Khokharoethsunang (world)

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Khokharoethsunang/Ourdzoeg (Knoellighz 2702)
Milieu 1116
StarportE Frontier - no facilities
Size9 Large (14,400 km, 1.03g - 1.33g)
Atmosphere9 Dense (tainted)
Hydrographics7 Wet World 70%
Population3 Low (1 thousand)
Government1 Company/Corporation
Law5 Moderate Law (no concealable weapons)
Tech Level2 Pre-Industrial (printing)
See also UWP
System Details
Primary F0 V D
Worlds 6
Gas Giants 0
Planetoid Belts 0
Cultural Details
Government Company or Corporation
Law Level Moderate
Cultural Extension 1182
Army Size (BEs) 0
Economic Details
Technology Level 2
Economic Extension
Labor2Low (100)
Infrastructure1 Extremely limited
Importance Extension -3
Resource Units 1
GWP (BCr) 0
World Trade Number 1.5
Trade Volume (MCr/year) 0
Starport Details
Classification Class-E
Port Size 0
Building Capacity (Tons) 0
Port employees 0
Port passengers (annual) 0

Khokharoethsunang supports a population of fewer than 10,000 sophonts. This world is designated an Amber Zone with an environment, laws, customs, life forms, or other conditions make it dangerous to visitors.  This world was once settled and developed, but the inhabitants have either died off or left leaving behind the remnants of their civilization.  This is a temperate world, with a climate of average temperatures. It is a Vargr dominated Non-Aligned world in the Ourdzoeg Subsector of Knoellighz Sector.

Description (Astrography & Planetology)[edit]

No information yet available.

Binary Solar System[edit]

Khokharoethsunang Binary Star System
Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol)

F0 V

Primary Main Sequence 1.7 6900 - 7400 8.1
Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit
AU 0.01582 0.23606 2.26 - 3.69 1.582 15.82
Orbit #  * 0 5 4 8
Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol)


Secondary White Dwarf 0.36 14000 - 14000 0.005
Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit
AU 0.00016 0.00587 0.06 - 0.09 0.016 0.16
Orbit #  *  *  *  * 0

History & Background (Dossier)[edit]

The UWP for Khokharoethsunang (Knoellighz 2702) E997315-2 Lo Ga Ni / Da Di Lt Tp is somewhat misleading for while the original colony was a corporate-owned, C-rated Downport and planetary resource interest, the metropolitan area around the Startown met with corporate, local and orbital disasters.

A frontier world that as of 1105, still has not been claimed or annexed by the Democracy of Greats to Rimward, Khokharoethsunang has fallen even further into a Failing status with a -1 Tech Level deficiency. This further reduces the likelihood that a rescue survey is forthcoming. In the last half of 1105, the world is rated an Amber Zone equivalent by the nearby polity. Khokharoethsunang is found in Ourdzoeg Subsector amid a small cluster of worlds between the so-called Gateway to Ghoekhnael to Spinward and the Democracy of Greats. Failure by the bankrupt corporation to continue funding and supporting the initial colony allowed nearby Corsair bands to close in for sport killing and some looting from upper altitudes and orbital strikes.

The solar system of Khokharoethsunang has a yellow-tinged, white primary and a cooling Type-T Brown Dwarf in the first position of the rocky outer planets. There are no planetoid belts and only the mainworld lies comfortably inside the habitable zone. A lack of Gas Giants in the system also fails to attract interstellar traffic.

Khokharoethsunang is a larger than average world with a punishing 1.33 surface gravity thanks to a dense core and erosion-resistant, surface crust composing a single supercontinent. Vast tracts of mesa plateaus are cut by deep ravines and the rivers that rapidly pass between them to the oceans. Seventy percent of the world is covered in low salinity hydrosphere. This allows both a wide range of ocean flora in the photic zones and gargantuan sea serpents hatched from the shores. At one time the atmosphere was merely Dense at sea level with an atmospheric pressure of 1.5 weakening at the top of the mesas at 1.1 atmospheres. Repetitious nuclear bombings and nuclear winters from orbiting Corsairs from the cluster of worlds has reduced the once C-rated Downport to an E-rated rubble at the top of one such plateau. The ruins of the city are a grim reminder of what can happen to undefended colonies. The radiation has leeched through the now-Tainted atmosphere and streams.

