Location
|
Allegiance
|
Starport
|
Climate
|
Atmosphere
|
Hydro
%
|
(0.9,
-0.07, 4.7)
|
Confederate
|
V
|
Cold
|
Standard
|
71%
|
Gravity
|
Diameter
|
Moons
|
Avg.
Orbit R
|
Stars
|
Day
Length
|
0.88
|
6,978
|
None
|
0.1
|
M5
V
|
23
h
|
Population
|
Government
|
CR
|
TL
|
Resources
|
Year
Length
|
1.4
billion
|
Monarchy
|
4
|
11
/ 12 (Biotech)
|
Abundant
|
28
d
|
Esparanto,
Perheimer
Background
Perheim
was colonized by a group of European Odinists (neo-pagans following
the Germanic/Norse gods). Several independent settlements were
founded upon planetfall. Over the course of a few hundred years,
these colonies and various secondary splinter colonies spread out
geographically. Once land and resources became scarce, these
independent polities came into conflict.
After
generations of small scale warfare over the course of centuries, one
of the nations, Perheim, gained a dominant, stable position.
Nonetheless, squabbling amongst the various nations and factions
continued, often leading to wider, full scale war. Perheim became the
mediator, backed by its overwhelmingly superior army.
The
relative security afforded by their military allowed Perheim to
allocate substantial resources to scientific pursuits, as well as
intra-system colony expeditions and mining operations. This further
increased its dominance over its neighbors. It was Perheim which
opened trade with nearby star systems. Over the next century, as
Perheim continued to flourish while enjoying the benefits of
interstellar trade, the other nations and factions joined Perheim.
In
the following two centuries, Perheim retained its military
traditions, building a powerful navy. They expanded steadily until
the Trade Wars. While their navy and marines were highly regarded,
their diplomacy was not, and, in spite of some military victories,
they lost several colonies during their initial expansion. This was
called the “Great Disappointment.”
Prior
to the trade wars, interstellar trade brought Perheim together with
Tribeca and Colm in a trade alliance. There was (and is) tremendous
synergy among the three cultures. As a result, their collective power
and influence grew to rival that of the Kentori. This eventually
spelled war, and, when the Kentori attacked Colm, Perheim did not
hesitate to come to their defense.
As
a people, Perheimers are romantics. They naturally romanticize
warfare, exploration, physical exploits, and the like, but it is
their love of romantic relationships, however, which is most apparent
to offworlders. Their love lives tend to be ongoing melodramas, often
involving multiple lovers, in pursuit of the ever elusive “true”
love. An offworlder pursued by a Perheimer will be courted in style,
including gifts, poetry, romantic adventures, and anything else they
can imagine.
Perheimers
can be extremely emotional. While they prize self-control, few are
fully able to constrain themselves and they often wear their emotions
on their sleeves. This can make them seem like hotheads or emotional
children to offworlders. Socially, they keep this in check by
adhering to a myriad of codes of honor. They are also fiercely loyal,
and take betrayal as the gravest of offenses.
Unsurprisingly,
Perheimers are very over-represented in the Confederate military. The
Confederacy’s elite unit – the Perheim Raiders – was originally
an all Perheimer unit and was reluctant to admit non-Perheimers to
its ranks upon its integration into the Confederate military. It’s
not uncommon to find them in mercenary units or security forces
throughout the sector. In spite of their reputation for martial
excellence, Perheimers can be found in just about any occupation
offworld.
The
rhythm of life on Perheim is governed by the feasts of their pagan
religion. On feast days, which are fairly common (1 - 3 each month),
commercial life is halted as everyone joins in to celebrate, usually
with elaborate meals, drink, sports and games, and song. This is a
part of their religious rituals, which are integrated with the
feasts.
Perheimers
have a keen interest in sports. Team sports generally have a strong
strategic or tactical component, and are usually quite physical.
Their favorite individual sport is Roman Revival Gladiators, which is
brutal and occasionally ends in death. Dueling is also legal, and
sport versions are often spectator sports; legal duels may also be
made widely available according to the wishes of the duelists.
