|Army Size (BEs)||150|
|World Trade Number||4|
|Trade Volume (MCr/year)||1,385|
|Building Capacity (Tons)||500,000|
|Port passengers (annual)||3,500|
Umri has an oceanic geography of a liquid other than water such as ammonia, methane, hydrocarbons, or other exotic liquids. The system supports a population in the hundreds of millions. Government control of this world is by an external military force. It is a member of Third Imperium in the Argi Subsector of Dagudashaag Sector and in the Domain of Vland. Umri, as a member world of the Third Imperium, holds the estate of an Imperial knight and the fiefdom of a viscount. Both are members of the Imperial Nobility charged with overseeing the world. This world contains an Imperial Scout Base, capable of handling Scout Service starships and personnel. 100% of the world's population is the Minor Race Burugdi. During the Long Night this world was named Kiuum.
Astrography and Planetology
Umri is a member of the Rashiki Cluster.
In 899, the Bur'Kln'avr Clan purchased the desolate world from the Sector Government and attempted a major terraforming exercise to make it more Bur'vr'di'klr-like. Unfortunately the attempt went dramatically wrong and permanently altered the atmosphere leaving it extremely insidious. The Burugdi responded by building sealed cities deep underground, inside which they have recreated the 'beauty' of Bur'vr'di'klr.
The Burugdi 'palaces' have an excessively high level of carbon monoxide in the atmosphere, and the air conditioning is set to leave the air uncomfortably dry for human visitors. The average temperature in the cities and palaces averages about 15°C
They also don't go in for decoration and their audience chambers are built round their feeding pits.
Umri Monostellar System Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Umri
Primary Main Sequence 0.774 3800 - 4800 0.352 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.00781 0.04921 0.47 - 0.77 0.781 7.81 Orbit # * * 2 2 7
- World Starport (Sp)
Umri has a Class D Starport, a poor quality installation which has few of the expected amenities. There is unrefined fuel for starships and a limited variety of ship provisions. There is no shipyard of any kind, but there may be parts and technical support for doing minor services and repair. Ports of this classification generally consist of only a downport, unless this is a trade port or system with an hostile environment mainworld.
- World Size (S)
Umri is a Big World between 13,600km and 15,200km in diameter. The world has a standard gravity between 1G and 1.3G. The horizon will appear about 5.4km away. Vessels with only 1G of thrust should avoid landing on this world.
- World Atmosphere (A)
Umri has an Insidious Atmosphere which requires the use of a Hostile Environment Suit or Vacc Suit, but extreme conditions cause the corrosive effects to defeat any personal protective measures in a few hours. TL–10 or more advanced survival gear is required to settle this world.
Umri has 35-45% of its surface covered by liquid water. There will be a number of small seas or one larger body of water. Wilderness refueling is possible.
- World Population (P)
Umri has a population of 100,000,000 to 999,999,999 sophonts (hundreds of millions).
- World Government (G)
Umri has a Captive Government or Colony. The world is ruled by an external government, there is no self-rule. A colony or conquered area. The local government is an oligarchy appointed by, and answerable only to, the external government.
- World Law Level (L)
Umri 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 objects specifically manufactured as weapons are typically regulated or prohibited (outside private residences or visiting starships).
- 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 gears.
- 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.