Showing posts with label Low Gravity. Show all posts
Showing posts with label Low Gravity. Show all posts

Saturday, December 19, 2020

Nomia, beautiful Nomia (Traveller)

Thank you, as always, to my patrons Darius, Ferny, Jaina Bee, Dave, Casey, and Keeper.  They saw this post a week before anyone else did, and if that or the mere prospect of helping support my RPG streaming and writing efforts excites you, please become a patron on my Patreon.


(I use Wikipedia's Random Article link to name the many things I have to name when making an entire planet; I have provided links to the Wikipedia articles where useful, in case they might provide inspiration for the locations and people they named)

C000271-E
System Nature:  Solo (Scimeca, K7 V/orange dwarf star)
Stellar Mass:  1.069x10³⁰ kg (0.5376 sol; 179,020.8 Earths)
Stellar Luminosity:  1.096x10²⁶ W, 1.8675x10²⁸ lm (0.498 Lₛₒₗ)
System Population:  355,791 Scimecan sophonts
Planets:
  

  • Scimeca I, 0.2 AU (habitable zone):  Hatfield (D435544-7)
    • Hatfield Α, 21,120 km:  Wrecking Ball (X00024L-6, 1280 km, population 936, Nexus, Liberal)
  • Scimeca II, 0.4 AU (outer zone):  Nomia (described in this post) 
  • Scimeca III 0.7 AU (outer zone):  The Planetary Barony of Hausu (E64523L-3, population 381, Sexist, Barbaric)
  • Scimeca IV, 1 AU (outer zone):  Vidara, (X677000-0, population 0)
  • Scimeca V, 1.6 AU (outer zone):  Sprinters' Commonwealth, (D45021L-6, population 617, Deceptive)
  • Scimeca VI, 2.8 AU (outer zone):  Julian Priestley, (X331000-0, population 0)
  • Scimeca VII, 5.2 AU (outer zone):  The Planetary Barony of Morgan-Beavis, (D56044L-5, population 83,208, Fashion)
    • Morgan-Beavis Α:  Weatherby Belt (XR00000-0, population 0)
    • Morgan-Beavis Β:  Cover (X000000-0, population 0)
    • Morgan-Beavis Γ:  Stadium (X000000-0, population 0)
  • Scimeca VIII, 10 AU (outer zone):  The Baronet World of Goat's Rue (E63627L-6, population 171, Unusual Custom: Media, Unusual Custom: Technology)
  • Scimeca IX, 19.6 AU (outer zone):  Robenhymer (the marquesal seat, B76733L-B, population 7459, Unusual Customs: Eating)
  • Scimeca X, 38.8 AU (outer zone):  Beyond Counting (X54223L-0, population 703, Honourable, Barbaric)
    • Beyond Counting Α:  Ghost Moon (X000000-0, population 0)
    • Beyond Counting Β:  John Griffith (X000000-0, population 0)
    • Beyond Counting Γ:  Solariella (X100000-0, population 0)
Mean Radius:  160 kilometers (0.02511 Earth)
Approximate Surface Area:  3.22x10⁵ square kilometers (0.0006313 Earth)
Planet Density:  3.7495 g/cm³ (0.68 standard; rocky body)
World Mass:  1.7135x10²¹ kg (0.0002869 standard)
World Gravity:  0.5001 m/s² (0.051 g)
Orbital Period:  125 days 22 hours 29 minutes 13.7397 seconds
Rotational Period:  54 days 20 hours 50 minutes 41.1959 seconds
Axial Tilt:  28 degrees
Orbital Eccentricity:  0.000
Seismic Stress Factor:  1.344
Atmospheric Composition:  None
Surface Atmospheric Pressure:  0 kPa (0 atm)
Mean Surface Temperature:  -13.8314 degrees Celsius (7.1034 degrees Faherenheit; 259.1686 Kelvins)
Hydrographic Percentage:  0% (0 km²)
Hydrographic Composition:  None
Tectonic Plates:  1
Oceans:  0
Volcanoes:  Mount Lauren, GC376, WKCI-101.3, Pajanimal Pile, the Anthill, Media Agua Peak
Terraforming:  Greenhouse (+10% greenhouse effect), terrain
Weather Control?  No
Native Life?  No
Satellites:  None
Population: 710 Nomian sophonts
Approximate Population Density: 0.0022 sophonts per km²; 453.5211 km² per sophont
Exports:  Artforms, manufactured durables, processed metals
Cities

