Intarious system

INTARIOUS SYSTEM
STAR SYSTEM
Doza Sector, Alpha Quadrant, POI-D-2121

Spoiler: System IndexShow
1ALPHA STAR
A-Class Blue Giant Star

RADIUS 7.51 x 10^5 km (1.08 x sol)
MASS 2.04 x 10^30 kg (1.02 x sol)
TEMP 5780 K
LUMINOSITY 3.98 x 10^26 W (1.02 x sol)
2BETA STAR
G-Class White Main-Sequence Star

RADIUS 4.87 x 10^5 km (0.7 x sol)
MASS 5.20 x 10^29 kg (.26 x sol)
TEMP 3000 K
LUMINOSITY 3.12 x 10^25 W (0.08 x sol)
3GAMMA STAR
K-Class Orange Main-Sequence Star

RADIUS 4.87 x 10^5 km (0.7 x sol)
MASS 5.20 x 10^29 kg (.26 x sol)
TEMP 3000 K
LUMINOSITY 3.12 x 10^25 W (0.08 x sol)
4INTARIOIUS I
Class Y Molten Silicate Planet

ORBITAL RADIUS 9.10 x 10^7 km (0.61 AU)
PERIOD 4.32 x 10^3 hrs (0.49 Earth years)
GRAVITY 8.53 m/s^2 (0.87 earth)
ROTATION 46 hrs

MISC This molten horror of a planet is incapable of sustaining life.
5INTARIOUS II
Class D Gas Dwarf Planet

ORBITAL RADIUS 1.89 x 10^8 km (1.26 AU)
PERIOD 8.40 x 10^3 hrs (0.96 Earth years)
GRAVITY 8.57 m/s^2 (0.88 Earth)
ROTATION 42 hrs

MISC Resembling Sol’s “Venus,” this swirling ball of heated gas is a resource for gasses such as helium, which is becoming in increasingly short supply on Rahkeria.
6INTARIOUS III
Class H Terrestrial Planet

ORBITAL RADIUS 2.02 x 10^8 km (1.35 AU)
PERIOD 1.01 x 10^4 hrs (1.15 earth years)
GRAVITY 22.75 m/s^2 (2.32 earth)
ROTATION 17 hrs

MISC With astronomical radiation levels, this is a penal colony planet with minimal survival facilities. In essence, sentencing here is capital punishment in a drawn-out fashion.
7INTARIOIUS IV
Class D Silicate Planetoid

ORBITAL RADIUS 3.67 x 10^8 km (2.45 AU)
PERIOD 1.65 x 10^4 hrs (1.89 earth years)
GRAVITY 11.02 m/s^2 (1.12 earth)
ROTATION 37 hrs

MISC This planetoid is the site of mining operations with minimally habitable conditions.
8INTARIOUS V
Class L Terrestrial Planet (Terraformed)

ORBITAL RADIUS 1.12 x 10^9 km (7.49 AU)
PERIOD 9.65 x 10^3 hrs (1.10 Earth years)
GRAVITY 9.97 m/s^2 (1.02 Earth)
ROTATION 28 hrs

MISC Originally less-than-habitable for the Rahkyri, terraforming efforts were successful, making it a populous living space for the overflow from the homeworld.
9INTARIOUS VI
Class L Terrestrial Planet (Terraformed)

ORBITAL RADIUS 3.53 x 10^9 km (23.60 AU)
PERIOD 1.73 x 10^4 hrs (1.97 Earth years)
GRAVITY 9.02 m/s^2 (0.92 Earth)
ROTATION 35 hrs

MISC Originally uninhabitable to the Rahkyri as well, this planet was also successfully terraformed. The abundant sunshine and further distance from the trinary stars make this a more suitable agricultural location than Intarious V.
10RAHKERIA
Class M Terrestrial Planet

