Difference between revisions of "Andash (world)"

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The nobles are honor bound by strict laws, codes and traditions.  Acceptable behavior, manners, civility and decorum are critical.  Breaches in etiquette are punished by death, and the dishonor is carried by the family or clan for a generation.  Shame, keeps the nobles in line, warfare, however persists.  The form of warfare is scaled down and has fallen into predictable patterns.  Families, maneuver and scheme for decades, for advantages in marriage, land and wealth.  The wealth takes a different form.  Skilled survivors are the most precious commodity.  Noble houses own vast tracts of mostly vacant wilderness.  Productive outposts and farms are precious and jealously guarded.  Strict rules forbid total war, and mass mobilization.  Only a tiny excess of manpower can be taken and trained into the warrior elite.  In war, warriors kill only other warriors.  Destroying craftsmen, merchants, those skilled in trades would spell disaster.  These skilled workers are the goal of the warfare.  The winner gets to keep the citizens.  They change hands when one side defeats another.  Raw materials are abundant.  Having skilled labor to make use of resources is the critical limiting factor.     
 
The nobles are honor bound by strict laws, codes and traditions.  Acceptable behavior, manners, civility and decorum are critical.  Breaches in etiquette are punished by death, and the dishonor is carried by the family or clan for a generation.  Shame, keeps the nobles in line, warfare, however persists.  The form of warfare is scaled down and has fallen into predictable patterns.  Families, maneuver and scheme for decades, for advantages in marriage, land and wealth.  The wealth takes a different form.  Skilled survivors are the most precious commodity.  Noble houses own vast tracts of mostly vacant wilderness.  Productive outposts and farms are precious and jealously guarded.  Strict rules forbid total war, and mass mobilization.  Only a tiny excess of manpower can be taken and trained into the warrior elite.  In war, warriors kill only other warriors.  Destroying craftsmen, merchants, those skilled in trades would spell disaster.  These skilled workers are the goal of the warfare.  The winner gets to keep the citizens.  They change hands when one side defeats another.  Raw materials are abundant.  Having skilled labor to make use of resources is the critical limiting factor.     
 
 
Normal interplanetary capitalistic pressures would have forced migrant population from other worlds to move from higher concentrations toward exploitable colonial areas of lower population concentration long ago.  What has prevented other worlds from getting involved are the plague hordes.  Each human enclave is massively fortified.  Vast swarms of ravaging humanoids of indeterminate origin, working in concert with ferocious beasts, will lay waste to any unprotected humans who venture too far from the patrolled lands.  The need for constant defense, and its inevitable attrition rates, are what help preclude most offensive adventures against other noble holdings.  Massing enough trained fighters to keep your home base secure AND mount a creditable offense, strains local logistics.  The diseased masses, multiply rapidly, and vastly outnumber the surviving humans.  To the few, who remain, the hordes are effectively endless.  They do, ebb and flow as available food resources can't sustain their numbers indefinitely.  They mass and attack in cycles, based on weather patterns, the fecundity of prey animals and plant growing seasons.  Only expert strategic thinkers and predict when, the attacks will worsen and when they will lax.  Force deployments become vital.  Mistakes over time, are why over extended noble fortresses have been over run over this worlds bloody history.   
+
Normal interplanetary capitalistic pressures would have forced migrant population from other worlds to move from higher concentrations toward exploitable colonial areas of lower population concentration long ago.  What has prevented other worlds from getting involved are the plague hordes.  Each human enclave is massively fortified.  Vast swarms of ravaging humanoids of indeterminate origin, working in concert with ferocious beasts, will lay waste to any unprotected humans who venture too far from the patrolled lands.  The need for constant defense, and its inevitable attrition rates, are what help preclude most offensive adventures against other noble holdings.  Massing enough trained fighters to keep your home base secure AND mount a creditable offense, strains local logistics.  The diseased masses, multiply rapidly, and vastly outnumber the surviving humans.  To the few, who remain, the hordes are effectively endless.  They do, ebb and flow as available food resources can't sustain their numbers indefinitely.  They mass and attack in cycles, based on weather patterns, the fecundity of prey animals and plant growing seasons.  Only expert strategic thinkers and predict when, the attacks will worsen and when they will lax.  Force deployments become vital.  Mistakes over time, are why over extended noble fortresses have been over run over this worlds' bloody history.   
 