Social Outlook:
  • Progressiveness:  Conservative attitude, stagnant action
  • Aggressiveness:  Competitive attitude, militant action
  • Extensiveness:  Fragmented globally, friendly interstellarly
Cultural Differences:  Unusual Customs: Conspiracy
Local Customs:  Men have minimal quarters
Government:  Balkanization into 5 nations
  • The Armășescul Collective, a participating democracy
    • Population:  212
    • Representative Authority:  Ad-hoc volunteers among the populace agree by means of widespread networking to take charge of interpreting and executing the directives and laws outlined by the current and former Frater Superior(s).  The population as a whole elects and advises the Frater Superior.  The same software also randomly compiles anonymized juries of citizens chosen at random to preside whenever there is a question of legality or civil harm.  As an error-proofing measure, every such case must be tried repeatedly, until five juries come to similar judgments.
    • Law Level:
      • Overall:  2 (low)
      • Weapons:  0 (none)
      • Trade:  6 (moderate)
      • Criminal Law:  0 (none)
      • Civil Law:  2 (low)
      • Personal Freedom:  2 (low)
    • Uniformity of Law:  Personal
  • Le Magasin des Suicides, a medical manufacturing company/corporation
    • Population:  166
    • Representative Authority:  The marquesal knight des Suicides, shop steward and corporate representative on Nomia, holds all authority when it comes to the Nomian factory.
    • Law Level:
      • Overall:  1.4 (low)
      • Weapons:  1 (low)
      • Trade:  4 (moderate)
      • Criminal Law:  1 (low)
      • Civil Law:  0 (none)
      • Personal Freedom:  1 (low)
    • Uniformity of Law:  Personal
  • Where the Air is Still, an anarchic platform
    • Population:  108
    • Representative Authority:  none
    • Law Level:
      • Overall:  1 (low)
      • Weapons:  0 (none)
      • Trade:  2 (low)
      • Criminal Law:  0 (none)
      • Civil Law:  0 (none)
      • Personal Freedom:  3 (low)
    • Uniformity of Law:  Territorial
  • Willie's Pad, an anarchic platform
    • Population:  82
    • Representative Authority:  none
    • Law Level:
      • Overall:  1.8 (low)
      • Weapons:  4 (moderate)
      • Trade:  3 (low)
      • Criminal Law:  0 (none)
      • Civil Law:  2 (low)
      • Personal Freedom:  0 (none)
    • Uniformity of Law:  Undivided
  • Shrimpton-in-Space, a metal-refining company/corporation
    • Population:  142
    • Representative Authority:  The Council of Elder Workers determines the path of the refinery, which a handful of supervisory workshops then enact.  The mayor-owner's job is mostly to ensure that everything runs smoothly and correct it when necessary.
    • Law Level:
      • Overall:  3 (low)
      • Weapons:  2 (low)
      • Trade:  4 (moderate)
      • Criminal Law:  5 (moderate)
      • Civil Law:  0 (none)
      • Personal Freedom:  4 (moderate)
    • Uniformity of Law:  Territorial
Known Factions or Revolutionary Groups:  
  • Hitit, a well-known anarchic faction of anti-marquesal conspiratorial hackers with significant support
  • The Neo-Hungarians, a well-known anarchic go-gang with significant support
Technology Level:
  • High Common:  E (high stellar; Geneering Age)
  • Low Common:  E
  • Energy:  E (fusion plants)
  • Computer/Robotics:  E (computer/brain implants, model/8 robots)
  • Communications:  E (early meson communicators)
  • Medical:  E (genetic engineering, memory erasure)
  • Environment:  G (high stellar; Hopdrive/Artificial Persons Age; global terraforming, hostile worlds)
  • Land Transport:  D (average stellar; Wafer Age; grav vehicles merge with orbital spacecraft, jump-4)
  • Water Transport:  D
  • Air Transport:  D
  • Space Transport:  F (imperial maximum; Maker Age; jump-6)
  • Personal Military:  F (man-portable fusion gun-15, battle dress)
  • Heavy Military:  E (x-ray lasers, bonded superdense armor)
Trade Codes:  Asteroid, High Technology, Low Gravity, Low Population, Vacuum

It might surprise many that the Scimecan system's primary manufacturing center is both near-post-scarcity and originally an artist's colony.  Founded by the Marquis Robenhymer as an ostensible haven for the surging counterculture of a century and a half ago, Nomia's explosion of arisanal-technology exports and rapid pace of advancement soon attracted corporate interest.  The rush this precipitated was halted by quick political maneuvering and organization on the part of the artists, but two of the corporations were nonetheless able to get a foothold among them.  

Le Magasin des Suicides adapted by adopting the avant-garde and cavalier attitude of the planet, while Shrimpton-in-Space has merely retreated into a relatively isolationist provincialism.  All the while, the Armășescul Collective works to protect Nomia's fierce independence and pioneering culture.  The various hackers of Hitit, each of whom uses the name of an ancient Hittite deity in their hacks, pranks, and communiques, insist that all of these, corporate lapdogs and artist protectionists alike, are nothing more than the contract nobility's conspiracy to repress the Nomian people.  Meanwhile, a go-gang called the neo-Hungarians unites a fractious criminal underground to meet the less savory demands of the artisanal engineers of Willie's Pad and the freewheeling hard partiers of Where the Air is Still, or just rob anyone they can.

They're not wrong, of course.  The marquis of Scimeca did, in fact, subsidize Nomia's establishment as a way of sidelining and undermining a popular movement wherein secret societies and revolutionary sentiment was just as trendy as technological advancement and artistic sensibilities.  By appearing to accept the artists and support them, the marquis hoped to situate them far from the courts of Robenhymer, Morgan-Beavis, and Goat's Rue and the outposts of Hatfield, Wrecking Ball, and the Sprinters' Commonwealth.  From such a distance, any effect they had on the larger system could be minimized.

This has led to an even more Wild-West feel to the world (thankfully, minus the genocide of natives) than the Most Prized Republic of Hatfield, which is a much more peaceful homesteader vibe.  Embedded within a context of near-singularity levels of tech, rollicking adventures on Nomia can get pretty wild.

The basic unit of social organization in all five pads is the workshop, a co-working space around which a handful of artisans working in related fields or on intertwined projects live.  The wealthier Nomians maintain sleeping quarters budding off of and generally surrounding the main workspace, or even a supplementary room like a kitchen; poorer Nomians just meet all of their life needs within the one workroom.  Nomian custom heavily prefers men using as little space as possible for their life needs.  If a workshop with a three-bedroom living space consists of a woman, a nullo, a genderqueer, and a male, the male will almost always be the only one sleeping in the workspace.  This perspective extends to food storage use and every other aspect of life.  Every once in a while, projects or relationships band multiple workshops into a single neighborhood collective, which replicates the workshop dynamic across multiple workshops.

Nonetheless, an overdose of future shock spiced with shock of a more cultural kind has led to a populace that tends to resist change.  Paradigms have shuffled past the people of Nomia so fast that it has numbed out their sense of wonder, leaving only a calcifyingly practical recognition of the bother and work of overhauling one's system to accommodate the work of some hotshot inventor.  Pride plays some part in this wooden resistance, as well; every Nomian is convinced to their core that their inventions and their ideas represent the truest and most important breakthrough in their field, if only they could figure out how to make them work.  Fistfights (or fights with more dangerous weaponry) frequently bloom throughout Melanderi Station, fertilized by this perspective and most often with an obscure piece of theory at their core.

