STAR DATAStar Type ..........................G4 V Yellow Main Sequence
Radius ...............................6.98x105km (1.00xSol)
Mass................................. 1.66x1030kg (0.83xSol)
Temperature........................5,500 degrees Kelvin
Luminosity ......................... 5.94x1026 W (1.55xSol)
Araks I
Orbital Radius: 4.57x107 km (0.31 AU)
Year: 1.62x103 hours (0.18 standard years)
Notes: Ringed, many moons, 18% extremely volatile magma
Araks I is a gas giant that has planetary rings. 38 small moons and 2 large moons revolve around it in odd cycles. None of the moons are habitable, though the fourth moon (Araks Id) may have some minerals for mining. Future expeditions are necessary to verify initial scans. Araks I is 18% volatile magma, mostly on its southern axis pole (which faces the star most often).
Araks II
Orbital Radius: 9.18x107 km (0.61 AU)
Year: 4.61x103 hours (0.53 standard years)
Notes: Many moons, one has trace atmosphere and polar caps but is uninhabited
Araks II is also a gas giant. It has 4 small moons and 13 large moons. The largest of the moons (Araks IIc is the current name) has a trace atmosphere and some polar caps, but is far too hot for life to exist safely.
Araks III, Hentz
Orbital Radius: 2.23x108 km (1.49 AU)
Year: 1.74x104 hours (1.99 standard years)
Notes: Theocratic terraformed home world of Yazirians.
Day ............................. 25 hours
Hydrosphere................ 41% (8% Ice)
Atmosphere..................Dense, Breathable
Climate.........................10°C-46°C, Average 20°C
Trade........................... Industrial
Native Life.................... Special
Government ................ Theocracy
Population Density ....... Heavy, 95% Yazirian
Life Forms
Records show that no intelligent life originated on Hentz. During the time of the Yazirian Relocation, the planet was terraformed using the flora, fauna, and environments from Waloo (in the Pavor system).
Background
Discovered in 341 pf, Hentz was the first colony
world established by the Yazirians. It was merely a
mining colony for 50 years. After the discovery of
the weakening orbit of Levo, the planet became the
first terraformed world during the Yazirian
Relocation. This lasted, in full force, for 30 years,
the first 23 during which Waloo was still intact, and
the latter during which environments were still being
reconstructed and synthesized on Hentz. There were
some changes made due to the new environment
and new geography of Hentz, as well as several
environmental rejections, but aside from the change
the size and color of the sun and the absence of the
moon, the planet is much like the original. This was
a time of great social cohesion for the Yazirians as
well as a time of great scientific learning about both
systems, the life on the planet(s), terraforming, and
transportation. The government of Waloo was
similarly transported in whole to Hentz. At the end
of the 30 years, the governments returned to their
pre-disaster states.
Politics
Hentz is ruled by a religious clan, the Family of One.
This government evolved from that of the
transplanted government from Waloo (Pavor). The
head of the government is a high priest, but local
politics are handled by Priests, appointed by the
High Priest and overseen by the High Priest’s
network of clandestine Overseers.
Although the Mentalist rules found in the back of the
game manual are not canon in a Star Frontiers
campaign, referees wishing to add some spice to
their game may wish to allow the High Priest and his
network of Overseers and Priests to be Mentalists
with the Telepath skill (but no other). The source of
their power is unknown by the masses, but they
maintain they are anointed and marked by their god
with these miraculous abilities.
Their abilities wane (treat their Telepath level as
half, round down) when they get away from the
Araks system, and may diminish further over time.
Some people maintain that the mystery of the false
uranium readings on Araks IV and the amazing
mental powers of the High Priest and his Overseers
are somehow connected.
If these rules are used, the level of Telepath skill
helps define a person’s political power as well as his
general legal enforcement ability; use his Telepath
level as the legal enforcement level shown below.
Law
The law of Araks III is purely in the hands of the priesthood, and organized into six general levels, as
shown below.
- Acolyte: No political powers. Used as public servants to learn humility. Dress in a white tunic with one gold band at the hem.
- Templar: Governs Towns. Has a body of 5 personal bodyguards. Dresses in a white tunic with two gold bands at the hem.
- Priest: Governs Cities. Has a body of 20 personal guards and can call on 100 soldiers at any given time. Dresses in a white tunic with three gold bands at the hem and a holy symbol emblazoned across the chest.
