Notes for the New Canada area
- jayphailey
- Posts: 1414
- Joined: Tue May 29, 2018 7:50 pm
Notes for the New Canada area
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 place 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 homeworld, 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 star. 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 can fuel and repair Starfleet ships. They have a fleet of cutters and small patrollers in system. It's not unusual to see Starfleet ships in the area pick up a 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, the Capital City. The 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 cosmopolitan 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/Giraffes 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 slightly warmer than average, so it boasts very large jungles.
The world also has a run of Sauropods 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 older systems 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 council extensively making it a true world government.
Population:
Approximately 4 billion of various native races.
A smattering of galactic races.
Races present
The Xnidans have 5 major races 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 subtypes 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 workable government and begin the project of working their way into Modernity.
In the 23rd century, Federation Scouts happened by and made contact. 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 time 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 invite hostility and conquest from the Empire. Which was true until the late 24th century. The Klingon 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 peaceful 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 throughout the region. The Xnidans are almost ready to drop the curtain.
But they're used to things this way now.
Languages:
Each of the five Species had its prime language and dozens of dialects.
The Bonotarla language became the principal language of 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 available was just easier for everyone.
Military:
There is a Xnida Self Defense Force. It appears to be "Adequate". A few ships and a few defense stations. Lots of Xnidans do exchange tours with Starfleet or other local forces, or 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 shipyard.
Strategic Importance:
Xnida always seems to have a little extra of what local 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 associate 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 tours 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 averse 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 the Xnidans may present a path out of being another small fry enemy of the Federation.
The Orions: For a long time, Xnida swallowed their pride and their moral compass and did what they needed to do to get foreign exchange and technology out of the 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 underworld.
They are always open for Orion traders. They regard the Orions themselves with affection. Orions were their first off-world contacts. But pirate ships are not welcome.
Advantages: Some Xnidans are very large and physically powerful people. With a number of related but separate 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.
Weaknesses: The Xnidans come 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.
Name: Xnida
Created by: Jay P. Hailey, Inspired by multiple sources
Summary:
The Dinosaur Planet
Game Role:
An inhabited Planet. Perhaps a place 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 homeworld, 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 star. 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 can fuel and repair Starfleet ships. They have a fleet of cutters and small patrollers in system. It's not unusual to see Starfleet ships in the area pick up a 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, the Capital City. The 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 cosmopolitan 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/Giraffes 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 slightly warmer than average, so it boasts very large jungles.
The world also has a run of Sauropods 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 older systems 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 council extensively making it a true world government.
Population:
Approximately 4 billion of various native races.
A smattering of galactic races.
Races present
The Xnidans have 5 major races 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 subtypes 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 workable government and begin the project of working their way into Modernity.
In the 23rd century, Federation Scouts happened by and made contact. 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 time 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 invite hostility and conquest from the Empire. Which was true until the late 24th century. The Klingon 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 peaceful 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 throughout the region. The Xnidans are almost ready to drop the curtain.
But they're used to things this way now.
Languages:
Each of the five Species had its prime language and dozens of dialects.
The Bonotarla language became the principal language of 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 available was just easier for everyone.
Military:
There is a Xnida Self Defense Force. It appears to be "Adequate". A few ships and a few defense stations. Lots of Xnidans do exchange tours with Starfleet or other local forces, or 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 shipyard.
Strategic Importance:
Xnida always seems to have a little extra of what local 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 associate 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 tours 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 averse 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 the Xnidans may present a path out of being another small fry enemy of the Federation.
The Orions: For a long time, Xnida swallowed their pride and their moral compass and did what they needed to do to get foreign exchange and technology out of the 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 underworld.
They are always open for Orion traders. They regard the Orions themselves with affection. Orions were their first off-world contacts. But pirate ships are not welcome.
Advantages: Some Xnidans are very large and physically powerful people. With a number of related but separate 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.
Weaknesses: The Xnidans come 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.
- jayphailey
- Posts: 1414
- Joined: Tue May 29, 2018 7:50 pm
Re: Notes for the New Canada area
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 are 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 Klingon 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'Kra, 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'Kra 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 finall 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'Kra 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 guerilas 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 the 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 are 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 Klingon 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'Kra, 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'Kra 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 finall 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'Kra 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 guerilas 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 the 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: 1414
- Joined: Tue May 29, 2018 7:50 pm
Re: Notes for the New Canada area
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 wwatch 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 wwatch 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.