Over the course of the last human generation or so, a technocratic sentiment has begun to swell among the Nomians.  A counterculture to the founding counterculture of the colony has begun to wonder why the assembled artistic, engineering, and scientific geniuses of the planet haven't applied their individual and collective brainpower to finally solving the problem of governance.  A volunteer and ragtag military force has begun to form around this core meme, and the rest of the system has quite definitively noticed its rise.

The most restrictive of the pads is Shrimpton-in-Space, a cliquish, almost eremitic metal refinery composed of a pad in the north of Melanderi Station.  Only reluctantly engaged in trade negotiations with other Nomians and offworlders alike, they enforce a series of communal rules determined by their corporate charter with a dourness otherwise unseen on Nomia.  In fact, their legal code entirely lacks any provisions to seek redress for wrongs done by one worker to another, in favor of a more extensive criminal code than found elsewhere on the planet.  Despite the propensity for these restrictions to intrude upon the freedom of those walking around the pad's streets, they do work to ensure that commerce proceeds with a fairness and a restraint exceeded only by the Armășescul Collective's trade law.

Said Collective operates the spaceport around which Melanderi is built, and their trade law is the strictest law around.  Almost as if they felt the need to apologetically compensate for this, the Collective is far more relaxed about most other matters.  They make no attempt to speak of to prevent the ownership and trade in weapons, for example, and have not a scrap of criminal code anywhere in their annals.  Willie's Pad follows suit when it comes to a refusal to name any behaviors as wrong or to be repressed.  However, as the pad most likely to produce ever-more-efficient tools for mass death, they have recognized the danger such things being widely available and carried could cause to productivity.  The other two pads have only scraps of legal code between them.

Nobility is scattered sparsely throughout Melanderi Station, as marquesal or baronial knighthood contracts are offered to individual artisans or the higher-ups in either company with a presence on the planet.  Rule of the planet itself has not been subcontracted to any baron by the marquis, who thus governs (as much as they are able) directly.

Amidst all of this chaos, the small Company base in the county no longer rely on isolation and secrecy to hide them, but nestle their operations invisibly among the population here.  The base is too small to train agents, but there is the requisite Continuity Directorate operational hub, as well as a Science Directorate lab and a Technology Directorate workshop.

Monday, October 19, 2020

The Prisonous Barony of Hausu (Traveller)

Thank you, as always, to my patrons Darius, Ferny, Jaina Bee, Dave, Casey, and Todd.  They saw this post a week before anyone else did, and if that or the mere prospect of helping support my RPG streaming and writing efforts excites you, please become a patron on my Patreon.


(I use Wikipedia's Random Article link to name the many things I have to name when making an entire planet; I have provided links to the Wikipedia articles where useful, in case they might provide inspiration for the locations and people they named)


This planet of the Scimecan system seems appropriate for this month, as the random Wikipedia article that gave it its name is a 1977 Japanese "incomprehensible" horror comedy film.  I tried to base the planet on the film as much as possible, and am curious if I succeeded.


E64523L-3
System Nature:  Solo (Scimeca, K7 V/orange dwarf star)
Stellar Mass:  1.069x10³⁰ kg (0.5376 sol; 179,020.8 Earths)
Stellar Luminosity:  1.096x10²⁶ W, 1.8675x10²⁸ lm (0.498 Lₛₒₗ)
System Population:  355,791 Scimecan sophonts
Planets:
  

