Difference between revisions of "Two Thousand Worlds"

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The following systems and worlds can be found within this polity:  
 
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Revision as of 12:43, 30 May 2019

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The Two Thousand Worlds is a multi-system, multi-sector hegemony, characterized by a very high degree of governmental centralization that gives local (planetary) governments very little freedom, while enjoying a very strong ability to establish unified policy. Much like the Third Imperium, K'kree governance is also very feudal in nature, with planetary Steppelords having some independence from the de facto supreme leader of the entire, multi-sector polity, the "Steppelord of the Two Thousand Worlds".

Astronavigational Codes

Polity Astronavigational Codes
Polity Survey Code Type Notes
Two Thousand Worlds Pre-Imperial TwTh No standard code None
Two Thousand Worlds 1st Survey (300) Kk 2-ltr code None
Two Thousand Worlds 2nd Survey (1065) Kk2K 4-ltr code None

Constituent State Codes

Two Thousand Worlds Constituent State
Astronavigational Codes
Polity Survey Code Type Remarks
TBD 2nd Survey (1065) TBD 4-ltr code Founded in ?.
  • Further remarks...

Description (Specifications)

The Two Thousand Worlds, or T't'tkahk Xeng Kirr in the K'kree language, is the most common name in the Imperium for the region of space ruled by the K'kree. "Two thousand worlds" is a literal translation of the K'kree T't'tkahk Xeng Kirr. The same words can also be rendered idiomatically as "universe."

  • In times past, the words meant "night sky," for roughly two-thousand stars can be seen from one hemisphere of Kirur, the K'kree homeworld. The name should not be taken to mean that there are exactly 2,000 worlds in the K'kree Empire.

A. Goals: 1105

The K'kree of the Two Thousand Worlds are driven by several very basic but direct goals:

  1. Anti-Carnivorism: To destroy or subjugate the cultures of carnivorous sophonts to make the universe safe for vegetarian (herbivorous) species, and specifically the K'kree themselves.
  2. Violent Monoculturism: To promote and preserve the culture and societies of the K'kree.
  3. Expansionism: To expand the Two Thousand Worlds and advance the glories of the Steppelords.

The three primary motivations of the K'kree are:

  1. Conservatism
  2. Claustrophobia
  3. Gregariousness.

B. Symbols: 1105

  • National Leader: "Grand Steppelord of the Two Thousand Worlds"
  • Leadership Home: Grand Amphitheatre of the T't'tkahk Xeng Kirr on Kirur (world)
  • National Emblem: Unknown
  • National Anthem: Unknown
  • National Flag: Unknown
  • National Architecture: Unknown
  • National Executive: Krurruna
  • National Legislature: Krurruna
  • National Judiciary: Krurruna
  • National Currency: Unknown
  • National Color: K'kree Green
  • National Creature: Unknown
  • National Founder: Unknown
  • National Language: The K'kree language, known as !xeng'ri, is shared by all K'kree as a common language and culture.
  • National Literature: Unknown
  • National Motto: Unknown
  • National Sport: Unknown

C. Polity Quick Facts: 1105

The following overview is available of this polity:

  • Astrography: This polity is located over 9 sectors.
  • Astrography: It is located trailing and rimward of the Third imperium.
  • Astrography: This polity is estimated to have around 2,000 world/s and system/s.
  • Capital: The capital of this polity is Kirur (world).
  • Population: This polity is estimated to have a population of 1,138,586 (millions).
  • Population: The most numerous race/s of this polity are: K'kree
  • Economy: The economic output (gross product) of this polity is estimated at 12,133,933 (BCr).
  • Economy: The per capita earning of inhabitants in this polity is estimated at 10,662 (Cr).
  • Economy: The resources available in this polity are estimated at 2,007,817 (RU).
  • Economy: The shipyard capacity of this polity is estimated at 1,199 (Mtons)
  • Economy: The Starport Authority population is estimated at 1,980,225 (employees).
  • Military: The armed forces of this polity are estimated at 118,962.90 (BEs).
  • Technology: The average technology level of this polity is estimated at TL-10.
  • Technology: The highest attainable technology level of this polity is estimated at TL-15.
  • Technology: Technology level research in this polity is working towards mastering TL-16.

History & Background (Dossier)

The word K'kree comes from their own language, and translates literally as all the nobles, or more broadly, The Herd.

