The Beyond Subsector J: Nakris
The Beyond Subsector J: Nakris
System Data
Hex Name UWP Remarks {Ix} (Ex)
[Cx] N B Z PBG W
A Stellar
----
-------------------- --------- ------------------------ ------ ------- ------ -
-- - --- -- ---- -----------------
0923
Emptor E553566-7 Ni Po Co
O:0723 { -3 } (641-1) [829B] -
- - 930 8 CoLg G4 V
0924
Mornavin DB93310-A Lo Ho { -1 } (A21+1) [327B] - - - 410 7
CoLg F9 IV G5 V K9 V
0930
Shashur B43476A-9 Sa
O:1230 { 1 } (C64-3) [4879] - - - 723 12 NkCo K5 V M0 V
1023
Cambyses Nova C546475-6 Ni Pa { -2 } (933-2) [6223] - - - 513 11 CoLg K0 V
1024
Zebulon D658343-7 Lo Co
Sa { -3 } (321+1) [1195]
- - - 423 15 CoLg G4 V
1026 Pit
Stop B100214-A Lo Va Sa { 1 } (E11+2) [1348] - - - 424 12 NaHu M1 V
1028
Roffair C546512-A Ag Ni { 1 } (A42-2) [6679] - - - 813 14 NkCo K3 V D
1123 New
Damascus D655476-5 Ni Lt Ga
Pa { -3 } (831+1) [7161] - - - 613 13 CoLg G8 V
1126
Neibling E211000-0 Ba Ic { -3 } (400-1) [0000] -
- - 030 9 NaXX M7 V BD
1225
Nekro X221000-0 Ba Po
Fo { -3 } (B00-3) [0000] - - R 010 5
NaXX M0 V M7 V
1227
Gateway B822313-B Lo Po Ho
He { 1 } (A21+1) [345A] - - - 402 11 NaHu M2 V BD
1229
Atie C675768-C Ag Ht Pi
O:1230 { 2 }
(76A+2) [995C] - - - 402 13 NkCo
K0 V
1230
Nakris A6669A8-C Ga Hi Ht
Pr Cx { 3 } (789+1) [BC68] - K - 422 11 NkCo G4 V
1324
Stovall B212314-9 Lo Ic { 0 }
(B21+1) [1327] - - - 213 10 NaHu
K3 III D
1330
Heby B765537-A Ag Ga Ni
Pr { 2 } (747-5) [374A] - - - 412 11 NkCo K9 IV
1522
Broduhr B301213-B Lo Ic
Va { 1 }
(D11-3) [1339] - - - 322 12 NaHu
A8 V
1526
Kale B556524-B Ag Ni
Sa { 2 } (746-3) [973C] - - - 713 8
ShRp G6 V
1530
Nosenos E201000-0 Ba Ic
Va { -3 } (700+3) [0000]
- - - 031 15 NaXX K9 V M5 V
1623
Burk C666424-8 Ni Ga
Pa { -2 } (D31-2) [1298]
- - - 512 9 ShRp M2 V
1626
Teglass C442322-A Lo Po
He { 0 } (821+1) [3326] - - - 622 10 ShRp G1 V G9 V
The Nakris subsector consists of 20
systems and 4.113 billion sophonts, of which four billion reside on Nakris. The
five Nakris Confederation worlds within the subsector account for all but the 1.8
million residents. This remainder is mostly split between five Corellan League
worlds and three members of the Stormhaven Republic. Four systems are
waystations operated by the Gateway Consortium to maintain trade between the
scattered states of the region. Located at the border of the Corellan League
and wedged between the Zydarian Codominium and the Stormhaven Republic, Nakris
faces the Ghost Rift to rimward and the Aslan Hierate to trailing. It is both a
conduit for trade and a frontier region.
Worlds
Atie (1229 C675768-C)
Atie was colonized from Nakris in 538 and remains under the
rule of the capital of the Confederation. The world is young, with little
surface life and barely enough oxygen in its otherwise standard atmosphere.
Heavy volcanic activity and considerable mineral wealth has driven industrial
development of the world with the hope that it will supplement Nakris's output
into the future. An independence movement, the Atie Liberation Front, has
gained support in the mining settlements but has yet to infiltrate the cities
and it remains a peaceful movement which the central administration believes
can be appeased by improved labor contracts rather than full independence.