As
a people, they are less interested in virtual entertainment than
most, be it VR games, holovids, etc., preferring literature and the
performing arts, at which they excel. Their literature and theater
tend to include strong romantic elements, but it ranges across a wide
variety of genres. Their art is surprisingly inventive, using
numerous media to convey complex ideas. Music is an art practiced by
most, with song being almost universal.
Perheim
culture also prizes intellect. A clever, but physically frail
specimen, is every bit as respected as a great warrior. The value of
intellect has resulted in a tremendous interest in scientific
discovery, particularly in the realm of biology and genetic
engineering. It has also led to highly competitive game leagues which
focus on one or more board games. The most popular is the Global
Chess League.
Perheim
nightlife highlights their love of dance, the performing arts in
general, and drink. They have numerous venues for concerts,
theatrical performance, and dance halls. Their nightclubs often
combine these elements making for a unique experience for
offworlders. Another common component of nightlife are the drinking
halls (usually called alehalls, alehouses, and feast-halls), which
generally serve simple food with ale, wine, or mead. Something
explicitly called a “drinking hall” serves alcohol only,
expecting patrons to bring their own food. Drinking songs, impromtu
individual performances, duels of spontaneous poetry or songs, and
the occasional fight are the entertainments in such establishments.
Port
of Perheim (Class V)
Perheim’s
high port is a hub of activity. It houses the primary naval shipyard
for the Confederacy and is the base for the 1st Fleet and the 1st
Reserve Fleet. A military ship graveyard sits at Lagrange point L2,
and a non-military graveyard at L1.
The
high port itself is always in a state of flux, with new stations
replacing old, and older stations being refit. Nonetheless, it is an
extremely busy port, second only to Colm in the sector. In addition
to the shipyards and bases, the corporate headquarters of Amalgamated
Biotronics (AmBio), is on Perheim. It maintains private Class IV
orbital port facilities.
The
downport, Perheim Downport, has 3 locations situated strategically on
the Perheim. Each is large enough to fulfill any expectation of what
a Class V downport should look like. They are known as Trydyn
Downport, Perheim Downport, and Broadridge Downport, respectively.
The
startown around Perheim Downport lies within 100 miles of the
capital. Once
a rival to Trydyn Downport as Perheim’s primary downport, the war
laid waste to the port and much of its surrounding infrastructure. As
a result, it
is comparatively small, catering almost exclusively to the starport’s
immediate needs. Maglev trains can take visitors to Perheim City in
less than 30 minutes, so most spacers choose to go to the city rather
than remain in the startown.
Trydyn
Downport is in the center of Perheim’s most important industrial
complexes. The startown is more of a district of the Trydyn Megaplex
than a city in its own right. Tyrden Megaplex is “blue collar”
insofar as most of its employed residents work in the manufacturing
sector. Tyrden Megaplex also houses a significant amount of AmBio’s
Perheim based manufacturing facilities.
Broadridge
Downport is in the middle of nowhere, though it serves several cities
within a 500 mile radius. The startown that surrounds it, Broadridge
View, is almost a tourist destination in its own right, with all of
the activities Perheim is famous for within easy reach. The most
popular attraction is the gladiatorial arena, which many find both
compelling
and repulsive
all at once. Many spacers will take their vacations here during ship
maintenance and refits.
Government
Perheim
is ruled by a constitutional monarchy. The monarchy itself is
matrilineal.
Perheim City is the holding of the queen, who is called “Queen of
the Perinn”, or the “Perinn.” The ruling Perinn has been in
power for 3 centuries.
Officially,
Perheim is made of three classes: jarls, the hereditary nobility;
carls, the common citizens of Perheim; and the thralls, an underclass
that was once comprised of slaves. The jarls exercise executive
powers roughly equivalent to a governor or mayor (depending on the
size of their holding), as well as local judiciary power. They are
held in check by a the local council, which is responsible for making
laws. Jarls have taxing authority within their holding, and are
legally permitted to employ their own military units in accordance
with the size of their holding. Roughly ⅓ of the planet is held
directly by the jarls, the rest being controlled by carls.