  • Scimeca I, 0.2 AU (habitable zone):  Hatfield (D435544-7)
    • Hatfield Α, 21,120 km:  Wrecking Ball (X00024L-6, 1280 km, population 936, Nexus, Liberal)
  • Scimeca II, 0.4 AU (outer zone):  Nomia (C000271-E) 
  • Scimeca III 0.7 AU (outer zone):  The Planetary Barony of Hausu (described in this post), population 381, )
  • Scimeca IV, 1 AU (outer zone):  Vidara, (X677000-0, population 0)
  • Scimeca V, 1.6 AU (outer zone):  Sprinters' Commonwealth, (D45021L-6, population 617, Deceptive)
  • Scimeca VI, 2.8 AU (outer zone):  Julian Priestley, (X331000-0, population 0)
  • Scimeca VII, 5.2 AU (outer zone):  The Planetary Barony of Morgan-Beavis, (D56044L-5, population 83,208, Fashion)
    • Morgan-Beavis Α:  Weatherby Belt (XR00000-0, population 0)
    • Morgan-Beavis Β:  Cover (X000000-0, population 0)
    • Morgan-Beavis Γ:  Stadium (X000000-0, population 0)
  • Scimeca VIII, 10 AU (outer zone):  The Baronet World of Goat's Rue (E63627L-6, population 171, Unusual Custom: Media, Unusual Custom: Technology)
  • Scimeca IX, 19.6 AU (outer zone):  Robenhymer (the marquesal seat, B76733L-B, population 7459, Unusual Customs: Eating)
  • Scimeca X, 38.8 AU (outer zone):  Beyond Counting (X54223L-0, population 703, Honourable, Barbaric)
    • Beyond Counting Α:  Ghost Moon (X000000-0, population 0)
    • Beyond Counting Β:  John Griffith (X000000-0, population 0)
    • Beyond Counting Γ:  Solariella (X100000-0, population 0)
Mean Radius:
  5120 kilometers (0.8036 Earth)
Approximate Surface Area:  3.29x10^8 square kilometers (0.645 Earth)
Planet Density:  3.7495 g/cm³ (0.68 standard; rocky body)
World Mass:  1.7135x10^24 kg (0.2869 standard)
World Gravity:  5.0014 m/s² (0.51 g)
Orbital Period:  291 days 17 hours 56 minutes 53.6802 seconds
Rotational Period:  29 hours 46 minutes 4.8 seconds
Axial Tilt:  25 degrees
Orbital Eccentricity:  0.025
Seismic Stress Factor:  -1.232
Atmospheric Composition:  standard oxygen-nitrogen mix, with pollutant taint
Surface Atmospheric Pressure:  48.636 kPa (0.48 atm)
Mean Surface Temperature:  -98.3814 degrees Celsius (-145.0865 degrees Faherenheit; 174.6186 Kelvins)
Hydrographic Percentage:  53% (174,370,000 km²)
Hydrographic Composition:  Normal ice
Tectonic Plates:  1
Continents:  Adieu Islands (archipelago; contains the E-class starport and 17 Hausulings to run it), Armstrong Island (major island), Babbacombe (minor; contains 66 prisoners), Battle Range (major), Chambers (major), Combined Transport (major), Control (archipelago; contains 12 Hausuling felicia-class parahumans who operate the planet, as well as the baron's planetary home), Dragon Knight (minor), Festival Number 6 (major), Greenhow (major island), Jessen (major island), Leguizamón (minor), Lundberg (major), Madigan (minor), Manta (major island), Shiqi (major), Shyamdev (major), Sleep No More (major; contains 286 captives), Spathulata Islands (archipelago), Yinon (minor)
Volcanoes:  None
Terraforming:  None
Weather Control?  No
Native Life?  Yes
Satellites:  0
Population: 381 Hausuling sophonts
Approximate Population Density: 0.000002464 sophonts per km²; 405,853.0184 km² per sophont
Exports:  Agricultural, agroproducts, ores, processed non-metals, radioactives
Cities:
  None
Social Outlook:
  • Progressiveness:  Radical attitude, enterprising action
  • Aggressiveness:  Competitive attitude, neutral action
  • Extensiveness:  Harmonious globally, aloof interstellarly
Cultural Differences:  Sexist, Barbaric
Local Customs:  Everyone lives in special locations, divorce and remarriage required for men
Government:  Self-perpetuating oligarchy
  • Representative Authority:  The warden team, the products team, and the baronial project team (4 felicia parahumans each) all exert executive authority
    • Baroness Geertruida Sachs with judicial authority, the coordinating council (one person from each team) with legislative authority
Known Factions or Revolutionary Groups:  
  • Federation of the Improperly Detained and Enraged (FIDE), a minor anarchist group with some supporters
    • Representative Authority:  None
  • New Jonesville, an obscure representative democracy with no popular support of whom few have heard
    • Representative Authority:  The Babbscombean team, the SNM team, and the exports team would exert executive and judicial authority if these ideologues got their way
    • Other Authority:  Demos with legislative authority
Law Level:
  • Overall:  3.4 (low)
  • Weapons:  3 (low)
  • Trade:  3 (low)
  • Criminal Law:  3 (low)
  • Civil Law:  5 (moderate)
  • Personal Freedom:  3 (low)
Uniformity of Law:  Personal
Technology Level:
  • High Common:  3 (18th & 19th centuries; Industrial Revolution, Napoleonic Era, and Colonial Era)
  • Low Common:  3
  • Energy:  3 (coal/steam)
  • Computer/Robotics:  3 (calculus)
  • Communications:  3 (telegraph, audio recording)
  • Medical:  3 (surgery)
  • Environment:  3 (cement structures)
  • Land Transport:  3 (extensive road, high-speed stagecoaches)
  • Water Transport:  3 (multi-mast sailing, navigation)
  • Air Transport:  2
  • Space Transport:  3
  • Personal Military:  2 (early guns, jack armour)
  • Heavy Military:  3 (cannons, wood armour, bronze armour, iron armour, crude steel armour)
Trade Codes:  Garden, Low Gravity, Low Population, Low Technology


Geertruida Sachs's husband flew away from the Scimecan planet of Robenhymer more than three decades ago to fight in the Great Imperial War Against the Pleiadians.  No matter how hard or how long she waited, he would never return.  All this reclusive loyalty earned her was the respect of the Marquessa of Scimeca, who after a dozen years or so granted her a baronial contract for the frozen garden world of Hausu in recognition of her loss.

Though the planet was chock full of valuable resources, the marquessa had mostly relied on the planet as a place to stick the criminals and dissidents of her system.  The prisoners were given isolated cement structures, simple things of four walls and a ceiling containing only what they needed to maintain their life and the tools to extract the resources of the planet.  Hausu's contributions to the Scimecan economy were invaluable, but it was not a good place to be.  The newly minted Baroness Sachs only made it less so.

She ruled her new fief from afar, continuing her life on Robenhymer in the marquesal court, watching the unmarried girls tittering and enjoying their carefree and trifling intrigues.  Bitterness grew in her heart.  Why should they be spared the heart-shaking sorrow of war's theft?  

Young people of any gender always have reasons to wish escape from time spent with their parents and caregivers.  Geertruida began spreading word, quietly, subtly, intriguingly, that she would offer those continents of Hausu not inhabited by prisoners as a retreat world.  For parental ears, she spoke of its safety and its nearness and, for younger ears, of the freedom and luxuries which they might expect to find there.  Skiing and exciting companionship before a roaring fire were common images in the rumors she started.


Unmarried girls, bedecked in gifts of beauty or intelligence or musical talent or athletic/martial skill or the sweetness of their dispositions or simply of an active imagination, began to follow these rumors.  Baroness Sachs's agents began to receive surreptitious inquiries about the planet.  A select few of the askers were chosen, and flown at Geertruida's expense the 12.6 AUs towards the distant Scimeca sun.

Much like the baroness's husband, they never returned.  Nor, of course, did any of the others.

Soon, the Nomian robotics workshop Millgrove received an order for 30 autonomous drones in the form of giant floating heads with viciously biting mouths.  Baroness Sachs has been using these devices to ensure the smooth running of her operations ever since the order was fulfilled.  They enforce the isolation and work ethic she wishes to see among her subjects, as well as ferrying supplies to the girls and prisoners and collecting the results of their labors.

Over the years since, Millgrove and other Nomian workshops, as well as those on Robenhymer, have received a variety of secretive and unusual requests from Baroness Sachs.  Supplementing the 30 heads, she has hidden physical dangers and surveillance equipment in the mattresses, light fixtures, and rare musical instruments (almost always pianos) offered to her prisoners and girls.  Three teams of felicia parahumans hand-picked by Geertruida see to the day-to-day operations of the planet, one overseeing the prisoners, another overseeing the captives, and the final one concerned only with the quality of the products exported off the planet.  Seats on the three-person coordinating council cycle through the members of each team; during their term, they develop rules and plans both in the moment as necessary and for the foreseeable future.