Gateway (1227 B822313-B)
The world of Gateway is a steaming volcanic planet, far
outside the habitable zone of its red dwarf primary, yet still too hot for
comfortable surface excursions. The small amount of free oxygen in the air is
strictly from non-organic processes on this six hundred million year old world.
Though its harsh conditions preclude all but a few surface mining stations, the
world is the headquarters of the Gateway Consortium, which operates a number of
waystations on the trailing frontier of the Corellan League from the orbital Gateway
Highport installation. Pursuant to treaties with the Stormhaven Republic and
Nakris Confederation, the Highport is open to all commercial traffic, though expensive,
with docking fees running Cr 500 per day for external berths and Cr 5000 per
day for internal bays for even small vessels. Both refined and unrefined fuel
is available, but at double normal costs. Various qualities of accommodations
are regulated to identical pricing for travellers and crews of both
Gateway-operated and independent vessels. The facility is well appointed and
the staff is courteous to all visitors.
Heby (1330 B765537-A)
Heby was settled by refugees from the Aslan expansion in
-568, but the colony never thrived. An initial policy of rejecting additional
settlers and strong tariffs on all imported goods limited early development. The
garden world's ecosystem, so similar to Terra, proved difficult to overcome, as
diseases devastated crops, livestock, and some peripheral settlements.
Eventually ruled by petty warlords, the world only united in a Council of
Notables to ask for membership in and support from the Nakris Confederation in 530.
Since then, despite significant investment, the world has not developed.
Poverty is widespread and the ruling elite lord over town and village-sized
settlements and poorly managed agricultural land from their tower fortresses.
Large areas of the world's most fertile basin are reserved as hunting preserves
where the rich match skills with oversized herbivores and packs of vicious
predators.
Kale (1526 B556524-B)
The residents of Kale are very insistent on the
pronunciation of their world: it's Kal'e. However, this moon of a very large
gas giant is famous for green aurora called Kale's Curtains and those curtains
look a bit like the cabbage, kale, without the glottal stop. Kale is a trade
world on Stormhaven's frontier, a conduit for traffic from both Gateway and
Stovall. A fairly high level of background radiation from the gas giant has
limited development of the world, but long-term residents experience only
marginal increases in cancer rates.
Nakris (1230 A6669A8-C)
A garden world settled by pioneers from Imperial space and dissidents
from Corella, Nakris has grown to be a high population world that is the
capital and major component of the Nakris Confederation.
Physical Characteristics
The six billion year old garden world of Nakris is slighter
cooler than Terra and smaller, with a surface gravity of 0.75 standard, but
possesses a very breathable atmosphere and a well-established complex ecosystem
compatible with Terran life. Two moons raise significant tides, limiting
coastal settlement but also maintaining tectonic activity on the aging planet.
The moons Etta and Betta house most of the heavy industry of Nakris and the
outer is home to the Nakris Betta Starport, which handles most of the
interstellar traffic and starship construction in the system.
History
A group of Imperials out of the Deneb sector formed the Nakris
Corporation in 430 and set out beyond the frontier to settle a new world.
Arriving at Navarre with some ships damaged by corsair encounters, the small
fleet accepted assistance from a group of Corellan League citizens who had been
trying to escape the influences of the Great Houses and Storm Knights in the
aftermath of the end of the Aslan Expeditions. Heading rimward past the League
and the newly established Stormhaven Republic, they settled the garden world
they named Nakris in 433 and established an independent democracy not seeped in
exploitation or a warrior ethic.
As Nakris expanded to form a confederation with its
neighbors, it maintained its democratic traditions for several centuries, but
after a series of economic downturns in the eighth century, the Parliament
passed emergency measures that established a Grand Council of lifetime-appointed
experts in 804, and in 827 allowed the establishment of a Permanent Chair with
the power to coordinate economic activities and to appoint new Grand Council
members. The Permanent Chair Act of 827 was in hindsight the end of Nakrisian
democracy.
Emergency measures became permanent as the ninth century
progressed and the Permanent Chair and Grand Council absorbed powers once
granted to the Confederation Senate, which still exists, but since 934, all
Senate seats from Nakris and its dependent worlds have been members of the Permanent
Chair-appointed Grand Council.
The current Permanent Chair, Gwen Aarula-Baskins, has been in
effect the absolute ruler of the world of Nakris and the Confederation since
1067.
