claim loyalty to a place, a city or a land, others claim loyalty to a group independant of location. Carsharodans enjoy politics as a means of conflict resolution and so have adopted methods from Federation worlds, but these methods are only enacted when the Carsharodans see an immediate need, and are genially ignored otherwise.
So unifying the Carsharodans is not easily, not because they resist, but because they are not movitated to be all that unified most of the time.
Population:
About 750 million inviduals.
Races present
Carsharodans look like various kinds of sharks run through the People Maker. They are humanoid and they are well adapted for land based life. They can still swim very well indeed. They enjoy spending time in the interface between land and sea. Their sizes vary betwween 3 feet to 7 feet tall. The Carsharodan report that in previous eras, they were segregated by subrace, and warlords made earnest attempts to take over the world. There were many wars and much violence.
Then a prophet named Q arrived. he was a very large, very handsome Carsharodan and he showed the people the way of "Slack". Slack seems to be a mix of buddhism, taoism and relaxation.
The core tenant of Slack is "There are many, many things. But there are only a few things at any given time to get worked up over. So to attain a state of slack, a believer should carefully evaluate which things he gets worked up over."
Following this principle, The Carsharodans began to ignore warlords and leaders and become much more relaxed. The down side of this is that when the Orions came, many Carsharodans, because they didn't see a direct way to resist, let the issue go.
With the Federation, many Carsharodans see a way to resolve the conflict with a minimum of static or hastle. This enhancess their slack.
The Federation has offices in Beach City, on the dry Side. Many Federation people can be found there. The Federation engineering school there is reported to be one of the most fun creative campuses in the Federation.
There's an Orion "Down Town". It's purely a business center where Orions try to do business with anyone who wants to trade.
Cultural notes
Although their Spiritual practice of "Slack" has many Carssharodans looking like Pacifists and hippies, there are some folks who take to the way of the gun. These guys can be scary good at it. They hire our as mercenaries with various units.
Many an old Carsharodan peace officer is a former Mercenary. It is not wise to cross them.
There has been some discussion of putting together a force and taking Outback Station by force. Many Carsharodan and Federation people don't think this sounds like a good idea. This doesn't stop Carsharodan negotiators from putting the idea the table when discussing things with the Orions.
The Carsharodans are carnivores. They eat fish. Sometimes they prepare fish like sushi. Sometimes they add seaweed or other plants, but the majority of their diet is meat, particularly fish.
However, the Carsharodan disgestive system is very efficient, and they can eat almost any meat, without a problem.
They have an older cultural taboo. Cannibaalism, eating people is a horrible thing. It brings curses and insanity and a bad end.
Federation scientists believe they know why, but it is conssidered rude and unwise to bring up with the Carsharodans. They have no problems with Cannibalism. Biologically, another Carsharodan is almost the perfect food for the Carsharodans. So is almost anyone else made out of meat.
The strength of the taboo is remarkable. For a Carsharodan to engage in survival cannibalism is a soul crushing, mind breaking violation of the taboo. The curses and insanity that derive from the act are very real and self-inflicted by the unhappy Carsharodan pushed to this limit.
Most Carssharodans would find it less hurtful to starve to death.
Carsharodans have the ability to make high technology. This has been slow going, since they like living at the beach and the extreme tides can make permanent settlements problematic.
Many Carsharodaans live away from the water and pursue more permanent projects. But when posssible, they travell to the beach, for a visit.
Currently, the Carsharodans are building up a technology base, aided by the Federation. With Federation technology and assistance, the Carsharodans are leap frogging a lot of troublesome stages,
Languages:
The Carshaordans have a number of languages, These are not easily mastered by federation people, the mouth shapes are wrong. The Carsharodans are cool with using universal translators. They often wear models with designer cases with colorful designed on them.
Military:
The Carsharodan Self Defense Force is centered around an old Napolean class Federation carrier that has a number of odd fighter planes and assault shuttles. Starfleet techs either stress out or learn the value of Slack trying to cope with it all.
The Carsharodans man the ship and many of the fighter planes and about dozen smaller cutters.
This makes sense sincce their main issue is trying to assert law and order among a huge number of Orion mining shuttles and small ships of various sizes.
One duty of Starfleet ships when they patrol through to line up with the carriers and fighters so crews can get good selfies and then to take shore leave where swimming, surfing, sun bathing and many happy selfies are also the order of the day.
Between experienced mercenaries and the crew of their own big ship, the Carsharodans are sharp and spiky for would be predators.
Pirates have hit ships coming and going from Carsharodan. Some of the big mineral buyers will pitch in together and hire mercenaries to help clean the pirates out. Carsharodans fight these pirates directly and aggressively. Their saying is "Once we pick up the guns, slack is gone. Slack returns when all guns return to the floor."
Strategic Importance:
Small. Between New Detroit and New Canada, the Carsharodans have been bypassed as a stop along the way. However, their huge asteroid belt has all the tasty stuff in it, up to dilithium deposits so mining is paying operation.
Relations:
The Federation: The Carsharodans are genially favorable to the Federation. They approve. Convincing them that this needs to translate into action can be more tricky, but they're willing.
Orions: Carsharodans have a love/hate relationship with the Orions. The Orions brought the galaxy to them, like it or not. They'd much rather be friends and be cool. But the Orions lack a lot of slack in thhat department. The Orions know it's only a matter of time until they got pushed out. Many miners wonder if they can stay after that and make profit mining anyway. Both the Carsharodans and the Federation would be cool with that. But Orion Control Freaks are gumming up this process.
Klingons: Individually the Carsharodans and the Klingons get along. Well, Carsharodans and New Klingons. Some Carsharodans have served tours with Klingon mercenary Units.
Bendarri. The Carsharodans get along fine with the Bendarri, but they're a little too far away and the Carsharodans are just a little too small fry for large scale interactions. Carsharodan mercenaries are appreciated in the Bendarri Empire.
Advantages: Carsharodans can be very strong and durable. they are naturally amphibious, and can move easily between submerged and over surface environments. Carsharodans are very friendly. If anything their people button is a little wider than average. Carsharodans, especially big ones get plusses on rolls to intimidate.
Weaknessses: Carsharodans don't tolerate super dry environments for long. Vulcan is a bad place for Carsharodan. Carsharodans can definitely lack in cohesion and unity of direction. Sometimes Slack goes too far. It's a tough balance to maintain well.
Name: Carsharodan
Created by: Jay P. Hailey, influenced by other sources
Summary:
A Planet of humanoids with shark oveer tones.
Game Role:
A planet for PCs to maybe visit maybe a source of an adventure later.
World Role:
A planet of people in the Federation
People:
The People of Carsharoda look like Sharks run through a people maker. Much of their physiology looks shark like. Their eyes look odd and their faces look weird. When they smile they can show a wide array of very sharp teeth.
They have skin that resembles shark skin although it can be much thiner. They have all sorts of color schemes and sizes. There is a flavor of Carsharodan who is descended from Hammer head. They have the hammerher and the widely space eyes. This makes modern life difficult for them as they are, for all intents and purposes visually impaired. Many such hammer head Carsharodans either head for rural areas away from civilization or they become singers, musicians, poets and philisophers, sometimes they take it both directions.
Carsharodans can be very large, over 7 feet and up to 400 lbs, or they can be under 4 feet and under 100 lbs,
Their oceans are bio chemically normal and their eco system seems copied from earth and then altered to fit the odd environments of their home world.
The Carsharodans eat a lot of fish. They will also hunt and eat land forms, which also seem suspiciously earthlike.
Solar System
Carsharodan system, named for the native word for their world.
Affiliation:
Federation protectorate
Inhabited planets:
Carsharodan, a Moon of a Large Jovian planet orbiting in the goldilocks zone of their star.
Other planets:
There is a large Asteroid belt between the large Jovian world and a small gas giant on the outer edge. This asteroid ring has several larger asteriods or dwarf planets that act as "shepards" keeping the asteroids from wandering away.