As the whim strikes Baroness Sachs, occasional captives are sent to a Nomian Trapier Clinic for medical recruitment, realigning their way of thinking to serve as the Baroness's agents, amusements, or merely to increase their efficiency as workers.  Should the whim not strike her, recalcitrant captives and rebellious prisoners can easily provide biological components for the Scimecan system's small noetic drive manufacturing industry or sale beyond its planets, or raw materials for medical education and experimentation.

Hausuling captives are gifted small wardrobes of clothing befitting brides in a handful of cultures from across the Scimecan system.  They are not given more mundane clothing, reliant only on what they had on their back as they left their home.  Recognizing that marriage and reproduction provide economic benefits in the form of more workers, the products team has successfully lobbied for a marriage cycle to occur at a rhythm determined by the coordinating council.  Every so many years, a certain percentage of the prisoners are married to reproductively compatible captives by negotiation between the warden and baronial projects teams.  They are then allowed to be married (for fewer years than the time between marriages), living together in one building before being divorced and forcibly separated again.  This has allowed a certain amount of communication to occur among the scattered Hausulings, and a culture to form.


In recent years, two resistance movements have sprung up on Hausu.  The older and more popular of the two, anarchists who call themselves the Federation of the Improperly Detained and Enraged (or FIDE), advocates simply for the abolition of baronial control, leaving the Hausulings in charge of their own individual destiny and free to leave the frozen planet if they so desire.  Only a handful of Hausulings have gathered under the auspices of New Jonesville.  These rebels would make the three teams of felicia parahumans employees of the other residents of the planet, who would send an equal number of their own population to join each team.  Imported communications technology would then provide a means for the widely scattered populace to direct their efforts by means of regular voting; their recruitment efforts have been hindered by the fact that this sounds like a daydream to many Hausulings. 

Nonetheless, the tireless work of these two groups have stoked the flames of hope in the Hausuling heart, and a recognition of their unity in oppression.  Unnoticed by the baroness or her agents, revolution is seeming more and more possible, if only the rebels could solve the inherent logistical problems.  Like siezing weaponry and vehicles somehow, for example.

A side effect of this growing collective sentiment is that wrongs committed by one Hausuling against another face two separate justices, that of the baroness's people and the bloodier version enacted by the Hausulings themselves.


Most of this is unknown to the system or Empire as a whole, except perhaps in shadowed rumors.  The face portrayed to the greater world by Baroness Sachs focuses heavily on its agricultural and agroproduct exports.  Geertruida has introduced a variant of the watermelon genetically modified to grow well in Hausu's frigid climates that she calls the icemelon to supplement the planet's indigenous crop species.  With its origins in the old Cream of Saskatchewan cultivar, its small, round fruits of less than a foot in diameter have a thin rind, striped in light and dark green, and sweet flesh of stark white with black seeds.  The freezing temperatures in which icemelon are grown make its sugars much more prominent than its watermelon ancestors, making it quite a bit sweeter; the seeds have a pleasingly crisp nutty flavor.  Many of the cement structures which house her subjects have a vine of them growing up one corner towards the roof.  Hausulings usually store these fruits in their wells to preserve them.

As the Baroness Hausu spends much of her time in the marquesal court on Robenhymer, marketing the products of her dismal planet, Hausuling recipes have become quite the trend across the system, often enjoyed by people with no idea of the bleak lives of the innovators of these recipes.  Bottles of Hausuling icemelon seed oil can be found on grocers' shelves, even a system or two away, beside plastic bags of roasted icemelon seeds, paper sacks of icemelon seed flour, jars of pickled icemelon rind, and bottles of icemelon juice and icemelon wine.


Icemelon rind stir-fry and icemelon rind stew are eminently affordable dinners enjoyed by poorer Scimecans, while those of all classes enjoy egushi soup.  Scimecan egushi soup often contains pumpkin leaf, spinach, tomatoes, okra, chili peppers, onions, beans, and some form of seafood or meat in a broth thickened with palm oil and icemelon seed flour.  Hatfielding egushi adds dumplings of pounded yam, while Robenhymi are known for cooking a less watery version of the soup down into a thick sauce served atop any number of dishes.  A jellied icemelon pudding known as jerudi muluni made of icemelon pulp, cinnamon, rosewater, and potato starch, with pistachios and candied fruits embedded in it is enjoyed after many a celebratory meal.  Icemelon agar jelly with cherries and vanilla powder fulfills the same role on a more day-to-day level.

Icemelon gazpacho with stale bread, onion, chili pepper, ginger, olive oil, wine vinegar, and garlic is a popular appetizer.  Slices of icemelon often have their intense flavors further concentrated by either grilling, pan frying, baking, or roasting.  Baked icemelon is prized for its raw-fish-like texture and slightly meaty flavor as its abundant sugars caramelize.


Tuesday, September 8, 2020

The Most Prized Republic of the Hatfieldling People (Traveller)

Inspiration can come at the oddest of times, which is why I am a big proponent of the Omnipresent Inspiration Hypothesis.  In this case, I had the idea for a planet in my version of the classic space opera RPG Traveller while watching Game Show Network with my grandmother.  In the universe I've built in my head for the setting, FTL travel is powered by sex and steered by storytelling.  All of the actual aliens (as opposed to the descendants of humanity's transhumanist and AI period) are drawn from the . . . questionable annals of real UFOlogy, and various forms of Spiritualism dominate the galaxy's religious landscape.  A secretive group of Men in Black known as the Company work to preserve the continuity of the human species, and set up a technocratic neo-feudalism built on the concept of subcontracting so they wouldn't have to govern.

