The Beyond Subsector N: Ghost Rift
The Beyond Subsector N: Ghost Rift
System Data
Hex Name UWP Remarks {Ix} (Ex)
[Cx] N B Z PBG W
A Stellar
----
-------------------- --------- ------------------------ ------ ------- ------ -
-- - --- -- ---- -----------------------
0935 Goal
Terminus B925432-A Ni Fz { 1 } (736-2) [158F] - - - 522 14 NaHu D
0938
Clanheim D451531-9 Ni Po Co
Sa { -2 } (941+1) [5369] -
- - 723 10 NaHu M1 V
1031
Mien C674410-A Ni Pa { 0 } (B36+2) [448A] - - - 624 15 NkCo K0 V
1034
Perdiam XDB3000-0 Ba Fl Bo { -3 } (900-2) [0000] - - - 010 7
NaXX M2 V
1038
Iruukadan X100000-0 Ba Va
Sa { -3 } (500+3) [0000]
- - - 021 11 NaXX M3 V M6 V
1131
Mieskka B583878-C Ri Ht Ph
{ 3 } (97B-3) [AB5H] - - - 400 7
NkCo K3 V M7 V
1140
Trarken E443201-A Lo Po Ho
Sa { -1 } (811-4) [1188] -
- - 612 12 NaHu M0 V
1231
Dacadad D853465-A Ni Po
O:1230 { -1 } (831-3) [431A] - V - 613 13 NkCo K3 V M6 V
1239
Spindrift C221310-9 Lo Po { -1 } (721+3) [4269] -
- - 432 12 NaHu K0 V
1332
Vroekmozaas C6746AD-9 Ag Ni
Da { 0 }
(855+1) [7677] - M A 702 10 NkCo
K1 V
1334
Lotrakoast EA01000-0 Ba Ic Va
Fz { -3 } (600-2) [0000] -
- - 010 6 NaXX M3 V
1335
Goblin's Planet X912100-8 (Goblin)
Lo Ic Fo { -3 } (801-4) [1174] - - R 811 9
NaXX M2 V
1534
Ember X300000-0 Ba Va
Ho { -3 } (600-3) [0000]
- - - 010 6 NaXX M9 V BD
1540
Cortes C443373-A Lo Po { 0 } (821+1) [3369] - - - 311 11 NaHu K6 V
1632
Turtsirho C56585A-A DroyW Ri
Ph Pa Co Sa { 2 } (87C+1) [7A5B] - - A 712 15 NaDr K0 V K2 V M0 V G0 V BD
1635
Inkakartys E511000-0 Ba Ic
Tz { -3 } (400+3) [0000]
- - - 000 5 NaXX M6 V
1639
Vinadalou C623313-9 Lo Po Ho
Tz { -1 } (D21+1) [528C] -
- - 433 10 NaHu M2 V
The Ghost Rift subsector consists of
17 systems with a total population of 1.108 billion, of which 700 million are
the Droyne of Turtsirho. Nearly all the rest of the inhabitants are citizens of
four systems of the Nakris Confederation primarily Mieskka. Six sparsely
populated independent systems occupy mostly rimward portions of the subsector. Five
systems are uninhabited and one is home to a strange alien entity.
The Ghost Rift subsector
is a small but regionally substantial rift requiring jump-3 to cross even if
fuel can be rung out of dry systems without gas giants. While jump-3 poses
little challenge to front-line military ships, long haul megafreighters, or
liners, it is uncommon for the smaller ships that ply less-visited systems to
have that capability, further isolating the subsector's systems and limiting
pass-through trade. Only by roundabout means can such ships cross from one side
of the subsector to another.
Worlds
Clanheim (0938 D451531-9)
Clanheim is the most
populous world in the Ghost Rift's portion of the Broken Chain, a string of
jump-2 accessible systems across the rimward portions of the Spinward Drift,
Ghost Rift, and Siren subsectors that is broken by the three parsec gap between
Cortes and Spindrift. Most commonly, if a half dozen times a year is common,
the system is reached through Apparos or Nubb in the Spinward Drift by ships
making the Spindrift Run, back and forth across the spinward half of the chain.
Clanheim is the
cold, barely habitable moon of a gas giant in orbit around a red dwarf star. A
small world with a thin atmosphere and long nights when the temperate drops
below -60 C, it was settled in 815 by three extended families fleeing the Third
Imperium's Psionic Suppressions. The name of the world was meant to be a joke,
but future generations wondered if their ancestors included the prescient. The
three families, Morrison, Vaadim, and Igirki accounted for an initial
population of fewer than one hundred, but in less than three centuries they have
grown to number 50,000 people. For the first three generations, there was
intermarriage between the families, but since 900, the families have grown
apart, begun to feud, and separate into competing clans that, though not in
direct conflict, remain at odds. Intermarriage has ceased, worsening an already
serious lack of genetic diversity.