Social Characteristics
With a population of nearly four billion residing on Nakris,
much of the surface is fairly well developed, though large parks dedicated to
preserving the native ecosphere exist. Urban life is concentrated in dense
cities dominated by tower complexes that are essentially small arcologies housing
10-20,000 residents each. Regulations established centuries ago to promote
economic recovery are still in place, limiting the ability of citizens to
reside outside the city of their birth without special permission, and
enforcing a number of regulations on most industries that limit employment
practices to ensure worker's rights.
Despite the intent of many of its settlers to differentiate
from their Corellan roots, for the majority of citizens Nakrisian society
mirrors that of Corella and Lyheric with the middle class receiving significant
benefits and prospering atop an economy supported by robotic and clone labor,
though these artificial beings are less sophisticated than those typically
encountered in the Corellan League.
Nekro (1226 X221000-0)
The Nekro system is very compact with orbiting five worlds
around the M0 V primary and none around the nearby M7 V companion. The
outermost of this set of small worlds, Nekro, is technically in the habitable
zone. It rotates three times for every two orbits around its sun and has a very
thin, very hazardous atmosphere. Prion-like airborne lifeforms are capable of
infecting hosts and causing nearly irreversible neurological damage and death
within days of exposure. This led to the interdiction of the entire system,
enforced only by automated warning stations. As Nekro is the only world in the
system with a source of hydrogen usable as fuel, a ship stranded at Nekro may
be tempted to use the world for refueling, but as the warning messages
indicate, torpedoes will fire from automated orbital platforms and destroy any
ship attempting to land. A periodic CLSF sweep out of Zebulon will attempt to
rescue anyone trapped in the system, but these patrols occur only twice per
year.
Articles
Nakris Confederation
The Nakris Confederation
consists of nine systems beyond the rim-trailing frontier of the Corellan
League, situated between the Zydarian Codominium and Stormhaven Republic.
Centered on the high population world of Nakris, the Confederation faces the
Ghost Rift and the spinward extent of the Aslan Hierate.
History
The Nakris Confederation originated with the colonization of
Nakris in 433 by Imperials and Corellans with the intent of creating a
civilization that lessened the influence of both the Great Houses and the Storm
Knights. The previously settled world of Heby joined with Nakris in 530 to form
the nascent Nakris Confederation, and Nakris itself colonized Atie, Mieskka,
Shashur, and Dacadad between the sixth and eighth centuries, with the nearby
worlds of Roffair, Mien, and Vroekmozaas joining the Confederation during that
period in return for promises of defense from corsair activity.
By the early ninth century, economic difficulties on Nakris had
eroded democratic traditions and put in place the dictatorship of the Permanent
Chair and the Grand Council, which in turn took control of the Grand Senate of
the Confederation, converting the government into a centralized state under
Nakris control, though in name it is still a confederation.
The piratical behavior of the Zydarian Star Legion and aggressive
tactics of Zydarian missionaries led to the Zydar-Nakris War of 1032-1034,
which ended in the siege of Zydar and an agreement that removed Star Legion
ships and Zydar missionaries from the Confederation and all of the Nakris
subsector.
In the years following the war the Nakris Star Force has
expanded its patrol presence into the territory beyond its rimward and trailing
borders, becoming a force for order in the sparsely populated space.
The Confederation is active in diplomatic attempts to
curtail Zydarian activities, though the efforts have seen little success and
Nakris has indicated a wiliness to use force against the Star Legion if
necessary.
Structure
While Nakris began as a confederation ruled by a Grand
Senate with two representatives from each member world, it has evolved into a
dictatorship under the guidance of the Permanent Chair of Nakris and the
Chair's appointed Grand Council, who also hold twelve of eighteen senatorial seats,
those of Nakris and its three colonies and those of the corporate-owned
settlements of Roffair and Mien who have traded their seats for monopoly rights
to their systems.
Mieskka, the only other major power in the Confederation,
has not had a central government in four centuries, and its Senators are
constantly recalled or absent. The
rulers of both Heby and Vroekmozaas appoint pliant Senators in return for
Nakris not interfering in their internal affairs.