Resanuzza, a planet that entered the system about 2000 years ago. It was, very long ago an earthlike world. It has ruins on it. At some point in the past it was the victim of a bad gravitational interaction and was flung free of it's home system.
After wandering in the darkness for 500 million years, it hit the Carssharodan system just right and has settled into a long eliptical orbit. It has completed 3 such orbits. When it swings close to the Primary, it can jangle things up.
Carsharodan, Federation and Orion astronomers are studying this. It might not be stable and that would be very bad.
Stations and other objects
The Carsharodan system is lousy with asteroid mining boats.
It is the Home of "Outback Station"
Outback station was founded by the Orions as a place to gather minerals mined out of the Asteroids and ship them back to markets in the Orion colonies. It uses Solar Energy to process materials, since this is available for free.
But the Orions didn't ask the Carsharodans. The Orions set up a ground side station, but this was mainly a shore leave station for miners and ore ship crews. Carsharodans were variously abused and exploited here, until the Federation came into the area.
The station is a source of contention. There has been a peace treaty signed between the Carsharodans the Orions that allows the station to stay if they pay the Carsharodans a cut of income from this.
Starfleet acts as the Carhsarodan police force in space. The Carshaordans have adopted an old Federation carrier as their system defense ship. The fighters and attack ships from this relic can zip all over the system and interact with the numerous mining ships.
Outback Station is, for all intents and purposses an Orion Colony in the system. It is source for Life support, fuel, spare parts, repair and Orion culture. Orion transports and starliners come and go on regular schedules.
Ship Facilities:
Outback Station has good ship support, resupply and reair facilities. Captains who go there can expect to be charged heavily and to have every possible technical secret stolen by the crew of the station.
Starfleet is working on Building up a Base Station in orbit around Carsharodan to suppport Federation operations in the system. This is slowed by lack of personnel.
Locations:
Beach City. A Huge, happy town that's half in and half out of the water on the Carsharodan Outer Ocean. On either side the beaches have excellent surf. The City is built up behind Seawalls and thick lower layers to resist the waves.
Uptown, the Carsharodan name for the Space Station orbiting their world.
Environmental notes:
Carsharodan is seimically active all over and can experience extreme tides. The days and nights are short, but the position in Orbit around Fardor the gigantic world Carsharodan orbits, makes a difference and alters things ass they go around Fardor and their sun.
General Tech level:
25th century in spots. scattering of 24th and 23rd century.
Government
Previously, the Carsharodans lived in tribes or city states. When approached by the Federation, they began trying to pull together into a world government.
Everyone knew about the Orions and the Orion exploitation of their world and their system, but no one knew how to back the Orions off.
As a method to get control of their solar system back, they aggreed to try to form a world council. This has been partially successful. Many people who should send representatives to the world council are too busy with their own challenges, and so ignore the world council or send people who are useless.
Some Carsharodans claim loyalty to a place, a city or a land, others claim loyalty to a group independant of location. Carsharodans enjoy politics as a means of conflict resolution and so have adopted methods from Federation worlds, but these methods are only enacted when the Carsharodans see an immediate need, and are genially ignored otherwise.
So unifying the Carsharodans is not easily, not because they resist, but because they are not movitated to be all that unified most of the time.
Population:
About 750 million inviduals.
Races present
Carsharodans look like various kinds of sharks run through the People Maker. They are humanoid and they are well adapted for land based life. They can still swim very well indeed. They enjoy spending time in the interface between land and sea. Their sizes vary betwween 3 feet to 7 feet tall. The Carsharodan report that in previous eras, they were segregated by subrace, and warlords made earnest attempts to take over the world. There were many wars and much violence.
Then a prophet named Q arrived. he was a very large, very handsome Carsharodan and he showed the people the way of "Slack". Slack seems to be a mix of buddhism, taoism and relaxation.
The core tenant of Slack is "There are many, many things. But there are only a few things at any given time to get worked up over. So to attain a state of slack, a believer should carefully evaluate which things he gets worked up over."
Following this principle, The Carsharodans began to ignore warlords and leaders and become much more relaxed. The down side of this is that when the Orions came, many Carsharodans, because they didn't see a direct way to resist, let the issue go.
With the Federation, many Carsharodans see a way to resolve the conflict with a minimum of static or hastle. This enhancess their slack.
The Federation has offices in Beach City, on the dry Side. Many Federation people can be found there. The Federation engineering school there is reported to be one of the most fun creative campuses in the Federation.
There's an Orion "Down Town". It's purely a business center where Orions try to do business with anyone who wants to trade.
Cultural notes
Although their Spiritual practice of "Slack" has many Carssharodans looking like Pacifists and hippies, there are some folks who take to the way of the gun. These guys can be scary good at it. They hire our as mercenaries with various units.
Many an old Carsharodan peace officer is a former Mercenary. It is not wise to cross them.
There has been some discussion of putting together a force and taking Outback Station by force. Many Carsharodan and Federation people don't think this sounds like a good idea. This doesn't stop Carsharodan negotiators from putting the idea the table when discussing things with the Orions.
The Carsharodans are carnivores. They eat fish. Sometimes they prepare fish like sushi. Sometimes they add seaweed or other plants, but the majority of their diet is meat, particularly fish.
However, the Carsharodan disgestive system is very efficient, and they can eat almost any meat, without a problem.
They have an older cultural taboo. Cannibaalism, eating people is a horrible thing. It brings curses and insanity and a bad end.
Federation scientists believe they know why, but it is conssidered rude and unwise to bring up with the Carsharodans. They have no problems with Cannibalism. Biologically, another Carsharodan is almost the perfect food for the Carsharodans. So is almost anyone else made out of meat.
The strength of the taboo is remarkable. For a Carsharodan to engage in survival cannibalism is a soul crushing, mind breaking violation of the taboo. The curses and insanity that derive from the act are very real and self-inflicted by the unhappy Carsharodan pushed to this limit.
Most Carssharodans would find it less hurtful to starve to death.
Carsharodans have the ability to make high technology. This has been slow going, since they like living at the beach and the extreme tides can make permanent settlements problematic.
Many Carsharodaans live away from the water and pursue more permanent projects. But when posssible, they travell to the beach, for a visit.
Currently, the Carsharodans are building up a technology base, aided by the Federation. With Federation technology and assistance, the Carsharodans are leap frogging a lot of troublesome stages,
Languages:
The Carshaordans have a number of languages, These are not easily mastered by federation people, the mouth shapes are wrong. The Carsharodans are cool with using universal translators. They often wear models with designer cases with colorful designed on them.
Military:
The Carsharodan Self Defense Force is centered around an old Napolean class Federation carrier that has a number of odd fighter planes and assault shuttles. Starfleet techs either stress out or learn the value of Slack trying to cope with it all.
The Carsharodans man the ship and many of the fighter planes and about dozen smaller cutters.
This makes sense sincce their main issue is trying to assert law and order among a huge number of Orion mining shuttles and small ships of various sizes.
One duty of Starfleet ships when they patrol through to line up with the carriers and fighters so crews can get good selfies and then to take shore leave where swimming, surfing, sun bathing and many happy selfies are also the order of the day.
Between experienced mercenaries and the crew of their own big ship, the Carsharodans are sharp and spiky for would be predators.
Pirates have hit ships coming and going from Carsharodan. Some of the big mineral buyers will pitch in together and hire mercenaries to help clean the pirates out. Carsharodans fight these pirates directly and aggressively. Their saying is "Once we pick up the guns, slack is gone. Slack returns when all guns return to the floor."
Strategic Importance:
Small. Between New Detroit and New Canada, the Carsharodans have been bypassed as a stop along the way. However, their huge asteroid belt has all the tasty stuff in it, up to dilithium deposits so mining is paying operation.
Relations:
The Federation: The Carsharodans are genially favorable to the Federation. They approve. Convincing them that this needs to translate into action can be more tricky, but they're willing.