- jayphailey
- Posts: 1414
- Joined: Tue May 29, 2018 7:50 pm
Re: Notes for the New Canada area
Profile the Arkiri
Arkiripis
Created by: Jay P Hailey
Occurrence: The Briar Patch region
Appearance: In their natural form The Arkiri are blobs that look something like Jello, of various colors. Various darker blobs can be seen floating in the Jello, these are the Arkiri's organs.
Number of Members:
Approximately 5 billion on their Homeworld Arkiripis. Unknown numbers elsewhere.
Nature of Members:
The Arkiri are a sophont species that looks something like Jello. They weigh between 50 and 100 lbs when fully grown. Being boneless they can squish themselves into any number of shapes and extend Pseudo pods. They are semi shape changers. Usually when encountered an Arkiri will be wearing a "Suit".
This can take innumerable forms, but the usual one looks like a humanoid set of armor. Advanced models can fully mimic humans, Orions or other life forms. Other advanced models are just egg shaped pods that use tractor beams and anti-gravity to move around.
The Arkiri were encountered by Orion scouts, who apparently walked right over the Arkiri and took what they wanted. The Arkiri resolved to never let this happen again. After they met the Bendarri they calmed down some, but the Arkiri were acutely aware of their physical drawbacks compared to humanoid life forms.
The Arkiri consider their non-suited forms to be very vulnerable and so only show them to people they trust a great deal.
The Arkiri are mostly herbivores, but they will eat small fish and bugs if these happen by. Arkiri Cuisine is pretty awful to anyone who is not Arkiri. Arkiri chefs create hundreds of concoctions using native plants, spices, small animals and to make stuff that is repulsive to most people and occasionally actually poisonous.
Arkiri feel the same way about human and Orion food. They think Bendarri food is a horror show.
Organization:
Semi-Corporate. The Arkiri were fanatical businessmen when they were first encountered. The solved most of their needs using corporate forms and flavors of commerce. After a long history of mergers, battles, espionage and skulduggery, the Supra-Arkiripis Holding Company managed to acquire or merger with all competitors. So all corporations on Arkiri are subsidiaries of the SAHC.
The Arkiri are fanatical traders, businessmen and wheeler-dealers. They can hold their own with the Ferengi and the Purulu.
The Arkiri are greedy and not terribly shy about it, an impulse which has caused them problems in the past.
Game Role:
Weird semi-antagonists
World Role:
Life, Jim, but not as we know it.
Relative Influence:
Large for their area of space, not too much beyond it. They're working on that.
Public or Secret:
They are public but not widely known outside of the area.
Publicly Stated Goal:
To become rich and powerful enough to fear no other empire!
Relative Wealth:
Compared to any other single planet, good. Their economy is old fashioned but they are adopting modern technology and ways. The Arkiri love to accumulate wealth. Only built up Federation, Bendarri or Klingon worlds can rival Arikiri in economic power.
Group advantages:
They are good at math, engineering and finance. They'll work a deal with ANYONE.
Special Abilities:
An Arkiri can squeeze through a 4 millimeter hole if necessary. You'd have to work all day to hurt one with a bat. They can be cut, however. Their blood is liquid and gives them their color. A bled out Arkiri is sort of translucent white. The different colors, strongly reminiscent of jello are due to different blood chemistries. They didn't know it was weird until they discovered that other races all have blood of one color.
Group disadvantages:
Greedy. An Arkiri might just sell you his grandma if you offered him enough. And Grandma Arkiri would demand her cut of the take before she'd go with you. This can occasionally lead to Arkiri who hurt Arkiri or their world in pursuit of profit. The Arkiri legal system is odd, takes it time, but usually miscreant or harmful Arkiri are held accountable.
The worst penalty in the Arkiri system is "Total liquidation" - everything belonging to the Arkiri is confiscated and auctioned to pay off lawsuits. The Arkiri is ceremoniously hauled outside and dumped out of his "Suit" and left in front of the court, empty handed. Or empty Psuedo-podded as the case may be. Friends and family often abandon such Arkiri because offering sympathy or support might expose them to further lawsuits. But only Arkiri are considered in this legal system. Aliens have their claims dismissed.
