Difference between revisions of "Emape (world)"
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− | In antebellum days, [[Emape (world)|Emape]] was a lawless border community populated with smugglers and pirates. Violations of Imperial customs were frequent, and an [[Amber Zone]] was imposed to protect visitors and crackdown on this illicit activity. Most of this activity was loose and disorganized, dominated by a group of insular extended families who called themselves the "Cool Gang." Most of their contraband was illegally exported Imperial technology that was resold to neighboring states for a high margin of profit.Some of it was espionage driven, though the Cool Gang was relatively patriotic and avoided buyers that were obviously [[Zhodani]]. | + | |
+ | == Description (Astrography & Planetology) == | ||
+ | No information yet available. | ||
+ | |||
+ | {{MonostellarSystem | ||
+ | |name = Emape | ||
+ | |primary = M0 V | ||
+ | |PrimaryNotes = | ||
+ | }} | ||
+ | |||
+ | == History & Background (Dossier) == | ||
+ | No information yet available. | ||
+ | |||
+ | === History-Era: Mileu: New Era === | ||
+ | ''Non-canon:'' In antebellum days, [[Emape (world)|Emape]] was a lawless border community populated with smugglers and pirates. Violations of Imperial customs were frequent, and an [[Amber Zone]] was imposed to protect visitors and crackdown on this illicit activity. Most of this activity was loose and disorganized, dominated by a group of insular extended families who called themselves the "Cool Gang." Most of their contraband was illegally exported Imperial technology that was resold to neighboring states for a high margin of profit.Some of it was espionage driven, though the Cool Gang was relatively patriotic and avoided buyers that were obviously [[Zhodani]]. | ||
The creation of the [[Quarantine]] gave the [[Regency]] a pretext for cleaning the planet up. The RQS evicted smugglers and convicted Quarantine violators back safeside, often confiscating their ships and revoking their licenses. Naval police actively patrolled the world’s cities, and a dusk-to-dawn curfew enforced. To further cement control of the world, the [[Ministry of the Interior]] began encouraging new settlement in [[1135]]. The Cool Gang was broken up, imprisoned, evicted and mostly driven out of business. Smugglers attempting to emulate the Gang or take over their rackets have so far been unsuccessful, thanks to the massive RQS presence still stationed on the world, and the massive number of fatalities incurred trying to run the systems vast arrays of automated weapons and fields of captor mines. | The creation of the [[Quarantine]] gave the [[Regency]] a pretext for cleaning the planet up. The RQS evicted smugglers and convicted Quarantine violators back safeside, often confiscating their ships and revoking their licenses. Naval police actively patrolled the world’s cities, and a dusk-to-dawn curfew enforced. To further cement control of the world, the [[Ministry of the Interior]] began encouraging new settlement in [[1135]]. The Cool Gang was broken up, imprisoned, evicted and mostly driven out of business. Smugglers attempting to emulate the Gang or take over their rackets have so far been unsuccessful, thanks to the massive RQS presence still stationed on the world, and the massive number of fatalities incurred trying to run the systems vast arrays of automated weapons and fields of captor mines. | ||
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About ninety percent of the population are new immigrants from safeside, or their second and third generation descendants. The old settlements have undergone significant expansion, and new developments ring the starport. Most of the population is sustained by employment in the port, its business districts, or the massive hospitality businesses that have sprouted to serve ship crews and their support personnel, as well as the navy and the RQS. Casinos, bars and brothels are in strong evidence, and most vice is at least semi-legal, or at least winked at by the local and Regency authorities. MoJ and Regency Intel maintains several watch stations to look out for known fugitives and criminals attempting to sneak through the border, or just attracted by the world's playround. | About ninety percent of the population are new immigrants from safeside, or their second and third generation descendants. The old settlements have undergone significant expansion, and new developments ring the starport. Most of the population is sustained by employment in the port, its business districts, or the massive hospitality businesses that have sprouted to serve ship crews and their support personnel, as well as the navy and the RQS. Casinos, bars and brothels are in strong evidence, and most vice is at least semi-legal, or at least winked at by the local and Regency authorities. MoJ and Regency Intel maintains several watch stations to look out for known fugitives and criminals attempting to sneak through the border, or just attracted by the world's playround. | ||
