Kagh'kir (world)
| Kagh'kir/Kirarurr!Ka (Ruupiin 2419) | |||||||||||||||||||||||||
| Classic Era (1116) | B86570A-8
| ||||||||||||||||||||||||
| See also | UWP | ||||||||||||||||||||||||
| System Details | |||||||||||||||||||||||||
| Primary | F6 V | ||||||||||||||||||||||||
| Planetoid Belts | 1 | ||||||||||||||||||||||||
| Gas Giants | 4 | ||||||||||||||||||||||||
Kagh'kir is a moderate population garden world with over a hundred million, but not yet a billion sophonts.
- Garden worlds are known for their near-ideal utopian environments conducive to most sophonts, plants, animals, and other forms of life.
- Its economy and population are growing and living conditions are expected to gradually rise barring outside forces.
- This is a temperate world, with a climate of pleasant, average temperatures, considered to be an ideal or near-ideal environment by many different sophont species.
- It is a member of the Two Thousand Worlds in the Kirarurr!Ka Subsector of Ruupiin Sector.
- This world has a Naval Base, usually associated with military starships.
- This world has a Military Base, usually associated with military ground forces.
- It is the homeworld of the Girug'kagh, a sophont species and minor race.
Description (Astrography & Planetology)[edit]
The system is located on the Kirur Main.
Stellar Data[edit]
Mainworld Data[edit]
Kagh'kir is a dense world, with extensive oceans and a thick atmosphere.
Mainworld Size (S)[edit]
Kagh'kir 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]
Kagh'kir 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]
Kagh'kir has 75-85% of its surface covered by liquid water with a few large continents and extensive islands. Wilderness refueling is possible.
Mainworld Topography and Geography[edit]
Kagh'kir is geologically active, with two huge mid-ocean ridges and four vast deep-sea trenches. There are two continents, each sited on a pole and reaching down into the tropics. The seas are filled with atolls clinging to dormant or extinct volcanoes. The three moons create chaotic tidal patterns that make the coastlines dangerous.
Common challenges on this world include:
- Widespread pyroclastic flows
- Earthquakes
- Frequent long-run landslides
- Recurring ice ages
- Mild volcanic winters caused by major tectonic episodes
Native Lifeforms[edit]
Modern Kagh'kir has a managed biosphere, with a variety of fast-growing plants and very small creatures to conduct activities like pollination.
The world's fauna used to include large aquatic predators. The K'kree objected to this and killed them off by dropping comets into the oceans. The oxygen cycle survived, but the shockwaves destroyed all the marine animals of any size.
Native Sophont (NIL): Girug'kagh[edit]
A subject race of the K'kree, part of the kr'rrir (subjects). The Girug'kagh are the most significant of K'kree servant races, viewed (not least by the Girug'kagh themselves) as something akin to the K'kree's majordomos.
History & Background (Dossier)[edit]
Originally, this world was known as Savitztah. The Savezitaisoh people (named the Girug'kagh by K'kree, their native name all but forgotten now) descend from omnivore/gatherer stock which foraged in the coastal plains. They evolved increasing intelligence in the face of changing climate and competition for food, which was collected from shoreline tidal pools and from along the coastal cliffs. The Girug'kagh had attained TL-2 when the K'kree arrived, and had little real understanding of the new culture imposed upon them, only that the god-like arrivals demanded it. The Girug'kagh were an early -- and successful -- experiment in bringing minor races into the Two Thousand Worlds as subjects.
World Starport (St)[edit]
Kagh'kir has a Class A Starport, an excellent quality installation which includes all the expected amenities including refined fuel for starships, brokerage services for passengers and cargo, and a variety of ship provisions. There is a shipyard capable of doing annual maintenance, overhauls and other kinds of repair, and construction of both starships and non-starships. Most ports of this classification have both a Highport and a Downport.
- Being independently space-capable and relatively prosperous, the Girug'kagh have the largest and best starports that they can support. However, the K'kree are still their ultimate rulers, and all ports must be capable of receiving visits by K'kree vessels, with the facilities being more expansive than even K'kree really require as a means of reinforcing who is in charge. As Girug'kagh have an extremely stratified and class-conscious society, their own installations also have multiple passenger terminals of varying comfort and efficiency, to guarantee that the higher castes receive much better treatment.
World Population (P)[edit]
Kagh'kir has a population of 4,000,000,000 sophonts (billions).
- High Population Worlds like this tend to have huge consumer markets.
Urbanization[edit]
Large buildings are typically brutally functional, but those intended to be seen and used by the higher castes are elegant, with clean lines. As is proper, no Girug'kagh development overlooks a K'kree facility.
World Technology Level (T)[edit]
Kagh'kir possesses a Technology Level of TL–13 or TL-D in Hexadecimal Notation.
- Common Communication technologies for this TL include: Holovideo recorders.
- Common Power Generation technologies for this TL include: Miniature super-batteries, prototype collectors, advanced fusion plants.
- Common Transportation technologies for this TL include:
- Land, Water & Air: Personal G-Tubes and advanced gravcraft.
- Space: Advanced interplanetary spacecraft (System Craft).
- FTL: Jump Drive-4.
World Government (G)[edit]
Kagh'kir is governed by a Feudal Technocracy. Society divides itself based on the technical requirements of the society. Each of these functions are granted as a fief to an individual or group. Leadership of these fiefs determines the head of the government.
The highest caste acts as an executive, legislature, and judiciary, but defers to experts as a matter of course. While only the Priesthood caste can frame laws, inferior castes with appropriate expertise assure them that a given idea is workable.
World Law (L)[edit]
Kagh'kir has a moderate law level with laws covering many areas of government and interaction. These laws are simple enough that most people can act as their own advocate, though for serious issues a professional is recommended. Law enforcement officials will be present, but not in great numbers. Light assault weapons, and anything more destructive, are typically regulated or prohibited.
The Girug'kagh divide their law into two bodies: the statutes and the "Obvious". The statutes are decided by the legislature, while the "Obvious" consists of tradition, common law, legal precedent, and whatever the people want to see. Despite the strong class prejudice that is so essential to Girug'kagh society, the Priests are nervous of popular sentiment, and so often apply quick, crowd-pleasing judgments against undesirables like aliens, foreigners, or outcasts.
World Economy[edit]
The Girag'kagh currency is the Zavr.
World Culture[edit]
The Girug'kagh are obsessively concerned with monitoring one another's successes and failures, concentrating on the social disasters. "Reality television" is greatly enjoyed, as are fictional series detailing doomed loves or financial disaster. These are considered comedic.
References[edit]
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- Loren Wiseman. "Contact, The Girug'kagh." Journal of the Travellers' Aid Society 21 (1984): 33-40.
- Steve Jackson, Loren Wiseman. Alien Races 4 (Steve Jackson Games, 2001), 45-60.
- Matthew Sprange. Journal of the Travellers' Aid Society volume 1 (Mongoose Publishing, 2019), 112-116.
- ↑ "Jump Map API" and map location from Travellermap.com