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Post by Zholud on Jan 13, 2005 14:21:38 GMT -5
This thread is for discussion about Rectified UWP and Concepts for the Meklsum sub-sector. For ease of posting based upon previous discussion, the following UWP are permissible at present:
Between 53-59, Between 44-50, Between 49-55 All UWP are unrectified. (Cut’n’paste from Dazo’s list. Thanks to him. Note – may be modified!) White Worlds = Available, but unsuitable for colonisation TurquoiseWorlds = Available (Most Conducive for Habitation) Yellow Worlds = Claimed Red Worlds = Under Construction Green Worlds = Complete Purple = Hostile but interesting
56,47,52 - K-V - B997647-9 Ag 710 Im 795-Seleca III civilised/agriworld, Dazo 53,45,52 - M-V - X300000-0 Ba Lo Va 023 Im 030 53,46,54 - M-V- X220000-0 Ba De Lo 023 Im 030 53,47,53 - F-V 53,48,50- Grey dwarf 53,48,53 - A-V-A780617-8 De 012 Im 1AH- Karnak Mining world, Glyphstone 53,50,50 - M-VI - B788234-10 N Lo 504 Im 240 53,50,54 - Grey dwarf 54,44,51 - M-V - D333110-A Lo 421 Im 320 54,44,52 - A-V 54,45,49 - K-V - C674400-5 402 Im 640 54,4750 - Lost Planet (terrestrial) 54,48,55 - M-V – X202000-0 Ba Ic Lo Va 002 Im 050 54,50,53 - Lost Planet (gas giant) 54,50,55 - M-V - B678548-6 Ag 804 Im 551 55,45,53 - M-V - A347875-A 503 Im 56(21) 55,46,53 - M-V - X000000-0 As Ba Lo 032 Im 020 55,47,53 - F-V - A755468-9 N 313 Im 380 55,47,55 - M-V - C7A3310-8 Fl Lo 801 Im 0B0 55,48,49 - K-V - A65A666-B S,N Ag Wa 511 Im 665 55,48,53 - Lost Planet (gas giant) 55,49,49 - G-V - E300100-7 Lo Va 102 Im 020 56,44,52 - K-V - B446847-A S,N 415 Im 76(23) 56,44,54 - K-V - A663AAC-A Hi 424 Im 0A5 56,47,52 - K-V - A989758-C Ag 710 Im 095 56,49,52 - M-V - A6888BA-8 S,N 814 Im 19(20)-Darien Fuedal world, Witch Finder General Kyron 56,50,49 - M-V - E577156-6 Lo 303 Im 230 56,50,54 - G-V - C779575-5 S Ag 701 Im 040– New Povolzh Agriworld, Zholud 57,49,49 – D 57,49,50 - Lost Planet (terrestrial) 57,50,55 - M-V - B334314-9 N Lo 603 Im 140 58,45,51 - Lost Planet (terrestrial) 58,46,53 - M-V - A96AA99-C Hi Wa 814 Im 29X – Meksum Prime-Hive world-Zholud 58,47,55 - Grey dwarf 58,48,49 - F-V - A99A755-9 Ag Wa 122 Im 475-Quechit-Agri/garden world-Malika 58,48,50 - M-V - B9C4223-7 Fl Lo 613 Im 0D0 58,48,52 – D 59,44,50 - M-V - C437422-8 Ba Lo 514 Im 55H -Proculus-Mining colony-Dazo 59,45,54 - M-V - B580765-9 De Lo 422 Im 06H-Siccita-Mining world-Malika 59,46,53 - K-V - E798756-6 N Ag 202 Im 164 -Morven-Agriworld-RascalLeader 59,46,54 - M-V - C460100-A De Lo 303 Im 600 59,47,50 - Lost Planet-Desatograd-Insidoius threat 59,47,51 - Lost Planet (gas giant) 59,48,52 - M-V - D2566A9-3 S Ag 103 Im 210
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Post by Zholud on Jan 14, 2005 15:18:08 GMT -5
MeksumMeksum is the capital world of the Meksum sub-sector. While it has much lesser Imperial presence than Anargo, the number of Imperium bureaucrats is quite large, maybe 2nd or 3rd largest in the sector. The planet can be seen as an informal leader of Meksum-Dorvasor-Sargassus union. Of course it has no formal power over these subs, but its financial fingers are almost in every pie within grabs. The peaceful sub-sector, which stays aside from Ork invasion has not had any serious external threat since Age of Apostasy. Its relations with adeptus Ministorum are quite different from that of Anargo. Even though Meksumian aristocracy may often view existing Imperial creed as dull or limiting, they are convinced that it is an extremely important tools for governing people’s minds. Thus Meksum sponsors Dorvasor missions, backs its cathedral-building activities and so on. In turn it ask to turn a blind eye to small sins of mighty. Moreover, contractors for Ecclesiarchy constructions or missionary missions are often chosen from firms close to Meksum ruling families. Habitation of Meksum is possible only under thick layer of protective materials, which protect it from harmful radiation of the red star that is too close to the planet. Most planet is covered by oceans (and ice), thus domes usually form bottom of these oceans. Closeness of the star and molten core leads to significant tidal waves, which affect not only oceans but the ‘ground’ as well. Thus no high or too wide mono-constructs are too costly and ineffective. Instead, relatively low and thin, in comparison with usual hive, domes emerged. Each dome is sealed (water everywhere) and stays wall-to-wall with other domes, which cannot be constantly tightly linked due to tides. This domes are usually called eselsee (SLC – sealed loose cell – other, better name is welcomed). The ability to cut all ties