- Bishop: Governs Provinces. Has a body of 50 Personal guards with him at all times. Can call on 1,000 armed and trained Yazirian soldiers at any given time. Dresses in a white tunic with four gold bands at the hem and a holy symbol across the chest, outlined in red.
- Overseer: Governs priests, bishops and templars. Feared throughout the land because they are, themselves, judge and jury and sometimes executioner, sanctioned by law and beyond contestation (except for the whim of the High Priest, of course). They dress in red tunics with five gold bands and a holy symbol on the chest. Always travel with a single Level 6 security robot armed to the teeth, but can call on the bodyguards or armies of any city or town in which he currently resides. Passage, housing, and sustenance must always be granted to an Overseer.
- High Priest: Governs all of Hentz. Dresses in a red tunic with six gold bands at the hem and a holy symbol across the chest. A white cape with the same gold bands completes the outfit.
The law is swift and severe on Hentz. Hand weapons (melee, that is) are allowed to be carried as personal defense and in the event of duel challenges. Firearms are outlawed except in the wilderness between cities and towns. Special permits are available at the temples at a cost of 1,000 Credits annually, but only for those with proven legal enforcement status from other worlds.
Death due to honorable dueling is not uncommon and generally accepted with no retribution, though rivalries between various clans are entrenched. The Yazirians of Hentz often duel using the Zamira. They hold the Zamira (and dueling in general) as a sacred institution, only to be used among Yazirians.
Language
Argonian is the language of the Yazirians of Hentz. It was believed that this language was given to all of their god's chosen. When the Yazirians finally met non-Yazirians the realization that all sentient
creatures did not speak the same tongue led to a dissident group forming. This group adopted a reconstructed ancient sub-language and eventually emigrated to Yast (Athor).
Attitudes
As a result of the uniforms worn by everyone who lives or works on Hentz (or works for GODCo).
which displays their job and social position, the inhabitants of Hentz are generally very private with
all other personal information. This leads to a view of them being secretive to outsiders. Generally they
will be much more open with any beings that are of the same divisions.
Prominent Locations
Onehome: Headquarters of GODCo. and the only
city with a star port, though it is used only for the
priesthood (shuttle ports exists in several other
cities to ferry cargo to Highpoint). It is said that all
roads lead to Onehome. This was also the location
of the original mining colony. There are rumors
that under the city, in the old foundations of the
original outpost, the High Priest hides secrets of an
eradicated race that once inhabited Hentz, wiped
out by GODCo as a form of cleansing. Of course,
this is only a rumor.
Highpoint: There is a fortified space station in
orbit around Hentz. It acts as customs and
immigration, and is a living area for many who
await acceptance into the cloistered existence of
The Family of One. There are several shuttles that
come and go daily, but docking starships are
limited to one per day. This causes a back-up of
ships parked in orbit around the planet at all times,
prioritized by the whim of security personnel.
Security is maintained by GODCo. employees who
answer to the High Priest only in theory.
Hullheal Station: Bothered by the number of
ships that stop on their way to other star systems,
the High Priest decreed that a new station be built,
in an opposite orbit to Highpoint (so the two would
never be in view of one another). This station is
devoted to refueling, repairing, and supplying
passersby. The prices are high, but GODCo’s
technicians are surprisingly knowledgeable. All
crew must deploy while services are rendered to
ships (up to one crewman – presumably the
captain – can remain behind), where they are
ushered to the trading gallery, a large mall where
they may spend their credits on tech and simple
entertainment. Alcohol is limited, and fanatics are
an eternal presence here, enlightening the weary
traveler.
Araks IV
Orbital Radius: 1.10x109 km (7.36 AU)
Year: 9.84x104 hours (11.26 standard years)
Notes: Failed mining planet, crashed starship, false uranium readings.
Araks IV is nothing but a cold, rocky mass. Its
surface is covered with craters proving that it has
seen much abuse in its existence. Initial scans
showed uranium veins running through the rock, but
mining expeditions failed to turn up anything at all.
There are ruins of abandoned mining outposts
littered everywhere on Araks IV. Additionally, a
mining ship (the Ex-Cavator) crashed on its surface
twenty years ago when it had engine trouble. Araks
IV is known as a miner’s pipe dream, and scientists
currently doubt the validity of the initial uranium
scans.