In response to the damaging radiation from bombings, the flora and fauna have developed radiation resistant mutations as have the surviving Vargr in the mesa cave systems above the jungle tree lines. Yet, these changes have destroyed society, plummeted Tech Levels to Stone and Medieval Ages and have thrown the original colonists in a daily struggle for survival. Mutants, throwbacks, barbarian descendants have regressed from Tech Level 10 down to Tech Level 0 or 1 as they hunt valley serpents and the flocking dartlarks for food. Those Vargr who have kept some semblance of civilization have stabilized at a pre-Renaissance Age and Tech Level 2. Defending their mesa complexes below the radioactive upper mesa surface, 1000 colony descendants bulwark their defenses against 9000 or more regressed and often cannibalistic, mutant Vargr. Forgotten for some time underneath the apocalyptic ruination of the Stardown and Downport, the survivors scrape for bits of remnant equipment, harvest jungle fruits and hunt valley serpents to live another day. Yet, the sane elders keep hope of another Vargr survey by keeping ready flammable beacons to be lit on fire should a new scouting vessel be sighted in the skies.

The valleys between the flat-top mesas are teeming, cloudy jungles and rapid rivers that are home to many dangers, the worst being mutant Vargr descendants who hunt in primitive packs. The streams run from the plateau regions to the seas about the single continent.

The equatorial desert belt and its tropical boundaries are home to a curious species of electrocactus. So alkaline is this succulent and prickly plant that the original colonists discovered that it was naturally photovoltaic, its liquid innards holding a charge like a chemical battery capable of powering a simple device for several hours. This quirk has been long forgotten by the descendant survivors.

The sane mesa tribe underneath the Downport has learned of an unnamed, regenerative, leafy plant that when is chewed similarly to smokeless tobacco, provides nutrients and a natural pharmaceutical cocktail of agents that heal the damage caused by residual Taint even though a local’s longevity is significantly shortened by the accumulated rads from the ruins. Similarly, the barbaric mutant tribes have also discovered how to chew the broad leaves for the same effect.

While the throwback Vargr in the lush, jungle valleys have no Law to speak of save animalistic barbarism, the mesa tribe continues to survive with a Law Level of 5. Concealed weapons are forbidden, but every member of the tribe must have at all times a ranged or melee weapon on their persons or within quick reach lest an attack breach the outer cave bulwark defenses. Attacks are monthly, measurable by the smaller of two moons orbiting Khokharoethsunang. The elders of the mesa tribe have kept a time record of their survival a number greater than 100 years due to counting mistakes. Valley serpents are the terrestrial cousins of the sea serpents. Both come from shore hatcheries, buried in the sands of beaches.

The Valley Serpents are significantly smaller and shorter. But due to mutations from run-off, these monsters have sported a few adaptations and hunting behaviors as well as a taste for Vargr. While the seagoing serpents can reach up to twenty meters in length and swim 11 knots, the terrestrial variety reach only eight meters in length and max out at bursts of 8 meters per six second intervals. They have adapted a coiling strike. Some geographic locals have serpents that have been found to be venomous. Still others are arboreal constrictors, catching prey silently from above. A very few have developed chameleon abilities, changing their scaly hides to approximate their surroundings. Cold-blooded all are still reptiles and the mutations and adaptations continue to change at need and over time.

Dart-larks are small, avian birds with very sharp beaks and agile flight similar to hummingbirds though they more than quadruple the body mass of the tiny fliers. The primary attack form is a flock dive-bombing thrust of its beak into its prey. With the entire flock attacking as one, a single prey can be felled with enough strikes. Once a dart-lark strikes once, like a woodpecker, it tries to remain in place on its prey and repeatedly stab with its sharp beak, though such strikes are definitively weaker. A flock gathering on a kill then siphons off the blood in a frenzy of draining beaks. While valley serpents have been the preferred prey of a flock of dart-larks, the fliers have added Vargr to their diet. Mutations have either increased the speed of an initial attack, enhanced their bodily endurance or increased their metabolisms and feeding frequency. Dart-larks nest in pairs, but then heed calls to join a flock during nighttime hunts. Vargr survivors use fine woven nets to intercept, capture and kill these creatures when they swarm to their mesa home.

Classic Era: 1105

Rebellion: 1116

Hard Times: 1125

Virus Era: 1130s

Empress Wave: 1121

References & Contributors (Sources)[edit]

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