The Arkiri, being greedy and occasionally sort of mean, have become a notorious freeport in the region. Bring something good to Arkiripis and some Arkiri will buy it, no matter how foully it was acquired.
Special disadvantages:
Physically the Arkiri are weak. A bare handed Arkiri just can't really stop a humanoid from doing anything.
Early experiences with this was traumatizing, so, besides bank accounts, the Arkiri really measure themselves by their ability to physically resist aggressive humanoids.
Military:
Among themselves, Arkiri settle disputes by argumentation. They love it. their language is tuned for it. They can express complex concepts in brief lyrical terms. They struggle with emotional terms. Their word for love is "My preferred business partner"
When Orions and Musari started showing up, the Arkiri revisited the concept of "Guns". and quickly acquired hoglegs, heaters and other tools of self defense.
The Arkiri have a very capable planetary defense force. Their idea of exploring space is to load up a trading ship and go see who's in the market for what they have.
The Arkiri quickly struck deals with Orion, Musari and Klingon raiders, and acquired the ability to build armed starships. Soon these improved and improved again.
The Arkiri will service, repair and steal technology from any ship that happens by and can pay for the repairs. One intrepid Arkiri spy lived for two years among the plumbing and life support gear of an Orion raider. When they returned to Arkiri, he was a rich, rich puddle of jello.
The Arkiri are mainly interested in making sure no one pushes them around, and this is what their military forces are built around.
All Arkiri who are in places where they may have to interact with off worlders carry weapons of some sort. Usually something inspired by the Federation's Phaser-1. Or maybe more than inspired by. The Arkiri don't consider anyone else's intellectual property laws to be binding on them.
Other Arkiri use "Suits" that mount heavy anti-personnel cannon.
The Arkiri consider the idea of an Arkiri using a weapon on another Arkiri perverse and deranged. It does happen, every once in a while, but far below the levels seen among humanoids.
Relations
The Bendarri Empire: The Bendarri wish the Arkiri were a little more community minded. They are on the fringes of the Bendarri Empire and the Bendarri are working on expanding their zone of control. Although the Arkiri are in the Bendarri sphere of control, they deny the Bendarri have any jurisdiction. This may come to a head in time. In current times if a rare Bendarri frigate catches a pirate heading to Arkiripis, the Arkiri won't lift a psuedo-pod. If you pick a fight with the police or a nation's defense forces, you're on your own, buddy.
The Bendarri are troubled by the rapid and serious militarization of Arkiripis, but they don't have the resources to really try to muscle the Arkiri. So they're trying to make nice with the Arkiri. The Arkiri will listen to anyone, they don't see any point in not talking. But they're pretty firm on the idea that Arkiripis and the Arkiri belong to the Arkiri and no one else has anything to say about it.
Arkiri trade ships are generally welcomed in the Bendarri Empire. The dishonest ones get a reputation pretty quickly and get run off or hassled to the point where the dishonest merchant goes broke.
The Musari: The Arkiri will totally hire Musari mercenaries. Musari pirates are also welcome if they're not violent in the Arkiripis system. The Musari have a mixed relation ship with the Arkiri. Many Musari love having a planetary "Blood Bath and Beyond" open 24 hours a day. Other Musari are not big fans of the Arkiri tendency to put profit ahead of all else. So you'll see Musari and Arkiri who get along fine and others who have long running rivalries.
The Federation: Like the Bendarri The Federation wishes the Arkiri were a little more high minded. Federation starships often stop by Arkiri to look for pirates and criminals. There is a menu available of how much the Federation is willing to pay in anti-matter for various services at Arkiri. The Arkiri consider a bargaining cheat sheet to be iconic for how bad Federation people are at trade.
The Klingon Empire: The Arkiri don't have much contact with the Empire, as such. But the Arkiri are always ready to meet Klingon raiders and charge them for repairs and service to their ships. An Arkiri tried the same trick above, sneaking into the dead spaces of a Klingon ship to steal Klingon technology secrets. His transmissions suddenly stopped. Evidence suggests the unfortunate being was caught and eaten by a Klingon Security officer.