One effect of low
diversity has been a strengthening of psionic powers among the population.
Though psionics is not believed to have a strong genetic component, the
concentration of people with psionic predispositions seems to have increased
the frequency and power of psionics among the population.
Clanheim maintains
three competing starports less than a hundred kilometers apart, each maintained
by separate clans and competing for the scarce traffic bound for the system.
Visiting ships are hailed telepathically as they enter orbit and asked to
choose a port, often under the influence of the strongest telepath's
suggestion. The few visitors are welcome, but those who mean to harm or cheat
the locals have little chance of succeeding without psionic shielding.
Dacadad (1231 D853465-A)
Dacadad is a world
of red sands, worn mountains, and retreating glaciers that feed rivers flowing
into shallow seas. It is also the tomb of a dead civilization. The Dacadadan
race was bipedal, but lacked a head. Their stout torsos sprouted sensory organs
and two mouths, one for eating and one for drinking. They developed technology
and spread rail and canals networks across their drying world, and then they
discovered nuclear energy.
The Dacadadan race
suffered a global nuclear war more than 20,000 years ago, causing widespread
ecological damage and pushing their world into an ice age, leaving their cities
reduced to ruins or slowly crushed by advancing ice. The last Dacadadans,
reduced to primitive conditions, died out within 2000 years. Finally, the ice
age ended and the glaciers began to retreat, exposing ruins and graveyards and
sprawling monuments built of stone by the last members of the dead race.
Dacadad is currently
governed by Nakris. The colony is centered around a scientific research
facility first established in 724 and dedicated to the study of Dacadadan civilization.
Recently, offworld tour companies have begun conducting excursions to visit the
most impressive ruins, drawing the ire of the researchers.
Goal Terminus (0935 B925432-A)
Goal Terminus was
once a small gas giant. Its star became a red giant and nearly devoured the
world, stripping away everything but the core. And then the sun died and became
a white dwarf. A billion years passed. The white dwarf cooled and the world
froze, gasses seeping from deep cracks in the iron surface. Goal Terminus is only
slightly large than Terra, but more than twice as massive. Gravity on the
surface is 1.61 standard. The temperature on the slowly rotating world never
exceeds -50 C and drops below -100 during the ninety hour long night. And yet
50,000 people live on the world's surface in domes that look out onto the snows
blown by the thinnest of winds. There is gravity compensation for those that
want it, but many brave the natural pull of the world on their bones.
Since 635 Goal
Terminus has been the home of The Patient, or Those Await the End of Time, a
sect dedicated to the understanding of the fate of the universe through
meditation and logic. Despite their name, the Patient are not a grim
emotionless people, but a sect dedicated to the joy of learning and the peace
of knowing that though all things end, something will persist transformed, even
beyond the end of time itself. Though claiming to be supremely logical, their
philosophy is based on convoluted reasoning that can be difficult for the
non-initiated to understand, but they will persist in trying to explain it to newcomers
by analogy and example and joyous gesturing. As they know many can find their
enthusiasm annoying, they do not actively proselytize, but spread the word by
distributing their message broadly across Charted Space and encouraging those
interested to read and study and to come to Goal Terminus to live among the
enlightened.
It is an
increasingly difficult journey, made worse by the current regime on Haes, which
makes jump-3 voyages from Homeward or Clanheim or a jump-4 transit from Mien
the only even marginally safe routes to reach Goal Terminus. Fewer than ten
ships visit Goal Terminus in a year, though when they arrive, they will find a
well-appointed starport with reasonable fees awaiting them. The Patient
themselves own a jump-3 starship with which they will transport those who wish
to study and become enlightened under the cold white sun.
Goblin's Planet (1335 X912100-8)
Despite being far
outside the habitable zone of its red dwarf sun, Goblin's Planet remains fairly
temperate with only polar ice caps below freezing year round. The planet and
system are less than 100 million years old and retain much internal heat.
Goblin's Planet is
named for the grotesque head carved out of an entire mountain that overlooks a
long deep canyon. Orbital scans indicated a vast cavern complex spreading from
the canyon across dozens of cubic kilometers, in some places penetrating the
crust entirely and reaching the mantle below.
