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Colonizers: Vrusk/Humans
Population: Medium (60% Human; 38% Vrusk; 1 % Dralasite; 1 % Yazirian)
Trade: Farming, electronics, metal extraction and glassware
Climate Range:
Average Surface Temp.: Temperate zone: 20°C (day=30°C,night=10°C)
Equatorial Zone: 30°C (day=50°C,night=10°C)
% Water: 20%
Gravity: 0.6
Diameter: 9800km
Moons: 2
Length of Day: 18 hours
Inclination: 20 degrees
Length of Year: 272 local days
(68-day seasons, affecting ave. temperature by +/- 1O°C)



  1. Tivalla
  2. Setarz


Kraatar is a small, mountainous world first settled by Human colonists from White Light 200 years ago. The planet lies in a close orbit to the star Tristkar and has a thin atmosphere. Water covers only 20% of the planet and there is very little cloud cover. Being near the inner edge of the system's life zone, Kraatar receives large amounts of stellar radiation and temperatures at the equator range from 0 to 60°C. As a result, deserts occupy most of the equatorial zone of the planet.

The majority of Kraatar is covered by high altitude deserts and jagged mountain ranges rising up to heights of 10,000 meters. The atmosphere in the mountains is too thin to breathe without the aid of breathing apparatus, but numerous "flatlands" exist around the planet, many of which are below sea level. These areas are very fertile and, more importantly, the atmosphere here is sufficiently dense to allow PC races to breathe without assistance. However, the air is not as dense as most people are used to, and characters attempting any strenuous activity (e.g. running, climbing or fighting) will lose 1 point of Stamina every 10 minutes. When a character's Stamina reaches zero, he/she will fall unconcious for 1d10+10 turns. For each turn of rest, characters regain 1 point of Stamina, although Stamina lost through wounds, poisons, etc. must be recovered in the normal way. Natives of Kraatar are not subject to these effects, but they cannot function in the mountains without breathing apparatus, where unprotected characters lose 1 point of Stamina per turn until dead.


The first Human colonists landed at Gozzorf, on the shores of the Yatiz Sea. Soon small communities were established here, at Quazzt's Depression and in the other flatlands. Searches were made in the planet's mountains for heavy metals, but no rich deposits were ever found, and only a few iron and copper mines were established.

Isolated in their communities many ofthe colonists took to a quiet life, tilling the land for crops and herding a few imported animals. As the years passed, the colonists lost many of their technological skills, and as machinery wore out, they were unable to replace it. Gradually they were reduced to a simple, self-sufficient existence where high technology was a thing of the past.

Enter the Vrusk

Few ships visited Kraatar until 80 years ago, when a Vrusk trade ship landed at Gozzorf. After a hesitant meeting, the two races struck up a rapport and the Vrusk traded technological hardware for agricultural produce. The Vrusk soon left Kraatar, only to return later with more machinery to trade with the Humans.

Equipped with the latest in farm machinery, the Humans were able to increase production, and buy more Vrusk goods. Soon more Vrusk ships arrived at Kraatar. Many came to trade, but others brought settlers and with them Vrusk trade houses eager for new markets. The trade houses began to establish manufacturing plants and to conduct comprehensive surveys of the planet. This research revealed that the sands of Kraatar's deserts could provide an ideal source of silicon for computer manufacture, as well as producing some of the most beautiful glass ever seen by Vrusk. If cut and polished, the glass scintillates and sparkles with all the colours of the rainbow. Soon Kraatar glassware was sought by Vrusk art lovers all over the Frontier, and rapidly became one of Kraatar's major exports. At the same time, the two seas were discovered to be rich in mineral deposits. As news of these finds spread, more Vrusk trade houses came to Kraatar to exploit its new found wealth.

In the early years, both races benefited from these developments. The Humans were supplied with much needed technology, and the Vrusk had markets both on and off planet with which to enrich themselves. The Vrusk trade houses established hospitals and a university at Gozzorf. They discovered the remains of the original Human settlers' ship, and set about restoring it. It would never fly again, but it was lovingly rebuilt by the Vrusk with a museum around it to honour the Humans on Kraatar and to display Vrusk art collections.

