Tristkar System Data/Kraatar Planetary Brief

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JCab747
April 16, 2016 - 10:28am

System Data: Tristkar

Spectral Type: K0

Color: Orange

Habitable Planets: Kraatar

Trade Routes

  • Theseus – Distance: 5 light years
  • White Light – Distance: 6 light years

System History

Kraatar was first settled was first by Human colonists from White Light about 220 years ago. Few ships visited the Tristkar system until 80 years ago, when a Vrusk trade ship landed at Gozzorf City. Soon more Vrusk ships and colonists arrived as Vrusk trade houses established factories on Kraatar. The two other major planets in the system, Denzart and the gas giant Tridar, plus the Shridkai Asteroid Belt are mostly unexplored.

Planetary Briefs

Kraatar

Moons: Tivalla (Outpost, Shomitz Mining Colony); Setar (None)

Atmosphere: Thin (see description)

Gravity: 0.6

Orbit Range: Close

Population: Moderate – 450 million (60% Human, 38% Vrusk, 1% Dralasite, 1% Yazarian)

Diameter: 9,800 kilometers

Inclination: 20 degrees

Percentage Water: 20

Length of Day (hours): 18 GST

Length of Year: 272 local days (68-day seasons, affecting average temperature by +/-10 degrees Celsius

Average Surface Temp: Temperate zone: 20 degrees Celsius (day = 30 degrees, night = 10 degrees); Equatorial zone: 30 degrees Celsius (day = 50 degrees, night = 10 degrees)

Native Life: No sentient native life.

Trade: AIT: Farming, electronics, metal extraction and glassware

Planet Description:

Kraatar is the only habitable world in the Tristkar system. Lying in a close orbit to the star Tristkar, it is lightly populated primarily inhabited by Vrusks and Humans.

Its economy is mixed with agriculture, industry and high-tech all playing a role. It has a light atmosphere and gravity (0.6 G's) and a relatively short day lasting only 18 GST hours. While there are no space stations in orbit, two uninhabited moons – Tivalla and Setarz circle the planet.

Water covers only 20 percent of the small world and there is very little cloud cover. Being near the inner edge of the system's life zone, Kraatar receives large amounts of stellar radiation and temperatures at the equator range from 0 to 60 degrees Celsius.

The majority of Kraatar is covered by high altitude desert plateaus and jagged mountain ranges rising up to heights of 10,000 meters. The atmosphere in the mountains is too thin to breathe without the aid of breathing apparatus, but numerous “flatlands” – also called lowland depressions – exist around the planet, many of which are below sea level.

Only in the flatlands, which are scattered around Kraatar’s temperate zones – is the air dense enough to breathe without assistance. However, the air is not as dense as most newcomers are used to, and persons attempting any strenuous activity (e.g. running, climbing or fighting) will lose 1 point of Stamina every 10 minutes. If the Stamina reaches zero, they will fall unconscious for 1d10+10 turns. For each turn of rest, they can regain 1 point of Stamina lost this way.

Natives of Kraatar are not subject to these effects, but they cannot function in the mountains without breathing apparatus, where unprotected persons lose 1 point of Stamina per turn until dead.

Kraatar was first settled was first by Human colonists from White Light more than two centuries ago. They landed at Gozzorf, on the shores of the Yatiz Sea. Soon small communities were established here, at Quazzt's Depression and in the other flatlands.

Searches were made in the planet's mountains for heavy metals, but no rich deposits were ever found, and only a few iron and copper mines were established. Isolated in their communities many of the colonists took to a quiet life, tilling the land for crops and herding the few imported animals.

As the years passed, the colonists lost many of their technological skills, and as machinery wore out, they were unable to replace it. Gradually they were reduced to a simple, self-sufficient existence where high technology was a thing of the past.

Few ships visited the Tristkar system until 80 years ago, when the computer of a Vrusk trade ship suggested Kraatar as a “world suitable for commercialization.” After a hesitant meeting, the two races struck up a rapport and the Vrusk traded technological hardware for agricultural produce.