Political Lineage: 1105

Ordered List:

  1. Balkanized Kirur
  2. Anti-G'naak League
  3. Kirur World-State
  4. (Widespread interstellar expansion)
  5. Two Thousand Worlds (present)

Demographics: 1105

Significant populations of the following sophont races reside within this polity:

Demographic Data Table: 1105

Significant populations of the following sophont races exist within this polity:

  • No information yet available.

K'kree Evolutionary History

The K'kree developed as a plains herbivore, who developed intelligence to thwart carnivorous predators. K'kree quickly achieved dominance and, convinced of the righteousness of their ways, committed genocide against a number of meat-eating carnivorous species, called "G'naak" in K'kree speech. At least one species of G'naak was intelligent and possesed rudimentary spaceflight technology, which they used to escape the K'kree to the Kirur (world)'s, the K'kree homeworld, moon. However, the K'kree were determined to wipe out this species and soon followed them to the moon of Kirur and wiped them out to the last sophont. Not even the name of this intelligent G'naak species is known any longer.

First Contact

K'kree expansion into space progressed very slowly after the discovery of the jump drive in -4142.

  • The discovery of other sophonts caused a xenophobic reaction in K'kree society. The realization that intelligent carnivores might exist somewhere in space sparked the K'kree obsession to convert the universe to herbivorism. This obsession stimulated the growth of the Two Thousand Worlds to its present size and still dominates K'kree culture. Local cultures are tolerated and other aspects of K'kree society are not heavily enforced, but all races within the Two Thousand Worlds are herbivorous.

K'kree Empire

K'kree expansion into space progressed very slowly after the discovery of the jump drive in -4142. The conservative nature of society and the technical limitations placed upon space flight by that society (K'kree spaceships must be very large, for example) combined to inhibit early exploration and colonization.

  • The K'kree Empire eventually stopped in its expansion. Increasing problems of administration over interstellar distances and contact with other starfaring races, such as Hivers and Humaniti, have stabilized the Two Thousand Worlds at its present size.

Hiver-K'kree War of (-2029 to -2013)

K'kree history is one of constant triumph until the K'kree of the Two Thousand Worlds encountered the Hivers of the Hive Federation. K'kree contact with the Hive Federation was soon followed by the Hiver-K'kree War of -2029 to -2013. The military technology of the K'kree proved superior in the first stages of the war. The war ended due to nonmilitary considerations, however, when the Hive Federation demonstrated a plan to radically alter the K'kree social order through the use of psycho-historical techniques and threatened to implement it.

  • The K'kree withdrew to the antebellum borders, and the border between the two states has remained stable to this day.

Major Historical Events Timeline: 1116

These are some of the more important historical events that have affected this polity:




Government & Politics (Leadership)

The K'kree government is highly conservative. The current dynasty ruling the Two Thousand Worlds has been in power since prehistoric times, and the form of the government has remained unchanged except for a few minor modifications made necessary by the problems inherent in governing an interstellar empire.

Overview: 1105

Government Structure: 1105: From the human point of view, the K'kree have little in the way of a government structure. Most K'kree worlds are given a government code of 0 in human descriptions of world types. Some UWP catalogs use more specific codes:

K'kree Government Codes
Code Name
P Small station or facility maintained for the good of a family
Q Ruled by a krurruna or a group of krumunak answerable to an offworld steppelord
R Ruled by a steppelord on-planet

Internal Politics: 1116

Steppelords constantly struggle, but violence is forbidden unless the "Steppelord of the Two Thousand Worlds" authorizes it, and then only under a ritualized format designed to substantially limit conflict to a single world with a minimal amount of damage and material usage.

Political Factions: 1105

Steppelords:

  • TBD

Interstellar Relations: 1105

This polity conducts diplomacy and maintains active relations with the following other polities:

  • No information yet available.

Allies: 1105

Positive relations exist with the following other polities:

  • No information yet available.

Neutral States: 1105

Neutral relations exist with the following other polities:

  • No information yet available.

Enemies: 1105

Negative relations exist with the following other polities:

Member States: 1105

The following states have acquiesced part of their sovereignty, thus forming sub-polities, to this supra-polity:

  • No information yet available.

Government Structure: 1105

No information yet available.

A. Executive Branch: 1105

No information yet available.

B. Legislative Branch: 1105

No information yet available.

C. Judicial Branch: 1105

No information yet available.

D. Bureaucracy: 1105

No information yet available.

E. Military: 1105

No information yet available.

Military & Intelligence (Force Projection)

No information yet available.