Ships approaching
the world are normally warned to depart in Anglic and Trokh from transmitters
deep inside Goblin Mountain. Ships that ignore the warning are held back from
the world by a strong gravitational tractor beam. Occasionally a ship is
allowed to land in the canyon.
The last recorded
such landing was of a boat from the IISS survey ship Kubasov in 947. The
contact team was greeted by a group of forty Humans and forty Aslan, half of
them male and half female, who claimed to serve "The Entity". The
unseen Entity appeared to psionically control the subjects at will and speak
through them, asking the IISS crew to interdict the world. When asked about the
Human and Aslan, the Entity, or the subjects, replied that they came from
long-ago castaways and lived to serve the Entity.
At the
recommendation of the survey team, the IISS placed the world under quarantine
and placed an automated beacon in orbit on a return trip in 954. The Hierate
and local governments in The Beyond were informed of the interdiction and the
satellite remains in orbit. The single gas giant in the outer system is
available for refueling, but few ships visit this barely reachable system on
the route to nowhere.
When asked about the
oddity of equal numbers of male and female Aslan present, the team leader
declined to speculate, though she had specifically noted the fact in her
report.
Turtsirho (1632 C56585A-A)
Turtsirho is a
frozen gas giant moon in a complex system of four stars and a brown dwarf. It
orbits far outside the life zone, but still possesses a breathable atmosphere,
even though no part of its surface ever approaches the melting point of water.
The cold green skies of Turtsiro fade into a night filled with dancing green
aurora from the warring magnetic field of gas giant and moon. The world is home
to the largest known population of Droyne Behind the Claw.
The Droyne of
Turtsirho live in white cities of slender spires that rise like fairy-tale
castles over the frozen landscape. The interplay of multiple suns and changing
magnetic fields adds to the otherworldliness of Turtsirho. Submarines travel under
ice-covered seas and large grav platforms float between cities, but ground
transport is nearly nonexistent. Blizzards can last for days before clearing to
reveal jade-bright skies or emerald curtains of light.
Turtsirho could
become a tourist mecca but for two reasons, first, like many systems in the
Ghost Rift, it is not on the route to anywhere, second, though the Droyne
welcome prearranged trading visits to their world, they are not interested in
hosting outsiders and have strict, often inscrutable rules and restrictions for
those who wander outside the starport's boundaries. The world's Amber Zone
designation reflects the potential for misunderstandings leading to
incarceration or incineration.
Vroekmozaas (1332 C6746AD-9)
The story of
Vroekmozaas is a cautionary tale of what can happen when citizens cede control
of their lives to a larger than life personality who offers them something for
nothing.
Physical Characteristics
The world of Vroekmozaas orbits a K1 V star within its
habitable zone in a slightly eccentric orbit that causes greater seasonal
variation than its slight axial tilt. Two fairly large moons stabilize the
world's rotation, but also raise tides that make coastal settlement unadvisable.
Most of the world's population of seven million resides in the Six Lakes region
of the northern hemisphere, where rainfall is normally plentiful and the
crystalline particulates from sandstorms are generally absent from the
atmosphere.
History
Colonized by settlers from Imperial space in 638 and named
Nawash, the world joined the Nakris Confederation in 701 in return for
protection against corsair activity. At the time it was governed by the
descendants of the leading families of its settlers, who were owners of the
large ranches that surrounded the salty Six Lakes. Most of the population were
employees or tenants of the "Big Nine" as the largest landowners, or
Great Families, were known.
During the drought years of 957-965, the population suffered
hardships as pastures dried and herds died. The hero of the day was Nils
Vroekmozaas, who owned the largest desalination plant in the Six Lakes.
Vroekmozaas chose to offer free clean water directly to the tenants, bypassing
the normal distribution channel through the landowners. Most of the Great Families
were smart enough not to openly complain, but when they privately pressed
Vroekmozaas for more control, he made public their demands and instigated the
Free Water Revolution of 963, which end with a tenant militia seizing control
of the mansions of the Great Families and electing Nils Vroekmozaas their Emergency
Director.
Within two standard years, the drought ended, but the
emergency did not. Show trials convicted the Great Families of the new crimes
of "exploitation" and "elitism" and sentenced hundreds to
death. The red armbands of the Free Water Militia turned into black ballistic
uniforms of troops in red armored vehicles. Questioning the revolution became a
crime. But at least the water was free. In 971 a plebiscite voted to change the
name of the world to Vroekmozaas and to make Nils Vroekmozaas's position
permanent. The vote was 1,238,430 in favor, with 405 abstentions and 1237
spoiled ballots. There wasn't actually a check-box for voting no.
Nils Vroekmozaas held his position until his death in 1008.