The Vrusk soon left Kraatar, only to return later with more machinery to trade with the Humans. Equipped with the latest farm machinery, the Humans were able to increase production, and buy more Vrusk goods.

Soon Vrusk trading ships were flocking to Kraatar, trading up-to-date equipment for agricultural products. Many came to trade, but others brought settlers and with them Vrusk trade houses eager for new markets.

The trade houses established manufacturing plants and conducted comprehensive surveys of the planet. This research revealed that the sands of Kraatar's deserts could provide an ideal source of silicon for computer manufacture, as well as producing some of the most beautiful glass ever seen by Vrusk. If cut and polished, the glass scintillates and sparkles with all the colors of the rainbow.

Soon Kraatar glassware was sought by Vrusk art lovers all over the Frontier, and rapidly became one of Kraatar's major exports. At the same time, the two seas were discovered to be rich in mineral deposits. As news of these finds spread, more Vrusk trade houses came to Kraatar to exploit its new found wealth.

In the early years, both races benefited from these developments. The Humans were supplied with much needed technology, and the Vrusk had markets both on and off planet with which to enrich themselves. The Vrusk trade houses established hospitals and a university at Gozzorf. They discovered the remains of the original Human settlers' ship, and set about restoring it. It would never fly again, but it was lovingly rebuilt by the Vrusk with a museum around it to honor the Humans on Kraatar and to display Vrusk art collections.

Joe Cabadas
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JCab747's picture
JCab747
April 16, 2016 - 10:33am

The Dispossessed

As more farm machinery became available, fewer Humans were needed to work the land, freeing them for other activities. Many of them journeyed to the towns and cities where they found employment in the Vrusk electronics, glass and metal-extraction factories. Many others found work building the Transglobal Monorail that now circles the planet.

It was in the factories that dissension first grew among the Humans who were unable to cope with an urban life-style. As the Vrusk became more established, more of their racial beliefs were introduced. To a Vrusk it is second nature to allow a trade house to determine one's life but, to many of the Humans of Kraatar, this was abhorrent. Used to a pastoral existence, with order imposed only by the seasons, many Humans refused to accept the full ramifications of Vrusk society.

Dissatisfaction was first shown in a desire to return to the land, but Vrusk technology had changed the world. Now one machine could easily do the work of over a hundred laborers. A return to the old farming techniques was impossible, for Humans now relied heavily on Vrusk technology to maintain their farms and standard of living.

Unable to return to the farms, most Humans have now adjusted to their new lives and accept the presence of the Vrusk as employers; but attempts to impose Vrusk beliefs have not been very successful. Few Humans have adopted Vrusk company names, and attempts by Vrusk executives to instill in Humans the Vrusk sense of belonging to a trade house have met with little success.

Many Vrusk executives are confused by these reactions; they see the situation as one of mutual interdependence – the good of the trade houses is the good of all, Humans and Vrusk alike. The trade houses offer medical, educational and recreational facilities to both their Vrusk and Human workers. Surely this is the road to harmony and prosperity for all?

Yet a number of Humans insist on moving from one trade house to another, requiring new housing and causing disruptions in daily life and production. To help with this clash of cultures, many Vrusk trade houses have employed Human advisers in an attempt to sort out the problems as equitable as possible. For years it looks as though this approach was working; Vrusk and Humans began to work closely together and all benefited.

However, some Humans were determined to stop their fellows becoming ever more Vrusk-like, and 30 years ago the Kraatar Liberation Corps (KLC) was founded. The Commercial Council, a group of Vrusk executives monitor the situation on Kraatar, hoping for a return to the harmony and stabilization of life on Kraatar.

Joe Cabadas

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JCab747
April 16, 2016 - 10:35am

Government

The ruling body, a Syndicracy, of Kraatar is called the Commercial Council. The Council consists of representatives from Kraatar's trade houses. The major trade houses each have a representative; the lesser ones share representative between them on a rotating yearly basis.

The Council is responsible for off-world relations, and major policy decisions concerning Kraatar, but is primarily concerned with coordinating the activities of Kraatar's trade houses. Local governments on Kraatar are mostly left up to trade houses or Human regional municipalities for more specific laws. Any local laws, however, are subject to the Commercial Council's review. The Commercial Council has contracted the RIK trade house to act as Kraatar's police force.