The Arkiri will hire Klingon mercenaries all day, but they aren't invited to dinner.
Klingon House North-1: As Real Klingons, House North-1 considers the Arkiri to be only worthy of being slaves to the Empire. But House North-1 raiders will go to Arkiripis for repairs and resupply.
Klingon House North-2: They have had mercenary ships work for the Arkiris, and occasionally purchase interesting information or technology from the Arkiris. But generally these Klingons leave Arkiris alone. They have their plate full fighting KHN-1.
Klingon House North-3: He has a solid trade relationship with the Arkiris, something both parties appreciate.
Klingon house North-4: Ignores the Arkiri. In time they will be brought under the Klingon banner. Until then, they're left alone.
The Orions: Orion scouts, Pirates, Explorers and adventurers enjoy stopping by Arkiri. You don't have to hide that the wares you're selling are pirate booty or explain how your ship got weapons damage. The Arkiri don't care. But since Arkiri is a known free port (They advertise themselves on subspace radio!), Starfleet intelligence, Bendarri Intelligence and various Klingon organizations have ship watching operations on Arkiripis.
Usually the Orion Pirates who stop by Arkiripis are either newbies or second rate pirates. Occasionally a pro stops by disguising himself and his ship as a second rate pirate.
Once in the system, Ships are generally quite safe. The Arkiris reason that if someone is willing to explode their business opportunities with weapons fire, then exploding actual Arkiri is not far behind, so they take care of the issue directly. Occasionally one will see a free trader or a merchant racing a pirate to Akiripis to reach safety.
Ferengi: The Ferengi are a weird mix of competition and close friends. The Ferengi generally appreciate the Arkiri concept of business and business Ferengi admire the Arkiri business ethics. An alliance between a smart Ferengi and a smart Arkiri is a powerful force indeed. Some Ferengi trade organizations have traded with the Arkiris to get breaks on Ship repair and servicing.
Mullurans: The Arkiri have mixed feeling for the Mullurans. The Mullurans are suckers, but they're working on trying to be a counterweight to the Federation. So the Arkiri try to only exploit the Mullurans a little. The Arkiri will hire Mulluran Mercenaries.
Area of Operation:
The Briar patch area, just east of the other end of the Briar Patch from New Canada, just inside the Bendarri Sphere.
Headquarters Location:
SAHC Corporate Headquarters at Killiapis City on Arkiripis, a campus of buildings where various departments and subsidaries have their offices.
Public Face:
A plastic, smiling face of trade.
Notable Members:
Larry Limpburgh. This being started out with Orion scouts and eventually bootstrapped himself up to the level of Senior VP and stock Holder in the SAHC. He was responsible for much of the SAHC Security Department's advances in military hardware and technological capacity. He favored a human formed suit with an unfortunate orange skin coloring, a loose toupee and a prediction for purple business suits.
Larry's main triumphs were in assembling a decent squad of engineers and then becoming a patron of several mad scientists. Larry usually was able to step in before mad schemes got out of hand, and since he and his people provided labs, living space and support, he was also able to record and copy notes, processes and devices that were advanced from anything the Arkiri had.
Larry lost his life when a mad science experiment involving time travel exploded in the face of himself and his support staff.
Since then rumors have swirled that the destructive end was a false flag, that Larry and his Arkiri crew just donned other suits and fled, living under assumed identities.
Larry's real name was never widely known. He chose the name everyone knew him by early in his career, and used it consistently until the Time Travel problem ended him. His family knows the name and uses it as a way to confirm each other's identity. Endless numbers of dishonest Arkiri have claimed to be offspring or cousins of Larry. It's a popular con.
Larry had a small band of Musari he had a relationship with. Occasional allies, partners and rivals, it was rumored that they were present that fateful day and their battle to keep Larry from using Time Travel as tool for profit was responsible for the explosion that claimed them all.
This rumor is popular among the Musari, but is considered bogus hogwash by most important Arkiri.
History of the Organization:
The Arkiri were first contacted in about 2215, and this set the tone for the relationship. An Orion Scout discovered them. The first scouts just went where they wanted and took what they wanted, all Arkiri attempts to stop them failed.
The second scouting mission disappeared.