Thank you, as always, to my patrons Darius, Ferny, Jaina Bee, Dave, Casey, and Todd.  They saw this post a week before anyone else did, and if that or the mere prospect of helping support my RPG streaming and writing efforts excites you, please become a patron on my Patreon.

(I use Wikipedia's Random Article link to name the many things I have to name when making an entire planet; I have provided links to the Wikipedia articles where useful, in case they might provide inspiration for the locations and people they named)

D435544-7 (barony)
System Nature:  Solo (Scimeca, K7 V/orange dwarf star)
Stellar Mass:  1.069x10³⁰ kg (0.5376 sol; 179,020.8 Earths)
Stellar Luminosity:  1.096x10²⁶ W, 1.8675x10²⁸ lm (0.498 Lₛₒₗ)
System Population:  355,791 Scimecan sophonts
Planets:
  

  • Scimeca I, 0.2 AU (habitable zone):  Hatfield (described in this post)
  • Scimeca II, 0.4 AU (outer zone):  Nomia (C00027L-E, population 710, Unusual Custom: Conspiracy)
  • Scimeca III 0.7 AU (outer zone):  The Planetary Barony of Hausu (E64523L-3, population 381, Sexist, Barbaric)
  • Scimeca IV, 1 AU (outer zone):  Vidara, (X677000-0, population 0)
  • Scimeca V, 1.6 AU (outer zone):  Sprinters' Commonwealth, (D45021L-6, population 617, Deceptive)
  • Scimeca VI, 2.8 AU (outer zone):  Julian Priestley, (X331000-0, population 0)
  • Scimeca VII, 5.2 AU (outer zone):  The Planetary Barony of Morgan-Beavis, (D56044L-5, population 83,208, Fashion)
    • Morgan-Beavis Α:  Weatherby Belt (XR00000-0, population 0)
    • Morgan-Beavis Β:  Cover (X000000-0, population 0)
    • Morgan-Beavis Γ:  Stadium (X000000-0, population 0)
  • Scimeca VIII, 10 AU (outer zone):  The Baronet World of Goat's Rue (E63627L-6, population 171, Unusual Custom: Media, Unusual Custom: Technology)
  • Scimeca IX, 19.6 AU (outer zone):  Robenhymer (the marquesal seat, B76733L-B, population 7459, Unusual Customs: Eating)
  • Scimeca X, 38.8 AU (outer zone):  Beyond Counting (X54223L-0, population 703, Honourable, Barbaric)
    • Beyond Counting Α:  Ghost Moon (X000000-0, population 0)
    • Beyond Counting Β:  John Griffith (X000000-0, population 0)
    • Beyond Counting Γ:  Solariella (X100000-0, population 0)
Mean Radius:  3520 kilometers (0.553 Earth)
Approximate Surface Area:  156,000,000 square kilometers (0.306 Earth)
Planet Density:  4.632 g/cm³ (0.84 standard; molten core)
World Mass:  6.271x10²³ kg (0.105 standard)
World Gravity:  4.119 m/s² (0.42 g)
Orbital Period:  44 days 13 hours 20 minutes 33.018 seconds
Rotational Period:  15 hours 41 minutes 16.8 seconds
Axial Tilt:  31 degrees
Orbital Eccentricity:  0.015
Seismic Stress Factor:  6
Atmospheric Composition:  Standard nitrogen-oxygen mix (78.08% nitrogen; 20.95% oxygen; ~ 1% water vapor; 0.9340% argon; 0.0408% carbon dioxide; 0.00182% neon; 0.00052% helium; 0.00017% methane; 0.00011% krypton; 0.00006% hydrogen)
Surface Atmospheric Pressure:  16.212 kPa (0.16 atm)
Mean Surface Temperature:  22.757 degrees Celsius (72.963 degrees Faherenheit; 295.757 Kelvins)
Hydrographic Percentage:  47% (73,320,000 km²)
Hydrographic Composition:  Liquid water
Tectonic Plates:  1
Oceans:  BjörnseaCentral SeaCursed SeaFaceKoo Ocean (minor), Goodloe's Ocean (minor), Leptogaster Ocean (major), New Puran Appu Sea, Ocean of the Commerce Lions (minor), Oddbjørn Ocean (minor), Ondřej Holeček SeaPedersen Ocean (minor), Pinacosuchus Sea, Sea of Winter, Senhoro do Porto SeaSerpent Eel Sea, Stop Look and Listen Sea, 9 hexes scattered lakes
Volcanoes:  Bolton (undersea in FaceKoo Ocean), Charlie Meara (undersea in FaceKoo Ocean), Colorado (undersea in Pedersen Ocean), Corson (undersea in Oddbjørn Ocean), The Dirty Picture (undersea in FaceKoo Ocean), Fairchild (undersea in the Ocean of the Commerce Lions), Mahmudabad (undersea in Goodloe's Ocean), Makkada (undersea in Oddbjørn Ocean), Malheiros (undersea in Goodloe's Ocean), Mirea (undersea in Oddbjørn Ocean), Mount Stefanov (continental), Nauryzbai (undersea in Goodloe's Ocean), Poekilocerus (undersea in the Ocean of the Commerce Lions), Pūluga (undersea in FaceKoo Ocean), Swiss Super Cup (undersea in Oddbjørn Ocean), Washing Well (undersea in Goodloe's Ocean), Wrestling with the Commonwealth (undersea in the Ocean of the Commerce Lions)
Terraforming:  Greenhouse (-10% greenhouse effect), hydrographic (-4% surface water), terrain
Weather Control?  No
Native Life?  No
Satellites:  
  • Hatfield Α, 21,120 km:  Wrecking Ball (X00024L-6, 1280 km, population 936, Nexus, Liberal)
Population: 261,606 Hatfieldling sophonts
Approximate Population Density: 0.00316 sophonts per km²; 316 km² per sophont
Exports:  Manufactured durables, natural compounds, processed metals, processed non-metals, recordings
Cities

