Karin (world)
| Karin/Five Sisters (Spinward Marches 0534) | |||||||||||||||||||||||||
| Classic Era (1116) | A767768-C
| ||||||||||||||||||||||||
| See also | UWP | ||||||||||||||||||||||||
| System Details | |||||||||||||||||||||||||
| Primary | G7 V | ||||||||||||||||||||||||
| Planetoid Belts | 1 | ||||||||||||||||||||||||
| Gas Giants | 0 | ||||||||||||||||||||||||
Karin is a rich, agricultural garden world with a near-ideal, utopian environment conducive to most sophonts.
- 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.
- 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.
- It is a member of the Third Imperium in the Five Sisters Subsector of Spinward Marches Sector in the Domain of Deneb.
- This world toils under the control of a military government with conditions reflecting that situation, including curtailed civil rights and limited freedoms.
- This is a "high technology" world with technology achievements at, near, or above the standard for Charted Space.
- This is a "Puzzle" world designated as an Amber Zone. Caution is advised since the world has an environment, laws, customs, life forms, or other conditions that are not well understood and might be a danger to a visitor.
- This world has an Imperial Naval Base, capable of handling warships.
- It also has an Imperial Scout base, capable of handling IISS starships and personnel.
- Karin is a member of the Spinward Main.
Description (Astrography & Planetology)[edit]
Stellar Data[edit]
Karin has a solitary primary star.
- It is a yellow main sequence.
System Data[edit]
The worlds of the system have been surveyed. They consist of:
- The mainworld.
- x4 secondary rocky worlds.
- x1 planetoid belt.
Mainworld Data[edit]
Mainworld Size (S)[edit]
Karin is a Meso World between 10,400km and 12,000km in diameter. The world has a standard gravity between 0.7G and 0.9G. The horizon will appear about 4.7km away.
Mainworld Atmosphere (A)[edit]
Karin has a pressure of 0.71 to 1.49 atmospheres. A Standard Atmosphere does not require survival gear and will likely be easy for most sophonts to breathe.
Mainworld Hydrosphere (H)[edit]
Karin has 65-75% of its surface covered by liquid water. It has significant large liquid bodies. Wilderness refueling is possible.
Mainworld Geography and Topography[edit]
No centrally held map of the world exists within AAB Library Data records.
(Blank map, predominantly watery world.)
History & Background (Dossier)[edit]
Karin is one of the five worlds named by the merchant captain Ignaz Ruffleran after one of his daughters.
Karin was settled by one of two branches of a "back to basics" group wanting to escape the noise and corruption of the Imperial Core. Unfortunately, the extremely liberal weapons code, combined with a contempt for the customary methods of law and order, nearly did the colonists in.
Conflicts over land and water turned into escalating fights between large landholders and their militias. Eventually these petty wars, displaced most of the population, destroyed every part of local economy not affiliated with supplying the war, and brought the world to the brink of famine and anarchy.
Karin had been placed under the control of the Imperial Navy following a breakdown in civil order during the 900s.
In 970 the commander of the local Imperial Navy base, fearful that the Imperium might lose the world, called in the Imperial Marines to pacify the population and quell the violence. The Karin Pacification (970-977) was a brutal operation, even by the relaxed standards of the Marines. Planetary militias were hunted down with extreme prejudice, and factional leaders were either exiled or executed. Most of the population was resettled in a series of camps near the base and starport, carefully watched by the Navy. Guerilla activity continued for several years, only to be rooted out and annihilated.
The Navy had to destroy the world in order to save it. Its intervention was predicated only to preserve Imperial order, not in any genuine concern for the welfare of the populace. The Marines probably killed as much of the population in a few short years as all of the petty wars in the centuries before combined. And the post-pacification administration imposed by the Navy was equally high-handed and paternalistic, especially in its arbitrary reconstruction of the world's infrastructure and public institutions. Most weapons were banned, and the Naval authorities imposed draconian penalties on smuggling, incitement of violence and "suspicious" public assembly. To prevent future hostilities, all of the privately held land that had been in dispute before was placed in a public trust to be administered and policed by the Navy.
So instead of gratitude, the Navy reaped hostility and resentment as the result of its policies. The local base became a fortified occupation encampment, and the usual fraternization of base personnel with the locals was supplanted by heavily armed patrols. Surliness towards the troops, silent protests, and occasional vandalism and bombings by the locals garnered the world a permanent Amber Zone posting. Around 1030, a unified home rule movement began agitating for independence, but to no avail. By that time the world's reconstruction had been completed, and the locals seemed to finally learn to get along with each other. But the Navy was fearful of a return to the traditional violence if the troops were pulled out, and at any rate had grown accustomed to governing their unwilling yet penitent protectorate.