The third negotiated and discovered that the second had been destroyed by the Arkiri, who had invented primitive but powerful space defense weapons.
Ever after the Arkiri were a stop for anyone who has resources to pay the Arkiri with.
In the 2260s, Arkiri fell inside the agreed globe of the Bendarri Empire. This boundary was agreed to by the Bendarri and the Federation. The Arkiri were not consulted, something they never tire of reminding everyone.
The Arkiri put in bids to host a Federation Starbase, anticipating rich rewards from such an installation, but were rejected.
The Arkiri have played a role in commerce, trade and logisitics in the area for the Federation, but they have also played a similar role for the expansion of Orion factions into the area.
Recently the SAHC published a request for proposals on the proposal "Resolved: Pirate based commerce is good for Arkiripis and should be continued."
The Federation took a contrary positions and crafted a logical yet pithy response, as did the Bendarri Empire.
The Ferengi reply was mixed, but they offered to assist Arkiri with economic development and security if the Arkiri adopted an anti-piracy stance.
The League of Unaligned Worlds also made promises, should the Arkiri stop being a free-port and ally with the League. These promises are considered extravagant and not entirely credible.
Many Klingon and Orion faction replies amount to threats of violence against the Arkiri.
The cogent and persuasive Orion Arguments were not heard in the open and have not been published.
The floating of this question has generated strong activity on Arkiripis and the discussion is on-going.
Arkiripis
Created by: Jay P Hailey
Occurrence: The Briar Patch region
Appearance: In their natural form The Arkiri are blobs that look something like Jello, of various colors. Various darker blobs can be seen floating in the Jello, these are the Arkiri's organs.
Number of Members:
Approximately 5 billion on their Homeworld Arkiripis. Unknown numbers elsewhere.
Nature of Members:
The Arkiri are a sophont species that looks something like Jello. They weigh between 50 and 100 lbs when fully grown. Being boneless they can squish themselves into any number of shapes and extend Pseudo pods. They are semi shape changers. Usually when encountered an Arkiri will be wearing a "Suit".
This can take innumerable forms, but the usual one looks like a humanoid set of armor. Advanced models can fully mimic humans, Orions or other life forms. Other advanced models are just egg shaped pods that use tractor beams and anti-gravity to move around.
The Arkiri were encountered by Orion scouts, who apparently walked right over the Arkiri and took what they wanted. The Arkiri resolved to never let this happen again. After they met the Bendarri they calmed down some, but the Arkiri were acutely aware of their physical drawbacks compared to humanoid life forms.
The Arkiri consider their non-suited forms to be very vulnerable and so only show them to people they trust a great deal.
The Arkiri are mostly herbivores, but they will eat small fish and bugs if these happen by. Arkiri Cuisine is pretty awful to anyone who is not Arkiri. Arkiri chefs create hundreds of concoctions using native plants, spices, small animals and to make stuff that is repulsive to most people and occasionally actually poisonous.
Arkiri feel the same way about human and Orion food. They think Bendarri food is a horror show.
Organization:
Semi-Corporate. The Arkiri were fanatical businessmen when they were first encountered. The solved most of their needs using corporate forms and flavors of commerce. After a long history of mergers, battles, espionage and skulduggery, the Supra-Arkiripis Holding Company managed to acquire or merger with all competitors. So all corporations on Arkiri are subsidiaries of the SAHC.
The Arkiri are fanatical traders, businessmen and wheeler-dealers. They can hold their own with the Ferengi and the Purulu.
The Arkiri are greedy and not terribly shy about it, an impulse which has caused them problems in the past.
Game Role:
Weird semi-antagonists
World Role:
Life, Jim, but not as we know it.
Relative Influence:
Large for their area of space, not too much beyond it. They're working on that.
Public or Secret:
They are public but not widely known outside of the area.
Publicly Stated Goal:
To become rich and powerful enough to fear no other empire!
Relative Wealth:
Compared to any other single planet, good. Their economy is old fashioned but they are adopting modern technology and ways. The Arkiri love to accumulate wealth. Only built up Federation, Bendarri or Klingon worlds can rival Arikiri in economic power.
Group advantages:
They are good at math, engineering and finance. They'll work a deal with ANYONE.