Trade houses are as common on Kraatar as they are wherever Vrusk are found in the Frontier. Six major trade houses exist on Kraatar, as well as hundreds of smaller ones.

Law

All weapons other than pistols or melee weapons are illegal. Persons found in possession of other weapons will be arrested, have their weapons confiscated and be fined a minimum of 500 Cr. Law enforcement is performed by the RIK trade house, under contract from the Commercial Council.

Transglobal Monorail

From Gozzorf, monorail lines stretch around the planet, linking most major settlements on Kraatar. Monorail trains leave Gozzorf station every four hours and travel about 290 kilometers per hour (8 hours per hex on the global map). As Kraatar is very mountainous, most citizens rely on the monorail for long distance travel, using ground cars and explorers for short journeys. Due to the thin atmosphere, global air travel is nearly nonexistent.

Travel on the transglobal monorail costs 20 Credits per day, irrespective of distance, thanks to generous subsidies by the Vrusk trade houses.

The trains stop at all towns along their routes for at least 10 minutes while cargo and mail is collected. Unless they breakdown, the trains never stop between stations. Signs at mountain and desert stations remind travelers that breathing apparatus is required. Apparatus to fit all races can be purchased at all monorail stations and emergency sets are stored in lockers between each carriage.

The Train

Monorail trains are suspended by a flexible steel pylon from an overhead steel rail. The rail is supported by steel girders embedded in rock, obviating the need for tunnels or cuttings.

Trains are made up from five distinctive types of carriage: an engine car, two cargo cars, two passenger/sleeper cars, one restaurant car and two recreation cars. The passenger cars are comfortably appointed with large glass windows providing panoramic views of the passing countryside. All carriages are pressurized and fully air-conditioned. Waiter service is available at all times.

Recreation cars provide facilities such as holo-movie screens, holo-music videos and so on at no extra cost.

Carriages are connected by flexible tubes and sealed by automatic doors. By the entrance of each carriage is an emergency locker containing sets of breathing apparatus. Each carriage also has a plate in the ceiling that allows emergency access to the carriage’s roof.

A typical train crew includes two RIK guards, two ST technicians manning the engine car, and five ST stewards who see to the comfort of the passengers.

Joe Cabadas

JCab747's picture
JCab747
April 16, 2016 - 10:38am

Major Communities

Kraatar’s cities include:

  • Azzort: This city occupies the second smaller flatland of the northern hemisphere and has monorail access.
  • Bunada: This city is located in Quazzt's Depression on the southern shore of Quazzt's Sea. It has no direct monorail access.
  • Clarist: A small city of 120,000 is located on the small flatland in the southern hemisphere as Eldarg, no monorail service.
  • Eldarg: A small city located on the small flatland in the southern hemisphere as Clarist, no monorail service.
  • Gozzorf: is the capital with a population of approximately 2.5 million.
  • Gyndon: City located on the Yatiz Sea and headquarters of the Adq'Bizz (AB) trade house. It has the western junction of the North Circle and the Southern Loop monorail circuits.
  • Hargizt: Located in the uplands in the southern hemisphere. Monorail.
  • Hift'Izt: Home of the computer and electronics industry this city is the headquarters of Gst'Gar'St (GGS) trade house. The city is located near the equator, south of Gyndon and connected to the transglobal monorail.
  • Jeskeal: Located in the uplands of the northern hemisphere, this city has the eastern junction of the North Circle monorail line and the Southern Loop.
  • Mariga: This uplands city has monorail access.
  • Quazzt: Quazzt is a town of some 500,000 inhabitants (75% Human/25% Vrusk) located in Quazzt's Depression. It is primarily a farming town with some light industry and is connected via transglobal monorail.
  • Sarnist: Located in the uplands on the eastern edge of the Yatiz Sea.
  • Stindarg: This city is the lone established city in a small flatland located in the southern hemisphere. The transglobal monorail runs through it.
  • Toffaak: Toffaak is situated on the far eastern edge of the large flatlands which is part of the depression which contains the Yatiz Sea. Monorail.
  • Trizz't: This city, located south of Gozzorf City near the equator in one of the large sand deserts, is headquarters of Clic'Aqat (CA) trade house and the glass making industry. Connected via transglobal monorail to Gozzorf City. The main part of the city is encased in a dome made with Kraatar glass. Some buildings and other areas have separate domes.
  • Worfgar Bay: On the eastern shore of the Yatiz Sea in the flatlands it is connected to the monorail system.
Joe Cabadas

