Emape (world)

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Emape/Five Sisters (Spinward Marches 0133)
Milieu 1116
B564500-B
StarportB Good: Spacecraft Construction, Overhaul, Refined fuel
Size5 Medium (8,000 km, 0.40g - 0.57g)
Atmosphere6 Standard
Hydrographics4 Wet World 40%
Population5 Moderate (500 thousand)
Government0 No Government structure
Law0 No Law
Tech LevelB Average Stellar (large starships)
See also UWP
System Details
Primary M0 V
Worlds 6
Gas Giants 3
Planetoid Belts 0
Cultural Details
Government No government
Law Level No law
Cultural Extension 1716
Army Size (BEs) 1
Economic Details
Technology Level 11
Economic Extension
A46-2
ResourcesAAbundant
Labor4Moderate (50 thousand)
Infrastructure6 Limited
Efficiency-2Fair
Importance Extension 2
Resource Units 192
GWP (BCr) 1
World Trade Number 4
Trade Volume (MCr/year) 1,295
Starport Details
Classification Class-B
Port Size 4
Building Capacity (Tons) 0
Port employees 135
Port passengers (annual) 2,000

Emape is an agricultural world with an ideal environment for producing food from plants, animals, or other forms. The system has a population in the hundreds of thousands of sophonts. This world is designated an Amber Zone with an environment, laws, customs, life forms, or other conditions make it dangerous to visitors. It is a member of Third Imperium in the Five Sisters Subsector of Spinward Marches Sector and in the Domain of Deneb. Emape, as a member world of the Third Imperium, holds the estates of an Imperial knight and a baronet, and the fiefdom of a baron. All three are members of the Imperial Nobility charged with overseeing the world. This world has a nearby Imperial Naval Base, capable of handling warships.

Astrography & Planetology[edit]

No information yet available.


Monostellar System[edit]

Emape Monostellar System
Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol)
Emape

M0 V

Primary Main Sequence 0.57 3770 - 3850 0.13982
Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit
AU 0.0027 0.031 0.39 - 0.74 0.27 2.7
Orbit #  *  * 2 0 5

History & Background (Dossier)[edit]

Emape is a frontier world, whose starport employs over 90% of the population. With its temperature and atmosphere, the world should be a garden, but there is too much easy money to be made at the starport, with traders coming in from the client states, Aslan worlds and even Zhodani regions. Much of this trade is less than legal under Imperial law.[2]

The naval base built in high orbit over the largest gas giant and the detachment of Marines assigned to the starport represent the only law in the system. Outside their compound, mob law rules, or whoever has enough money to invent the law. There are a number of “unofficial” landing areas on-planet, where illegal cargoes can be dropped without going through the starport. These are periodically raided by the authorities, but it is easy enough to find somewhere else to land if off-loading is all that is required.[2]

History-Era: Milieu: New Era[edit]

Non-canon: In antebellum days, Emape was a lawless border community populated with smugglers and pirates. Violations of Imperial customs were frequent, and an Amber Zone was imposed to protect visitors and crackdown on this illicit activity. Most of this activity was loose and disorganized, dominated by a group of insular extended families who called themselves the "Cool Gang." Most of their contraband was illegally exported Imperial technology that was resold to neighboring states for a high margin of profit.Some of it was espionage driven, though the Cool Gang was relatively patriotic and avoided buyers that were obviously Zhodani.[3]

The creation of the Quarantine gave the Regency a pretext for cleaning the planet up. The RQS evicted smugglers and convicted Quarantine violators back safeside, often confiscating their ships and revoking their licenses. Naval police actively patrolled the world’s cities, and a dusk-to-dawn curfew enforced. To further cement control of the world, the Ministry of the Interior began encouraging new settlement in 1135. The Cool Gang was broken up, imprisoned, evicted and mostly driven out of business. Smugglers attempting to emulate the Gang or take over their rackets have so far been unsuccessful, thanks to the massive RQS presence still stationed on the world, and the massive number of fatalities incurred trying to run the systems vast arrays of automated weapons and fields of captor mines.[3]

The world is still a volatile place to visit, as many of the original locals have "defended" themselves against the new immigrants, or have been driven into the outback. The Amber Zone now reflects this tension, and the extraordinary security measures taken to ensure that the world's troublesome past doesn't repeat itself. Fortunately, aside from a few outbackers and paroled Cool Gang members, most of Emape’s original population quickly adapted to the new situation on the world, and instituted a popular democracy to fill the vacuum created by the Gang's downfall. Law levels are still rather low, and a holstered sidearm seems to be part of the local dress code.[3]

About ninety percent of the population are new immigrants from safeside, or their second and third generation descendants. The old settlements have undergone significant expansion, and new developments ring the starport. Most of the population is sustained by employment in the port, its business districts, or the massive hospitality businesses that have sprouted to serve ship crews and their support personnel, as well as the navy and the RQS. Casinos, bars and brothels are in strong evidence, and most vice is at least semi-legal, or at least winked at by the local and Regency authorities. MoJ and Regency Intel maintains several watch stations to look out for known fugitives and criminals attempting to sneak through the border, or just attracted by the world's playground.[3]

It is no surprise that the world is home to speculators and scalawags no better in some instances than the old Gang. The world is on the front porch of both the Regency and the Hinters, a prime location for shady operations that "keep a toe" on both side of the border, ready to disappear to one side or the other to avoid scrutiny or investigation by authorities. RQS and MoJ keeps a close if discrete eye on these operators, and it is rumored that they have an extensive network of informers to keep them appraised, more than a few of them swimming among the same fish the authorities try to hook and land. Emape's port is one of three main passages to and from the Coil and the Regency mainstream. While not a massive port by the Rand's overblown standards, it is the largest port ever constructed for a mere population 6 world in the entire Regency. While most border crossers will travel to Mirriam and Karin to offload their safeside bound cargoes, or to Marrakesh or Avalar if going the other direction, many independent merchants do not proceed beyond this point, and the port becomes a holdover and transfer station for many small cargoes. In many cases such transfers are attempts at sleight of hand, trying to sneak contraband across the frontier. The more things change, the more they stay faithful to their origins, one supposes.[3]

References & Contributors (Sources)[edit]

This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Far Future Enterprises or by permission of the author. The page history lists all of the contributions.