Social Outlook:
  • Progressiveness:  Conservative attitude, indifferent action
  • Aggressiveness:  Expansionistic attitude, militant action
  • Extensiveness:  Discordant globally, aloof interstellarly
Cultural Differences:  Unusual Customs: Media
Local Customs:  Child named for first piece of technology invented or improved
Government:  Representative democracy
  • Representative Authority:  Tetracameral parliament with executive, judicial, and legislative authorities; all decisions must be approved by all four Assemblies, or duly empowered committees composed of members of all four
    • the Assembly of Mediums, composed of 5 caucuses of 5 religious authorities for a term of six years
    • the Peoples' Assembly, composed of 13 caucuses of 5 seats representing geographical districts of equal population for a term of two years
    • the Labor Assembly, composed of 13 caucuses of 4 seats, each held by a different trade union for a term of one year
    • the Vigilant Assembly, composed of 5 caucuses of 4 journalists for a term of four years
Known Factions or Revolutionary Groups:  
Uniformity of Law:  Personal
Law Level:
  • Overall:  4.2 (low)
  • Weapons:  4 (low)
  • Trade:  2 (very low)
  • Criminal Law: 7 (moderate)
  • Civil Law:  6 (low)
  • Personal Freedom:  2 (very low)
Technology Level:
  • High Common:  7 (Space Age/late 20th century)
  • Low Common:  7
  • Energy:  7 (solar energy, early fuel cells)
  • Computer/Robotics:  8 (Computer Age/early 21st century; massive parallel/low data, computer/2 bis)
  • Communications:  8 (fibre optics)
  • Medical:  8 (artificial organs, metabolics)
  • Environment:  8 (orbital settlements, early weather control)
  • Land Transport:  7 (hovercraft, high-speed trains)
  • Water Transport:  7 (hydrofoils, hovercraft)
  • Air Transport:  7 (supersonic jet, hang gliders)
  • Space Transport:  6 (Atomic Age/mid-20th century; early manned rockets, unmanned rockets)
  • Personal Military:  8 (RAM grenade launchers, early laser carbine, cloth armour, flak jacket)
  • Heavy Military:  8 (particle accelerators, target designated missiles, composite laminate armor)
Trade Codes:  Low Gravity, Non-Industrial

A strong thread of personal sovereignty runs through Hatfieldling culture.  The government's powers are strictly limited by personal ownership of land, and concerns itself mostly with punishing one citizen's transgressions against another and ensuring the freedom of its citizens.  This is a planet of endless stretches of land forming an eternal frontier attracting homesteaders of all types and thin air that leaves those unprepared gasping in desperation.

One out of sixteen Hatfieldlings lives alone, carving a home for themselves from the land around them, distilling industrially useful compounds from its surface, refining chemicals of many types therefrom, and tinkering with inventions aimed at a galactic market.  These homesteaders are famous throughout the Scimecan System for their eccentricities and irascibility.  They are the iconic inhabitants of the planet, with every Hatfieldling considering themselves cut from the same cloth, even those urban aesthetes from Prosectoides City, the (still not actually very large) capitol of the planet.

Scouts from the vastly more advanced planets of Nomia and Robenhymer will often spend a local year (approximately a standard month and a half) wandering Hatfield in search of new ideas for profitable products when sufficiently advanced technologically.

Hatfield maintains a military of about 34,000, of which about 5200 are in active service at any one time.  Any born citizen is required to serve for a period of two standard years (just shy of 9 local years), and Hatfieldling citizenship is easily acquired by offworlders, requiring only the purchase of a homestead and five standard years of military service.  The culture of the planet is one that glorifies the use of force thus embodied, replete with memes supporting the use of violence and force and the primacy of self-defense.  Hatfieldlings often posture abut the level of weaponry (or strength) they can bring to bear should a problem arise, and Hatfieldling social media often features such things prominently; this filters through into Hatfieldling foreign policy as well.  One slightly surprising result is that, despite the distrust between the native planetary government and the contract nobility of the Empire, Hatfield has been all too happy to contribute a large proportion of its military to the Marquis of Scimeca's service (and from there to serve the higher nobility) or even to the Baron of Hatfield, even in the midst of sometimes bitter conflict with these nobles (especially the latter).

The isolating individualism of Hatfieldling culture leads to inevitable and interminable disagreement between the planet's citizens, often spiced with extremes of passion and volume.  No one disagrees with a Hatfieldling like another Hatfieldling, but by the same token, no one agrees with one like another one, either.  Eccentric, inventive, and private as they are, the populace mistrusts change and difference.  Sure, Moisture Collector O'Shanahan a couple of miles down the road might be a damn fool, but he's traditional and that's vital.  This conservatism frustrates the popular desire to progress (though this is not a phenomenon easily visible to he average Hatfieldling), resulting in almost immeasurably slow evolution of culture and technology on the planet.  Offworlders are widely considered too strange to be trusted fully and wholly deserving of the sometimes-cold shoulder given them by natives.

Mass media provides the mechanism by which Hatfieldling culture builds a unity of culture, ensuring that the farflung pioneers of the planet are all drawing on a similar set of memes and ideas.  Craving that group identity without sacrificing their independence, it is not uncommon for Hatfieldlings to leave various media devices blaring at all times, whether televisual or audio, and a wide variety of rugged and self-powered devices are available to make certain that one can have entertainment present while working.  The most popular genre of show featured on these devices are game shows of many types, leveraging the deep-seated Hatfieldling competitiveness and independence to build an audience.

It is this very planetary obsession, and the conflict in the Hatfieldling mind between cultural conformity and prideful conflict, that has given rise to the oddnesses of the planet's governmental system.  Offworlders generally see a system almost mundane in its processes.  Tetracameral democratic systems are unusual, surely, but the idea that groups of politicians representing the citizens deliberate to determine how the society should act is far from odd.  The Four Assemblies share every power of government, which is a bit worrying, perhaps, but it is clear that the checks and balances in the system lie not in a separation of powers.  Tyranny is prevented by the varying constituencies of the Assemblies, instead.  Honestly, the strangest elements of the governemntal system in the eyes of offworlders are the rigorous division of each Assembly into 4- or 5-person caucuses.  Well, that and the lack of any sort of voting or elections.

