Araks System

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==Araks I==
==Araks I==
-
[[File:AraksI.png|200px|right]]
+
{| align="right"
 +
|-
 +
| colspan="2" style="color: white; background: navy" align="center"| <big>'''Araks I'''</big>
 +
|-
 +
| colspan="2" |[[File:AraksI.png|300px|center]]
 +
|-
 +
|Type
 +
| Jovian
 +
|-
 +
|style="background: #eeeeee;" |Orbital Radius
 +
|style="background: #eeeeee;" |4.57x107 km (0.31 AU)
 +
|-
 +
|Year
 +
|1.62x103 hours (0.18 standard years)
 +
|-
 +
|style="background: #eeeeee;" |Gravity
 +
|style="background: #eeeeee;" |2.76
 +
|-
 +
|Notes
 +
|Ringed, many moons, 18% extremely
 +
volatile magma
 +
|}
Araks I is a gas giant that has planetary rings. 38
Araks I is a gas giant that has planetary rings. 38
small moons and 2 large moons revolve around it in
small moons and 2 large moons revolve around it in
Line 30: Line 51:
volatile magma, mostly on its southern axis pole
volatile magma, mostly on its southern axis pole
(which faces the star most often).
(which faces the star most often).
 +
<div style="clear: both;"></div>
==Araks II==
==Araks II==
-
[[File:AraksII.png|200px|right]]
+
{| align="right"
 +
|-
 +
| colspan="2" style="color: white; background: navy" align="center"| <big>'''Araks II'''</big>
 +
|-
 +
| colspan="2" |[[File:AraksII.png|300px|center]]
 +
|-
 +
|Type
 +
| Jovian
 +
|-
 +
|style="background: #eeeeee;" |Orbital Radius
 +
|style="background: #eeeeee;" |9.18x107 km (0.61 AU)
 +
|-
 +
|Year
 +
|4.61x103 hours (0.53 standard years)
 +
|-
 +
|style="background: #eeeeee;" |Gravity
 +
|style="background: #eeeeee;" |2.72
 +
|-
 +
|Notes
 +
|Many moons, one has trace atmosphere
 +
and polar caps but is uninhabited
 +
|}
Araks II is also a gas giant. It has 4 small moons
Araks II is also a gas giant. It has 4 small moons
and 13 large moons. The largest of the moons
and 13 large moons. The largest of the moons
Line 38: Line 81:
atmosphere and some polar caps, but is far too hot
atmosphere and some polar caps, but is far too hot
for life to exist safely.
for life to exist safely.
 +
<div style="clear: both;"></div>
-
==Araks III, HENTZ==
+
==Araks III, Hentz==
-
[[File:AraksIII.png|200px|right]]
+
{| align="right"
-
Day ....................................................... 25 hours<br />
+
|-
-
Hydrosphere................................... 41% (8% Ice)<br />
+
| colspan="2" style="color: white; background: navy" align="center"| <big>'''Araks III, Hentz'''</big>
-
Atmosphere...............................Dense, Breathable<br />
+
|-
-
Climate..........................10°C-46°C, Average 20°C<br />
+
| colspan="2" |[[File:AraksIII.png|300px|center]]
-
Trade.................................................... Industrial<br />
+
|-
-
Native Life................................................ Special<br />
+
|Type
-
Government ......................................... Theocracy<br />
+
| Terrestrial
-
Population Density ................. Heavy, 95% Yazirian<br />
+
|-
 +
|style="background: #eeeeee;" |Orbital Radius
 +
|style="background: #eeeeee;" |2.23x108 km (1.49 AU)
 +
|-
 +
|Year
 +
|1.74x104 hours (1.99 standard years)
 +
|-
 +
|style="background: #eeeeee;" |Gravity
 +
|style="background: #eeeeee;" |0.70
 +
|-
 +
|Notes
 +
|Theocratic terraformed home world of
 +
Yazirians.
 +
|}
 +
{| align="left"
 +
|-
 +
|Day
 +
|align="right"|25 hours
 +
|-
 +
|Hydrosphere
 +
|align="right"|41% (8% Ice)
 +
|-
 +
|Atmosphere
 +
|align="right"|Dense, Breathable
 +
|-
 +
|Climate
 +
|align="right"|10°C-46°C, Average 20°C
 +
|-
 +
|Trade
 +
|align="right"|Industrial
 +
|-
 +
|Native Life
 +
|align="right"|Special
 +
|-
 +
|Government  
 +
|align="right"|Theocracy
 +
|-
 +
|Population Density  
 +
|align="right"|Heavy, 95% Yazirian
 +
|}
 +
<div style="clear:left"></div>
===Life Forms===
===Life Forms===
Line 81: Line 165:
===Politics===
===Politics===
 +