− | It is no surprise that the world is home to speculators and scalawags no better in some instances than the old Gang. The world is on the front porch of both the Regency and the Hinters, a prime location for shady operations that "keep a toe" on both side of the border, ready to disappear to one side or the other to avoid scrutiny or investigation by authorities. RQS and MoJ keeps a close if discrete eye on these operators, and it is rumored that they have an extensive network of informers to keep them appraised, more than a few of them swimming among the same fish the authorities try to hook and land. Emape's port is one of three main passages to and from the Coil and the Regency mainstream. While not a massive port by the Rand's overblown standards, it is the largest port ever constructed for a mere population 6 world in the entire Regency. While most border crossers will travel to [[Mirriam (SM 0333) (world)|Mirriam]] and [[Karin (world)|Karin]] to offload their safeside bound cargoes, or to [[ | + | It is no surprise that the world is home to speculators and scalawags no better in some instances than the old Gang. The world is on the front porch of both the Regency and the Hinters, a prime location for shady operations that "keep a toe" on both side of the border, ready to disappear to one side or the other to avoid scrutiny or investigation by authorities. RQS and MoJ keeps a close if discrete eye on these operators, and it is rumored that they have an extensive network of informers to keep them appraised, more than a few of them swimming among the same fish the authorities try to hook and land. Emape's port is one of three main passages to and from the Coil and the Regency mainstream. While not a massive port by the Rand's overblown standards, it is the largest port ever constructed for a mere population 6 world in the entire Regency. While most border crossers will travel to [[Mirriam (SM 0333) (world)|Mirriam]] and [[Karin (world)|Karin]] to offload their safeside bound cargoes, or to [[Marrakesh (world)|Marrakesh]] or [[Avalar (world)|Avalar]] if going the other direction, many independent merchants do not proceed beyond this point, and the port becomes a holdover and transfer station for many small cargoes. In many cases such transfers are attempts at sleight of hand, trying to sneak contraband across the frontier. The more things change, the more they stay faithful to their origins, one supposes. |
+ | == References & Contributors (Sources) == | ||
{{Sources | {{Sources | ||
− | + | |S1= {{Ludography cite|name=The Spinward Marches Campaign|page=}} | |
− | + | |S2= {{Ludography cite|name=The Regency Sourcebook|page=49}} | |
+ | |S3= {{Ludography cite|name=Behind the Claw|page=51}} | ||
+ | |S4= External Link: [http://www.downport.com/bard/bard/opal/opal9509.html BARD OPAL 9509] – [[ Peter Gray]] | ||
}} | }} | ||
− | {{LE|T5 Second Survey worlds | + | |
+ | |||
+ | {{LE|GT|T5 Second Survey worlds}} | ||
+ | {{LEN}} |
Revision as of 17:57, 3 July 2016
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See also | UWP | ||||||||||||||||||||||||||||
style="width: 220px; height: 250px;"
Jump map from Travellermap.com [1] | |||||||||||||||||||||||||||||
System Details | |||||||||||||||||||||||||||||
Primary | M0 V | ||||||||||||||||||||||||||||
Worlds | 6 | ||||||||||||||||||||||||||||
Gas Giants | 3 | ||||||||||||||||||||||||||||
Planetoid Belts | 0 | ||||||||||||||||||||||||||||
Cultural Details | |||||||||||||||||||||||||||||
Government | No government | ||||||||||||||||||||||||||||
Law Level | No law | ||||||||||||||||||||||||||||
Cultural Extension | 1716 | ||||||||||||||||||||||||||||
Army Size (BEs) | 1 | ||||||||||||||||||||||||||||
Economic Details | |||||||||||||||||||||||||||||
Technology Level | 11 | ||||||||||||||||||||||||||||
Economic Extension | A46-2
| ||||||||||||||||||||||||||||
Importance Extension | 2 | ||||||||||||||||||||||||||||
Resource Units | 192 | ||||||||||||||||||||||||||||
GWP (BCr) | 1 | ||||||||||||||||||||||||||||
World Trade Number | 4 | ||||||||||||||||||||||||||||
Trade Volume (MCr/year) | 1,295 | ||||||||||||||||||||||||||||
Starport Details | |||||||||||||||||||||||||||||
Classification | Class-B | ||||||||||||||||||||||||||||
Port Size | 4 | ||||||||||||||||||||||||||||
Building Capacity (Tons) | 0 | ||||||||||||||||||||||||||||
Port employees | 135 | ||||||||||||||||||||||||||||
Port passengers (annual) | 2,000 |
Emape is an agricultural world with an ideal environment for producing food from plants, animals, or other forms. The system has a population in the hundreds of thousands of sophonts. This world is designated an Amber Zone with an environment, laws, customs, life forms, or other conditions make it dangerous to visitors. It is a member of Third Imperium in the Five Sisters Subsector of Spinward Marches Sector and in the Domain of Deneb. Emape, as a member world of the Third Imperium, holds the estates of an Imperial knight and a baronet, and the fiefdom of a baron. All three are members of the Imperial Nobility charged with overseeing the world. This world has a nearby Imperial Naval Base, capable of handling warships.