Orions: Carsharodans have a love/hate relationship with the Orions. The Orions brought the galaxy to them, like it or not. They'd much rather be friends and be cool. But the Orions lack a lot of slack in thhat department. The Orions know it's only a matter of time until they got pushed out. Many miners wonder if they can stay after that and make profit mining anyway. Both the Carsharodans and the Federation would be cool with that. But Orion Control Freaks are gumming up this process.
Klingons: Individually the Carsharodans and the Klingons get along. Well, Carsharodans and New Klingons. Some Carsharodans have served tours with Klingon mercenary Units.
Bendarri. The Carsharodans get along fine with the Bendarri, but they're a little too far away and the Carsharodans are just a little too small fry for large scale interactions. Carsharodan mercenaries are appreciated in the Bendarri Empire.
Advantages: Carsharodans can be very strong and durable. they are naturally amphibious, and can move easily between submerged and over surface environments. Carsharodans are very friendly. If anything their people button is a little wider than average. Carsharodans, especially big ones get plusses on rolls to intimidate.
Weaknessses: Carsharodans don't tolerate super dry environments for long. Vulcan is a bad place for Carsharodan. Carsharodans can definitely lack in cohesion and unity of direction. Sometimes Slack goes too far. It's a tough balance to maintain well.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
Profile Planet Xnida
Name: Xnida
Created by: Jay P. Hailey, Inspired by multiple sources
Summary:
The Dinosaur Planet
Game Role:
An inhabited Planet. Perhaps a placee where something interesting happens.
World Role:
An Inhabited Planet in the Federation
Solar System
The natives call their star Solrex and their system the Solrex system
Affiliation:
Federation associate member.
Inhabited planets:
Xnida, the home world, home to billions.
Zhoxsa Their moon, home to multiple cities
Karnoxax - Inner rocky work, now the site of heavy mining
Cirloxaz - An ancient world, the site of ancient ruins.
Other planets:
The usual stuff. Has a huge gas giant orbiting their world. 50 jupiter masses. Xobbo. They idly consider if it's worth it to try and make a red dwarf out of it. That gas giant has 700 moons of various sizes
Stations and other objects
There is a base station in orbit around Xnida. It caan fuel and repair starfleet ships. They have a fleet of cutters and small patrollers in system. It's not usual to see Starfleet ships in the area pick up large number of G'Kra and Xnida as trainees and exchange officers.
Ship Facilities:
grade 3. They can handle most resupply and some repair. They don't have the capacity to do heavy repairs but this is coming.*
Locations:
Kreetas City, thee Capital City. A Xnida world council lives there. Tertia, a Port City, 2000 years ago it was a notorious free port. Now it's a trade and technology hub. Has managed to stay cosmopolitian and multiracial the whole time.
Environmental notes:
On this world there are a collection of very fierce mammals. Everything from Bears the size of buildings to swift rat-dogs that liked to hunt in packs, to Huge Cow/Girraffes whos herds used to cover the plains. Their analogs of Bats are much more well developed fliers than any bat analog anywhere else and these fill a variety of roles.
The world is slighlty warmer than average, so it boastss veery large jungles.
The world also has a run of Saurpods that have been selectively bred to fill the roles of horses, cows, goats and so on. These are popular farm animals and an export item for the Xnida
General Tech level:
Mixed 23rd, 24th and 25th century. This world has been developing by leaps and bounds, but oldder sysstems have not been replaced yet.
Government
The People of Xnida used to be racially segregated. They developed to the point of cold war and after a few tragic incidents, they backed off and formed a world council.
Since contact with the Federation, the Xnida have reformed their world coulncil extensively making it a true world government.
Population:
Appromximately 4 billion of various native races.
A smattering of galactic races.
Races present
The Xnidans have 5 major raaces and numerous smaller ones. Each of the 5 major races of Xnida look like someone took a popular dinosaur from Earth and ran them through the People maker. The Terex are large carnivore people, The Bonor are large Herbivore people with long necks, the Stego people have bony spines on their backs and heads, The Anklyos look like turtle people, and Pteras are long thin people with vestigal wings.
All the various types have numerous sub types and racial mixing is common, among the larger subtypes who are interfertile.
There can be a massive size differential between the various races here, too. Terex-Prime people can be 8 feet tall and weigh 400 lbs.
Cultural notes
The Xnida were just recovering from their last huge war and were working up for the next one when Orion traders stopped by. The Orion traders traded, but they also informed the Xnida. Balkanized worlds were worse places to live, and easily self-destructed.
While Xnida agents, adventurers mercenaries and so on hired out with the Orions, the rest of the Xnidans realized that they had to pull themselves together if they were going to ever pull themselves out of their current state, a poor backwater that might just not be there when you come by next.
It took years of work, while Xnidan mercenaries and spies worked to gain information. Eventually The Xnidans did manage to cobble together a worable government and begin the project of working their way into Modernity.
In the 23rd century, Federation Scouts happened by. contact was made. The Xnidans liked what they saw of the Federation, and called for more contact. The main sticking point was distance. It just took a long tome for a federation mission to get to them.
When the Federation and Xnidans did make contact and treated for friendship, it was a long distance one. The Federation proposed an idea to the Xnidans. They were too close to the Klingons. if they broke out and became a serious player, they'd invide hostility and conquest from the Empire. Which was true until the late 24th century. The Kliingon Empire would not tolerate moves from the Federation that looked like englobement or containment.
So the Federation made the Xnidans a promise. If the Xnidans played it quiet, the Federation committed to defending them from the Klingons. Also the Federation would render aid to the Xnidans until they had the power to withstand a Klingon assault.
The Xnidans pulled back from the Orions. They appreciated the experience and technology they got from the Orions, but generally did not appreciate the bend towards criminality. NB, this is a general statement. To this day there are Xnidans who are pirates and mercenaries and successful ones.
So, on the surface Xnida is a peqceful trade hub. But beneath the surface... sometimes Literally, Defences are being emplaced, so Xnida can tell the Klingon Empire "NO" and make it stick.
Over the last 20 years more and more Xnidans have been doing tours of duty on Starfleet ships and Xnidan trade ships have been moving through out the region. The Xnidans are almost reaady to drop the curtain.
But they're used to things this way now.
Languages:
Each of the five Species had it's prime language and dozens of dialects.
The Bonotarla language became the principle language of the peace conferences and international actions. Bonotarla is also the language of air travel on Xnida.
Orion and Federation Standard have become widely accepted on Xnida, although this is usually accomplished by means of universal translators. The Xnida can have differently shaped mouths and so using universal translators, when they became aavailable was just easier for everyone.
Military:
There is a Xnida Self Defense Force. It appears to be "Adeaquate". A few ships and a few defense stations. Lots of Xnidans do exchange tours with Starfleet or other local forces, orr serve tours of duty as mercenaries.
Top Secret:
The Xnidan Self Defense Force is better than "Adequate" and soon will unveil a starbase and a ship yard.
Strategic Importance:
Xnida always seems to have a little extra of what locaal starbases and ships need.
If there is a Klingon/Federation war the Xnidans will be on the front lines.
Relations:
The Federation: The Xnidans are asssociate members but will become full members soon.
The Klingons: The Xnidans enjoy it when Klingon ships come to call. Especially if they are trade ships. Xnidans sometimes do tourss with Klingon mercenary companies. Real Klingons dislike the Xnidans and view them as people to fight and to conquer. New Klingons enjoy their Saurian friends.
The Xnidans and their ships are often targets of Klingon raiders, Something the Federation struggles to provide security about.
The Zhodani: There is not much contact between the Zhodani and the Xnidans. The Xnidans are not adverse to the idea.
The Bendarri: The Xnida get along well with the Bendarri as well. They often send Mercenary groups and ships on law and order patrols of Bendarri territory.
