Two Thousand Worlds

From Traveller Wiki - Science-Fiction Adventure in the Far future
Jump to navigation Jump to search

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: 1116

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: 1116

  • 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: 1116

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: 1116

Ordered List:

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

Demographics: 1116

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

  • Terragens (Non-Human Terran Races)
    • None

Demographic Data Table: 1116

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

  • No information yet available.

History-Era: Mileu 1100

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: 1116

Government Structure: 1116: 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: 1116

Steppelords:

  • TBD

Interstellar Relations: 1116

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

  • No information yet available.

Allies: 1116

Positive relations exist with the following other polities:

  • No information yet available.

Neutral States: 1116

Neutral relations exist with the following other polities:

  • No information yet available.

Enemies: 1116

Negative relations exist with the following other polities:

Member States: 1116

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

  • No information yet available.

Government Structure: 1116

No information yet available.

A. Executive Branch: 1116

No information yet available.

B. Legislative Branch: 1116

No information yet available.

C. Judicial Branch: 1116

No information yet available.

D. Bureaucracy: 1116

No information yet available.

E. Military: 1116

No information yet available.

Military & Intelligence (Force Projection)

Every male K'kree must serve a term in the military upon coming of age. Warriors are drawn from all castes; rank in the military is determined by the caste of origin (nobles enter the service as general officer trainees, merchants as lower officers and noncommissioned officers, etc.). Upon completing the required term of service, a warrior returns to his original caste and position. Warriors are the only K'kree permitted to bear weapons, and they are further distinguished by their peculiar flared and horned helmets. They serve as soldiers, police, firefighters, and bodyguards for diplomatic and mercantile expeditions.

  • Due to K'kree claustrophobia (fear of enclosed spaces) and agoraphilia (love of large, open places), K'kree design massive military vehicles and starships with large crews. One-man fighters are near unheard of in K'kree military circles and any K'kree willing to operate a vehicle alone would be considered insane.
  • K'kree military strategy favors large, coordinated military maneauvers making decisive pincer or crushing charge movements. K'kree don't operate in penny piecemeal military formations; K'kree don't use hammers, they use massive lines of sledgehammers. Modern K'kree military strategy bears strong similarities to Terran military strategy developed during the age of equine cavalry.
  • The K'kree have fought one war with another Major Race the Hivers see Hiver-K'kree War.

Conflicts

The K'kree have fought one war with another Major Race the Hivers see Hiver-K'kree War.

Naval Architecture

One example of their naval architecture is the Kirunika'rra Class Battleship. The Gzong!xk Class Battlecruiser is another ship of the line for their fleets. A smaller design is the Uxkoong Class Frigate. The Xing!kir Class Light Cruiser is a bit of a misnomer by imperial standards.

Servants (Warriors)

Warriors are the only K'kree permitted to bear weapons, and they are further distinguished by their peculiar flared and horned helmets.

  • Unlike most of the societies of Humaniti, the K'kree have a much wider definition of military service. Under the K'kree concept of soldiery, K'kree not only fulfill military functions, but also what many human societies think of as Civil Service or Paramilitary functions. Accordingly, K'kree warriors serve not only as soldiers, but also as police, firefighters, and bodyguards. K'kree bodyguards mostly serve on diplomatic and mercantile expeditions.
  • K'kree mercenaries are almost unheard of in the Two Thousand Worlds. K'kree Steppelords think of K'kree mercenaries with the same distaste as ancient Terran leaders of Japanese origin regarded Ronin (warriors without a master).

Claustrophobia & Military Equipment Design

Due to K'kree claustrophobia (fear of enclosed spaces) and agoraphilia (love of large, open places), K'kree design massive military vehicles and starships with large crews. One-man fighters are near unheard of in K'kree military circles and any K'kree willing to operate a vehicle alone would be considered insane.

Strategy & Doctrine

K'kree military strategy favors large, coordinated military maneauvers making decisive pincer or crushing charge movements. K'kree don't operate in penny piecemeal military formations; K'kree don't use hammers, they use massive lines of sledgehammers. Modern K'kree military strategy bears strong similarities to Terran military strategy developed during the age of equine cavalry.

A. Ground Forces: 1116

No information yet available.

B. Naval Forces: 1116

No information yet available.

C. Special Forces: 1116

No information yet available.

D. Paramilitary Forces: 1116

No information yet available.

E. Intelligence Agencies: 1116

No information yet available.

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: 1116

A rough timeline of technological achievement is as follows:

  • TBD

Interstellar Commerce: 1116

The following businesses operate out of or in this polity:

  • No information yet available.

Corporation Listing: 1116

The following businesses operate out of or in this polity:

  • No information yet available.

Interstellar Currency & Finance: 1116

No information yet available.

Research & Technology: 1116

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: 1116

No information yet available.

Sciences: 1116

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: 1116

The capital of this polity is located on this world:

World Listing: 1116

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: 1116

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: 1116

No information yet available.

Sector Listing: 1116

No information yet available.

References & Contributors (Sources)

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.
This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Far Future Enterprises or by permission of the author. The page history lists all of the contributions.