<div style="float:right; border:thin solid black; background: #eeeeee; width: 40%; padding: 0 5px">
 +
Although the Mentalist rules found in the back of the
 +
game manual are not canon in a Star Frontiers
 +
campaign, referees wishing to add some spice to
 +
their game may wish to allow the High Priest and his
 +
network of Overseers and Priests to be Mentalists
 +
with the Telepath skill (but no other). The source of
 +
their power is unknown by the masses, but they
 +
maintain they are anointed and marked by their god
 +
with these miraculous abilities.
 +
 +
Their abilities wane (treat their Telepath level as
 +
half, round down) when they get away from the
 +
Araks system, and may diminish further over time.
 +
Some people maintain that the mystery of the false
 +
uranium readings on Araks IV and the amazing
 +
mental powers of the High Priest and his Overseers
 +
are somehow connected.
 +
 +
If these rules are used, the level of Telepath skill
 +
helps define a person’s political power as well as his
 +
general legal enforcement ability; use his Telepath
 +
level as the legal enforcement level shown below.
 +
</div>
 +
Hentz is ruled by a religious clan, the Family of One.
Hentz is ruled by a religious clan, the Family of One.
This government evolved from that of the
This government evolved from that of the
Line 88: Line 197:
High Priest and overseen by the High Priest’s
High Priest and overseen by the High Priest’s
network of clandestine Overseers.
network of clandestine Overseers.
 +
 +
===Law===
 +
The law of Araks III is purely in the hands of the
 +
priesthood, and organized into six general levels, as
 +
shown below.
 +
# '''Acolyte:''' No political powers. Used as public servants to learn humility. Dress in a white tunic with one gold band at the hem.
 +
# '''Templar:''' Governs Towns. Has a body of 5 personal bodyguards. Dresses in a white tunic with two gold bands at the hem.
 +
# '''Priest:''' Governs Cities. Has a body of 20 personal guards and can call on 100 soldiers at any given time. Dresses in a white tunic with three gold bands at the hem and a holy symbol emblazoned across the chest.
 +
# '''Bishop:''' Governs Provinces. Has a body of 50 Personal guards with him at all times. Can call on 1,000 armed and trained Yazirian soldiers at any given time. Dresses in a white tunic with four gold bands at the hem and a holy symbol across the chest, outlined in red.
 +
# '''Overseer:''' Governs priests, bishops and templars. Feared throughout the land because they are, themselves, judge and jury and sometimes executioner, sanctioned by law and beyond contestation (except for the whim of the High Priest, of course). They dress in red tunics with five gold bands and a holy symbol on the chest. Always travel with a single Level 6 security robot armed to the teeth, but can call on the bodyguards or armies of any city or town in which he currently resides. Passage, housing, and sustenance must always be granted to an Overseer.
 +
# '''High Priest:''' Governs all of Hentz. Dresses in a red tunic with six gold bands at the hem and a holy symbol across the chest. A white cape with the same gold bands completes the outfit.
 +
 +
The law is swift and severe on Hentz. Hand
 +
weapons (melee, that is) are allowed to be carried
 +
as personal defense and in the event of duel
 +
challenges. Firearms are outlawed except in the
 +
wilderness between cities and towns. Special
 +
permits are available at the temples at a cost of
 +
1,000 Credits annually, but only for those with
 +
proven legal enforcement status from other worlds.
 +
 +
Death due to honorable dueling is not uncommon
 +
and generally accepted with no retribution, though
 +
rivalries between various clans are entrenched. The
 +
Yazirians of Hentz often duel using the Zamira. They
 +
hold the Zamira (and dueling in general) as a sacred
 +
institution, only to be used among Yazirians.