Hatfieldlings don't trust politicians and their promises.  An irascible lot, anyone seeming to try too hard to be liked is immediately suspect in their mind.  There simply is no feasible or even possible mechanism to ensure that those promises are anything other than slick words intended to manipulate the heart and bypass the brain, and an electoral system only rewards those who seek victory, the fulfillment of their own desires, and the enactment of their own philosophies.  That last is the scariest idea to a culture so concerned with maintaining as homogenous a society as they can, as the lack of any way to assess whether those philosophies match those of the people electing a politician makes any idea of checks and balances a joke.

Assemblymembers on Hatfield are thus chosen by means of a game show.  The strict caucus system seen in the Assemblies is simply due to each of the four programmes featuring two teams of four or five candidates competing in each episode to progress through to sit on an Assembly.  The minimum age of these candidates is 15 standard years for unaltered humans (approximately 123 local years) or equivalent thereof, although every family must have at east one person who is 25 standard years or equivalent or older (approximately 205 local years).  As mentioned, there are four different shows, one featuring teams composed of people who all live in the same district, one featuring teams of people who do similar work, one in which only journalists compete, and one in which only religious professionals compete.  Each show works similarly, with a few very minor quirks here and there to differentiate them, and each feeds a different one of the Four Assemblies of Hatfield.

Throughout the year, every citizen of Hatfield is asked a total of eight questions, from which one answer feeds into the questions on the shows.  Each question they answer is asked to only 100 people (thus, there are a total of 20,928 different questions asked), and in a nod to the governance contract held by the Baron of Hatfield, the baron is allowed/charged with developing the list of questions (subject to approval by the Four Assemblies).  The discarded extra questions are intended as a block to politicians trying to game the system.  These survey questions occasionally concern important political, social, or economic issues, but most are inane, cultural, or humorous (e.g., "Name the hour that you get up on Sunday mornings.").  Occasionally, questions are posed only to certain demographics of Hatfieldling society, such as members of particular genders, races, marital statuses, etc.  By means of such seemingly minor surveys, candidates are tested on the depth of their knowledge of the overall mindset and worldview of Hatfieldling society.  The process, therefore, hopes to choose as winners and Assemblymembers only those people likely to vote the way most Hatfieldlings would vote if they could, a truer and more trustworthy candidate than could be chosen by an electorate.

Every round of the game, a certain number of these answers are concealed on the board, ranked by popularity.  Only answers said by at least two people can appear on the board.  A "face-off" question that serves as a toss-up between two opposing candidates begins each round.  The first candidate to buzz-in gives an answer; if it is the most popular, their team immediately wins the face-off.  Otherwise, the opponent responds and the teammember providing the higher-ranked answer wins.  Ties are broken in favor of the candidate who buzzes in first.  If neither candidate's answer is on the board, the other six or eight candidates have a chance to respond, one at a time from alternating sides, until an answer is revealed.  The team that wins the face-off may choose to play the question or pass control to their opponents.

The team with control of the question then tries to guess all of the remaining concealed answers, with each member giving one answer in sequence.  Giving an answer not on the board, or failing to respond within the allotted time, earns one strike, and three strikes give their opponents one chance to "steal" the points for the round by guessing any remaining concealed answer.  If they cannot, the points revert back to the team that originally had control.  If the opponents are given the opportunity to "steal" the points, then their team's captain gives their answer after the team confers with each other.  Any remaining concealed answers on the board that were not guessed are then revealed.

Answers are worth one point for every Hatfieldling citizen who gave them.  All revealed answers, including those given during the face-off but excluding the one used to steal (if applicable), contribute their points to the team that wins the round.  The number of answers on the board decreases from round to round. The first team to reach or surpass 400 points wins that match, gaining the chance to collect points which will determine if they will sit on the Assembly for the next term of service.

Those points are collected by two members of the winning team (representatives of the potential representatives, one might say) in a different format.  One candidate remains onstage with the host, while the other is sequestered backstage with headphones so that they cannot see or hear the first portion of the round.  The first candidate is asked five rapid-fire survey questions and has only 20 seconds in which to answer them. The clock begins to run only after the first question is asked, and the first candidate may pass on a question and return to it after all five have been asked, if time remains.  After the first candidate has either answered all five questions or run out of time, the board is cleared except for the total score, and the second candidate is then brought out to answer the same five questions.  The same rules are followed, but the time limit is extended by five seconds to 25; in addition, if the second candidate duplicates an answer given by the first, a buzzer sounds and they must give another answer.

The points earned in this last,special round are compared to every other winning team at the end of the season, and the top-scoring teams then go on to sit on the appropriate Assembly for the length of their term.  Should there be a tie which needs to be broken for the appropriate number of caucuses to be chosen, a special episode is (or episodes are, if necessary) aired with the same format, and the winning team of that episode gets the seats.  The Labor Assembly completely turns over all 42 of its seats (in 13 caucuses of four) every year, while every other Assembly staggers their available seats in order to ensure that there might be a season of their game show every year.  Thus, years alternate between six and seven five-seat caucuses of the 65-seat People's Assembly being available to be won, for example, as those seats have a term of two years.  The 20-seat Vigilant Assembly, which has a term of four years, turns over but a single four-seat caucus most years; every fourth year, two Vigilant caucuses are up for grabs.  Finally, the 25-seat Assembly of Mediums doesn't turn over any caucuses every sixth year, as it has only five five-seat caucuses and a six-year term.

There are no term limits, but no one can serve as an Assemblymember two terms in a row.  That restriction only applies to the individual Assemblies, however, allowing for the rare case of politicians serving consecutive terms in different Assemblies, with one famous individual managing to serve in all four Assemblies over the course of 13 standard years.

Any given Assembly decision requires a simple majority (50+1) to pass, with few exceptions, but at least two of the Assemblies must have achieved a two-thirds majority.  If that requirement isn't met, the bill or decision returns to the floor to be debated, rewritten, and voted on again.