The G'Kra: The G'kra and the Xnidans get along like a house afire. It is not uncommon to see mixed Xnidan/G'kra mercenary or exchange units.
The Mullurans: The Xnidans have simply refused to take no for an answer from the Mullurans. They're going to be friends, damnit! This has led to tense scenes, and also awkward scenes, But the Xnidans do not want to let go of the Mullurans. The Federation is letting them work the Mullurans from their end. There is some interchange between the XDF and the Mulluran Military.
Top Secret: The Xnidans don't let Mullurans see their real good toys. But they have shown Mullurans enough so that the Mullurans know the Xnidans are about to reveal themselves as a more sizable power. This is under the Dr. Strangelove principle that a doomsday weapon is of no use unless the enemy knows you have it. The Xnida would rather possible adversaries knew they were too tough to swallow BEFORE trying.
The Mullurans are by turn irritated and appreciative of the Xnidans. Friendship with th Xnidans may present a path out of being another small fry enemy of the Federation.
The Orions: For a long time, Xnida swalloed their pride and their moral compass and did what they needed to do to get foreign exchange and technology out of thee Orions. Once the Federation came along and was prepared to be much more generous, the Xnida turned away from the Orion Pirates and the Orion under world.
They are always open for Orion traders. They regard the Orions themselves with affection. Orions were their first off world contacts. But piratge ships are not welcome.
Advantages: Some Xnidans are very large and physically powerful people. With a number of related but seperate races on their world, they're better at diplomacy and conflict resolution than many would give them credit for.
They're happy to be part of the Federation and it shows.
Weaknessses: The Xnidans coome in a bewildering variety of shapes and sizes. This crippled their engineering for a long time. They have been hiding their true level of development for so long, it may have become a habit.
If there is another Federation/Klingon War, the Xnida and the G'kre have a front row seat for it.
The Xnida and their shipping have been plagued by pirates. They have a sizable fleet of Mercenary frigates to escort their ships.
By 2427, Xnida and G'Kra will be major fedderation worlds in the area. Starfleet command wants to be prepared to defend against the Klingons if the Klingons take this poorly.
Name: Xnida
Created by: Jay P. Hailey, Inspired by multiple sources
Summary:
The Dinosaur Planet
Game Role:
An inhabited Planet. Perhaps a placee where something interesting happens.
World Role:
An Inhabited Planet in the Federation
Solar System
The natives call their star Solrex and their system the Solrex system
Affiliation:
Federation associate member.
Inhabited planets:
Xnida, the home world, home to billions.
Zhoxsa Their moon, home to multiple cities
Karnoxax - Inner rocky work, now the site of heavy mining
Cirloxaz - An ancient world, the site of ancient ruins.
Other planets:
The usual stuff. Has a huge gas giant orbiting their world. 50 jupiter masses. Xobbo. They idly consider if it's worth it to try and make a red dwarf out of it. That gas giant has 700 moons of various sizes
Stations and other objects
There is a base station in orbit around Xnida. It caan fuel and repair starfleet ships. They have a fleet of cutters and small patrollers in system. It's not usual to see Starfleet ships in the area pick up large number of G'Kra and Xnida as trainees and exchange officers.
Ship Facilities:
grade 3. They can handle most resupply and some repair. They don't have the capacity to do heavy repairs but this is coming.*
Locations:
Kreetas City, thee Capital City. A Xnida world council lives there. Tertia, a Port City, 2000 years ago it was a notorious free port. Now it's a trade and technology hub. Has managed to stay cosmopolitian and multiracial the whole time.
Environmental notes:
On this world there are a collection of very fierce mammals. Everything from Bears the size of buildings to swift rat-dogs that liked to hunt in packs, to Huge Cow/Girraffes whos herds used to cover the plains. Their analogs of Bats are much more well developed fliers than any bat analog anywhere else and these fill a variety of roles.
The world is slighlty warmer than average, so it boastss veery large jungles.
The world also has a run of Saurpods that have been selectively bred to fill the roles of horses, cows, goats and so on. These are popular farm animals and an export item for the Xnida
General Tech level:
Mixed 23rd, 24th and 25th century. This world has been developing by leaps and bounds, but oldder sysstems have not been replaced yet.
Government
The People of Xnida used to be racially segregated. They developed to the point of cold war and after a few tragic incidents, they backed off and formed a world council.
Since contact with the Federation, the Xnida have reformed their world coulncil extensively making it a true world government.
Population:
Appromximately 4 billion of various native races.
A smattering of galactic races.
Races present
The Xnidans have 5 major raaces and numerous smaller ones. Each of the 5 major races of Xnida look like someone took a popular dinosaur from Earth and ran them through the People maker. The Terex are large carnivore people, The Bonor are large Herbivore people with long necks, the Stego people have bony spines on their backs and heads, The Anklyos look like turtle people, and Pteras are long thin people with vestigal wings.
All the various types have numerous sub types and racial mixing is common, among the larger subtypes who are interfertile.
There can be a massive size differential between the various races here, too. Terex-Prime people can be 8 feet tall and weigh 400 lbs.
Cultural notes
The Xnida were just recovering from their last huge war and were working up for the next one when Orion traders stopped by. The Orion traders traded, but they also informed the Xnida. Balkanized worlds were worse places to live, and easily self-destructed.
While Xnida agents, adventurers mercenaries and so on hired out with the Orions, the rest of the Xnidans realized that they had to pull themselves together if they were going to ever pull themselves out of their current state, a poor backwater that might just not be there when you come by next.
It took years of work, while Xnidan mercenaries and spies worked to gain information. Eventually The Xnidans did manage to cobble together a worable government and begin the project of working their way into Modernity.
In the 23rd century, Federation Scouts happened by. contact was made. The Xnidans liked what they saw of the Federation, and called for more contact. The main sticking point was distance. It just took a long tome for a federation mission to get to them.
When the Federation and Xnidans did make contact and treated for friendship, it was a long distance one. The Federation proposed an idea to the Xnidans. They were too close to the Klingons. if they broke out and became a serious player, they'd invide hostility and conquest from the Empire. Which was true until the late 24th century. The Kliingon Empire would not tolerate moves from the Federation that looked like englobement or containment.
So the Federation made the Xnidans a promise. If the Xnidans played it quiet, the Federation committed to defending them from the Klingons. Also the Federation would render aid to the Xnidans until they had the power to withstand a Klingon assault.
The Xnidans pulled back from the Orions. They appreciated the experience and technology they got from the Orions, but generally did not appreciate the bend towards criminality. NB, this is a general statement. To this day there are Xnidans who are pirates and mercenaries and successful ones.
So, on the surface Xnida is a peqceful trade hub. But beneath the surface... sometimes Literally, Defences are being emplaced, so Xnida can tell the Klingon Empire "NO" and make it stick.
Over the last 20 years more and more Xnidans have been doing tours of duty on Starfleet ships and Xnidan trade ships have been moving through out the region. The Xnidans are almost reaady to drop the curtain.
But they're used to things this way now.
Languages:
Each of the five Species had it's prime language and dozens of dialects.
The Bonotarla language became the principle language of the peace conferences and international actions. Bonotarla is also the language of air travel on Xnida.
Orion and Federation Standard have become widely accepted on Xnida, although this is usually accomplished by means of universal translators. The Xnida can have differently shaped mouths and so using universal translators, when they became aavailable was just easier for everyone.
Military:
There is a Xnida Self Defense Force. It appears to be "Adeaquate". A few ships and a few defense stations. Lots of Xnidans do exchange tours with Starfleet or other local forces, orr serve tours of duty as mercenaries.
Top Secret:
The Xnidan Self Defense Force is better than "Adequate" and soon will unveil a starbase and a ship yard.
Strategic Importance:
Xnida always seems to have a little extra of what locaal starbases and ships need.
If there is a Klingon/Federation war the Xnidans will be on the front lines.
Relations:
The Federation: The Xnidans are asssociate members but will become full members soon.