ORBITAL RADIUS 4.30 x 10^9 km (28.74 AU)
PERIOD 1.92 x 10^4 hrs (2.19 Earth years)
GRAVITY 10.01 m/s^2 (1.02 Earth)
ROTATION 28 hrs

MISC This is the homeworld of the Rahkyri.
11INTARIOUS VIII
Class T Gas Giant

ORBITAL RADIUS 5.77 x 10^9 km (38.67 AU)
PERIOD 1.27 x 10^5 hrs (14.32 earth years)
GRAVITY 22.75 m/s^2 (2.32 earth)
ROTATION 78 hrs

MISC --
12INTARIOUS IX
Class D Terrestrial Planet

ORBITAL RADIUS 8.23 x 10^9 km (55.01 AU)
PERIOD 2.01 x 10^5 hrs (22.93 Earth years)
GRAVITY 18.27 m/s^2 (1.86 Earth)
ROTATION 53 hrs

MISC With the use of advanced pressure domes, this planet is the industrial powerhouse of the Rahkyri.
13INTARIOUS X
Class J Gas Giant

ORBITAL RADIUS 1.02 x 10^10 km (68.32 AU)
PERIOD 2.46 x 10^5 hrs (28.01 Earth years)
GRAVITY 11.15 m/s^2 (1.14 earth)
ROTATION 16 hrs

MISC Known for its spectacular ring system, Intarious X is used for collecting noble gasses from the atmosphere.
14INTARIOUS XI
Class K Ice Planet

ORBITAL RADIUS 1.02 x 10^10 km (68.32 AU)
PERIOD 2.46 x 10^5 hrs (28.01 Earth years)
GRAVITY 11.15 m/s^2 (1.14 earth)
ROTATION 16 hrs

MISC Core mining facilities are located in subterranean habitats capped by surface domes.
15INTARIOUS XII
Class D Planetoid

ORBITAL RADIUS 1.02 x 10^10 km (68.32 AU)
PERIOD 2.46 x 10^5 hrs (28.01 Earth years)
GRAVITY 11.15 m/s^2 (1.14 earth)
ROTATION 16 hrs

MISC This planetoid serves as a sentinel outpost for the system.

((Resources: Template: Shamelessly stole from Katriel's Star System: ANNATAR thread and drew how-to inspiration from Tilly’s Species and System: Eledri thread. Map Generated by: Fractal World Generator.
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RAHKERIA
M-CLASS TERRESTRIAL PLANET
Rahkyri Home-world

GEOGRAPHIC FEATURES
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POPULATION
~10 billion people

CLIMATE
Temperate climate overall, with widely varying gradient from equatorial regions to polar regions. Temperature shows varying extremes due to insulating nature of protective atmosphere.

PHYSICS
Type: Small silicate planet with iron/nickel core
Radius: 7,015.8 km (1.10 x Earth)
Surface Area: 6.18 x 10^8 km^2
Land Area: 3.40 x 10^8 km^2 (2.28 x Earth)
Mass: 8.49 x 10^24 kg (1.42 x Earth)
Density: 5.87 g/cm^3 (1.07 x Earth)
Composition: 42.7% iron, 26.2% nickel, 23.3% oxygen, 5.5% silicon, 2.3% other metals, trace other elements
Gravity: 14.71 m/s^2 (1.5 x earth)
Escape Velocity: 19.72 km/s
Rotation Period: 32 hours
Axis Tilt: 22°



MAJOR EXPORTS
Ivory, Imperial Wine (a specially-made alcoholic beverage that was integral to the culture, grown only on the home-world by Imperial mandate. It is used in religious ceremonies, weddings, etc.).


ASTRONAUTICAL ASSETS



  • 5 warp-capable warships
  • 5 warp-capable trading transports
  • 10 in-system trading transports



ROLE OF GOVERNMENT

The Rahkyrean Government is an Imperial Monarchy, having the bulk of the power settled with the Emperor/Empress. The Senate that serves as counter to this is made up of elected officials and appointed House Representatives. Between these two groups the day to day life of all Rahkyi is decided.