Special Abilities:
An Arkiri can squeeze through a 4 millimeter hole if necessary. You'd have to work all day to hurt one with a bat. They can be cut, however. Their blood is liquid and gives them their color. A bled out Arkiri is sort of translucent white. The different colors, strongly reminiscent of jello are due to different blood chemistries. They didn't know it was weird until they discovered that other races all have blood of one color.
Group disadvantages:
Greedy. An Arkiri might just sell you his grandma if you offered him enough. And Grandma Arkiri would demand her cut of the take before she'd go with you. This can occasionally lead to Arkiri who hurt Arkiri or their world in pursuit of profit. The Arkiri legal system is odd, takes it time, but usually miscreant or harmful Arkiri are held accountable.
The worst penalty in the Arkiri system is "Total liquidation" - everything belonging to the Arkiri is confiscated and auctioned to pay off lawsuits. The Arkiri is ceremoniously hauled outside and dumped out of his "Suit" and left in front of the court, empty handed. Or empty Psuedo-podded as the case may be. Friends and family often abandon such Arkiri because offering sympathy or support might expose them to further lawsuits. But only Arkiri are considered in this legal system. Aliens have their claims dismissed.
The Arkiri, being greedy and occasionally sort of mean, have become a notorious freeport in the region. Bring something good to Arkiripis and some Arkiri will buy it, no matter how foully it was acquired.
Special disadvantages:
Physically the Arkiri are weak. A bare handed Arkiri just can't really stop a humanoid from doing anything.
Early experiences with this was traumatizing, so, besides bank accounts, the Arkiri really measure themselves by their ability to physically resist aggressive humanoids.
Military:
Among themselves, Arkiri settle disputes by argumentation. They love it. their language is tuned for it. They can express complex concepts in brief lyrical terms. They struggle with emotional terms. Their word for love is "My preferred business partner"
When Orions and Musari started showing up, the Arkiri revisited the concept of "Guns". and quickly acquired hoglegs, heaters and other tools of self defense.
The Arkiri have a very capable planetary defense force. Their idea of exploring space is to load up a trading ship and go see who's in the market for what they have.
The Arkiri quickly struck deals with Orion, Musari and Klingon raiders, and acquired the ability to build armed starships. Soon these improved and improved again.
The Arkiri will service, repair and steal technology from any ship that happens by and can pay for the repairs. One intrepid Arkiri spy lived for two years among the plumbing and life support gear of an Orion raider. When they returned to Arkiri, he was a rich, rich puddle of jello.
The Arkiri are mainly interested in making sure no one pushes them around, and this is what their military forces are built around.
All Arkiri who are in places where they may have to interact with off worlders carry weapons of some sort. Usually something inspired by the Federation's Phaser-1. Or maybe more than inspired by. The Arkiri don't consider anyone else's intellectual property laws to be binding on them.
Other Arkiri use "Suits" that mount heavy anti-personnel cannon.
The Arkiri consider the idea of an Arkiri using a weapon on another Arkiri perverse and deranged. It does happen, every once in a while, but far below the levels seen among humanoids.
Relations
The Bendarri Empire: The Bendarri wish the Arkiri were a little more community minded. They are on the fringes of the Bendarri Empire and the Bendarri are working on expanding their zone of control. Although the Arkiri are in the Bendarri sphere of control, they deny the Bendarri have any jurisdiction. This may come to a head in time. In current times if a rare Bendarri frigate catches a pirate heading to Arkiripis, the Arkiri won't lift a psuedo-pod. If you pick a fight with the police or a nation's defense forces, you're on your own, buddy.
The Bendarri are troubled by the rapid and serious militarization of Arkiripis, but they don't have the resources to really try to muscle the Arkiri. So they're trying to make nice with the Arkiri. The Arkiri will listen to anyone, they don't see any point in not talking. But they're pretty firm on the idea that Arkiripis and the Arkiri belong to the Arkiri and no one else has anything to say about it.
Arkiri trade ships are generally welcomed in the Bendarri Empire. The dishonest ones get a reputation pretty quickly and get run off or hassled to the point where the dishonest merchant goes broke.
