Plaven/Chronor.   Posted by Spinward.Group: 0
Spinward
 GM, 21 posts
Wed 28 May 2014
at 21:07
Plaven/Chronor
Plaven
Location: Spinward Marches/0807
UWP: E845300-3
Starport: E Frontier Starport (Shipyard: None; Repair: None; Fuel: None)
Planetary Size: 8 Large (e.g. Venus/Terra) (12,000-13,599km)
Atmosphere: 4 Thin (tainted)
Hydrosphere: 5 Wet World (45 - 54% water)
Population: 3 9,000
Government: 0 No Government Structure.
Law Level: 0 No Law (No Prohibitions (Nuclear Weapons))
Tech Level: 3 circa 1700 to 1860
Base(s): None
Zone: Green: Unrestricted

A low-population, non-industrial, non-aligned world located in the Cronor Subsector of the Spinward Marches. A fallen Imperial colony it is still visited by the Scout Service for census taking.

PLAVEN E845300 3
Plaven is a largish world with a thin, tainted atmosphere and a
reasonable amount of surface water. It is thus capable of supporting
life and as such was settled by small numbers of colonists as the
Imperium moved into the Marches. These arrived in typically
ad–hoc and disorganized manner, often without proper long–term
planning or necessary equipment. Although this sort of semi–random
colonization is discouraged by the Colonial Office, it is not
really possible to prevent it along the frontiers.

In the case of Plaven, there was no organized settlement programme.
The world was far out on the frontier and by the time it was surveyed
interest in expansion was waning. Thus rather than a central and
well–organized colonial effort plus a few random groups of land
grabbers, there was only the latter. If any given settlement hit hard
times there was no–one to turn to for help, with no ICO–sponsored
colonial hub to join if the independent effort failed.
Plaven was settled by several groups at various times. Some did
reasonably well, others failed and presumably died out or left, or
else joined up with other bands and shared their fortunes. The
various tiny colonies never reached the critical mass necessary to
become stable and to grow, nor to pull in offworld trade.

As a result Plaven’s small population struggled on at the subsistence
level. High–tech gear wore out and though the colonists adapted to
the world’s tainted atmosphere, their numbers dwindled steadily.
Plaven was passed over by the four Frontier Wars, its nominal
allegiance changing hands in treaty negotiations without any
effect on the population. Plaven is officially independent and part
of the demilitarized zone between the Imperium and the Zhodani
Consulate. If the locals even know about this, chances are they do
not care.

Today, Plaven’s population is officially listed by the IISS as several
hundred people subsisting without formal government, in a number
of tiny hamlets and homesteads capable of supporting a steam–
powered economy of sorts. There is no law as such, though the
locals enforce their own basic code of conduct and have a working
society based on the authority of senior family members.
The largest settlement contains about eighty people and is located
near a flat area of exposed rock that makes a good, stable landing
place for the occasional starship. Water from a nearby stream can be
cracked for hydrogen to make fuel. However, there are few reasons
for anyone to visit Plaven – it is not even on the way to anywhere
– so what might be termed a ‘Starport’ receives very few ships.

The official IISS figures for the population of Plaven may not be
entirely accurate, of course. Once every few years a Scout ship lands
at the port and its personnel try to carry out a population census.
Figures for the area around the port are probably accurate; Plaven
is one of the few worlds where he IISS census actually lists every
resident of the planet by name. However, it is possible that other
enclaves exist elsewhere on the planet, perhaps survivors from
another colonial settlement that have gone their own way.
If other groups exist, they have thus far avoided official notice and
inclusion in the census figures. This could be done easily enough
deliberately, but equally could happen through a combination of
low technology, remote location and less than zealous surveying by
bored IISS crews sent to the far end of the Imperium to count heads
on some distant rockball.