The Klingons: The Xnidans enjoy it when Klingon ships come to call. Especially if they are trade ships. Xnidans sometimes do tourss with Klingon mercenary companies. Real Klingons dislike the Xnidans and view them as people to fight and to conquer. New Klingons enjoy their Saurian friends.
The Xnidans and their ships are often targets of Klingon raiders, Something the Federation struggles to provide security about.
The Zhodani: There is not much contact between the Zhodani and the Xnidans. The Xnidans are not adverse to the idea.
The Bendarri: The Xnida get along well with the Bendarri as well. They often send Mercenary groups and ships on law and order patrols of Bendarri territory.
The G'Kra: The G'kra and the Xnidans get along like a house afire. It is not uncommon to see mixed Xnidan/G'kra mercenary or exchange units.
The Mullurans: The Xnidans have simply refused to take no for an answer from the Mullurans. They're going to be friends, damnit! This has led to tense scenes, and also awkward scenes, But the Xnidans do not want to let go of the Mullurans. The Federation is letting them work the Mullurans from their end. There is some interchange between the XDF and the Mulluran Military.
Top Secret: The Xnidans don't let Mullurans see their real good toys. But they have shown Mullurans enough so that the Mullurans know the Xnidans are about to reveal themselves as a more sizable power. This is under the Dr. Strangelove principle that a doomsday weapon is of no use unless the enemy knows you have it. The Xnida would rather possible adversaries knew they were too tough to swallow BEFORE trying.
The Mullurans are by turn irritated and appreciative of the Xnidans. Friendship with th Xnidans may present a path out of being another small fry enemy of the Federation.
The Orions: For a long time, Xnida swalloed their pride and their moral compass and did what they needed to do to get foreign exchange and technology out of thee Orions. Once the Federation came along and was prepared to be much more generous, the Xnida turned away from the Orion Pirates and the Orion under world.
They are always open for Orion traders. They regard the Orions themselves with affection. Orions were their first off world contacts. But piratge ships are not welcome.
Advantages: Some Xnidans are very large and physically powerful people. With a number of related but seperate races on their world, they're better at diplomacy and conflict resolution than many would give them credit for.
They're happy to be part of the Federation and it shows.
Weaknessses: The Xnidans coome in a bewildering variety of shapes and sizes. This crippled their engineering for a long time. They have been hiding their true level of development for so long, it may have become a habit.
If there is another Federation/Klingon War, the Xnida and the G'kre have a front row seat for it.
The Xnida and their shipping have been plagued by pirates. They have a sizable fleet of Mercenary frigates to escort their ships.
By 2427, Xnida and G'Kra will be major fedderation worlds in the area. Starfleet command wants to be prepared to defend against the Klingons if the Klingons take this poorly.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
Profile The G'Kra
Created by:
Jay P. Hailey from a mention Richard Merk
Occurence:
The Briar Patch Region
Appearance:
The G'Kra are humanoids, they are green, bald, and they have larger pointed ears than a Vulcan, but the shapes ar simlar.
Number of Members:
3 billion individuals on G'Kra, unknown numbers elsewhere.
Nature of Members:
G'Kra people. There are some immigrants, who reside on G'kra with varying levels of assimilation, but not enough to statistically matter.
Biochemically and physiologically, the G'Kraa are cousins of the Orions and the Vulcans. They seem to have a common ancestor about 5 million years ago. They are not interfertile without technological assistance, but it's not as far a stretch as between humans and Vulcans.
Organization:
The G'Kra had a multitude of nations on their home world. These survive as administrative districts. After the Mulluran invasion, the Federation and the G'Kra set up the G'Kra provisional government, which later becme the G'Kra world government. It is a representative body, borrowing heavily from the forms the G'Kra had already established.
The G'Kra also have a self defense force, built up to standards that Starfleet recommends. The G'Kra have a Starfleet base on their worlds and many young G'Kra are enthusiastic to enlist in Starfleet, or become Starfleet officers.
Game Role:
A friendly nearby world, a sorce of green Starfleet personnel and officers.
World Role:
A new Federation world, pushed into the Federation by the Mullurans
Relative Influence:
In the region, large. They are enthusiastic supporters of the Federation and Starfleet, away from the region, smaller.
Relative Wealth:
The G'Kra have a functioning Federation economic base, so they could build and man entire fleets of Starships if they felt it was warranted. The G'Kra are major trading partners in the area.
Group advantages:
The G'Kraa are smart,inventive and all the good things about humanoids. They can also have many of the bad qualities of humanoids. They are totally in the bag for the Federation and recieve a lot of support from the UFP.
Special Abilities:
The G'Kraa love martial arts. It's part of their culture. There are a million different schools of martial arts, and G'Kraa debate endlessly over whch one is superior and which one works best for which application.
Relattions:
The United Federation of Planets: The G'Kraa are happy members and supporters.
The Klingon Empire: The G'Kraa are allies of the Empire to the degree the Federation is. G'Kraa self defense forces have clashed with Klingon raiders, but the raiders are held to be pirates and criminals, not operating under the authority of the Klingon government. G'Kraa and Klingons love to spar and engage in physical combat with each other. The G'Kraa dbate about altering native forms of martials for use against the Klingon forms or if they should design a new one for the application.
The Bendarri Empire: The G'Kraa are allies of the Bendarri to the degree that the Federation is allied to the Bendarri. The G'Kraa get along well with the Bendarri they encounter. The G'Kraa are trying to be competitive commercial freight carriers in the southern Bendarri region, but Pirates have been slowing this down a good deal.
The Ferengi: Forwarned about the Ferengi, the G'Kraa took a firm stand in Commercial negotiations, and now have good relationships with a selection of Ferengi trade houses.
The Orions: The G'Kraa accept the Orions as cousins. Orions scouts, explorers and trade ship are welcome to visit G'Kraa, The G'Kraa self defense force keeps a quiet ship watching effort going, and shares information with the Federation. A small number of Orion Pirates now serve time in G'Kraa jails. A damaged pirate can find safety and rescue at G'Kraa, but the G'Kraa will hold pirates accountable under Federation law. They feel it better for their cousins to serve jail time on G'Kraa than in other hands.
The Mullurans: The G'Kraa do not like the Mullurans and keep a careful eye on them.
Area of Operation:
The Briar Patch region to the far west of the Federation, between the Klingon Empire and the Bendarri Empire.
Headquarters Location:
Kolgar City, G'Kraa
Public Face:
Happy green federation members.
History of the Organization:
In the 23rd Century, G'Kraa was contacted by Orion scouts. Orion traders and scouts would come by very rarely. The G'Kraa were at a level of technological development similar to Earth's 1940s. The G'Kraa tried to trade for better technology but the Orions were not enthusiastic about this.
In the late 23rd and early 24th century, Klingon and Federation scouting missions came to G'Kraa, but also were not enthusiastic about sharing technololgy. The Federation, not wanting to unduly violate the Prime Directive were aloof. The Klingons made noises about putting base at G'Kraa, but the G'Kraa made it clear that they wanted advanced technology in exchange. Negotations petered out.
In the mid 24th century, the Federation Established the New Canada Colony and began building up a small base there. The G'Kraa were a little miffed, but the Federation explained their stance.
The Klingons also let the G'Kraa know that they would consider a Federation presence on G'Kraa threatening.
The Ferengi happened by. Forewarned by the Federation the G'Kraa held firm negotiating stances and finally began to join modernity in a technological sense.
In the 2360s the Mullurans began fielding their own ships and travelling the region trying to become a power player.
In 2379, the Mullurans attacked the G'kra. The Mullurans thought that their technological edge would mean a quick victory and they G'Kraa would be slaves to their war machine, and the natural resources of the G'Kraa would be their for the taking.
It was a harsh lesson for everyone. The Mullurans easily detroyed the G'Kraa space defense and infrastructure. Holding the high ground in orbit, they obliterated G'Kraa armies, navies and air forces.