The Musari: The Arkiri will totally hire Musari mercenaries. Musari pirates are also welcome if they're not violent in the Arkiripis system. The Musari have a mixed relation ship with the Arkiri. Many Musari love having a planetary "Blood Bath and Beyond" open 24 hours a day. Other Musari are not big fans of the Arkiri tendency to put profit ahead of all else. So you'll see Musari and Arkiri who get along fine and others who have long running rivalries.
The Federation: Like the Bendarri The Federation wishes the Arkiri were a little more high minded. Federation starships often stop by Arkiri to look for pirates and criminals. There is a menu available of how much the Federation is willing to pay in anti-matter for various services at Arkiri. The Arkiri consider a bargaining cheat sheet to be iconic for how bad Federation people are at trade.
The Klingon Empire: The Arkiri don't have much contact with the Empire, as such. But the Arkiri are always ready to meet Klingon raiders and charge them for repairs and service to their ships. An Arkiri tried the same trick above, sneaking into the dead spaces of a Klingon ship to steal Klingon technology secrets. His transmissions suddenly stopped. Evidence suggests the unfortunate being was caught and eaten by a Klingon Security officer.
The Arkiri will hire Klingon mercenaries all day, but they aren't invited to dinner.
Klingon House North-1: As Real Klingons, House North-1 considers the Arkiri to be only worthy of being slaves to the Empire. But House North-1 raiders will go to Arkiripis for repairs and resupply.
Klingon House North-2: They have had mercenary ships work for the Arkiris, and occasionally purchase interesting information or technology from the Arkiris. But generally these Klingons leave Arkiris alone. They have their plate full fighting KHN-1.
Klingon House North-3: He has a solid trade relationship with the Arkiris, something both parties appreciate.
Klingon house North-4: Ignores the Arkiri. In time they will be brought under the Klingon banner. Until then, they're left alone.
The Orions: Orion scouts, Pirates, Explorers and adventurers enjoy stopping by Arkiri. You don't have to hide that the wares you're selling are pirate booty or explain how your ship got weapons damage. The Arkiri don't care. But since Arkiri is a known free port (They advertise themselves on subspace radio!), Starfleet intelligence, Bendarri Intelligence and various Klingon organizations have ship watching operations on Arkiripis.
Usually the Orion Pirates who stop by Arkiripis are either newbies or second rate pirates. Occasionally a pro stops by disguising himself and his ship as a second rate pirate.
Once in the system, Ships are generally quite safe. The Arkiris reason that if someone is willing to explode their business opportunities with weapons fire, then exploding actual Arkiri is not far behind, so they take care of the issue directly. Occasionally one will see a free trader or a merchant racing a pirate to Akiripis to reach safety.
Ferengi: The Ferengi are a weird mix of competition and close friends. The Ferengi generally appreciate the Arkiri concept of business and business Ferengi admire the Arkiri business ethics. An alliance between a smart Ferengi and a smart Arkiri is a powerful force indeed. Some Ferengi trade organizations have traded with the Arkiris to get breaks on Ship repair and servicing.
Mullurans: The Arkiri have mixed feeling for the Mullurans. The Mullurans are suckers, but they're working on trying to be a counterweight to the Federation. So the Arkiri try to only exploit the Mullurans a little. The Arkiri will hire Mulluran Mercenaries.
Area of Operation:
The Briar patch area, just east of the other end of the Briar Patch from New Canada, just inside the Bendarri Sphere.
Headquarters Location:
SAHC Corporate Headquarters at Killiapis City on Arkiripis, a campus of buildings where various departments and subsidaries have their offices.
Public Face:
A plastic, smiling face of trade.
Notable Members:
Larry Limpburgh. This being started out with Orion scouts and eventually bootstrapped himself up to the level of Senior VP and stock Holder in the SAHC. He was responsible for much of the SAHC Security Department's advances in military hardware and technological capacity. He favored a human formed suit with an unfortunate orange skin coloring, a loose toupee and a prediction for purple business suits.
Larry's main triumphs were in assembling a decent squad of engineers and then becoming a patron of several mad scientists. Larry usually was able to step in before mad schemes got out of hand, and since he and his people provided labs, living space and support, he was also able to record and copy notes, processes and devices that were advanced from anything the Arkiri had.
Larry lost his life when a mad science experiment involving time travel exploded in the face of himself and his support staff.