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See also | UWP | ||||||||||||||||||||||||||||
Cultural Details | |||||||||||||||||||||||||||||
Government | Participating democracy | ||||||||||||||||||||||||||||
Law Level | Low | ||||||||||||||||||||||||||||
Cultural Extension | 1916 | ||||||||||||||||||||||||||||
Army Size (BEs) | 12 | ||||||||||||||||||||||||||||
Economic Details | |||||||||||||||||||||||||||||
Technology Level | 11 | ||||||||||||||||||||||||||||
Economic Extension | A56-3
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Importance Extension | 3 | ||||||||||||||||||||||||||||
Resource Units | 210 | ||||||||||||||||||||||||||||
GWP (BCr) | 7 | ||||||||||||||||||||||||||||
World Trade Number | 4 | ||||||||||||||||||||||||||||
Trade Volume (MCr/year) | 2,984 | ||||||||||||||||||||||||||||
Starport Details | |||||||||||||||||||||||||||||
Classification | Class-B | ||||||||||||||||||||||||||||
Port Size | 4 | ||||||||||||||||||||||||||||
Building Capacity (Tons) | 1,000 | ||||||||||||||||||||||||||||
Port employees | 490 | ||||||||||||||||||||||||||||
Port passengers (annual) | 80,000 |
Era: New Era
Emape is a rich and agricultural production world with a shirt-sleeve atmosphere and a balance of available surface water. The system supports a population in the millions of sophonts, lacking the industrial base to be completely self-supporting. This world is designated an Amber Zone with an environment, laws, customs, life forms, or other conditions make it dangerous to visitors. It is a member of Regency of Deneb in the Five Sisters Subsector of Spinward Marches Sector. This world is an Interface world, with a quarantine inspection facility for all ships.It also has a nearby Regency Naval Base, capable of handling warships.
Description (Astrography & Planetology)
No information yet available.
Monostellar System
Emape Monostellar System Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Emape M0 V
Primary Main Sequence 0.57 3770 - 3850 0.13982 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.0027 0.031 0.39 - 0.74 0.27 2.7 Orbit # * * 2 0 5
History & Background (Dossier)
No information yet available.
History-Era: Mileu: New Era
Non-canon: In antebellum days, Emape was a lawless border community populated with smugglers and pirates. Violations of Imperial customs were frequent, and an Amber Zone was imposed to protect visitors and crackdown on this illicit activity. Most of this activity was loose and disorganized, dominated by a group of insular extended families who called themselves the "Cool Gang." Most of their contraband was illegally exported Imperial technology that was resold to neighboring states for a high margin of profit.Some of it was espionage driven, though the Cool Gang was relatively patriotic and avoided buyers that were obviously Zhodani.
The creation of the Quarantine gave the Regency a pretext for cleaning the planet up. The RQS evicted smugglers and convicted Quarantine violators back safeside, often confiscating their ships and revoking their licenses. Naval police actively patrolled the world’s cities, and a dusk-to-dawn curfew enforced. To further cement control of the world, the Ministry of the Interior began encouraging new settlement in 1135. The Cool Gang was broken up, imprisoned, evicted and mostly driven out of business. Smugglers attempting to emulate the Gang or take over their rackets have so far been unsuccessful, thanks to the massive RQS presence still stationed on the world, and the massive number of fatalities incurred trying to run the systems vast arrays of automated weapons and fields of captor mines.
The world is still a volatile place to visit, as many of the original locals have "defended" themselves against the new immigrants, or have been driven into the outback. The Amber Zone now reflects this tension, and the extraordinary security measures taken to ensure that the world's troublesome past doesn't repeat itself. Fortunately, aside from a few outbackers and paroled Cool Gang members, most of Emape’s original population quickly adapted to the new situation on the world, and instituted a popular democracy to fill the vacuum created by the Gang's downfall. Law levels are still rather low, and a holstered sidearm seems to be part of the local dress code.
About ninety percent of the population are new immigrants from safeside, or their second and third generation descendants. The old settlements have undergone significant expansion, and new developments ring the starport. Most of the population is sustained by employment in the port, its business districts, or the massive hospitality businesses that have sprouted to serve ship crews and their support personnel, as well as the navy and the RQS. Casinos, bars and brothels are in strong evidence, and most vice is at least semi-legal, or at least winked at by the local and Regency authorities. MoJ and Regency Intel maintains several watch stations to look out for known fugitives and criminals attempting to sneak through the border, or just attracted by the world's playround.
It is no surprise that the world is home to speculators and scalawags no better in some instances than the old Gang. The world is on the front porch of both the Regency and the Hinters, a prime location for shady operations that "keep a toe" on both side of the border, ready to disappear to one side or the other to avoid scrutiny or investigation by authorities. RQS and MoJ keeps a close if discrete eye on these operators, and it is rumored that they have an extensive network of informers to keep them appraised, more than a few of them swimming among the same fish the authorities try to hook and land. Emape's port is one of three main passages to and from the Coil and the Regency mainstream. While not a massive port by the Rand's overblown standards, it is the largest port ever constructed for a mere population 6 world in the entire Regency. While most border crossers will travel to Mirriam and Karin to offload their safeside bound cargoes, or to Marrakesh or Avalar if going the other direction, many independent merchants do not proceed beyond this point, and the port becomes a holdover and transfer station for many small cargoes. In many cases such transfers are attempts at sleight of hand, trying to sneak contraband across the frontier. The more things change, the more they stay faithful to their origins, one supposes.
References & Contributors (Sources)
- Marc Miller. The Spinward Marches Campaign (Game Designers Workshop, 1985), .
- Dave Nilsen. The Regency Sourcebook (Game Designers Workshop, 1995), 49.
- Martin Dougherty. Behind the Claw (Mongoose Publishing, 2019), 51.Martin Dougherty, Neil Frier. Behind the Claw (Steve Jackson Games, 1998), 51.
- External Link: BARD OPAL 9509 – Peter Gray
- ↑ "Jump Map API" and map location from Travellermap.com