It is possible that other groups might have higher or lower tech
levels than the official population, though higher tech would have
to be deliberately concealed as its emissions would be noticeable to
even the most cursory survey. It is known that several remnant sites
do exist, where early colonies were set up then were closed down or
failed. Occasionally a Free Trader lands at one of these ruins, having
mistaken it for a living settlement, and returns to Imperial space
with wild tales of a ghost planet or worldwide catastrophe.
Most of these settlements were stripped long ago for whatever could
be salvaged from them. However, some were very remote, beyond
the reach of any of the remaining colonies. It is possible that some
of these remain intact. The occasional salvage mission is launched
by freelancers, usually without much result. There have been some
big scores made from time to time however, when a remote colony
that failed before its high–tech start–up gear wore out is found.
Plaven briefly came to the attention of the Imperial authorities in
1093, when it was discovered that a group of criminals specialising
in starship–borne raids on isolated communities along the frontier
were using the world as a base. Although the sort of loot that can be
obtained by raiding such minor targets is fairly minimal, the risks are
also very small, so what are sometimes referred to as ‘spacegoing
poultry thieves’ sometimes engage in such activity between more
lucrative operations. Be that as it may, the band using a valley high
in the Varnis Mountains as a base evaded capture for a long time
before finally being eliminated in an action by Naval and Marine
assets.

After that, Plaven more or less fell off the radar once again, though
Imperial patrols from Quar and vessels from the Zhodani Consular
Navy occasionally sweep the system. This is infrequent enough
that patrols rarely encounter one another. When they do, polite but
guarded comms exchanges are normally made before the vessels go
about their own business. Harassment and similar ‘cold war’ tactics
are avoided to reduce the chance of another accidental war.
Spinward
 GM, 22 posts
Wed 28 May 2014
at 21:08
Re: Plaven/Chronor
Plaven Interstellar Starport




Central Metropolis - Plaven City

Event
 npc, 1 post
Wed 28 May 2014
at 21:17
Re: Plaven/Chronor
The air raft stopped on top of the shiny gold specked hill.

Kara looked over towards the swiftly moving river or stream below.

"Look at that view get a capture Dina."

Vishur unbuckled from the driver seat and started working an q-analysis on a gold fleck.

Dina stood up easing the straps on her survival pack, pulling her filter mask on as the rafts top receded opening up the craft to the taint in which the locals can breath but offworlders are left gasping.

Suddenly Dina was pitched over the side to a 10 meter drop into the soft sand then sliding down in an avalanche to the river. Swept away quickly. She was out and never saw the creatures which swarmed the raft. The others were torn to shreds and devoured.

The rescue party found the raft, the remains and Dina's cap. MIA presumed dead.
Event
 npc, 2 posts
Wed 28 May 2014
at 21:21
Re: Plaven/Chronor
Dina's pack worked as advertised it kept her on her back and breathing. She was dropped on a beach 20 miles from the massacre, clothes shredded, body covered in cuts, welts and bruises from the river rocks. Her comms were gone, the backpack with most of her gear still inside it was intact.

This message was last edited by the player at 05:40, Thu 29 May 2014.

Dina Breindel
 player, 2 posts
 Field Researcher
Thu 29 May 2014
at 20:19
Re: Plaven/Chronor
Not fully aware of what had happened as she tumbled into the waters, Dinas first impulse once she caught her breath was to comm the others.

Hmm, the voice interface was not working.

Reaching up to her ear, she brushed her wet auburn hair back and felt around.  She automatically looked down as if what she was looking for had just fallen out and would be lying there.  She chided herself as the earcomm unit was probably somewhere in the river.  Her hat too, Dina thought as she leaned over grabbing her hair wringing out some water.  It dripped down on the toes of her waterproof boots.

Survival mode.  It didn't take long for the Wafer Jack to unload the Art(Holography) program she had been using to help her capture the view and load the Expert Survival program instead.

Asses medical condition.  Now the Navigation and Sensors programs unloaded so that Medic and Biology could run.

OOC: Dina Breindel rolled 8 using 2d6+1. Medic 0, Edu +1.

Some cuts, welts and bruises.  Probably would have been much worse if she hadn't been wearing her protective field suit.  She checks to see if the Buzz Fabric still works and will shed the water.

What's next?  Dina checks with the Survival program.

Assess surroundings for dangers and shelter.  Recon replaces Biology.

OOC: Dina Breindel rolled 10 using 2d6+1. Recon 0, Int +1

And how about any impending weather.  hmm, Dina considers for a moment with the aid of her Survival program then decides to also reload navigation since a better understanding of the terrain might be of help.

OOC: Dina Breindel rolled 7 using 2d6-1. No weather skill -3, +1 Int or Edu, +1 aid of programs

Next, Dina checks her wrist computer to see if it is functioning and has any connection from where she is.