Guurdim (world)

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Guurdim/Sapphyre (Dagudashaag 2232)
Milieu 1116
StarportC Routine: No Construction, Major Repair, Unrefined fuel
Size6 Medium (9,600 km, 0.60g - 0.81g)
Atmosphere8 Dense
Hydrographics1 Dry World 10%
Population1 Low (50)
Government0 No Government structure
Law5 Moderate Law (no concealable weapons)
Tech LevelA Early Stellar (jump drive)
See also UWP
Jump map from [1]
System Details
Primary G1 V M1 V
Worlds 10
Gas Giants 4
Planetoid Belts 2
Cultural Details
Government No government
Law Level Moderate
Cultural Extension 1138
Army Size (BEs) 0
Economic Details
Technology Level 10
Economic Extension
Labor0Barren (5)
Infrastructure1 Extremely limited
Importance Extension 0
Resource Units 7
GWP (BCr) 0
World Trade Number 2
Trade Volume (MCr/year) 0
Starport Details
Classification Class-C
Port Size 6
Building Capacity (Tons) 0
Port employees 8,155
Port passengers (annual) 0

Guurdim supports a population of fewer than 10,000 sophonts. It is a member of Third Imperium in the Sapphyre Subsector of Dagudashaag Sector and in the Domain of Vland. Guurdim, as a member world of the Third Imperium, holds the estate of an Imperial knight, a member of the Imperial Nobility charged with overseeing the world. During the Long Night this world was named Kham.

Astrography and planetology[edit]

Guurdim is an ancient, forbidding world, its surface deeply eroded by the fierce winds. These blow between nightside and dayside into a bewildering complex of canyons and strangely sculpted badlands. Water collects in the deepest, most inaccessible valleys and in the vast complex of cave systems.

Binary Solar System[edit]

Guurdim Binary Star System
Star Name Hierarchy Color Classification Remarks
Guurdim Primary Primary Yellow G1 V
Guurdim Companion Secondary Red M1 V

History and background[edit]

The lack of fertile land or exploitable mineral resources have greatly impeded the settlement of Guurdim. Several colonies have been places on the world in the last three thousand year. Each colony has failed for the same reason; lack of water. Within a generation of the colony founding, without warning or apparent reason, the local water table drops dramatically. Even the deepest drilled wells run dry within a matter of months.

Guurdim's present occupants are mostly archeological researchers sifting through the desiccated First Imperium, Rule of Man, and Medurma Pact ruins. Also are planetologists investigating the world's strange hydrographic behavior.

A small group of spiritual recluses have made the world their home. Calling themselves Aqoiad'iin, an Ushran dialect term meaning Drinkers at Holy Wellsprings. They claim to have some form of mystical contact with an entity they call Alss, the spirit of the planet Guurdim itself.

According to the Aqoiad'iin creed, only by continued communion with the planetary spirit to assure it human intentions are benign with continued settlement of Guurdim be possible. They seem to have some success. They occupy part of the old Medurma Pact colony of Novomassif. Although the site has been dry for centuries, latest reports say the colony aquifers have been refilled.

The landing field, five hundred kilometers south of Novomassif, is presently being expanded to a full class B starport by Cartel Ruchier-Metz, and Ikabite consortium in order to provide a fast jump-4 route between Ikabi (Dagudashaag 1929) and Kakar (Dagudashaag 2937). This would avoid the present dog-leg at Keshurlim (Dagudashaag 2531) and Maiden (Dagudashaag 2130)

Although CRM are publicly confident the facility will be completed on schedule in 1118, there have been reports of unusual engineering problems. Fusion tunneling work for underground fuel storage tanks have been seriously affected by CRM technicians would only describe as "atypical patterns of seismic activity".

References and contributors[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. "Jump Map API" and map location from