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JCab747
April 16, 2016 - 10:40am

Corporations

Ableman Properties is a real estate development corporation based on Triad (Cassidine) with holdings on Kraatar.

Adq'Bizz (AB) is a Vrusk trade house active on Kraatar that focuses on metal extraction and refinement.

Clic’Aquat (CA) is a Vrusk trade house with a number of human advisors. It is a glass manufacturer and exporter.

Estonsa Finance is a publically-owned banking organization based on the planet Kdikit at Madderly’s Star. It provides loans and financial backing to a number of Frontier companies including on Kraatar.

Gangreel Industries is a holding corporation based at Triad (Cassidine) with operations on Kraatar.

Gst'Gar'St (GGS) is a Vrusk trade house that manufactures electronics and computer equipment and software.

High Peaks Sanitorium near the city of Quazzt is a well-regarded hospital/resort that specializes in “stress-alleviation therapy.” Owned and operated by Dr. Martin Boot, it attracts clients from all the major races who live on Kraatar but especially specializes in helping Vrusk executives.

Pan-Galactic Holo-News (PGHN) is a Frontier-wide news organization that is owned by the Pan-Galactic Corporation. Its headquarters is at Madderly’s Star.

Ral’lk’Ka (RIK) is a Vrusk security trade-house that has been employed by the Vrusk Commercial Council to police major cities and the Transglobal Monorail. Other Vrusk trade houses have increased their own internal security and allegedly have been conducting clandestine reprisals against the KLC and other known “agitators.”

Sai’Aq’Krr (SAK) News Service is the only major news organization on Kraatar.

Shomtz Exploration is based at Gollywog (White Light) that owns many subsidiaries throughout the “southeast” region of the Frontier.

Shomtz Mining Colony is a subsidiary of Shomtz Exploration and operates a mining facility on Kraatar’s largest moon, Tivalia.

Sik’Triksta (ST) controls all transportation services on Kraatar including the monorail plus the hire or sale of ground vehicles. ST used to own the starport but sold it to Vist’Lat (VL).

Stysor Arms is a fairly new weapons and defense systems production company that was founded at Kdkit (Madderly’s Star).

Trojan Enterprises, Inc. (TEI) is a corporation headquartered out-of-system on the planet Timeon, however it was founded by Kraatar-exile Jack Legrange. A limb and organ regeneration company, TEI has offices on Kraatar and most other Frontier worlds. It is known for its philanthropic work to help underprivileged Humans, Dralasites and Yazarians.

Vist'Lat (VL) is a Vrusk trade house that is involved in finance and off-world trading. VL is expanding and has recently bought the starport from Sik’Triksta. By controlling the starport, VL effectively controls Kraatar's contact with other planets. It has begun to charge the other trade houses astronomic amounts for warehousing and goods-carrying. This has placed the other trade houses (with the exception of RIK) that rely on off-world trade, in financial difficulty. Attempts by the trade houses to decrease labor costs have led to unrest among Kraatar's Human workforce. VL employs Humans as cheap labor, paying them barely enough to survive.
Joe Cabadas

JCab747's picture
JCab747
April 16, 2016 - 10:48am

Artificial Satellites

Other than weather and communications satellites, Kraatar doesn’t have any major public space stations. RIK does maintain a small corporate security station where two corvettes are kept for anti-piracy missions.

The UPF has debated establishing a permanent military base in the Tristkar system since the Saurian refugees arrived at Theseus. It is feared that the Sathar might try invading the Frontier through the White Light Nebula; however, such a threat is considered a low priority.

Joe Cabadas