Since then rumors have swirled that the destructive end was a false flag, that Larry and his Arkiri crew just donned other suits and fled, living under assumed identities.
Larry's real name was never widely known. He chose the name everyone knew him by early in his career, and used it consistently until the Time Travel problem ended him. His family knows the name and uses it as a way to confirm each other's identity. Endless numbers of dishonest Arkiri have claimed to be offspring or cousins of Larry. It's a popular con.
Larry had a small band of Musari he had a relationship with. Occasional allies, partners and rivals, it was rumored that they were present that fateful day and their battle to keep Larry from using Time Travel as tool for profit was responsible for the explosion that claimed them all.
This rumor is popular among the Musari, but is considered bogus hogwash by most important Arkiri.
History of the Organization:
The Arkiri were first contacted in about 2215, and this set the tone for the relationship. An Orion Scout discovered them. The first scouts just went where they wanted and took what they wanted, all Arkiri attempts to stop them failed.
The second scouting mission disappeared.
The third negotiated and discovered that the second had been destroyed by the Arkiri, who had invented primitive but powerful space defense weapons.
Ever after the Arkiri were a stop for anyone who has resources to pay the Arkiri with.
In the 2260s, Arkiri fell inside the agreed globe of the Bendarri Empire. This boundary was agreed to by the Bendarri and the Federation. The Arkiri were not consulted, something they never tire of reminding everyone.
The Arkiri put in bids to host a Federation Starbase, anticipating rich rewards from such an installation, but were rejected.
The Arkiri have played a role in commerce, trade and logisitics in the area for the Federation, but they have also played a similar role for the expansion of Orion factions into the area.
Recently the SAHC published a request for proposals on the proposal "Resolved: Pirate based commerce is good for Arkiripis and should be continued."
The Federation took a contrary positions and crafted a logical yet pithy response, as did the Bendarri Empire.
The Ferengi reply was mixed, but they offered to assist Arkiri with economic development and security if the Arkiri adopted an anti-piracy stance.
The League of Unaligned Worlds also made promises, should the Arkiri stop being a free-port and ally with the League. These promises are considered extravagant and not entirely credible.
Many Klingon and Orion faction replies amount to threats of violence against the Arkiri.
The cogent and persuasive Orion Arguments were not heard in the open and have not been published.
The floating of this question has generated strong activity on Arkiripis and the discussion is on-going.
- jayphailey
- Posts: 1414
- Joined: Tue May 29, 2018 7:50 pm
Re: Notes for the New Canada area
This world is well behind the lines and feed the Starbase at New Canada
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
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 churns 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 build 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 vaguely 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 questionaire 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 reason 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 things 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.
Military:
The System has an extensive 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 hardened 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 Their HQ and New Detroit. They are considered seriously allied.
House Ogalak: New Klingon. They have a stand offfish 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 had 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 use 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 itself, 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 Rouge 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, and 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 sso 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 and 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 Detroit 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.
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.
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
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 churns 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 build 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 vaguely 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 questionaire 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 reason 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 things 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.
Military:
The System has an extensive 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 hardened 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 Their HQ and New Detroit. They are considered seriously allied.
House Ogalak: New Klingon. They have a stand offfish 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 had 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 use 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 itself, 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 Rouge 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, and 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 sso 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 and 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 Detroit 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.
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: 1414
- Joined: Tue May 29, 2018 7:50 pm
Re: Notes for the New Canada area
I need a name for a Stellar Nursery.
This is a nebula where several new stars have been born. Many are very large, very blue, and very loud. Dust and rocks and icy bodies everywhere.
From nearby planets it's a collection of bright, pretty stars.
But up close the name Stellar nursery is not that accurate. It's a stellar riot. A stellar mosh pit.
This is a nebula where several new stars have been born. Many are very large, very blue, and very loud. Dust and rocks and icy bodies everywhere.
From nearby planets it's a collection of bright, pretty stars.
But up close the name Stellar nursery is not that accurate. It's a stellar riot. A stellar mosh pit.
- jayphailey
- Posts: 1414
- Joined: Tue May 29, 2018 7:50 pm
Re: Notes for the New Canada area
Looks about right. They need to make everyone sorry.
-- The Innkeeper