The Grand Senators meet in chambers adjacent to the Nakris Betta
Starport on Nakris's outer moon and use their annual sessions to rubber-stamp
the policies of the Permanent Chair. Though the Grand Senators technically have
the power to dissolve the Confederacy by a simple majority vote, such an action
is unthinkable. Even if that were to occur, the Nakris Star Force, though
technically sworn to the Confederation, will by treaty revert to control of its
members in proportion to revenue contribution and Nakris provides 99% of the
funding and personnel to the organization.
Military
As local defense is the responsibility of member systems,
the only Confederation military force is the Nakris Confederation Star Force
(NCSF), essentially entirely equipped and staffed by Nakris itself. As a
result, the NCSF has a solid command structure, lacking many of the problems of
conflicting priorities and special interests faced by the Corellan League Star
Force. Equipped to TL 12 standards and focused on frigate and destroyer-sized
ships backed by a core squadron of cruiser-class capital ships, the NCSF is
focused on anti-piracy and ihatei blocking missions. The troop component of the
NCSF is small, but well trained in boarding actions and jump deployment, not
expected to occupy territory but to strike decisively in ship-to-ship action
and surface raids.
Overall, though not particularly large, the NCSF is the best
trained and most effective military force in The Beyond, capable, in war games
at least, of going head-to-head with even a major Aslan clan invasion.
Relations
The Nakris Confederation has a skilled diplomatic corps that
does its best to maintain good relations with all its neighbors. Relations with
the Corellan League were wary early in the Confederation's history but have
improved considerably since the rise of the Zydar Codominium. Likewise, a rocky
start with the Stormhaven Republic was overcome by centuries of strong trade
links and cooperation against ihatei activity to rimward. After defeating Zydar
in the Zydar-Nakris War, the two states have maintained embassies in each
other's capitals and while Zydar has technically lived up to its obligations in
the Treaty of Zydar, its Star Legion continues to push the limits with its
"tithing" activities.
Nakris's diplomats have reached far afield, exchanging
ambassadors with Jarnac, Mapepire, Die Weltbund, Avalar, Lod, and the Third
Imperium, though the Imperium's ambassador has not been replaced since the
death of the last envoy in 1102. A diplomatic mission to the Zhodani Consulate
returned with some nice gifts, but no promise of an ambassadorial exchange.
Gateway Consortium
The Gateway Consortium is registered within the Corellan League
as an operator of commercial starports and starships for the purpose of
conducting foreign trade. Although its charter does not prevent the Consortium
from conducting trade and operating starports within the League, more than 90%
of Gateway's business is concerned with interfaces between the League and its
neighbors, mainly in the trailing border regions in the Narkis, Zydar and
I'Sred!Ni Heptad subsectors, though its only trade with the I'Sred Protectorate
occurs out of the Consortium's brokerage office on Shalukin.
Formed in 435, shortly after the creation of the Stormhaven
Republic and the settlement of Nakris, the Gateway Consortium dominates large scale
trade between the Corellan League, Stormhaven, Nakris and Zydar and is a major
factor in commercial ties with Beriel. It has a minor but growing presence in
trade to the Jarnac Pashalic, Monarchy of Lod, Marrakesh, Sant Rabloes and the
Florian League. Trade with various Aslan clans has risen and subsided over the
centuries, but is not currently a major source of income.
In six systems, the Gateway Consortium has established starport-class
waystations and become the effective system government. Since its executive
offices transferred from Shekerleb in 631 the Consortium Headquarters has been
located at the Class B Gateway Highport in orbit around the planet Gateway. The
Consortium controls additional Class B starports at Nestor, Pit Stop, Stovall,
Boduhr, and Link.
For centuries, the Gateway Consortium maintained an
effective monopoly on trade routes by limiting access to its ports to its own
vessels and by charging high rates to military vessels from Corella, Nakris,
and Stormhaven that wished to use Gateway facilities for resupply or minor
maintenance. While the League supported this position, mainly because of
ownership and influence interrelationships with a number of League Great Houses
and other League-registered Consortia, outside states and independent operators
were unhappy with this arrangement.
In 833, the combined pressure of Stormhaven and Nakris
forced the Consortium to surrender its monopoly. The terms and conditions of
the Gateway Compact allowed open access to its waystations by independent
commercial vessels and set limits for allowable fees.
