|Army Size (BEs)||20000|
|World Trade Number||4.5|
|Trade Volume (MCr/year)||4,852|
|Building Capacity (Tons)||3,449,999|
|Port passengers (annual)||18,100|
Menorb has a scarcity of water and a relatively sparse atmosphere. The system has a population over 1 billion sophonts. It is a member of Third Imperium in the Regina Subsector of Spinward Marches Sector and in the Domain of Deneb. Menorb, as a member world of the Third Imperium, holds the estate of an Imperial knight and the feifdom of a count. Both are members of the Imperial Nobility charged with overseeing the world.
Astrography & Planetology
Menorb Monostellar System Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Menorb
Primary Main Sequence 0.723 3700 - 4600 0.284 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.00718 0.0442 0.42 - 0.69 0.718 7.18 Orbit # * * 2 2 6 Remarks
History & Background (Dossier)
Menorb could be a good agricultural center, if the Imperium would increase the colony’s finances and allow the building of a better starport to attract trade from the heavily traveled Efate-to-Boughene route. 
Rice Paper: AWP 104
Non-canon: Approaching Menorb is simplicity itself. Most of the traffic consists of regular, 5000-ton cargo ships, coming in for Menorb's agroproducts, mild Vargr alcoholic beverages, and Vargr entertainment products. Only during the 30-day festive season of Kengrogarz (a Vargr religious occasion, celebrated every six years) does traffic become impossible, and many starships are forced to conduct operations in close orbit, instead of loading up at the starport.
Despite the low tech level, the port itself is well equipped (to TL–D standards) and well-run. Trade law is "8" – expect to get most of your lots past customs, but don't expect it to happen quickly. The local customs officials are well-trained Regency Vargr, and have a master's understanding of smuggling practices. If you are here strictly as a stopover, there is a nice TL–D hotel attached directly to the starport, with all the amenities. Because of high demand, though, lodgers may only stay for a week. If you can get in, though, the price is quite reasonable.
If one judges only by the population at New Menorb Starport, one would think that Menorb is a Vargr world. And one would be wrong: only about 22% of the population is Vargr, the rest is human [typically local-born, and vaguely Solomani-looking (Indonesian? East Indian?)]. However, the Vargr tend to be the progressive element on Menorb: they dominate local business interests, and are the main reason why Menorb's tech level has risen from TL–6 (back in 1050) to TL–7 (in 1116) to TL–8 (from 1180 to today).
There are several items to be checked off before one leaves Startown (locals use the Vargr term of Anosarr).
- Stow all weapons away.
- Obtain a Murk vaccine shot.
- Obtain a Visitors' Identification Card.
- Change Imperial currency to local Verba Scrip ("Verba Currency" is a form of money used by the Verba Trading Block of Menorb, Yres, Pixie, and Boughene); local merchants do not use Regency credits.
Monorail lines can bring visitors swiftly to most important cities on Menorb; hiring a driver (taxi or chauffeur) is not recommended in the cities (too expensive), but they are vital in the countryside. Buses are the only alternative in the cities, but are usually crammed and – depending on the line – can be the site of thieves and hotheads. In addition to Menorb Startown, other major settlements on Menorb include Khalir, Monet, Indias, and Karmad Town.
In the countryside, trains (electric or steam) and helicopters (for those with money) are favoured. In the Rough, transportation is by foot, jeep, or by animals (Typically, the triped Bro-Ckok, capable of carrying one or two people, is favored as a riding beast. They are not very fast, but capable of enduring without water for three weeks.)
While there is a constant flow of about 500,000 visitors per year, the Kengrogarz (which occurs every six years) leads to an influx of 10–20 million pilgrims from Regina, Uthe, and Firgir subsectors. Once here, they go through various rituals (including a rigorous Hunt in the countryside), leading up to a mass meeting and blood sacrifices of various animals at the temple.
In contrast, the local humans – who mainly work in Vargr plantations, or in isolated, independent communities – tend toward two religious traditions. The larger religion revolves in a form of nature-worship, with a stress on the 'interconnectedness' of Menorbianti life, and the divinely-ordained place of humans in it. Most of the workers follow this faith, and tend to mix wise ecological practices with the purest superstition (the most prevalent being in the Evil Eye and Forbidden Phases). While there is no house of worship or formal prayers, there are many "holy days" and "feast days", which are strongly agricultural in nature. There is also the tradition of the "Holy Fool", usually an insane man who supposedly is "closer" to Menorb's World Spirit than normal mortals.
The isolated "Freeholder" communities – almost all desert tribes – prefer their household and tribal idols. Most of these idols are weapons of one kind or another – i.e. the "Holy Hand Grenade of Antioch" or "The First Machinegun of Aezo". Fusion guns are especially popular.
The top industries on Menorb is agribusiness (Menorb fruits and grains, marketed for Vargr tastes) and entertainment (Vargr recordings). Both are centered on Llil Suet, a city of 200 million set in the 2 km-deep Prince Martin Valley. Like most Menorbianti, the locals prefer to dress in simple togas and light, garish robes. They speak both Rark Vargr and Anglic fluently; a few of the humans even speak French! They tend to view visitors as "Funny folk", but can be easily coaxed into aiding the traveller, once their initial shyness is overcome.
Again, the city is dominated by Vargr. They tend to take a romantic view of life, believing that "Life is to be Lived to the fullest." Almost every Vargr has his own small clique, with similar social, political, economic, and spiritual interests. These cliques are set in a continual struggle for power, but they fight their battles using legal and bureaucratic methods, rather than fighting Vargr to Vargr. To get anything done – say, to obtain housing in a valued neighborhood – takes weeks of political maneuver and in-fighting. Connections with the government bureaucracy, lawyers, and political figures are highly valued, and dictate the amount of "pull" one has available (Money also helps... but in several situations, personal Charisma counts for more, especially if what one asks for entails major risks to get.)
City architecture is typically Vargr. Enormous sizes, bizarre and whimsical forms, and hard-to-find entrances mark the typical Vargr corporate building. While Solomani build to flaunt technical expertise, and Vilani build to last, the Vargr designers want "to express themselves"... in a riot of color. The streets are a maze of avenues, alleys, and large "asphalt football fields" that apparently exist for no reason at all. Those humans who take "the laws of the road" as a personal challenge will delight in Menorbianti traffic.
Personal buildings are generally built of pre-fab concrete slabs, of questionable stability. Of course, they are painted and garnished to the owner's taste. Strangely enough, they can look very beautiful in the deep red twilight of ol' Red Eye when he's setting. But don't stay out at night long: even though (at 35 deg latitude) the days are quite hot (at about 20 Deg Celsius in spring/fall), the nighttime temperatures can fall to −44 easily.