with neighbours lead to autonomy. Necessity to cooperate within an eselsee leads to creation of some form of clan. This clan is also called eselsee and is about 100,000-3,000,000 strong. Long-standing traditional relations, liaisons lead to creation of confederations, to which up to several hundred eselsee may enter. It is almost impossible in this system to have any kind of conquest, which lowers overall militancy of population. Eselsees have problems to agree about such an important problem as gathering large armies and to ‘crack’ an eselsee, attackers should be several times stronger than defenders. There is no a single ruling body that supervises Meksum. While there is planetary governor, this position is often formal. However, no notable balkanisation is present as well. People show great trust in informal leaders and unofficial transactions. During last 150 years there was a charismatic leader, who ruled the planet, Harry B. Oldie. The Oldies are one of the oldest Meksumian eselsee, however it never was too influential. Oldie is an awesome speechmaker, and Meksumians like his propaganda. Among other points he calls for dominance of the planet not only is sub, but within the sector as well. He backs his claims both by history (Meksum was on winners’ side during Age of Apostasy), desire to promote Imperial Creed at all cost (if costs are borne by others. This is just to get backing of Dorvasor and create opposition to more secular Anargo) and to get more in return for being economic donors of the sector. With propaganda being one of the most famous exports of Meksum, these views are actively promoted. However, it is long process and within out timeframe Meksum will not in any way push Anargo aside Meksum’s famous industry is entertainment. ( although it is unusual, especially for GW worlds I think it is novel and challenging idea and this was given by original UWP). The characteristics for the cold, underwater crowded world depicted earlier gave me severe limitations (it is unlikely that Meksum is the local Ibiza). So the list of major interesting exports are: Creation of audio-video materials. Consider Meksum as local Hollywood – they have lots of cheap actors for mass scenes, and totalitarian regimes like movies with great battles. The existence of very developed ‘agriculture’ – see description of food and oxygen creating fields where almost any climate could be simulated leads to equivalents of giant pavilions with jungles, steppes, etc. very important is the fact that I like to see great influence of propaganda in these movies and due to the conflict between the Anargo and Meksum I envision creation of subtle hints about which world should be the capital. Informational programs are done here as well, and some religious movies for Ecclesiarchy, despite again with own view on things. Recall that I have ‘charismatic leader’ in power and you’ll see the width of his interests in the sphere. Several fake chronicles are made here as well. Meksumians are poor warriors, but they are most widely seen solders in the sector, even under guise of others... no one will take actual solders from duty if they are good ones Tourism. Existence of multiple fake polygons, rare plants and indirect subsidizing of pilgrims leads to more than usual number of tourists of all kinds. This creates industry in itself. Also creates good cover for my Alpha Legionnaire actions, as it is easy to hide in the crowd. Famous kitchen. Varied plant-life and need of further tourist attraction lead to the creation of many restaurants, which allow you to taste any food of sector’s worlds and beyond, including Ork meat and Fernisian ale. The sector’s nobility gladly buys the services of kitchen houses and specially manufactured food and drinks. Yes, Hiveworld actually exports food, despite in quantities minute comparing with imports. Maybe I’ll add poison-using guild at some point to the mix... Pharmaceutics. We cannot grew enough to feed, but we may allow advanced herbology and chemistry. Chem. Industry was developed in order to supply own agriculture with necessary fertilizers, etc and later the Agriworlds under our protectorate/direct links. Also recall the idea of drug creation, involvement of material base, interested groups and transport makes it primary smuggled from Meksum resource. The properties of drugs I haven’t set yet, but there would be some kind of opiates, some abilities improvement medicine (from anabolic to spook). Integration with other WorldsIntegration with resource sources – mining and Agriworlds is obvious thing. Integration with main buyers of its exports. Note: entertainment is the most famous exports but production of other stuff is widespread as well. After all Hiveworlds are known for their manufacturing. Integration with other SubsectorsAt it was said, Meksum tries to use its wealth and play on needs of unsatisfied minorities in other subs. It also promotes trade expansion and controls some minds with propaganda. At the same time it is in symbiosis with both Anargo, which has markets and ear on higher imperial level, and Archiaos because it needs friendly Mechanicus. Thus its movements are usually under-the-carpet, intrigues and so on. I may even though in some Tzeentch here Overall integration in the sector should be high, because planet needs both resources and markets for own exports. It works chiefly with Dorvasor and Sargassos subs, because they are closer. Rectified UWP: 58,46,53 - M-V - A96AA99-C Hi Wa 814 Im 29X
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Post by TheGlyphstone on Jan 16, 2005 17:56:26 GMT -5
I hope I'm not posting in the wrong place here. If I am, Powers That Be should delete this and replace with a note directing me to the right place, where I will repost.Karnak[/u][/size] Karnak is a mining world in the Meksum Subsector. From a distance, it resembles nothing more than a blasted lump of charcoal. All the water and a good portion of the atmosphere have been boiled away by the heat of the sun. In place of the oceans, lakes of liquid metals glisten, exposed by frequent tectonic movements and blasted with solar rays. The planet is fabulously rich in metals, ores, and minerals, but is a near-impossible colony site because of the proximity to its very hot sun. On the “day” side of the planet, the heat levels are high enough to melt steel, even treated to withstand such heat. The original colonists built underground cities at the poles, alternating between mining/harvesting when the pole tilted away from the sun, and during the deadly months of pointing at the sun, processing the resources for shipping out once it became dark again. As the "easy' resources near the polar cities started to give out, the richest colonists set up a deal with the Adeptus Mechanicus. In exchange for a cut of the proceeds, the Ad. Mech. would supply the means to exploit the rest of the world. Out of some vault, they hauled many sets of massive treads, platforms atop which entire cities could be constructed. These tracked cities would move in perpetual circles around the planet to stay within the “dark” side, mining as they go. At the onset of the colonization, there was only the polar facilities. Once the Mechanicus were brought into the deal and the rolling cities constructed, they began to proliferate. As the first few cities mapped out the flattest areas for travelling on, others were built to "trailblaze" and flatten the stubby mountain ranges. At Karnak's peak there were nearly 40 cities traversing the topography of the planet, but now there are only 17. The others have all been destroyed, abandoned, or fused with other cities. They engage in an endless journey just behind the horizon, harvesting the abundant resources. Each “city” is ruled by its own family, the descendants of the original signers of Karnak’s charter with the Ad. Mech. The families have absolute power over their particular cities, though the style of government varies. They go about their businesses without concern for the affairs of the other cities, and trade/mining rights disputes often arise. These conflicts are usually settled through agreements and treaties, since open war could easily result in fatal implications for both communities. (Note: Would appreciate suggestions for ruling family names and/or city names).Large underground installations are present at each of the poles, where collected resources are sent into orbit for shipping to other systems/subsectors. Only one polar city is ever actively shipping offworld at a time, depending on which pole is oriented away from the killer sun. The other is apparently dormant, everything locked down and concealed beneath solid rock for safety. The populations of the polar facilities wax and wane, many workers migrate between the two during the narrow window of inter-city transit. Even during the "hot" months, the polar cities are not quiet. Forges and factories burn around the clock, manufacturing the parts needed to keep the cities rolling. Unlike the relatively independent moving cities, the polar colonies are ruled by a cooperative ( unsure here, going to re-read Destacado's ideas) something. blah blah. Every occupation on Karnak is somehow related to mining. It is