 
The warrior class is deeply respected.  They are ruthlessly efficient survivors, whatever doesn't work is folly to them.  Constant combat has distilled a small warrior elite, with skill levels unmatched by most off world.  Weather, battling the warriors of other princelings, or wading into the bloodbath horror of the massed hordes, a brutal fatalistic attitude has been cultivated.  The mastery and expert use of primitive {{TL|4}} weapons has become an art form here.  Those with proven battle records are knighted.  Titles are bestowed on the best warriors.  Each of the current noble houses and their families are founded by legendary warrior kings.  The class system, with its propriety for the landed nobles and the acknowledged vital nature of the farming and skilled worker classes, has produced interesting cultural nuances.  The civilians recognize and respect the warriors who protect them and their noble leaders who strive to keep as many of them as possible alive.  The warriors, and the nobles above them, know their sworn duty and sacrifice their lives to protect their kingdom's citizens.   
+
The warrior class is deeply respected.  They are ruthlessly efficient survivors, whatever doesn't work is folly to them.  Constant combat has distilled a small warrior elite, with skill levels unmatched by most off world.  Whether, battling the warriors of other princelings, or wading into the bloodbath horror of the massed hordes, a brutal fatalistic attitude has been cultivated.  The mastery and expert use of primitive {{TL|4}} weapons has become an art form here.  Those with proven battle records are knighted.  Titles are bestowed on the best warriors.  Each of the current noble houses and their families are founded by legendary warrior kings.  The class system, with its propriety for the landed nobles and the acknowledged vital nature of the farming and skilled worker classes, has produced interesting cultural nuances.  The civilians recognize and respect the warriors who protect them and their noble leaders who strive to keep as many of them as possible alive.  The warriors, and the nobles above them, know their sworn duty and sacrifice their lives to protect their kingdom's citizens.   
  
 
Visitors who are unaware of the planetary situation, may receive a warning about straying into unprotected lands, or crossing the trackless wastes of this world.  Some in the imperial scout service have pushed for at least an amber rating.  The imperial knight dismisses these concerns.  Most who visit are simply not allowed to leave the heavily defended port compound.  Any foolish to wander off will most likely meet a quick death at the hands of local warriors, ravaging diseased hordes, or any of a myriad of lethal mutant and/or indigenous creatures found in this planets' complex ecosystems.   
 
Visitors who are unaware of the planetary situation, may receive a warning about straying into unprotected lands, or crossing the trackless wastes of this world.  Some in the imperial scout service have pushed for at least an amber rating.  The imperial knight dismisses these concerns.  Most who visit are simply not allowed to leave the heavily defended port compound.  Any foolish to wander off will most likely meet a quick death at the hands of local warriors, ravaging diseased hordes, or any of a myriad of lethal mutant and/or indigenous creatures found in this planets' complex ecosystems.   

Revision as of 02:16, 19 January 2017

Andash/Dikhari (Fornast 2323)
Classic Era (1116)
E554333-4
StarportE Frontier - no facilities
Size5 Medium (8,000 km, 0.40g - 0.57g)
Atmosphere5 Thin
Hydrographics4 Wet World 40%
Population3 Low (5 thousand)
Government3 Self-Perpetuating Oligarchy
Law3 Low Law (no automatic weapons)
Tech Level4 Industrial (combustion)
See also UWP
System Details
Primary K2 V
Planetoid Belts 0
Gas Giants 4

Andash is a low-population world with a population of less than 10,000 sophonts in size.

Description (Astrography & Planetology)

There are twelve worlds in the system. The surface gravity is 0.53 G's, and the air pressure is 0.56 atmospheres. The molten iron core is responsible for the 4.65 g/ml density. The climate is normal, and the planet is 0.88 AU from the star.

Andash has a solitary primary star.
Andash
Solitary K Type.jpg Type Category Mass (Sol) Temperature (K) Luminosity
K2 V Main Sequence 0.82 4830 - 5100 0.49928
Unit Diameter Safe Distance Habitable Zone Jump Shadow M-Drive Limit
AU 0.0073 0.0586 0.7 - 1.26 0.73 7.3
Orbit #  *  * 3 2 6
Remarks

History & Background (Dossier)

There is an imperial knight assigned to this planet. That doesn't really address the true picture of this society. There is an elaborate structure of planetary nobility, which is considered vastly more important to the natives. These planetary nobles form the government. They are hereditary houses of great power and lineage, which are of no importance on an imperial scale and are therefore completely ignored off world. The knight is treated as an outsider. The imperial enclave consists of the modest frontier downport facilities, behind a 30 meter tall wall of reinforced concrete, and surrounded by a 10m deep trench 5km in diameter. There is a single bridge across this 10m wide barrier. The bottom of the trench is partially flooded and has extremely deep belts of imported landmines. Interplanetary trade is still almost nonexistent, and doesn't generate enough revenue for this world to exercise much influence off world.