The
carls are free citizens with full rights and privileges. In places
not ruled by jarls, carls hold political offices at all levels. The
vast majority of the population are carls. Thralls in modern use are
AIs, bioroids, or other manufactured beings, as well as indentured
servants. For SAIs as well as anything otherwise deemed to have the
spark of life, thralldom is temporary, designed to profit from the
cost of creation. Carls may sell themselves into thralldom, or be put
there as a criminal or civil penalty.
Parliament
consists of two houses: the Commons (Carlstand) and the Lords
(Jarlsprach). The Lords is the senior house, able to exercise veto
power over laws enacted by the Commons. The Commons is comprised of
carls elected democratically. They write laws, exercise ministerial
authority with the consent of the Perinn, and their Prime Minister is
the head of government.
Judiciary
authority comes exclusively from the jarls, the Perinn first among
them. Lawspeakers (lawyers) argue cases before the jarls or their
appointed magistrates. Generally an audience of ostensibly
disinterested people are gathered to hear the arguments. This can
become quite rambunctious, and often influences the decision of the
judge. Nonetheless, the judge is the final arbiter of the case. Cases
can be appealed to the court of the Perinn, which may or may not
choose to intervene. Although it may seem arbitrary, most offworld
observers are satisfied that the system is just.
Civil
disputes are generally settled financially, up to and including
thralldom. They may legally be settled by a duel, should both parties
choose. Criminal penalties include thralldom, mind control implants,
and
psychological reconditioning (which many consider a form of
execution).
The
Perinn is the head of state. She has the power to dissolve one or
both houses of parliament, and can be voted emergency powers by the
Lords in times of crisis. Her judicial power allows her to appoint
judges and even act as the final judge herself, in concert with 2
jarls appointed by the Lords.
Colonies
Perheim
has numerous colonies, and has fully developed its system,
effectively doubling its population. PerCol, as it is know, is the
agency which administers the colonies. Currently, the status of these
colonies within the Confederacy is undecided; whether they will be
admitted as protectorates, territories, colonies of the Confederacy,
or simply remain in the hands of their mother system is a matter of
intense debate.
Religion
Perheim
continues to follow its pagan Odinist ways. For many, it is merely a
civic religion, essentially a part of the culture with religious
overtones. For most, it is their religion. Within its lore, there are
tales of mystics capable of working “magic of the gods”, but most
tales can be explained by psionics.
While
Perheim has a state religion, there is freedom or religion. The most
significant religions aside from Odinistic paganism are
other forms of paganism, Christianity (mostly a Lutheran-derived
sect), and Buddhism (mostly Stellar Buddhism, which is a variant of
Zen Buddhism).
Perheim
Baseline Genetic Template
Perheimers
have tinkered with their genetics almost since making planetfall.
Perheim is a light world, but they have made musculoskeletal
modifications to enhance their strength above that of baseline
humans. They have made cardiovascular modifications to increase their
health, glandular modifications to reduce their pain response and
increase their ability to adjust to differing gravities, and sleep
state modifications to improve the quality of their sleep, among
other minor tweaks. Their genome is stable, and they are able to
interbreed with most members of the baseline human family.
Perheimers
fit the Nordic mold, tending to be tall and well muscled with fair
skin. Their typical hair colors are blond, red, and a pale-blue
white. They have blue or green eyes.
Perheim
Racial Template [38]
Attribute
Modifiers: ST+1 [10], Per+1 [5]. HT+1[10].
Advantages:
Deep Sleeper [1], Fit [5], High Pain Threshold [10], Improved G
Tolerance (0.3G) [5], Rapid Healing [5].
Disadvantages:
Lecherous (15 or less: obsessed with romance) [-7], Odious Racial
Habit (Emotional) [-5]
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