The Beyond Subsector D: Marrakesh
The Beyond Subsector D: Marrakesh
System Data
Hex Name UWP Remarks {Ix} (Ex)
[Cx] N B Z PBG W
A Stellar
----
-------------------- --------- ------------------------ ------ ------- ------ -
-- - --- -- ---- ----------
2507
Cirat B655695-A Ag Ga Ni Co Tu Sa { 2 }
(955-1) [9899] - S - 713 8 CsIm K1 V
2601
Midway B511323-A Ic Lo { 1 } (B21-2) [441B] - - - 212 6
NaHu D
2602
Thrape C201211-A Ic Lo Va { 0 } (811-1) [2269] - - - 402 11 NaHu M1 V
2604
Ghaehaah C634556-9 Varg4 Ni
Tz { -1 } (A41+2) [8438] -
- - 631 10 NaHu M3 V
2608
Marrakesh B8769D9-8 Hi In Da { 2 } (B8E+1) [AB67] - - A 412 9
NaHu K2 V K9 V
2705
Agunvall B665786-9 Varg2 Ag
Ga Ri { 3 } (76F+5) [6A78] - - - 812 10 NaHu K4 V K6 V
2706
Thoznaen A876874-C VargW Ht Pz Ph Pa Pi { 2 }
(E75-3) [9A2H] - C A 523 12 NaVa
G0 V G0 V
2709
Dedeged B322544-9 Ni Po He
Tz { 0 } (746-1) [5536] - S - 422 7
CsIm M2 V
2802
Sannavall CA88533-7 Ag Ni Pr { -1 } (841-2) [143B] - - - 513 13 NaHu G8 V
2803
Mal'Gnar El X485673-2 Ag Ni Lt
Co Fo Ri (MalG) { -1 } (855+4) [5551] - -
R 813 7 NaHu K4 V
2903
Iniidez A966747-A Ag Ri { 4 } (96C+2) [8B3F] - N - 803 8
CsIm K3 V M9 V
2907
Thaezdhugh E588512-3 Varg5 Ag
Ni Lt Pr { -2 } (C41-4) [2361] -
- - 520 12 NaVa K8 V
3001
Kazar B565654-B Varg3 Ag
Ni Ri Sa { 3 } (859-2) [5969] - S - 812 8
CsIm M4 V
3003
Pritchard DA866AB-3 Ag Lt Ni
Ri Da { -1 } (353+3) [3511] -
- A 522 8 NaHu G1 V
3004
Datir C332553-9 Ni Po
Co { -1 } (A41+1) [6456]
- - - 632 11 NaHu M0 V M2 V
3007
Aueaiai E894325-2 Lo Lt { -3 } (421-1) [1156] -
- - 523 9 NaAs K4 V
3101 Udsi CAD4447-A Ni Ho { 0 } (B34+1) [1477] - S - 511 13 CsIm K5 V K8 V M6 V
3108
Kubalikki C100401-A Ni Va Ho
Sa { 0 } (935+1) [1479] - - - 331 7
NaHu A8 IV
3201
Vrel C544555-9 Varg3 Ag
Ni Sa { 0 } (841+1) [7517] - - - 612 11 NaHu F8 V
3203
Padgo B856643-8 Ag Ni Ga
Ho Tr { 0 } (856+3) [9667] - - - 510 7
CsIm K1 V
3206
Thozgul C313361-A Varg8 Ic
Lo Mr Da Sa Co { 0 } (721-3) [1389] - C A 622 13 NaVa M1 V
The Marrakesh subsector consists of 21
systems with a total population of 4.696 billion sentients including over half
a billion Vargr. The subsector is home to a small Aslan settlement and to the
minor human Mal'Gnar race on Mal'Gnar El, which is also home to a Chirper
population.
This region of The
Beyond is closest to the Third Imperium, which rules most of the Five Sisters
subsector of the Spinward Marches. No interstellar states exist in this region
and Imperial Navy patrols often sweep the subsector on training or piracy
suppression missions out of the small naval base at Iniidez. The Islamic
Republic of Marrakesh gives the subsector its name and is its most populous
world. Trade mission to this world are often plagued by piracy emanating from
one of the only Vargr-dominated worlds in The Beyond, Thoznaen, which was
settled in pre-Imperial times.
Traders and
adventurers in Marrakesh are more successful when travelling in armed vessels
or in convoys with paramilitary escorts. Some more adventurous Travellers cross
the subsector to spinward to reach Die Weltbund or the Mapepire cluster, to spin-rimward
toward the Corellan League, or even rimward toward the Florian League or
I'Sred!Ni Protectorate, but in general the Marrakesh subsector is more a
barrier than a conduit of trade.