The Emperor/Empress has a number of governmental duties, not being merely a figurehead. He or she must have oversight of the Imperial Military. The Emperor/Empress is responsible for allowing or disallowing a House Honor Conflict. He or she is responsible for declarations of War or Peace, and an Emperor or Empress’ most important duty is regulating the future of the Rahkyri (regarding their isolation and preservation of culture, or suspension of traditions).

The Senate, in addition to acting as a counter-balance to the ruling Imperial monarch, is responsible for transcribing the Imperial Edicts into Law as well as validating a monarch’s call to arms. However, their most essential task is oversight of the economic stability of the Empire.

Only Noble-born members of a Caste are eligible to be elected into the Senate. Traditionally, they must also have spent ten years serving as a member of the lowest order of their chosen Caste. Each term is twenty years and a Senator may only serve a single term.

The Government exists to ensure the stability of the Rahkyri: economic, cultural and social. A society with a Caste system, the government works to maintain the balance of the three orders.. Rahkyrean culture is divided amid Artisan, Warrior, and Spiritualist orders, and requires a firm hand outside the system to keep the three in balance. As such, the Imperial Family long ago decreed that the Family would not be a Caste member but would instead have its children raised being taught the traditions of all three caste by an appointed official from each Caste.

This has allowed the Emperor/Empress to speak for all the castes, thus the entire Rahkryi.

RISE AND FALL OF THE EMPIRE

The Rahkyri expanded beyond their solar system some 10 thousand years ago. Quickly colonizing the surrounding systems the Rahkeri wound up laying claim to a huge swath of space.

First contact with aliens occurred shortly after, and they were quickly subdued by the Warrior Caste. This became the norm as the Rahkyri saw themselves as the true guides and stewards of the galaxy. Those not of Rahkyri birth were relegated to the Artisan Caste as labor force. At its height the Empire held some eighty different species under its protection.

As each new nation fell to their advances they would incorporate any discovered technology. The Rahkeri saw any advance as worth any investment and risk. The best minds were assigned to every R&D project with as much funding and supplies as they could want. The Rahkeri soon leapt past anything imagined by other races of the period.

Sometime around, Five thousand years ago, a plague broke out on an outer colony world. Proving to be highly virulent. It spread quickly to the surrounding worlds and in a matter of months had infected nearly a quarter of the Empire. Once the quarantine was established, the Warrior Caste and Spiritualist Caste started to argue about the cause and how to manage the outbreak.

The Spiritualists claimed it was a warning from the Fates, claiming the Rahkeri were made unclean by the presence of so many non-Rahkyri. The Warrior Caste in contrast saw this as an attack by a rival power, that had gotten out of control. This soon turned into the beginnings of Civil war as the Spiritualist Caste called for eradication of all non Rahkeri, and purges of any world the virus was found on. The Warrior Caste immediately intervened, seeing their role as protectors of all citizens of the Empire.

The conflict weakened the quarantine and soon refugees spilled to all corners of the Empire. By the time the Imperial Fleet, then under direct Command of the Emperor, forced a peace, nearly 98% of the Empire had been infected. The Emperor ordered both groups to disarm, and set about setting the stage for the Rahkyri current state of isolation. Scouring any traces of their existence from all worlds.

FIRST CONTACT

First contact was made on Stardate 95374.8 by the USS Invictus and USS Shackleton. Such contact was peaceful, but almost no progress was made towards further contact. Boundary markers were left with to warn passing ships and to allow return communication. Full AAR here

HISTORY WITH THE FEDERATION

Peaceful thus far, no formal interactions have occurred beyond first contact.
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PHYSIOLOGY

The Rahkyri (plural) or Rahkyrean (singular) are a bipedal, humanoid species. They exhibit many traits similar to humans, with some notable differences externally and internally. To recognize a Rahkyrean, one would look for a variety of visible cranial traits that lend themselves to a unique look amongst humanoid species.