A. Ground Forces: 1105

The K'kree have very little concept of ground and space forces as separate branches. they use one combined military force, unified under various tribal affilliations:

B. Naval Forces: 1105

The K'kree have very little concept of ground and space forces as separate branches. they use one combined military force, unified under various tribal affilliations:

C. Special Forces: 1105

The K'kree do have special forces.

D. Paramilitary Forces: 1105

And they do have paramilitary policing forces although they service other functions as well:

E. Intelligence Agencies: 1105

And K'kree intell8gence forces exist as well:

Technology & Trade (Economy)

The K'kree are not the most technologically-advanced race.

  • Some estimate that the average technology level of Two Thousand Worlds installations and outposts to be at least TL:10-11.
  • And some doubt that the K'kree have mastered any TL-14 or 15 technologies.
  • Nevertheless, the K'kree build powerful space navies and still constitute a significant threat to more technologically-advanced powers.

Technology Timeline: 1105

A rough timeline of technological achievement is as follows:

  • TBD

Interstellar Commerce: 1105

The following businesses operate out of or in this polity:

  • No information yet available.

Corporation Listing: 1105

The following businesses operate out of or in this polity:

  • No information yet available.

Interstellar Currency & Finance: 1105

No information yet available.

Research & Technology: 1105

No information yet available.

Calendar & Timekeeping (Chronology)

The K'kree calendar is based on the period of Kirur (Ruupiin 1315) (the K'kree homeworld) around Gzang, its star. The K'kree Pim!bigr (year) is 439.56 standard days in length.

Mathematics: 1105

No information yet available.

Sciences: 1105

No information yet available.

Trade Routes (Economic Astrography)

The following astrographic features and trade routes can be found within this polity:

Mains, Branches & Arms

  • No information yet available.

Clusters & Traces

  • No information yet available.

Rifts, Voids & Jump Bridges

  • No information yet available.

Other Astrographic Features

  • No information yet available.

Worlds & Sectors (Political Astrography)

This polity is primarily located in the following areas:

  • No information yet available.

Capitol/s: 1105

The capital of this polity is located on this world:

World Listing: 1105

The following systems and worlds can be found within this polity:

23 of 23 World articles in Two Thousand Worlds
!taarra  •  'rikookut'  •  Eek  •  Eetroob'r  •  Ekrgh'!g  •  G!'kuleer  •  Gh'ghukaax  •  K'raal  •  Kagh'kir  •  Kagr  •  Kirrx'rrin  •  Kirur  •  Kune  •  Kurr  •  Kutuliroo  •  Lalendris  •  Luupim  •  Naniin'nee  •  R!krukgh!  •  Trataka  •  Tuktaar  •  Xeghahk!ghee  •  Zjemu-ay  •  
startbacknext(23 listed)


Sector Map: 1105

The following are sectors near the Two Thousand Worlds:

Two Thousand Worlds Space
Stellar
Coordinants
x: 3

"spinward"

x: 4

K'kree
Periphery

x: 5

K'kree
Border

x: 6

K'kree
Core

x: 7

K'kree
Border

x: 8

"trailing"

y: 5

"coreward"

Finggvakhou Zortakh Spangele Nadir Harbinger Extremus
y: 4

Vargr Space

Angfutsag Rfigh Tar'G'kell'p Kteex! Koog Xeeler
y: 3

K'kree Periphery

Ktiin'gzat Mugheen't Grikr!ng Ukoarriit!!b Kring Noor Mbil!!gh
y: 2

K'kree Border

Ingukrax Gn'hk'r Gur Un'k!!k'ng Xaagr Eekrookrigz
y: 1

K'kree Core

Star's End Gh!hken Ruupiin
  • Capital
Raakaan Uuk Sector Gnaa Iimb'kr
y: 0

K'kree Border

Gateway Luretiir!girr X'kug Kilong Bar'kakr Mighabohk
y: -1

K'kree Periphery

Crucis Margin Kaa G!'kul Gzirr!k'l K'trekreer Nuughe N!!krumbiix
y: -2

"rimward"

Leonidae Krurrihkugr Gnoghikt! Okteekrul Hkimbiipum Gzektixk

Sector control is indicated by:

  • Light Green for K'kree
  • Olive Green for Vargr
  • Purple for Hiver
  • White (clear) for no dominant control

Territorial Overview: 1105

No information yet available.

Sector Listing: 1105

No information yet available.

References & Contributors (Sources)

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