Worlds
Aueaiai (3007 E894325-2)
A harsh world of dry winds and a biological taint that is
hazardous to Humans and Vargr, but not Aslan, Aueaiai has little to offer
settlers. A scarcity of metals makes this world, which is well within the jump
shadow of its orange sun, uninteresting to commercial interests as well, and those who see the
system as a jump-2 gateway to Thozgul generally refuel at the outer gas giant
and move on.
A small enclave of Aslan has lived on Aueaiai for more than
a thousand years. While its origins are lost in myth, the local community
espouses a radical Aslan belief in collective decision-making. All adult Aslan
vote in an assembly that meets once per local year of 180 standard days. Emergency
measures are decided by referenda with votes collected by runners from
scattered villages who meet in a central shrine to tabulate and report the
results. Technology is limited to wind and water mills and weaponry to spears
and bows used mainly for hunting. While duels of honor persist, most disputes
are handled by arbitration at the village level. The Aueaiai Aslan are not
welcoming of outsiders. Attempts to trade or study the local society are met by
spears and arrows.
The world is not officially considered an Amber Zone mainly
because the Aslan settlements occupy a small corner of the supercontinent, and
even landings nearby do no result in trouble unless the visitors attempt to
contact the locals. All published knowledge of local traditions is based on a 300-year-old
IISS covert survey of the society, and may be incorrect or out of date in some
or many aspects.
Mal'Gnar El (2803 X485676-2)
The chilly world of Mal'Gnar El is home to two sentient
species, neither native to the planet. Long ago, the Ancients transplanted
Humans (the Mal'Gnar) and Chirpers to the world. Today, its rigid primitive
society is interdicted by the IISS and its inhabitants are more known by myth
than reality. In truth, only the Chirpers can fly.
Physical Characteristics
Mal'Gnar El is a small world orbiting its orange dwarf
primary near the outer edge of the habitable zone. The dense atmosphere and
high levels of volcanic activity provide enough greenhouse effect to keep the
temperate zones above freezing most of the year. With gravity only 0.51
standard, steep mountain ranges with peaks rising nearly 20 kilometers surround
the plate boundaries of the world's newly formed supercontinent. Evidence of
atmospheric terraformation includes a nearly absent fossil record prior to
300,000 years ago and recent banded iron formations produced in a near
oxygen-free atmosphere.
History
The Mal'Gnar minor Human race was transported from Terra
300,000 years ago. The origin of the Chirper population is obscure but thought
to coincide with the transplantation event. Both species retained a
hunter-gatherer lifestyle for hundreds of millennia, with Neolithic technology
and agriculture appearing within the last 15,000 years.
Presently, the Mal'Gnar have advanced well into the iron age.
Sophisticated metallurgical knowledge is evident and the Mal'Gnar have a good
understanding of scientific principles and chemistry, but the caste-based society
has been locked in a rigid pattern for at least 10,000 years.
Scouts from the Third Imperium first contacted the Mal'Gnar civilization
in 187 and after a strong xenophobic response, conducted only covert and remote
study of the culture. The IISS has maintained an interdiction patrol nearly
continuously since 215, with current patrols based out of Kazar.
Social Characteristics
Mal'Gnar Humans comprise 80% of the estimated 7-10 million
sophont population of Mal'Gnar. The race was modified by the Ancients from
already cold-adapted Homo sapiens neanderthalensis stock into more
gracile individuals better suited to the low gravity world. The Chirpers of
Mal'Gnar El have a larger wingspan than many Chirper subspecies and a
relatively high intellectual capacity, thought to be similar to the extinct
Chirpers of Zhandt. The two species have long coexisted in a caste-based
society in which the Chirpers have distinct roles as scouts for hunting parties
and gatherers of fruits that grow on isolated ledges in steep mountain ranges.
Some Mal'Gnar castes emulate the Chirper role by donning feathered and fabric-winged
"flying suits", but those these outfits are only suitable for gliding
and have a strictly ceremonial role in society.
Mal'Gnar society has a very rigid culture. Any behaviorally
deviation from caste roles is punished by banishment at best, at worst death by
exposure, chained to a mountainside through the long cold night. Despite the
homogeneity of the culture, settlements are scattered widely across
supercontinent. Village-sized communities dominate and no town exceeds one
thousand residents. Settlements are supported more by hunting and gathering
than agriculture, which is mainly limited to the tending of orchards and
herding of domesticated fauna, many descended from transplanted Terran animals.