But then the Mullurans landed ground troops and discovered the hard way that numbers matter. G'kraa guerrilas and resistance fighters continued a violent resistance. The Mullurans grew more brutal and the population resisted harder. The Mullurans destroyed the infrastructure of G'Kraa society. Without energy, transportation or food distribution, G'Kraa civilization began to collapse. But thr G'Kraa could always find a way to plant a bomb, or do a hit and run raid.
The Klingon Empire, busy with its own internal struggles did not respond to G'kraa distress calls.
However, in time the Federation did. A combined Starfleet/Zeon task force counter attacked the Mulluran fleet and dispersed it, and then landed ground forces to roll up the Mulluran invaders. Following this, the Federation made a large relief effort on G'Kra to help the population there recover.
The war and the resulting hardships were extremely difficult for the G'kra. Restoring the G'Kra's civilization was a massive under taking.
In the successive 27 years, the G'Kra have rebuilt their world and their cities. But there is a strong divide between people who were alive during the war and people who grew up later. The war time G'Kra still carry the marks of the hardships and struggle of the war.
Currently The G'Kra are avid members of the Federation. The G'Kra maintain a much stronger than average self defense force composed of Federation escorts and frigates, as well as a strong army.
Younger G'Kra are keen to explore space and do the "Strange new worlds" thing.
D20
The G'Kra have +1 CON, -1 WIS. All G'Kra get the Combat Martial Arts feat and the Defensive Martial Arts Feat.
Created by:
Jay P. Hailey from a mention Richard Merk
Occurence:
The Briar Patch Region
Appearance:
The G'Kra are humanoids, they are green, bald, and they have larger pointed ears than a Vulcan, but the shapes ar simlar.
Number of Members:
3 billion individuals on G'Kra, unknown numbers elsewhere.
Nature of Members:
G'Kra people. There are some immigrants, who reside on G'kra with varying levels of assimilation, but not enough to statistically matter.
Biochemically and physiologically, the G'Kraa are cousins of the Orions and the Vulcans. They seem to have a common ancestor about 5 million years ago. They are not interfertile without technological assistance, but it's not as far a stretch as between humans and Vulcans.
Organization:
The G'Kra had a multitude of nations on their home world. These survive as administrative districts. After the Mulluran invasion, the Federation and the G'Kra set up the G'Kra provisional government, which later becme the G'Kra world government. It is a representative body, borrowing heavily from the forms the G'Kra had already established.
The G'Kra also have a self defense force, built up to standards that Starfleet recommends. The G'Kra have a Starfleet base on their worlds and many young G'Kra are enthusiastic to enlist in Starfleet, or become Starfleet officers.
Game Role:
A friendly nearby world, a sorce of green Starfleet personnel and officers.
World Role:
A new Federation world, pushed into the Federation by the Mullurans
Relative Influence:
In the region, large. They are enthusiastic supporters of the Federation and Starfleet, away from the region, smaller.
Relative Wealth:
The G'Kra have a functioning Federation economic base, so they could build and man entire fleets of Starships if they felt it was warranted. The G'Kra are major trading partners in the area.
Group advantages:
The G'Kraa are smart,inventive and all the good things about humanoids. They can also have many of the bad qualities of humanoids. They are totally in the bag for the Federation and recieve a lot of support from the UFP.
Special Abilities:
The G'Kraa love martial arts. It's part of their culture. There are a million different schools of martial arts, and G'Kraa debate endlessly over whch one is superior and which one works best for which application.
Relattions:
The United Federation of Planets: The G'Kraa are happy members and supporters.
The Klingon Empire: The G'Kraa are allies of the Empire to the degree the Federation is. G'Kraa self defense forces have clashed with Klingon raiders, but the raiders are held to be pirates and criminals, not operating under the authority of the Klingon government. G'Kraa and Klingons love to spar and engage in physical combat with each other. The G'Kraa dbate about altering native forms of martials for use against the Klingon forms or if they should design a new one for the application.
The Bendarri Empire: The G'Kraa are allies of the Bendarri to the degree that the Federation is allied to the Bendarri. The G'Kraa get along well with the Bendarri they encounter. The G'Kraa are trying to be competitive commercial freight carriers in the southern Bendarri region, but Pirates have been slowing this down a good deal.
The Ferengi: Forwarned about the Ferengi, the G'Kraa took a firm stand in Commercial negotiations, and now have good relationships with a selection of Ferengi trade houses.
The Orions: The G'Kraa accept the Orions as cousins. Orions scouts, explorers and trade ship are welcome to visit G'Kraa, The G'Kraa self defense force keeps a quiet ship watching effort going, and shares information with the Federation. A small number of Orion Pirates now serve time in G'Kraa jails. A damaged pirate can find safety and rescue at G'Kraa, but the G'Kraa will hold pirates accountable under Federation law. They feel it better for their cousins to serve jail time on G'Kraa than in other hands.
The Mullurans: The G'Kraa do not like the Mullurans and keep a careful eye on them.
Area of Operation:
The Briar Patch region to the far west of the Federation, between the Klingon Empire and the Bendarri Empire.
Headquarters Location:
Kolgar City, G'Kraa
Public Face:
Happy green federation members.
History of the Organization:
In the 23rd Century, G'Kraa was contacted by Orion scouts. Orion traders and scouts would come by very rarely. The G'Kraa were at a level of technological development similar to Earth's 1940s. The G'Kraa tried to trade for better technology but the Orions were not enthusiastic about this.
In the late 23rd and early 24th century, Klingon and Federation scouting missions came to G'Kraa, but also were not enthusiastic about sharing technololgy. The Federation, not wanting to unduly violate the Prime Directive were aloof. The Klingons made noises about putting base at G'Kraa, but the G'Kraa made it clear that they wanted advanced technology in exchange. Negotations petered out.
In the mid 24th century, the Federation Established the New Canada Colony and began building up a small base there. The G'Kraa were a little miffed, but the Federation explained their stance.
The Klingons also let the G'Kraa know that they would consider a Federation presence on G'Kraa threatening.
The Ferengi happened by. Forewarned by the Federation the G'Kraa held firm negotiating stances and finally began to join modernity in a technological sense.
In the 2360s the Mullurans began fielding their own ships and travelling the region trying to become a power player.
In 2379, the Mullurans attacked the G'kra. The Mullurans thought that their technological edge would mean a quick victory and they G'Kraa would be slaves to their war machine, and the natural resources of the G'Kraa would be their for the taking.
It was a harsh lesson for everyone. The Mullurans easily detroyed the G'Kraa space defense and infrastructure. Holding the high ground in orbit, they obliterated G'Kraa armies, navies and air forces.
But then the Mullurans landed ground troops and discovered the hard way that numbers matter. G'kraa guerrilas and resistance fighters continued a violent resistance. The Mullurans grew more brutal and the population resisted harder. The Mullurans destroyed the infrastructure of G'Kraa society. Without energy, transportation or food distribution, G'Kraa civilization began to collapse. But thr G'Kraa could always find a way to plant a bomb, or do a hit and run raid.
The Klingon Empire, busy with its own internal struggles did not respond to G'kraa distress calls.
However, in time the Federation did. A combined Starfleet/Zeon task force counter attacked the Mulluran fleet and dispersed it, and then landed ground forces to roll up the Mulluran invaders. Following this, the Federation made a large relief effort on G'Kra to help the population there recover.
The war and the resulting hardships were extremely difficult for the G'kra. Restoring the G'Kra's civilization was a massive under taking.
In the successive 27 years, the G'Kra have rebuilt their world and their cities. But there is a strong divide between people who were alive during the war and people who grew up later. The war time G'Kra still carry the marks of the hardships and struggle of the war.
Currently The G'Kra are avid members of the Federation. The G'Kra maintain a much stronger than average self defense force composed of Federation escorts and frigates, as well as a strong army.
Younger G'Kra are keen to explore space and do the "Strange new worlds" thing.