The feeling that relinquishing control to the locals still permeated among the local Navy brass right up to the Representational Reforms. The commander of the 208th Fleet actually attempted to garner a waiver for the naval occupation force, but was rebuffed by the united front of Regent Norris and the Chief of Naval Operations. When the referendum went to the locals, the Navy then attempted to sway the vote through scare tactics, reminding them of their bloody past. The clumsiness of their campaign merely reinforced the local voters prejudice: the Navy lost by a margin of 81 to 19.
Contrary to the Navy's dire predictions, Karin has become a mature and peaceful world. The locals surprised the Navy by shrewdly retaining most of the ancillary naval civilian bureaucracy that previously administered the world, but now as an independent organization subordinate to the local laws and planetary constitution. The navy’s restrictions on armaments were retained and reinforced. The old surveillance network was reinforced by a large psionic police unit. Even the day-to-day patterns imposed by years of naval occupation, especially the exacting discipline and organization demanded of civilian life, remained intact.
World Starport (St)[edit]
Karin 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.
- The world is host to a Naval Base.
- The world is host to a Scout Base.
The naval base hosts elements of the 208th Fleet.
World Population (P)[edit]
Karin has a population of 40,000,000 sophonts (tens of millions).
Linguistic Topography[edit]
The following languages are most commonly heard:
- Riftian Galanglic, one of the principal dialects of one of the two official languages of the Imperium.
- Vilani, one of the two official languages of the Imperium.
World Technology Level (T)[edit]
Karin possesses a Technology Level of TL–12 or TL-C in Hexadecimal Notation.
- Common Communication technologies for this TL include: Holovision, Personal Global Communications, and advanced Translators.
- Common Power Generation technologies for this TL include: Increasingly advanced fusion plants and advanced fuel cells.
- 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-3.
World Government (G)[edit]
Karin has a Captive Government or Colony. The world is ruled by an external government, there is no self-rule. This is a colony or conquered area. The local government is an oligarchy appointed by, and answerable only to, the external government.
The world is under military rule.
World Law (L)[edit]
Karin 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.
Imperial Landed Nobility[edit]
Karin, 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 fiefdoms of two members of the Imperial Landed Nobility, who oversee 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.
- It holds the fiefdom of an Imperial minor duke.
Trade Data[edit]
- Importance: 5 (very important)
World Economy[edit]
- Resources: A (abundant)
- Labor: 6 (millions)
- Infrastructure: F (very comprehensive)
- Efficiency: +5 (very advanced)
World Culture[edit]
- Heterogenity: 7 (discordant)
- Acceptance: C (xenophilic)
- Strangeness: 5 (distinct)
- Symbols: C (very abstract)
World Timeline[edit]
Major events that have affected this world and the wider region that it lies within:
- The Year 0: the Third Imperium is founded.
- 300-420: the Imperial First Survey charts the system.
- 589-604: First Frontier War.
- 604-622: the Civil War.
- 615-620: Second Frontier War.
- 624: the Express Boat Network is established.
- 979-986: Third Frontier War.
- 995-1065: the Imperial Second Survey charts the system.
- 1065: the Second Survey is published. Information about the system becomes widely available.
- 1082-1084: Fourth Frontier War, also known as the False War.
- 1107-1110: Fifth Frontier War.
Later Historical Eras[edit]
Milieu: New Era[edit]
Land other than a small allotment given to individual families is still held in common trust. Private development of that land is allowed when it is justified for the common good. Land and conservation laws are enforced by heavily armed rangers, and all approaches to, and frontiers on, the world are heavily monitored and patrolled by a mixture of Regency and Karin World forces. Travellers arriving on world are searched for contraband, and in a departure from the norm, are scanned by psionic police and security without their knowledge. Suspicious individuals are frequently tailed by undercover officers; yet in spite of all of this heavy surveillance, there is little evidence of paranoia, and these are seen by the locals as acceptable public safety norms.
The locals had, despite all of their surliness, come to appreciate the Navy's arguments and concerns; they had simply resented its intrusiveness and authoritarian control over their lives, and had merely wanted the chance to govern themselves once again. And perhaps this explains the very warm relations between the local government and the naval garrison.
References & Contributors (Sources)[edit]
- Marc Miller. The Spinward Marches (Game Designers Workshop, 1979), 10-11.
- Marc Miller. The Spinward Marches Campaign (Game Designers Workshop, 1985), 18-19.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 94-100. (UWP only)
- Rob Caswell. "Domain of Deneb: Sector Data." MegaTraveller Journal 3 (1992): 47-58. (UWP only)
- Dave Nilsen. The Regency Sourcebook (Game Designers Workshop, 1995), 48. (UWP only)
- Martin Dougherty, Neil Frier. Behind the Claw (Steve Jackson Games, 1998), 53.
- Mike West. The Spinward States (Avenger Enterprises, 2008), 109. (UWP only)
- Martin Dougherty. The Spinward Marches (Mongoose Publishing, 2008), .
- Martin Dougherty. Behind the Claw (Mongoose Publishing, 2019), 98-102. (UWP only)
- Peter Gray - BARD OPAL 9520
- ↑ "Jump Map API" and map location from Travellermap.com
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