Kruzz (world)

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Kruzz/Urru (Amdukan 2613)
Classic Era (1116)
B510675-9
StarportB Good: Spacecraft Construction, Overhaul, Refined fuel
Size5 Medium (8,000 km, 0.40g - 0.57g)
Atmosphere1 Vacuum (trace)
Hydrographics0 Desert World 0%
Population6 Moderate (8 million)
Government7 Balkanization
Law5 Moderate Law (no concealable weapons)
Tech Level9 Early Stellar (fusion)
See also UWP
System Details
Primary G3 V M7 V
Planetoid Belts 0
Gas Giants 5

Kruzz is a non-agricultural and nonindustrial world.

  • It requires extensive imports of outside technology to maintain a modern, star-faring society.
  • It is unable to produce quality foodstuffs and must import them.
  • It has few prospects for economic development. Life here is drastically bleak.
  • It is a member of the Hhkar Sphere in the Urru Subsector of Amdukan Sector.


Description (Astrography & Planetology)[edit]

Stellar Data[edit]

Kruzz has two stars in the star system.
Kruzz
Solitary G Type.jpg Type Category Mass (Sol) Temperature (K) Luminosity
G3 V Main Sequence (Dwarf) 0.99 5680 - 5720 0.96544
Unit Diameter Safe Distance Habitable Zone Jump Shadow M-Drive Limit
AU 0.0093 0.0815 0.94 - 1.66 0.93 9.3
Orbit #  *  * 3 3 7
Remarks
Kruzz
Solitary M Type.jpg Type Category Mass (Sol) Temperature (K) Luminosity
M7 V Main Sequence (Dwarf) 0.09 2630 - 2680 0.00022
Unit Diameter Safe Distance Habitable Zone Jump Shadow M-Drive Limit
AU 0.0011 0.0012 0.02 - 0.03 0.11 1.1
Orbit #  *  *  * 0 3
Remarks

History & Background (Dossier)[edit]

A member of the Hhkar Sphere, though retaining (or hosting) a Vargr population also.

World Starport (St)[edit]

Kruzz has a Class B Starport, a good 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 most kinds of repair, and construction of non-starships. Most ports of this classification have both a Highport and a Downport.

World Population (P)[edit]

Kruzz has a population of 8,000,000 sophonts (millions).

World Languages[edit]

The dominant language is Hhraki, also known as Hhkarn to humans.

World Technology Level (TL)[edit]

Kruzz possesses a Technology Level of TL–9.

  • Common Communication technologies for this TL include: Fiber optics and satellite communication and data networks.
  • Common Power Generation technologies for this TL include: Early fusion power.
  • Common Transportation technologies for this TL include:
    • Land: Ultra high-speed trains and early grav vehicles.
    • Water: High efficiency sailcraft, multihulled seacraft, improved artificial gills.
    • Air: Tiltrotorcraft, exotic VTOL's, PARWIG, and rocket-assisted suborbitals.
    • Space: SSTO spacecraft, early military spacecraft (System Craft), and interstellar STL starships
    • FTL: Prototype Jump Drive-1.

World Government (G)[edit]

Kruzz has a Balkanized Government. There is no central world government. The world has several governments competing for control of the world. These may be allies, cooperating, competitors, or at war with each other.

  • Multiple Hhkar ssaaahk have influence here.

World Law (L)[edit]

Kruzz has a moderate 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. Personal concealable firearms, and anything more destructive, are typically regulated or prohibited.

World Culture[edit]

Hhkar society is centered on the ssaaahk, a group of Hhkar with common physical characteristics. Every Hhkar places the needs of his ssaaahk above his own, and obeys without question the orders from the ssaaahk patriarch. Conflict between groups is common, but the interstellar Hhkar government imposes rules and limits on such feuding.

Trade[edit]

Hhkar products are incredibly durable, because their equipment has very few moving parts; most movement is provided by magnetics, which is the basis of much Hhkar technology. However, Humans and Vargr often find these products undesirable, since they tend to be very heavy and look unusual. Menderes Corporation has contracted with the Hhkar to make products more compatible with their Human and Vargr customers in the wider Julian Protectorate. Hhkar gauss weapons are in particularly high demand.

World Timeline[edit]

Major events that have affected this world and the wider region that it lies within:

  • -50,000: For reasons unknown, the Hhkar leave their homeworld using ramscoop-equipped vessels and colonize Skkyhrk (which will be known to Vargr as Urinir) and other nearby planets.
  • -10,000: Again for unknown reasons, Hhkar migrate away from Skkyhrk.
  • -222: The Hhkar return to the region in a great migration, attacking the Vargr society present on Urinir.
    • Over the next 500 years, the Hhkar expand their sphere of occupied worlds.
  • (175 to 191): Julian War; the region unites to fight off the Third Imperium as it attempts to incorporate Amdukan, Mendan and Meshan sectors by force.
  • 377: Commodore David Lindquist of the Julian Protectorate Star Legion almost defeats a Hhkar force at Kargar. The Hhkar are so impressed by Lindquist's tenacity and cleverness that he is given an honorable execution, and the Hhkar withdraw from the system in spite of their victory.
  • Early 600s: After centuries of increasingly common peaceful (if wary) interaction, the Hhkar Sphere joins the Julian Protectorate.

References & Contributors (Sources)[edit]

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