Rahkyri have ridges on the front of their faces, beginning on the nose and running upwards into the upper portion of the forehead. These ridges are as unique as fingerprints, and a cranial print can be used to identify a person. In addition, they have slender, elongated and pointed ears, that curve upwards. In persons considered ‘attractive,’ they are complementary to the cranial structures that erupt on either side of the head and run along the skull on both sides.

The Rahkyri, in general, are tall, averaging about 1.9 meters in height, both male and female. The females are slightly smaller than the males. Both sexes usually wear their hair close to the scalp, properly displaying the attractive bony side-crests. In rare cases where hair is worn long, it is usually tied back so that is does not detract from the ridges or crests. These crests are usually light blue in females, dark blue to black in males with an occasional, very rare, red flare.

Rahkyri eyes are forward facing and reflective, an evolutionary trait from the excessive radiation from their homeworld. Eye colors range all over the spectrum but are most commonly aquamarine to deep blue. Hair color ranges from dark brown to black.

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(Left:a female Rahkyrean,)


BIOLOGY

The Rahkyri have an average lifespan of around one hundred seventy-five to one hundred and eighty years. Part of the reason they have a longer-than-average lifespan is because they are slightly more efficient internally, and have advanced medical technology.

Internally, Rahkyri have enlarged lung capacity, improved circulation and increased endocrine system function. This leads to a greater response during heightened moments, such as fight or flight. While a human might have a thirty-second peak response to a longer-lasting two minute overall effect, a Rahkyri’s adrenal glands and corticosteroids response is increased to the points where they can have a heightened effect for several minutes lasting into five minutes or longer.

The slightly increased gravity of Rahkeria means that, in addition, the Rahkyri have a slightly greater-than-human strength. It is nothing to the extent that a Klingon, for example, displays, but is significant.

Childhood is relatively quick for a Rakhyrean, reaching maturity at eighteen years of age, like most humans. Cognitive development can continue for two to three years afterwards, so full decision-making processes are often impulsive until such time.

The most curious feature of the Rahkyri physical development involves the bony side-crests they display so prominently. These do not appear until puberty, around the age of fourteen or so, when they begin to erupt. While a Rahkyrean is considered an adult at eighteen, their crests are not fully-developed to adult size and coloration until the age of twenty. Originally, these evolved as a mating display from evolutionary ancestors, but their tough, bony nature affords some cranial protection as well, similar to the thickened cranial ridges of the forehead.

SOCIETY

The Rahkyri society is a caste system made up of three castes: the Artisans, the Warriors, and the Spiritualists. As implied, each caste has a particular way of life defined by their name.

Spiritualists regard the faith and defense of the culture as their bailiwick, originating as the priests. They learn the chants, pray on behalf of the people, and argue for the preservation of the purity of the people.

The Warriors derive from the fighting members of the people, and they are known for their ferocity and expansion policies. The Warriors are rather self-explanatory, choosing aggressive tactics both militarily and in day-to-day life. They would rather take than give, and attempt to dominate any chosen situation.

Artisans, however, are the basis of the culture. Originally, the common man, not only did the Artisans concentrate the artists and musicians, poets and sculptors, but they absorbed the peasants and farmers, responsible for the overall day-to-day of life. To this day, not only would an Artisan be a provider, a farmer or weaver; but this same farmer, by virtue of his or her caste, would happily spend time resting against a fence post and discussing the latest play or poetry.

While families attempt to raise their offspring into the caste in which they were born, one may move from one caste to another dependent on temperament. If one is wholly unsuited to the caste one comes from, then by the age of sixteen, one may choose to join another caste instead. However, that decision is permanent. Rebellious teenagers who seeks to throw off their parents’ yoke by jumping into another caste find they are often denied entry, or, on rare occasions, spend a lifetime of regret for the choice they made.