Once the human population was significantly larger. The technology levels were much higher at the time of the founding. This world never really emerged from the long night, and doesn't really want to. What is left is a very insular, and isolated system of armed camps and royal holdings. Survivor population is the real power left. The houses cling to power and control. There are just, fewer and fewer people to lord their nobility over. The plight of the common citizen has been disastrous. Records are incomplete, apparently there was a period of biological warfare, long ago. The survivors are those possessing the mutant genes to tolerate the tailored plagues. There is evidence that some of the species imported by the settlers, and some of the native lifeforms where also effected and altered by the biological warfare. Most alive today, don't even know that any of this happened, they are all under the impression that they have always been here, and this is the way it has always been. There is a class of native historians and scholars, living repositories of ancient knowledge who are privy to the whole truth, beyond the common myths and legends.

The nobles are honor bound by strict laws, codes and traditions. Acceptable behavior, manners, civility and decorum are critical. Breaches in etiquette are punished by death, and the dishonor is carried by the family or clan for a generation. Shame, keeps the nobles in line, warfare, however persists. The form of warfare is scaled down and has fallen into predictable patterns. Families, maneuver and scheme for decades, for advantages in marriage, land and wealth. The wealth takes a different form. Skilled survivors are the most precious commodity. Noble houses own vast tracts of mostly vacant wilderness. Productive outposts and farms are precious and jealously guarded. Strict rules forbid total war, and mass mobilization. Only a tiny excess of manpower can be taken and trained into the warrior elite. In war, warriors kill only other warriors. Destroying craftsmen, merchants, those skilled in trades would spell disaster. These skilled workers are the goal of the warfare. The winner gets to keep the citizens. They change hands when one side defeats another. Raw materials are abundant. Having skilled labor to make use of resources is the critical limiting factor.

Normal interplanetary capitalistic pressures would have forced migrant population from other worlds to move from higher concentrations toward exploitable colonial areas of lower population concentration long ago. What has prevented other worlds from getting involved are the plague hordes. Each human enclave is massively fortified. Vast swarms of ravaging humanoids of indeterminate origin, working in concert with ferocious beasts, will lay waste to any unprotected humans who venture too far from the patrolled lands. The need for constant defense, and its inevitable attrition rates, are what help preclude most offensive adventures against other noble holdings. Massing enough trained fighters to keep your home base secure AND mount a creditable offense, strains local logistics. The diseased masses, multiply rapidly, and vastly outnumber the surviving humans. To the few, who remain, the hordes are effectively endless. They do, ebb and flow as available food resources can't sustain their numbers indefinitely. They mass and attack in cycles, based on weather patterns, the fecundity of prey animals and plant growing seasons. Only expert strategic thinkers and predict when, the attacks will worsen and when they will lax. Force deployments become vital. Mistakes over time, are why over extended noble fortresses have been over run over this worlds' bloody history.

The warrior class is deeply respected. They are ruthlessly efficient survivors, whatever doesn't work is folly to them. Constant combat has distilled a small warrior elite, with skill levels unmatched by most off world. Whether, battling the warriors of other princelings, or wading into the bloodbath horror of the massed hordes, a brutal fatalistic attitude has been cultivated. The mastery and expert use of primitive TL–4 weapons has become an art form here. Those with proven battle records are knighted. Titles are bestowed on the best warriors. Each of the current noble houses and their families are founded by legendary warrior kings. The class system, with its propriety for the landed nobles and the acknowledged vital nature of the farming and skilled worker classes, has produced interesting cultural nuances. The civilians recognize and respect the warriors who protect them and their noble leaders who strive to keep as many of them as possible alive. The warriors, and the nobles above them, know their sworn duty and sacrifice their lives to protect their kingdom's citizens.

Visitors who are unaware of the planetary situation, may receive a warning about straying into unprotected lands, or crossing the trackless wastes of this world. Some in the imperial scout service have pushed for at least an amber rating. The imperial knight dismisses these concerns. Most who visit are simply not allowed to leave the heavily defended port compound. Any foolish to wander off will most likely meet a quick death at the hands of local warriors, ravaging diseased hordes, or any of a myriad of lethal mutant and/or indigenous creatures found in this planets' complex ecosystems.

Imperial High (Landed) Nobility

Andash, as a member world of the Third Imperium has a member of the Imperial Nobility overseeing the world.

References & Contributors (Sources)

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