D20
The G'Kra have +1 CON, -1 WIS. All G'Kra get the Combat Martial Arts feat and the Defensive Martial Arts Feat.
- jayphailey
- Posts: 531
- Joined: Tue May 29, 2018 7:50 pm
Re: The Bendarri Salient
The Mullurans (ST-OM)
Created by: Jay P. Hailey from stories by Richard Merk
Occurence: The Briar Patch Region
Appearance: The Mullurans resemble humanoid alligators. They have no hair but they have scales and skin like warm linoleum or vinyl. They are patently from a different descent than the Tanaki. In fact the Mullurans and Tanaki fit into each other's uncanny valley and don't like each other much.
Number of Members:
Approximately 4 billion on the Mulluran Homeworld.
Nature of Members:
Mullurans. Only Mullurans. Mullurans are the master race, you see.
Organization:
Military Junta. The Mullurans have formed themselves into a military society, originally bent on galactic conquest, they got that shoved back into their faces and now are considering alternative strategies to pursue.
Game Role:
Small scale Bad Guys.
World Role:
A race with a slightly narrow people button.
Relative Influence:
In the region, relatively large, Outside of it, small fry.
Publicly Stated Goal:
To conquer the galaxy and rule it as is their birthright as Mullurans.
Relative Wealth:
They have one Solar System, which they have leveraged to a good degree. The Mulluran economy is centrally controlled, so it's not as healthy as it might be otherwise.
Group advantages:
They have great unit cohesion and really believe in their cause. They have bright red uniforms.
Special Abilities:
The Mullurans can withstand much hotter conditions than humans. Mullurans, properly prepared can be deep frozen and then revived later.
Group disadvantages:
Everyone knows what they're about now, so they must contend with their reputation among their neighbors.
Special disadvantages:
There's only one world of Mullurans. This makes the Galactic numbers game a loser for them. They know this and so are trying to think of ways to over come this problem. As time goes on and their knowledge of the galaxy increases, their aspiration of ruling the galaxy with an Iron Fist grows further away by the day.
Relations
The Federation: The Federation has antagonized the Mullurans twice. Once by expanding into the area with more resources than the Mullurans had, enabling the Federation to claim much of the area. Secondly, when the Mullurans attacked the G'Kra, the Federation intervened, ruining the Mulluran dreams of conquest.
Since then there has been a sort of cold war going on between the Mullurans the Federation, but it's hard for the Mullurans to maintain
The Klingons: The Mullurans tried to cozy up to the Klingons but had the misfortune of cozying up to a Real Klingon house, which not only rebuffed them, but send an expedition to attack the Mullurans to put them in their place.
Since then the Mullurans are not big fans of the Klingon Empire. Some New Klingon houses have approached seeking alliances, but they are held at arms length.
Individual Mullurans, small adventuring groups and mercenary companies will hire out into Klingon teritory or on Klingon ships, but the official Mulluran Government remains cool to the Klingons.
The League of Unaligned worlds: The Mullurans happily joined the League, but have not found the level of support there that they would have wanted. League ships are welcomed at the Mulluran Homeworld and League missions to try and foil Federation diplomacy are supported by the Mullurans.
As with the Klingons, one will see Mulluran mercenaries and adventurers all over the place with League ships and missions.
Orions: The Mullurans had a great relationship with Orion Pirates and were a freeport until the G'Kra war. Afterwards, the Mullurans discouraged pirates from coming. They will accept any Orion ship that can reasonably be claimed to be a commercial or exploration vessel.
After Joining the League of Unaligned worlds, the Mullurans found themselves obligated to stand against piracy.
Most of the Mulluran technology has been either Orion technology, or technology the Orions stole and then shared with the Mullurans in exchange for support.
Many Mullurans will ship out with Orion pirates, but the Official Mulluran Government position is that these individuals act on their own and will recieve no support from the Mulluran government should they be caught.
Ferengi:
The Ferengi have a trading mission on the Mulluran homeworld. The two species get along okay. The Mulluran government would like to buy more advanced military hardware and the Ferengi are busy squeezing every drop of advanced technology for all the Latinum they can squeeze.
As with above, Mulluran adventurers and mercenaries are not uncommon among Ferengi missions.
The Bendarri Empire: The Bendarri Empire has cool contact with the Mullurans. The Bendarri have a trade mission on the Mulluran Homeworld as well.
Not only are Mulluran Adventurers and mercenaries encountered in the Bendarri Empire, but the Bendarri will hire Mulluran mercenary frigates to patrol their southern frontier. The Federation isn't exactly happy about this, and would strongly prefer that the Bendarri hire other people, but the Bendarri, so far, haven't had cause to rergret hiring the Mulluran mercenaries.
The Arkiri:
The Mullurans and Arkiri have a pretty good relationship. The Arkiri hire a lot of Mullurans for mercenary work as well as filling the role of technical and service subcontractors.
There is a technology flow between the Arkiri and the Mullurans. This makes the Federation VERY unhappy, but the Arkiri and the Mullurans don't care.
The G'Kra:
The G'Kra are NOT big fans of the Mullurans and watch them like hawks.
Pirates:
There is a combined Mulluran/Orion Pirate faction operating in the area, but it never appears at the Mulluran Homeworld. Some investigators claim that this is a deniable operation sponsored by the Mulluran High command, but there is little evidence.
In recent times, this Pirate group seems to have grown strongly in numbers and has incorporated rogue Klingons and some Klingon Technology.
If Mulluran Pirates are captured, the Mulluran government disavows them. Many Mullurans die from charging overwhelming enemies or from suicide if a pirate raid goes poorly. So far no Mulluran captured from a pirate ship has ever admitted to being an agent of the Mulluran government.
The Federation, the Bendarri and the Klingons all react strongly to Pirates, so it's not a long term option for most pirates who join up.
Area of Operation:
The western edge of the Briar Patch region.
Headquarters Location:
Mulluran HQ, on the Mulluran Homeworld.
Public Face:
Militaristic and aggressive reptilians.
Notable Members:
Lydia: A General Officer who came up with the idea of Invading the G'Kar, and commanded the First wave. She eventually became part of a guerilla death squad going AWOL from the Mulluran Military. She was killed for the failure of the invasion.
Diana: The Second Commander of the Invasion, She replaced Lydia and assigned troops to hunt down her rival and rogue Mullurans troops.
History of the Organization:
In the 2300s, the Mullurans made themselves into a free port for Orion and Klingon Raiders. They always had it in mind to gather technology and then conquer the galaxy.
In the 2370s the Mullurans challenged Starfleet and the Federation in the area, bouyed by assistance from Orion and Klingon Factions who wanted to see a counterweight to the Federation in the area.
This all ended with the G'Kra invasion. The Mullurans attacked the G'Kra expecting to get resources and a captive population of workers for their war machine.
But the math of space warfare betrayed them. The Mullurans cleared out the G'Kra space defenses and then discovered that they had a difficult time conquering the G'Kra on the surface of their world. They did horrible damage trying.
Then in 2379. just as the nature of the Quagmire became obvious, the Federation belatedly counter attacked to relieve the G'Kra.
The Federation forces pinned the Mulluran fleet in system, took them apart and then fought stranded Mulluran armies. Hundreds of thousands of Mullurans were captured and, in time expatriated to their home world.
G'Kra was ruined and it took a huge Federation relief effort to halt a serious slide into a post apocalyptic waste land.
It was a humiliating defeat. The Mulluran war machine and their opinion of themselves never really recovered.
Now, almost 30 years later, the Mullurans still wrestle with how to advance their dreams of ruling over all in a sensible way. Many Mullurans actually quit the Military and roam the stars as mercenaries and adventurers before returning to their homeworld and trying to educate their fellows.
But the experience of off world Mullurans is not enough. The work a day Mulluran knows that Mullurans are the best kind of people and should rule the galaxy.
The Mullurans have beefed up their defenses in their home system, and work on prototype war ships to refine their ability to project force.
