Ghost (RD 3115) (world)
| Ghost/Nightrim (Reaver's Deep 3115) | |||||||||||||||||||||||||
| Classic Era (1116) | C685688-5
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| See also | UWP | ||||||||||||||||||||||||
| System Details | |||||||||||||||||||||||||
| Primary | F1 V | ||||||||||||||||||||||||
| Planetoid Belts | 3 | ||||||||||||||||||||||||
| Gas Giants | 1 | ||||||||||||||||||||||||
Ghost (RD 3115) is a rich, agricultural, nonindustrial garden world with a near-ideal, utopian environment conducive to most sophonts and high-grade living conditions due to a bustling economy.
- As an agricultural world, this world is a near-ideal environment for producing quality foodstuffs of plant, animal, and other forms. Quality foodstuffs are a major export commodity for this world.
- It requires extensive imports of outside technology to maintain a modern, star-faring society. Having to import most manufactured and high tech goods drives the price up for these items at this world.
- This is a rich world with a prosperous and thriving world economy.
- Its economy and population are rapidly growing and living conditions are expected to quickly rise barring outside forces.
- This is a "low technology" world with technology competencies well below standard for Charted Space.
- It is a member of the Third Imperium in the Nightrim Subsector of Reaver's Deep Sector in the Domain of Ilelish.
- This is the homeworld of the Ayansh'i species.
Description (Astrography & Planetology)[edit]
A dense jungle world with an almost constant cover of cloud, Ghost is almost cloaked in a perpetual twilight.
Stellar Data[edit]
Mainworld Data[edit]
Ghost has a thirty hour day; Ayansh'i rest periods are organized to conform to this, though due to their unusual daily routine and general nocturnal nature there seems to be no clear delineation of "work", "sleep" and "rest" periods.
Mainworld Size (S)[edit]
Ghost is a Meso World between 8,800km and 10,400km in diameter. The world has a standard gravity between 0.6G and 0.8G. The horizon will appear about 4.4km away.
Mainworld Atmosphere (A)[edit]
Ghost has a pressure of 1.50 to 2.49 atmospheres. A Dense Atmosphere requires no survival gear although it may be hard on sophonts not accustomed to it.
Mainworld Hydrosphere (H)[edit]
Ghost has 45-55% of its surface covered by liquid water. Wilderness refueling is possible.
Mainworld Topography and Geography[edit]
Dense forests cover large portions of the world's landmass.
Native Sophont: Ayansh'i[edit]
An unusual Human minor race with a slow metabolism and a tendency to multiple births.
History & Background (Dossier)[edit]
Ghost is renowned for the massive ceremonial centres built by the Ayansh'i. The world received its name due to the local inhabitants' ability to blend in to their surroundings (including thermally) and disappear into the jungle.
Imperial Landed Nobility[edit]
Ghost, as a member world of the Third Imperium, holds the estate of an Imperial Landed Knight who acts as an Imperial representative to the world, and the fiefdom of a member of the Imperial Landed Nobility, who oversees affairs regarding the world at an Interstellar and Imperial level.
- It holds the estate of an Imperial knight, the Imperial representative to the world.
- It holds the fiefdom of an Imperial baron.
World Starport (Sp)[edit]
Ghost has a Class C Starport, an average quality installation which features amenities including unrefined fuel for starships, some brokerage services for passengers and cargo, and a variety of ship provisions. There is a shipyard capable of doing maintenance and other kinds of repair. Ports of this classification generally have only a downport, unless this is a trade port or system with an hostile environment mainworld.
World Population (P)[edit]
Ghost has a population of 7,000,000 sophonts (millions).
- This is a Nonindustrial World, too small to support the complete chain of production of most goods from start to finish.
- The population consists largely of Ayansh'i.
World Technology Level (T)[edit]
Ghost possesses a Technology Level of TL–5.
- Common Communication technologies for this TL include: Telephone, radio, and television.
- Common Power Generation technologies for this TL include: Electricity, hydrocarbon internal combustion, and the most fundamental atomic energy.
- Common Transportation technologies for this TL include:
- Land: Ground cars or automobiles and tracked vehicles.
- Water: Large ships and submersibles with steel hulls.
- Air: Early aircraft including seaplanes and very early unmanned rockets.
The people of Ghost possess knowledge of numerous technological and theoretical principles far beyond their chosen Tech Level. Low technology appears to be a matter of personal or community choice.
World Government (G)[edit]
Ghost is governed by a Civil Service Bureaucracy. The leadership of the government takes another form (democracy, dictatorship, oligarchy), but the bureaucracy leadership influences policy. The government leadership may select the bureaucracy leadership, but not its membership. Usually the governmental leadership is divided, or incapable of setting policy, and the bureaucracy provides a stabilizing influence. This ruling bureaucracy may be the full government bureaucractic apparatus or a section with limited jurisdiction but considerable influence, like the military.
World Law (L)[edit]
Ghost has a high law level with laws covering many areas of interactions of people, corporations, and the government. A few worlds with this law level may be Amber Zones. Any interaction with the judicial system requires an Advocate trained in the local legal system. Law enforcement is present almost everywhere, either as people or via technology. Legal proceedings can take weeks to months to resolve and involve a dozen or more people. All blade weapons and firearms, and anything more destructive, are typically regulated or prohibited.
References[edit]
- Jim Cunningham, John Harshman, J. Andrew Keith, Marc W. Miller, Gordon Sheridan. Atlas of the Imperium (Game Designers Workshop, 1984), 27. (dot map)
- James Holden, Joe D. Fugate Sr., Terrance McInnes. Vilani & Vargr (Digest Group Publications, 1990), 11. (dot map)
- Peter G. Celella, James Holden. Solomani & Aslan (Digest Group Publications, 1991), 11, 50. (dot map)
- Paul Sanders, J. Andrew Keith. Reaver's Deep Sector Sourcebook (Cargonaut Press, 1998), 22.
- Brett Kruger. Into the Deep 1 (BKP, 2010), 27.
- ↑ "Jump Map API" and map location from Travellermap.com