|Law Level||No law|
|Army Size (BEs)||0|
|World Trade Number||3.5|
|Trade Volume (MCr/year)||225|
|Building Capacity (Tons)||0|
|Port passengers (annual)||2,000|
Dentus has a population between 10,000 and 10 million sophonts, lacking the industrial base to be completely self-supporting. This is a temperate world, with a climate of average temperatures. It is a member of Third Imperium in the Regina Subsector of Spinward Marches Sector and in the Domain of Deneb. Dentus, 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. This world contains an Imperial Scout Base, capable of handling Scout Service starships and personnel.
Astrography & Planetology
Dentus Monostellar System Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Dentus
Primary Main Sequence 0.4258 2400 - 3300 0.027 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.0044 0.01358 0.13 - 0.21 0.44 4.4 Orbit # * * 0 1 6 Remarks
On the whole, the Dentus system is rather unremarkable. There are two planets, two moons and two asteroid belts. (As a side note, the system has been held up as one example of the Aanki/Gordin theory of system development, which states that systems lacking gas giants tend to be less extensive than those that have them).
The name Dentus sometimes spelled "Tentus"
Native Sophont: Raccoonid
In 612, Imperial Scouts mapping in the newly established Domain of Deneb discovered the Raccoonid race on Dentus. The Scout Service named the new minor race after a species of mammal common throughout Solomani Space.
History & Background (Dossier)
Dentus has no government as such. Rather there is a collection of authorities that exercise some control over limited geographical areas without providing sufficient services to be considered governments under IISS classification guidelines. (This explains why Dentus was not given a balkanized designation).
A listing of those authorities is as follows: IISS: Clearly the most influential authority is the Imperial Interstellar Scout Service. The Scouts operate Imperial Scout Base (ISB) Hudson, which serves as Dentus' starport. (The name “Hudson” is used variously to refer to the scout base itself, the starport in general or the population center surrounding the port). The Service’s Contact and Liaison Branch operates a trade station, much as it does throughout nearby Aramis Subsector, in Hudson while the Security Branch provides the nearest thing to a public safety/law enforcement presence. Hudson is also the location of the only fully equipped and staffed hospital on-planet.
The Scouts operate a pair of Fiery-class Close Escorts in near-Dentus space in addition to a number of small craft used in safety and security inspections. A Purcell-class X-boat tender has been stationed semi-permanently in orbit to serve as a local traffic control center and to service IISS, and less often other Imperial, craft. It is not uncommon for Imperial Navy vessels to be present in the system as well, conducting border patrols, showing the flag or engaged in training missions, the last often in conjunction with the Marines.
Ahurai Clan (Aslan): At the end of the Fifth Frontier War, several Imperial Aslan who had served with distinction in an all-Aslan Marine unit were granted land on Dentus. The former Marines gathered their families and consolidated under the Ahurai clan name. They are in the process of building a permanent settlement, called Kiiayorl, which is situated some 300 km from Hudson.
Vargr refugee camp(s): At various times throughout its history, Dentus has been home to Vargr. Archaeological missions have in fact found the remains of Vargr settlements which predate the arrival of Imperial humans in Regina Subsector. Given the chaotic nature of the Extents, it’s not surprising that refugees slip the border hoping to find safety in the much more stable Imperium. The camps are supported by both the Imperium, particularly the Scouts, and private interests.
Scattered settlements: Other minor population centers spring up from time to time only to fade away after a few weeks, months or even sometimes years. They generally exist around mining sites, farms and grazing lands, religious retreats, vacation resorts and the like, whether on land or at sea. Only rarely do such settlements become what could reasonably be called permanent.