At all six Gateway-operated Class B ports, the fee schedule,
still determined by the Compact, is as follows:
External terminal docking
|
Cr
500 per day
|
Internal terminal and maintenance bay docking
|
Cr 5000 per day
|
Unrefined
fuel
|
Cr
200 per ton
|
Refined fuel
|
Cr 2000 per ton
|
Large
ship (5000 tons+) external docking
|
Cr
1000 per day;
50,000
ton maximum
|
Large ship internal docking
|
Highest of Cr 10,000 per day or Cr 1 per ton per day;
20,000 ton maximum
|
Accommodations
|
variable,
starting at Cr 50 per day.
|
A Travellers Aid Society hostel is present at each starport
via a special lease arrangement and is free to charge whatever rates it
desires. Since the closure of the TAS hostel on Adhaeoe in Knoellighz Sector,
the hostel on Nestor is the furthest operational Travellers Aid Society
facility from the borders of the Third Imperium.
Despite being a registered Corellan League entity and thus
under its jurisdiction, the Gateway Consortium maintains its own diplomatic
staff and consular offices on various major League member worlds and on Jarnac,
Zydar, Nakris, Stormhaven, Beriel, and Lod.
Odysseus-class Armed Merchant
Built under license from an old Kraken Heavy Industries
design, the Odysseus-class Armed Merchant is a slightly upgraded far
trader designed to operate in frontier areas. Unlike the GeDeCo Soho-class
light freighter, which is substantially better armed and armored, but also much
more expensive and less able to generate revenue, the Odysseus is a
compromise design that is tasked to have more opportunities to achieve
profitability.
The two triple turrets standard on the Odysseus are a
dorsal turret with three long range, high yield pulse lasers to pack a
stand-off offensive punch, and a ventral turret with a beam, missile and
sandcaster mount for maximum utility including defensive capabilities against
lasers, missiles and boarding parties.
The upgraded 2g maneuver drive is not terribly fast, but
follows the maxim of "you don't have to outrun the Vargr, just the other
guy", to divert focus to other targets of opportunity, to allow greater
time to escape, or to allow greater time to fire back with the long range pulse
laser turret to discourage pursuit.
As passengers normally generate more revenue than freight on
a per ton basis, the Odysseus retains the full upper deck platform of an
A2 far trader and, using optimized drives and batteries, only sacrifices five
tons of cargo capacity. The standard addition of collapsible tanks enables the
capability to stretch ranges to four parsecs in order to cross minor rifts.
For those insisting on a freight-only model, the Argo-class
variant allows for 35 tons of additional cargo or equipment on the upper deck
and includes a dorsal hatch just forward of the turret that is capable of accepting
a 10-ton vehicle or cargo container.
Defender-class Frigate
The Nakris Confederation Space Force (NCSF) Defender-class
is a frigate or destroyer-escort class starship optimized for anti-piracy and
ihatei deterrence patrols. The 1400-ton vessel is normally deployed in patrol
groups of 2-4 ships. The Defenders are more than adequate to defeat or
deter both independent pirates and most Zydar Codominium Star Legion vessels,
but would have some challenges standing up to a group of larger Aslan ihatei
warcraft without support from heavier elements of the NCSF.
While the major advantage of the Defender is its
well-trained NCSF crew, it is also fairly heavily armored and armed, sporting a
small fusion gun bay for use against more powerful ships. For very long range
combat it mounts two small missile bays, three particle beam barbettes, and six
triple pulse turrets optimized for extended range fire. Pairs of point defense
batteries and nuclear dampers provide additional close-in protection.
The major drawback to the Defender is its lack of
additional cargo capacity and fairly restricted quarters, factors that limit
the ship's effectiveness on long deployments. As a result, a Defender
patrol groups tends to operate in sweeps of no more than 120 days and eight to
ten jumps.
Hornet-class Boarding Pinnace
The Hornet-class Boarding Pinnace is the standard
Nakris Confederation Space Force (NCSF) small craft. It is designed for
boarding actions and customs duty, being capable of holding a dozen troops and
up to six prisoners in its brig. Capable of 7g acceleration and equipped with a
breaching tube and forced linkage apparatus, it is able to dock with most
non-compliant vessels and if necessary, able to fire on targets from range with
missiles and up close with a bow-mounted pulse laser. Variant Hornet
designs include a dropship for jump troops, and models specialized for passengers,
cargos, or fuel, utilizing the 22.2 tons of available internal space in a
variety of ways. All variants are externally nearly identical, allowing them to
be deployed from standard docking cradles and launch tubes.
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