Within each caste, there are families of greater standing known as Houses. These nobility often carry much political sway within the caste and spend enormous amounts of time both in politics and in maintaining their influence. Marriages between the Houses are common, both for alliances and economic purposes, although there are known exceptions. Houses are expected not only to garner wealth, but to display it, in banquets and Artisan patronage.

POLITICS

The different castes are the driving force between the political climate of the Rahkyri. Even within each caste, there are internal politics and agendas that affect the Empire wholly and details within. Each caste on the Senate level has its own ideas to push forward, not only for control, but for personal ideals:

The Artisans are known for putting forward various developments of the workforce as well as funding cultural developments of the people.

The Warrior Caste pushes for more development in military areas, often pushing for an end to the cultural and actual isolation of the Rahkyri from the galaxy at large.

The Spiritualist caste, in direct opposition to the Warriors, claims that the xenophobic isolation--the result of the collapse of their society’s economic overgrowth--gave the Rahkyri time to grow as a people. They see the withdrawal from the galaxy as the will of the Fates. Often, they believe that force will not be needed to regain the former boundaries of the Empire (they agree with the Warrior caste that the boundaries should be regained). Simply, the purity of the Rakhyri will be enough to regain their former glory.

The arguments between the castes often drag on for years at a time in the Senate. Largely, the Artisan caste stays out of the political storm that often occurs between the Warrior and Spiritualist castes. They have fewer strong opinions on the expansionist goals of the Rahkyri and are content to manage the interior policies.

CULTURE

Rahkyri have a strong interest in music and performing arts, such as poetry and plays. Artisans are often patronized by other Rahkyri to put on proper performances for the enjoyment of all, and the interest in art even breaks down barriers in castes, although tastes vary.

Dances are often used to tell stories of ancient traditions. There are specific forms of dance dedicated to telling these stories, and each movement has a translated meaning. It is similar to the translation of the human ‘hula’ dance, although the motions are not.

All castes have various stories and historical events that they have translated into artistic form. This is the most common use of patronage of an Artisan. Murals and various styles of portrait art, dominate many of the more resplendent houses or Halls of the Empire.

Communal meals are also a large part of the Rahkyri, as many of the holidays focus on bringing them together at the same table. Large banquet halls are busy even on non-holidays as Houses may be hosting gatherings or celebrating something of import to them. In particular, holiday meals are to have guests of each caste present in the hosting home.

While it is logical this would not always be the case, some representation of an absent caste is required to be displayed prominently. (Often a gift from a caste member unable to attend due to other responsibilities.)


TECHNOLOGY REPORT

Spoiler: MedicalShow
RATING: Advanced

The Rahkryi have successfully eliminated many diseases and developed effective treatments and cures for the majority of the remainder. Injuries are of very little import and organ replacement therapy is common.

Spoiler: ScienceShow
RATING: Average


One manner in which the Rahkyri are considerably more advanced than the Federation is their casual use of terraforming. Over time, they have lost some of the more esoteric research they were involved in during the period where the Empire was at its height.

Another is its level of Genetic Engineering, while not at the level it held at its height. Rahyri Genetic Engineering lead to the creation of support forces to their military, genetically engineered ‘hounds’. The Engineers even went as far as to design into the hounds an allergy to Rahkyri flesh. This translated to creatures that were physically incapable of lashing out at their handlers, even in a frenzied state, without suffering.

Spoiler: EngineeringShow
RATING: Advanced

The Rahkyri are warp-capable and have weapons on par with Starfleet. The reason they are considered more advanced than their Federation counterparts lies in the fact that they terraform frequently (although less so than they did when their Empire spanned vast amounts of space).

Also, they have orbital stations around most of their planets designed to minimize the solar radiation from three stars landing on the planet’s surface, as well as being enormous solar batteries. These stations are developed to withstand massive amounts of heat and radiation, in addition to producing generous amounts of solar power for the planet below. It became a requirement for terraformed planets in a trinary star system.
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