 +
 +
===Language===
 +
Argonian is the language of the Yazirians of Hentz.
 +
It was believed that this language was given to all of
 +
their god's chosen. When the Yazirians finally met
 +
non-Yazirians the realization that all sentient
 +
creatures did not speak the same tongue led to a
 +
dissident group forming. This group adopted a
 +
reconstructed ancient sub-language and eventually
 +
emigrated to Yast (Athor).
 +
 +
===Attitudes===
 +
As a result of the uniforms worn by everyone who
 +
lives or works on Hentz (or works for GODCo).
 +
which displays their job and social position, the
 +
inhabitants of Hentz are generally very private with
 +
all other personal information. This leads to a view
 +
of them being secretive to outsiders. Generally they
 +
will be much more open with any beings that are of
 +
the same divisions.
 +
 +
===Prominent Locations:===
 +
* '''Onehome:''' Headquarters of GODCo. and the only city with a star port, though it is used only for the priesthood (shuttle ports exists in several other cities to ferry cargo to Highpoint). It is said that all roads lead to Onehome. This was also the location of the original mining colony. There are rumors that under the city, in the old foundations of the original outpost, the High Priest hides secrets of an eradicated race that once inhabited Hentz, wiped out by GODCo as a form of cleansing. Of course, this is only a rumor.
 +
* '''Highpoint:''' There is a fortified space station in orbit around Hentz. It acts as customs and immigration, and is a living area for many who await acceptance into the cloistered existence of The Family of One. There are several shuttles that come and go daily, but docking starships are limited to one per day. This causes a back-up of ships parked in orbit around the planet at all times, prioritized by the whim of security personnel. Security is maintained by GODCo. employees who answer to the High Priest only in theory.
 +
* '''Hullheal Station:''' Bothered by the number of ships that stop on their way to other star systems, the High Priest decreed that a new station be built, in an opposite orbit to Highpoint (so the two would never be in view of one another). This station is devoted to refueling, repairing, and supplying passersby. The prices are high, but GODCo’s technicians are surprisingly knowledgeable. All crew must deploy while services are rendered to ships (up to one crewman – presumably the captain – can remain behind), where they are ushered to the trading gallery, a large mall where they may spend their credits on tech and simple entertainment. Alcohol is limited, and fanatics are an eternal presence here, enlightening the weary traveler.
 +
 +
==Araks IV==
 +
{| align="right"
 +
|-
 +
| colspan="2" style="color: white; background: navy" align="center"| <big>'''Araks IV'''</big>
 +
|-
 +
| colspan="2" |[[File:AraksIV.png|300px|center]]
 +
|-
 +
|Type
 +
| Rock Planet
 +
|-
 +
|style="background: #eeeeee;" |Orbital Radius
 +
|style="background: #eeeeee;" |1.10x109 km (7.36 AU)
 +
|-
 +
|Year
 +
|9.84x104 hours (11.26 standard years)
 +
|-
 +
|style="background: #eeeeee;" |Gravity
 +
|style="background: #eeeeee;" |2.04
 +
|-
 +
|Notes
 +
|Failed mining planet, crashed starship,
 +
false uranium readings.
 +
|}
 +
Araks IV is nothing but a cold, rocky mass. Its
 +
surface is covered with craters proving that it has
 +
seen much abuse in its existence. Initial scans
 +
showed uranium veins running through the rock, but
 +
mining expeditions failed to turn up anything at all.
 +
There are ruins of abandoned mining outposts
 +
littered everywhere on Araks IV. Additionally, a
 +
mining ship (the Ex-Cavator) crashed on its surface
 +
twenty years ago when it had engine trouble. Araks
 +
IV is known as a miner’s pipe dream, and scientists
 +
currently doubt the validity of the initial uranium
 +
scans.