Marrakesh (2608 B8769D9-8)
The world of Marrakesh is generally habitable, though chains
of volcanic mountains and dust storms from the deserts in the interior of the
massive supercontinent can make breathing difficult at times. Settled as a Sufi
Moslem sanctuary world in 540, the world's four billion inhabitants account for
80% of the subsector's population and more than 95% of its Humans, thus lending
its name to the region.
Marrakeshi society is known for its colorful though
conservative dress and many festivals. It expects all visitors to adhere to
local customs. Usually, failure to comply results in expulsion of foreigners,
but in more remote regions, Travellers have been known to languish in jails for
years unless they repent and convert to the local religion. Still, trade with
Marrakesh, for artistically crafted mid-tech goods and exotic local spices,
accounts for most of the economic activity within the subsector.
Pritchard (3003 DA866AB-3)
Prtichard is a temperate world with a breathable atmosphere
and compatible biosphere whose main handicap is a gravity of 1.34 standard. It
is one of the longest settled Human worlds of The Beyond. According to legend,
the founder of Pritchard was Pritchard I, Duke of Salif, who lost a power
struggle against the Sindalian Emperor in -1520. Fleeing with a small retinue,
the Duke settled on the world he named after himself with the intent to build
an army of super soldiers raised on the high gravity world. Unfortunately, his
starship's jump drive failed during the early decades of settlement and
technology eventually collapsed to an agrarian level.
The current ruler, Emperor Pritchard XCIX, the 99th of the
name and rather inbred, rules over a land of rugged hills and fertile river
land from a stone castle atop a weathered crag. His pervasive Royal Guard is
armored only in leathers, as metal is too heavy on this world. The Royal Guard controls
the production of gunpowder and crushes any dissent against Prichard's
arbitrary rule.
Thoznaen (2706 A876874-C)
Thoznaen is the center of Vargr society in The Beyond, with
half a billion Vargr living in more than fifty nations, city-states, and
habitats. While no current government openly supports corsair activity, the
system has a somewhat deserved reputation as a corsair haven, with numerous
corsair bands occupying the planetoid belts, gas giant moons and iceballs that
surround the system's two widely spaced yellow stars.
Physical Characteristics
The planet Thoznaen was once a garden world, but two
thousand years of development has left its atmosphere polluted with high levels
of sulfur and nitrogen compounds, that, while not extremely hazardous to Vargr
or Human health, do produce unpleasant irritation to the nose and throat and
contribute to the ecological damage that has turned Thoznaen into a net
importer of food. The world's two large continents have considerable amounts of
desert and badland regions, especially in their interiors, limiting dense
settlement to coastal areas that unfortunately suffer from increasing sea
levels, erosion, and severe storms. The original biosphere of Thoznaen has
become marginalized by invasive species from dozens of worlds and from ecological
degradation of poorly regulated development.
History
The origin of the settlement of Thoznaen by Vargr is lost in
contradictory myth, but likely occurred during the Long Night, as the evolution
of Gvegh-descended languages points to settlement after -900. As is common with
Vargr worlds, the planet has gone through many governments and names over its
two thousand year history, once rising to control three neighboring worlds in a
pocket empire, but lately collapsing into dozens of squabbling states. Imperial
intervention against state-sponsored piracy crushed the nascent Thoznaen Empire
in 735 and no government has managed to control more than a quarter of the
population since the meson gun annihilation of the old capital at Kozrizgi.
Social Characteristics
Thoznaen remains severely balkanization, with no prevalent
form of government or overriding allegiance. None of the six major nation
states control more than a twelfth of the population. The Koezkfozgevu Empire
is an Imperial client state; the Gzankfuezthun Republic is a Zhodani client
state, and the others are either isolationist, expansionist or neutral. The
small mountainous neutral nation of Uthevagogha is home to what most outsiders
consider the official Class A downport, while the independent habitat of Kaelkoudha
is considered the official Highport by the Traveller's Aid Society. Kaelkoudha
has a reputation as a freewheeling gambling mecca, but it is also home to the
best shipyards in the system. With two major conflicts and half a dozen minor wars
in progress on the planet's surface and orbital space, the TAS rating of
Thoznaen as an Amber Zone is well justified.
Thoznaen culture has diverged from Gvegh cultures typical of
Gvurrdon or Usingou (Ziafrplians) Sectors. The three major languages and many
dialects clearly owe their origin to Gvegh and hint at three separate major
colonizing events between one and two thousand years ago. However, no defining
linguistic or cultural characteristics apply to more than a fraction of the
populace, and changing loyalties and increased contact with wider interstellar
society has diluted many older practices.