The Mullurans remain inclined to be hostile to the Federation and allied nations, but are sensible enough not to kick start a new war.
Created by: Jay P. Hailey from stories by Richard Merk
Occurence: The Briar Patch Region
Appearance: The Mullurans resemble humanoid alligators. They have no hair but they have scales and skin like warm linoleum or vinyl. They are patently from a different descent than the Tanaki. In fact the Mullurans and Tanaki fit into each other's uncanny valley and don't like each other much.
Number of Members:
Approximately 4 billion on the Mulluran Homeworld.
Nature of Members:
Mullurans. Only Mullurans. Mullurans are the master race, you see.
Organization:
Military Junta. The Mullurans have formed themselves into a military society, originally bent on galactic conquest, they got that shoved back into their faces and now are considering alternative strategies to pursue.
Game Role:
Small scale Bad Guys.
World Role:
A race with a slightly narrow people button.
Relative Influence:
In the region, relatively large, Outside of it, small fry.
Publicly Stated Goal:
To conquer the galaxy and rule it as is their birthright as Mullurans.
Relative Wealth:
They have one Solar System, which they have leveraged to a good degree. The Mulluran economy is centrally controlled, so it's not as healthy as it might be otherwise.
Group advantages:
They have great unit cohesion and really believe in their cause. They have bright red uniforms.
Special Abilities:
The Mullurans can withstand much hotter conditions than humans. Mullurans, properly prepared can be deep frozen and then revived later.
Group disadvantages:
Everyone knows what they're about now, so they must contend with their reputation among their neighbors.
Special disadvantages:
There's only one world of Mullurans. This makes the Galactic numbers game a loser for them. They know this and so are trying to think of ways to over come this problem. As time goes on and their knowledge of the galaxy increases, their aspiration of ruling the galaxy with an Iron Fist grows further away by the day.
Relations
The Federation: The Federation has antagonized the Mullurans twice. Once by expanding into the area with more resources than the Mullurans had, enabling the Federation to claim much of the area. Secondly, when the Mullurans attacked the G'Kra, the Federation intervened, ruining the Mulluran dreams of conquest.
Since then there has been a sort of cold war going on between the Mullurans the Federation, but it's hard for the Mullurans to maintain
The Klingons: The Mullurans tried to cozy up to the Klingons but had the misfortune of cozying up to a Real Klingon house, which not only rebuffed them, but send an expedition to attack the Mullurans to put them in their place.
Since then the Mullurans are not big fans of the Klingon Empire. Some New Klingon houses have approached seeking alliances, but they are held at arms length.
Individual Mullurans, small adventuring groups and mercenary companies will hire out into Klingon teritory or on Klingon ships, but the official Mulluran Government remains cool to the Klingons.
The League of Unaligned worlds: The Mullurans happily joined the League, but have not found the level of support there that they would have wanted. League ships are welcomed at the Mulluran Homeworld and League missions to try and foil Federation diplomacy are supported by the Mullurans.
As with the Klingons, one will see Mulluran mercenaries and adventurers all over the place with League ships and missions.
Orions: The Mullurans had a great relationship with Orion Pirates and were a freeport until the G'Kra war. Afterwards, the Mullurans discouraged pirates from coming. They will accept any Orion ship that can reasonably be claimed to be a commercial or exploration vessel.
After Joining the League of Unaligned worlds, the Mullurans found themselves obligated to stand against piracy.
Most of the Mulluran technology has been either Orion technology, or technology the Orions stole and then shared with the Mullurans in exchange for support.
Many Mullurans will ship out with Orion pirates, but the Official Mulluran Government position is that these individuals act on their own and will recieve no support from the Mulluran government should they be caught.
Ferengi:
The Ferengi have a trading mission on the Mulluran homeworld. The two species get along okay. The Mulluran government would like to buy more advanced military hardware and the Ferengi are busy squeezing every drop of advanced technology for all the Latinum they can squeeze.
As with above, Mulluran adventurers and mercenaries are not uncommon among Ferengi missions.
The Bendarri Empire: The Bendarri Empire has cool contact with the Mullurans. The Bendarri have a trade mission on the Mulluran Homeworld as well.
Not only are Mulluran Adventurers and mercenaries encountered in the Bendarri Empire, but the Bendarri will hire Mulluran mercenary frigates to patrol their southern frontier. The Federation isn't exactly happy about this, and would strongly prefer that the Bendarri hire other people, but the Bendarri, so far, haven't had cause to rergret hiring the Mulluran mercenaries.
The Arkiri:
The Mullurans and Arkiri have a pretty good relationship. The Arkiri hire a lot of Mullurans for mercenary work as well as filling the role of technical and service subcontractors.
There is a technology flow between the Arkiri and the Mullurans. This makes the Federation VERY unhappy, but the Arkiri and the Mullurans don't care.
The G'Kra:
The G'Kra are NOT big fans of the Mullurans and watch them like hawks.
Pirates:
There is a combined Mulluran/Orion Pirate faction operating in the area, but it never appears at the Mulluran Homeworld. Some investigators claim that this is a deniable operation sponsored by the Mulluran High command, but there is little evidence.
In recent times, this Pirate group seems to have grown strongly in numbers and has incorporated rogue Klingons and some Klingon Technology.
If Mulluran Pirates are captured, the Mulluran government disavows them. Many Mullurans die from charging overwhelming enemies or from suicide if a pirate raid goes poorly. So far no Mulluran captured from a pirate ship has ever admitted to being an agent of the Mulluran government.
The Federation, the Bendarri and the Klingons all react strongly to Pirates, so it's not a long term option for most pirates who join up.
Area of Operation:
The western edge of the Briar Patch region.
Headquarters Location:
Mulluran HQ, on the Mulluran Homeworld.
Public Face:
Militaristic and aggressive reptilians.
Notable Members:
Lydia: A General Officer who came up with the idea of Invading the G'Kar, and commanded the First wave. She eventually became part of a guerilla death squad going AWOL from the Mulluran Military. She was killed for the failure of the invasion.
Diana: The Second Commander of the Invasion, She replaced Lydia and assigned troops to hunt down her rival and rogue Mullurans troops.
History of the Organization:
In the 2300s, the Mullurans made themselves into a free port for Orion and Klingon Raiders. They always had it in mind to gather technology and then conquer the galaxy.
In the 2370s the Mullurans challenged Starfleet and the Federation in the area, bouyed by assistance from Orion and Klingon Factions who wanted to see a counterweight to the Federation in the area.
This all ended with the G'Kra invasion. The Mullurans attacked the G'Kra expecting to get resources and a captive population of workers for their war machine.
But the math of space warfare betrayed them. The Mullurans cleared out the G'Kra space defenses and then discovered that they had a difficult time conquering the G'Kra on the surface of their world. They did horrible damage trying.
Then in 2379. just as the nature of the Quagmire became obvious, the Federation belatedly counter attacked to relieve the G'Kra.
The Federation forces pinned the Mulluran fleet in system, took them apart and then fought stranded Mulluran armies. Hundreds of thousands of Mullurans were captured and, in time expatriated to their home world.
G'Kra was ruined and it took a huge Federation relief effort to halt a serious slide into a post apocalyptic waste land.
It was a humiliating defeat. The Mulluran war machine and their opinion of themselves never really recovered.
Now, almost 30 years later, the Mullurans still wrestle with how to advance their dreams of ruling over all in a sensible way. Many Mullurans actually quit the Military and roam the stars as mercenaries and adventurers before returning to their homeworld and trying to educate their fellows.
But the experience of off world Mullurans is not enough. The work a day Mulluran knows that Mullurans are the best kind of people and should rule the galaxy.
The Mullurans have beefed up their defenses in their home system, and work on prototype war ships to refine their ability to project force.
The Mullurans remain inclined to be hostile to the Federation and allied nations, but are sensible enough not to kick start a new war.