Revision as of 00:16, 3 March 2010

File:AraksSystem.png

Star Data
Star Type G4 V Yellow Main Sequence
Radius 6.98x105km (1.00xSol)
Mass 1.66x1030kg (0.83xSol)
Temperature 5,500 degrees Kelvin
Luminosity 5.94x1026 W (1.55xSol)

Contents

Araks I

Araks I
Type Jovian
Orbital Radius 4.57x107 km (0.31 AU)
Year 1.62x103 hours (0.18 standard years)
Gravity 2.76
Notes Ringed, many moons, 18% extremely

volatile magma

Araks I is a gas giant that has planetary rings. 38 small moons and 2 large moons revolve around it in odd cycles. None of the moons are habitable, though the fourth moon (Araks Id) may have some minerals for mining. Future expeditions are necessary to verify initial scans. Araks I is 18% volatile magma, mostly on its southern axis pole (which faces the star most often).

Araks II

Araks II
Type Jovian
Orbital Radius 9.18x107 km (0.61 AU)
Year 4.61x103 hours (0.53 standard years)
Gravity 2.72
Notes Many moons, one has trace atmosphere

and polar caps but is uninhabited

Araks II is also a gas giant. It has 4 small moons and 13 large moons. The largest of the moons (Araks IIc is the current name) has a trace atmosphere and some polar caps, but is far too hot for life to exist safely.

Araks III, Hentz

Araks III, Hentz
Type Terrestrial
Orbital Radius 2.23x108 km (1.49 AU)
Year 1.74x104 hours (1.99 standard years)
Gravity 0.70
Notes Theocratic terraformed home world of

Yazirians.

Day 25 hours
Hydrosphere 41% (8% Ice)
Atmosphere Dense, Breathable
Climate 10°C-46°C, Average 20°C
Trade Industrial
Native Life Special
Government Theocracy
Population Density Heavy, 95% Yazirian

Life Forms

Records show that no intelligent life originated on Hentz. During the time of the Yazirian Relocation, the planet was terraformed using the flora, fauna, and environments from Waloo (in the Pavor system).

Background

Discovered in 341 pf, Hentz was the first colony world established by the Yazirians. It was merely a mining colony for 50 years. After the discovery of the weakening orbit of Levo, the planet became the first terraformed world during the Yazirian Relocation. This lasted, in full force, for 30 years, the first 23 during which Waloo was still intact, and the latter during which environments were still being reconstructed and synthesized on Hentz. There were some changes made due to the new environment and new geography of Hentz, as well as several environmental rejections, but aside from the change the size and color of the sun and the absence of the moon, the planet is much like the original. This was a time of great social cohesion for the Yazirians as well as a time of great scientific learning about both systems, the life on the planet(s), terraforming, and transportation. The government of Waloo was similarly transported in whole to Hentz. At the end of the 30 years, the governments returned to their pre-disaster states.

Politics

Although the Mentalist rules found in the back of the game manual are not canon in a Star Frontiers campaign, referees wishing to add some spice to their game may wish to allow the High Priest and his network of Overseers and Priests to be Mentalists with the Telepath skill (but no other). The source of their power is unknown by the masses, but they maintain they are anointed and marked by their god with these miraculous abilities.

Their abilities wane (treat their Telepath level as half, round down) when they get away from the Araks system, and may diminish further over time. Some people maintain that the mystery of the false uranium readings on Araks IV and the amazing mental powers of the High Priest and his Overseers are somehow connected.

If these rules are used, the level of Telepath skill helps define a person’s political power as well as his general legal enforcement ability; use his Telepath level as the legal enforcement level shown below.

Hentz is ruled by a religious clan, the Family of One. This government evolved from that of the transplanted government from Waloo (Pavor). The head of the government is a high priest, but local politics are handled by Priests, appointed by the High Priest and overseen by the High Priest’s network of clandestine Overseers.

Law

The law of Araks III is purely in the hands of the priesthood, and organized into six general levels, as shown below.