Articles
Mal'Gnar
The Mal'Gnar are a minor Human race transplanted from Terra
to Mal'Gnar El by the Ancients 300,000 years ago. They are the dominant race in
the low tech caste-based society that encompasses both Mal'Gnar and Chirper
sophonts on a small cold world beyond the borders of the Imperium.
Physical Characteristics
The Mal'Gnar were modified by the Ancients from already
cold-adapted Homo sapiens neanderthalensis stock into more gracile
individuals better suited to the low gravity world. Sexual dimorphism is
minimal. An adult Mal'Gnar of either gender often reaches 2 meters in height,
but rarely exceeds 90kg. A large broad nose and protruding jaw are
distinguishing characteristics from their Neanderthal past, but unlike
Neanderthals, the Mal'Gnar have longer limbs in proportion to their torso than
the typical Solomani build. The orange sun exacerbated an already pale
appearance, leading to almost albino features of pink skin and white hair,
though eyes are nearly universally blue and true albinism is no more common
than in Solomani populations.
Life Cycle
Caste limitations on marriage restrict relationships between
male and female Mal'Gnar to arranged unions in which the partners must be at
least approximately five standard years beyond puberty. Procreation outside of marriage
can lead to strict punishments which often result in the death of the unauthorized
offspring and their parents. Otherwise, the Mal'Gnar have a typical Human
maturation cycle, with puberty reached after a dozen standard years and a
lifespan of 70-80 years, though primitive conditions limit typical life
expectancy to 40-50 years.
Evolutionary Development
After transplantation and initial alterations to adapt to a
lower gravity world, the Ancients appear to have done little to further modify
Mal'Gnar. Once abandoned after the fall of the Ancients, the Mal'Gnar's major natural
evolutionary adaptation was the eventual loss of melanin-producing traits in
response to the orange K4 V sun and a thick atmosphere that almost completely
blocks even the reduced level of ultraviolet light from striking the surface.
History and Society
After a long period of hunter-gatherer existence, the
Mal'Gnar reached Neolithic technology about 15,000 years before present. This
revolution appears to coincide with the incorporation of Chirper bands into
Mal'Gnar society and led to village life with agriculture and herding replacing
a nomadic tribal culture.
Mal'Gnar society has been caste-based since pre-literate
mythological times. By the invention of writing 12,000 years ago, the culture
had developed well-defined caste roles and rigid cultural expectations. After
two millennia of slow but steady technological advancement, Mal'Gnar civilization
reached a plateau from which it has not changed in 10,000 years. The Mal'Gnar
philosopher caste is essentially a priesthood, with "truths" having
replaced the scientific methods and chemists have become like alchemists,
maintaining secret formulas and elaborate rituals.
Interstellar Relations
The IISS maintains an active interdiction quarantine around
Mal'Gnar El, both to protect the local culture and to protect visitors from the
rigid xenophobia of the inhabitants. Surplus naval assets based out of Kazar,
including thee light cruisers on rotating duty, direct any inbound traffic to
one of the system's three gas giants for refueling.
A distorted legend of the Mal'Gnar as a race of flying
winged humanoids persists within the Third Imperium. This belief can be traced
back to a ninth century holvid series from Mora that depicted a fictional race
of flying humans called the Mal'Gnar, based on "dramatic
interpretations" of IISS reports.
IISS Marathon-class X-Courier
Within the borders of the Third Imperium, the Express Boat
Service almost exclusively utilizes 100-ton X-boats to transfer messages. This communication system relies on an extensive
support network that includes large X-boat tenders and the assumption of secure
star systems supported by the might of the Imperial Navy. Beyond the Imperium,
this infrastructure becomes less reliable, and on those few routes that extend
into or around foreign territories, the X-Courier is often the Express Boat
Service's vehicle of choice. Based on a 200-ton streamlined hull, the Jump-4 Marathon-class
Mark III X-Courier is a state-of-the-art communications starship capable of
operation without any supporting infrastructure. Armed, armored, and capable of
4g acceleration the Marathon carries a crew of four in a streamlined
vehicle that, except for a broad blocky central section, somewhat mimics the
appearance of the smaller standard scout-courier.
In normal operation, the Marathon will make a single
jump and pass on communications like a relay runner to another Marathon
waiting in the next system, then refuel and prepare for the arrival of a new Marathon
carrying messages in the opposite direction. The Marathon will then jump
back to its original location, which may be a scout base or only a starport in
a neutral or client state system. In some cases, on some sparsely covered
routes, a single Marathon may complete several legs of the relay itself,
conducting wilderness refueling along the way, until reaching its final
destination or rendezvous point before returning to its base with new messages.
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