The Dispossessed

As more farm machinery became available, fewer Humans were needed to work the land, freeing them for other activities. Many of them journeyed tothe newVrusk towns and cities where they fou nd employment in the Vrusk electronics, glass and metal-extraction factories. Many others found work building the monorail which now circles the planet.

It was in the factories that dissension first grew among the Humans. As the Vrusk became more established, more of their racial beliefs were introduced. To a Vrusk it is second nature to allow a trade house todetermine one's life but, to many ofthe Humans of Kraatar, this was abhorrent. Used to a pastoral existence, with order imposed only by the seasons, many Humans refused to accept the full ramifications of Vrusk society. Dissatisfaction was first shown in a desire to return to the land, but Vrusk technology had changed the world. Now one machine could easily do the work of over a hundred labourers. A return to the old farming techniques was impossible, for Humans now relied heavily on Vrusk technology to maintain their farms and standard of living.

Unable to return to the farms, most Humans have now adjusted to their new lives and accept the presence of the Vrusk as employers; but attempts to impose Vrusk beliefs have not been very successful. Few Humans have adopted Vrusk company names, and attempts by Vrusk executives to instil in Humans the Vrusk sense of belonging to a trade house have met with little success.

Vrusk Atitudes

Many Vrusk executives are confused by these reactions; they see the situation as one of mutual interdependence - the good of the trade house is the good of all, Humans and Vrusk alike. The trade houses offer medical, educational and recreational facilities to both their Vrusk and Human workers. Surely this is the road to harmony and prosperity for all? Yet many Humans insist on moving from one trade house to another, requiring new housing and causing disruptions in daily life and production.

To help with this clash of cultures, many Vrusk trade houses have employed Human advisors in an attempt to sort out the problems as equitably as possible. For years it looked as though this approach was working; Vrusk and Humans began to work closely together and all benefited.

The Freedom Fighters

However, some Humans were determined to stop their fellows becoming ever more Vrusk-like, and 30 years ago the Kraatar Liberation Corps was secretly founded by Jack Legrange and David Dever

The Kraatar Liberation Corps (KLC) is dedicated to freeing Kraatar from Vrusk domination. It is an underground organisation which has been responsible for numerous attacks on Vrusk factories and installations. Until 3 years ago these attacks were small scale, but now Legrange is secretly supplying arms to the KLC and it has recently been able to stage a number of major attacks. A raid on a glass factory left eight Vrusk dead and disrupted production for 3 weeks. Another attack at the starport resulted in the destruction of a shuttle and the loss of seven Vrusk and 12 Human lives.

The Commerical Council

The group of Vrusk executives who form the Commercial Council are currently monitoring the situation, hoping for a return to harmony and a stabilisation of life on Kraatar.

The situation is very tense. Many Vrusk do not wish it to get any worse and hope that harmony will restore itself. Vist'Lat trade house is, however, intent on exacerbating the situation by cutting the wages of its human workers and by economically squeezing other Vrusk trade houses (see Major Trade Houses - below). All trade houses have increased their level of security and Ral'lk'Ka (the trade house specialising in security) is doing booming business. Acting under Vist'Lat instructions, Ral'lk'Ka has even carried out reprisals against some farms believed to harbour KLC members.

Major Trade Houses

With the exception of Vist'Lat, the various Vrusk trade houses on Kraatar all have a specific area of interest:

  • Adq'Bizz (AB) - metal extraction and refinement.
  • Clic' Aqat (CA) - glass manufacture and export.
  • Gst'Gar'St (GGS) - electronics and computer manufacture.
  • Ral'lk'Ka (RIK) - security and police functions. RIK personnel are contracted by the Commercial Council to act as Kraatar's police force. They are also hired by individual trade houses as security forces against terrorist attacks. With the recent increase in KLC activity, business for RIK is booming.
  • Sik'Triksta (ST) - General: controls all transport services on Kraatar including the monorail and the hire or sale of ground vehicles. ST used to own the starport but 6 months ago, it was bought out by Vist'Lat.
  • Vist'Lat (VL) - General: main company involved in finance and off-world trading. VL is expanding, and has recently bought the starport from SikTriksta.


  • SFAD6: The Dark Side of the Moon
  • Zebulon's Guide to Frontier Space vol 1