  1. Acolyte: No political powers. Used as public servants to learn humility. Dress in a white tunic with one gold band at the hem.
  2. Templar: Governs Towns. Has a body of 5 personal bodyguards. Dresses in a white tunic with two gold bands at the hem.
  3. Priest: Governs Cities. Has a body of 20 personal guards and can call on 100 soldiers at any given time. Dresses in a white tunic with three gold bands at the hem and a holy symbol emblazoned across the chest.
  4. Bishop: Governs Provinces. Has a body of 50 Personal guards with him at all times. Can call on 1,000 armed and trained Yazirian soldiers at any given time. Dresses in a white tunic with four gold bands at the hem and a holy symbol across the chest, outlined in red.
  5. Overseer: Governs priests, bishops and templars. Feared throughout the land because they are, themselves, judge and jury and sometimes executioner, sanctioned by law and beyond contestation (except for the whim of the High Priest, of course). They dress in red tunics with five gold bands and a holy symbol on the chest. Always travel with a single Level 6 security robot armed to the teeth, but can call on the bodyguards or armies of any city or town in which he currently resides. Passage, housing, and sustenance must always be granted to an Overseer.
  6. High Priest: Governs all of Hentz. Dresses in a red tunic with six gold bands at the hem and a holy symbol across the chest. A white cape with the same gold bands completes the outfit.

The law is swift and severe on Hentz. Hand weapons (melee, that is) are allowed to be carried as personal defense and in the event of duel challenges. Firearms are outlawed except in the wilderness between cities and towns. Special permits are available at the temples at a cost of 1,000 Credits annually, but only for those with proven legal enforcement status from other worlds.

Death due to honorable dueling is not uncommon and generally accepted with no retribution, though rivalries between various clans are entrenched. The Yazirians of Hentz often duel using the Zamira. They hold the Zamira (and dueling in general) as a sacred institution, only to be used among Yazirians.

Language

Argonian is the language of the Yazirians of Hentz. It was believed that this language was given to all of their god's chosen. When the Yazirians finally met non-Yazirians the realization that all sentient creatures did not speak the same tongue led to a dissident group forming. This group adopted a reconstructed ancient sub-language and eventually emigrated to Yast (Athor).

Attitudes

As a result of the uniforms worn by everyone who lives or works on Hentz (or works for GODCo). which displays their job and social position, the inhabitants of Hentz are generally very private with all other personal information. This leads to a view of them being secretive to outsiders. Generally they will be much more open with any beings that are of the same divisions.

Prominent Locations:

  • Onehome: Headquarters of GODCo. and the only city with a star port, though it is used only for the priesthood (shuttle ports exists in several other cities to ferry cargo to Highpoint). It is said that all roads lead to Onehome. This was also the location of the original mining colony. There are rumors that under the city, in the old foundations of the original outpost, the High Priest hides secrets of an eradicated race that once inhabited Hentz, wiped out by GODCo as a form of cleansing. Of course, this is only a rumor.
  • Highpoint: There is a fortified space station in orbit around Hentz. It acts as customs and immigration, and is a living area for many who await acceptance into the cloistered existence of The Family of One. There are several shuttles that come and go daily, but docking starships are limited to one per day. This causes a back-up of ships parked in orbit around the planet at all times, prioritized by the whim of security personnel. Security is maintained by GODCo. employees who answer to the High Priest only in theory.
  • Hullheal Station: Bothered by the number of ships that stop on their way to other star systems, the High Priest decreed that a new station be built, in an opposite orbit to Highpoint (so the two would never be in view of one another). This station is devoted to refueling, repairing, and supplying passersby. The prices are high, but GODCo’s technicians are surprisingly knowledgeable. All crew must deploy while services are rendered to ships (up to one crewman – presumably the captain – can remain behind), where they are ushered to the trading gallery, a large mall where they may spend their credits on tech and simple entertainment. Alcohol is limited, and fanatics are an eternal presence here, enlightening the weary traveler.

Araks IV

Araks IV
Type Rock Planet
Orbital Radius 1.10x109 km (7.36 AU)
Year 9.84x104 hours (11.26 standard years)
Gravity 2.04
Notes Failed mining planet, crashed starship,

false uranium readings.

Araks IV is nothing but a cold, rocky mass. Its surface is covered with craters proving that it has seen much abuse in its existence. Initial scans showed uranium veins running through the rock, but mining expeditions failed to turn up anything at all. There are ruins of abandoned mining outposts littered everywhere on Araks IV. Additionally, a mining ship (the Ex-Cavator) crashed on its surface twenty years ago when it had engine trouble. Araks IV is known as a miner’s pipe dream, and scientists currently doubt the validity of the initial uranium scans.