His son Magnus assumed the post of Emergency Director without bothering with a
plebiscite, promptly removed "Emergency" from his title, and changed
the name of the militia to the "Directorate Guard". In 1010, Magnus
died in a "bathroom accident" and Ivan Reshmon, the commander of the
Directorate Guard, assumed the Directorship.
Six Directors followed Reshmon, usually after some tragic
death had claimed the life of the previous officeholder. The Directorate Guard
clamped down on all gatherings of more than three outside the home, even though
that curtailed economic activity for a decade before automation eased the worst
burdens, and confiscated all weapons, including cutlery longer than seven
centimeters.
Director Eva Villacova is the current ruler of Vroekmozaas,
as posters everywhere remind everyone. The water is still free.
Social Characteristics
Vroekmozaas is a highly regulated police state with
pervasive surveillance, even inside the home. Media, education, and commercial
activity is controlled by the Directorate. While the populace has basic needs
guaranteed, owning luxuries is a criminal offense: "Misallocation of
Resources", punishable by reeducation using advanced brainwashing
techniques. The indoctrination of the public is successful enough to ensure voluntary
compliance by the vast majority of the population, and the average resident of
Vroekmozaas will honestly express satisfaction with life and appreciation for
the guidance the Director provides. Outsiders questioning this indoctrination
are normally reported to the Directorate Guards, who will promptly expel
offworld "provocateurs", usually after they have suffered a few
accidental injuries and the occasional disfigurement. The Nakris Confederation
tolerates Vroekmozaas's policies as long as its Senators vote in line with
Nakris's recommendations.
Articles
Patient Sky Transport
The Patient of Goal Terminus do not get many converts, but
those who are interested in joining the philosophical sect need a way to get
there, and few transports are interested in making the journey to their distant
world. The Patient addressed this by commissioning Kraken Heavy Industries of
Lyheric to build them a ship capable of making the journey across multiple
systems three parsecs apart. Four times a year, the ship makes the trip from
Goal Terminus to Homeward to Eromnek to Khiiszarbi, the most populous world in
the Hefrin Colony, where it gathers awaiting aspirants and then makes the
return journey.
The 600-ton Patient Sky can bring a hundred aspirants
back to Goal Terminus, but only by cramming them and the crew of twelve into
barrack-like dormitories aboard the ship. It is not a grim crowded ship, but
brightly colored inside and out and focused on the common space around the
dormitories, not the bunkrooms themselves. The Patient philosophy is not about
material things or personal comfort, so the journey helps determine those who are
truly ready for life on a high gravity world beneath a dead star and those who
have made an error of judgement.
The journey travels through corsair-infested space, so despite
its peaceful nature, the ship is equipped with four dual turrets, two armed
with beam lasers and two with sandcasters. Sensors and programing are military
grade, with virtual gunners, but among the six acolytes aboard to orient the
aspirants, at least a pair have experience or training in gunnery and defensive
tactics. The Patient Sky is not looking for a fight, but it can defend
itself, though other than the ship itself, there is usually little of value for
an attacker to take.
The major drawback of the ship is its age. It was launched
in 1002, and though well-maintained, the bright paint hides a century of use.
Many of its issues are cosmetic. The gravity sometimes wavers, the lights
flicker, but at times more serious issues arise. Warped bulkheads from hundreds
of landings on the massive world sometimes prevent hatches from closing. The
sensors occasionally glitch, and though the batteries that feed the jump drive
have been replaced, the wiring has not, and one jump in a dozen may require a
second attempt as shorts, sparks, and sometimes a small fire prevent the drives
from charging. The Patient take it in stride. For the aspirants, it is a test.
Aladdin-class Deep Scout
When the Marathon-class X-Courier first entered
service in 1037, a senior IISS administrator asked the General Products project
director, "Four (parsecs) is nice. Can we do six?" The result was the
prototype Aladdin, capable of two three parsec jumps. Though not
equipped with a communication array, the Aladdin was intended to be a
courier of messages, small packages, or personnel to deep missions in the Great
Rift. The smaller jump drive left space for the architects assigned to the
project to increase the maneuver drive capability to 5g, which was not part of
the original specification and increased the cost of the vehicle by more than
MCr 2 million. This almost caused cancellation of the order, but proved popular
with scout operators, earning the ship the moniker "Swift".
The Aladdin had limited application and sold poorly,
mostly to the IISS and the Deepnight Corporation. After a surge of orders to
replace loses following the Fourth Frontier War, General Products removed the Aladdin
from its standard catalog, though the starship is still offered as a special
order.
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