the blood and body of the planet, and no one is left without a job. Many are active miners, who venture outside the cities in protective suits to gather valuable resources for processing. Others run the smelters, pilot the cargo haulers, work in the canteens and bars, or run small private businesses that link to the industry in some way. Engineers and mechanics are the other prevalent trade, but a much more exclusive one. They are charged with keeping the cities alive and moving, the lives of many thousands of people in their hands. The engineers are trained by older ones, and all are supervised by the watchful eyes of the Tech-Priests. Most are members of the Mechanicus Initiates, a group of mechanically minded civilians given higher significance in the Cult Mechanicus. When the Ad. Mech. recruits new tech-priests, the Initiates are one place they look. Individual citizens carry identity cards that show their home city and job, Travel restrictions will vary wildly depending on the city they come from or are going to, and what treaties are currently in effect. Religious matters on Karnak are dualistic. A majority of the population are members of the Imperial Cult, worshipping the Emperor as allowed by their working schedules. But a significant number, though nominally followers of the Imperial Creed, also worship the Machine God. These are the Mechanicus Initiates and those who aspire to join them, and they conduct periodic services in arcane techno-tongue of the Tech-Priests. This lesser religion is tolerated by the Ministorium purely because of the Mechanicus’s essential nature in keeping the cities intact. Karnak’s only notable industry is, again, mining and exporting of raw materials. Each city has its own factories and smelters, so the resources aren’t completely raw when shipped offworld. But mining is a spectacularly profitable industry, and the ruling houses are all fabulously wealthy. They export lots (a variable measurement here, I don’t know what’s realistic) of valuable metals and minerals every day, sent into orbit by cargo ferries and loaded into giant freighters for delivery to other systems. Interaction with the rest of the system: I have two gas giants, and I think they’re going to be sources of hydrogen/oxygen or just liquid water to supply the mainworld. Also, I might put a small Navy base on one of the outlying planets to protect the lucrative shipping from pirates who’d take a chunk of it. Interaction with other Worlds – Pretty one-dimensional here. Any planet looking for a source of raw materials can look to partake in the bounty that flows from Karnak. The cities also import a considerable amount of goods, including the food that cannot be grown via hydroponics. All of the planet’s water must be imported or collected from one of the system’s gas giants, so this is another high-profile trade. Anything manufactured also needs to be imported. (perhaps a back-and-forth with Meksum itself – resources traded for manufactured essentials and entertainment mediums to liven up the workers’ dreary lives? ) Interaction with other Subsectors. Like above, there’s nothing Karnak can really do but ship raw materials for construction. I suppose the shipyards of the Archaios subsector and the Castellan subsector (for building fortifications) would be large customers of Karnak’s production. (Partially) rectified UWP: 53,48,53 - A-V-A780617-8 De 012 Im 1AH Questions: Does Balkanized mean that the different governments have to be fighting each other? If so, such a rating would spell death for Karnak. Also, could the planet size be increased? It’s fine as is, but I would like the planet to be a little larger than Earth, or at least the same (up size from 7 to 8-9). Not really a problem, so I can’t make a convincing argument for the change, but I would like a bigger planet (for more resources to collect, and to make some space for the cities to move around in).
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Post by Dazo on Jan 18, 2005 4:17:14 GMT -5
Proculus Alpha Mining World
Rectified UWP 59,44,50 - M-V - C437422-8 Ba Lo 514 Im 55H
THUMBNAIL VIEW A small cold icebound planet Proculus was settled by a mining company with the sole purpose of stripping the world of all of its resources. Proculus is not intended as a permanent colony it will be abandoned as soon as it ceases to be a profitable venture. The Imperium showed no interest in this world until after it was settled by the company when it was discovered it had been an outpost of humanity during the GAoT. It now plays host to AM research teams as well as an increasing mining population.
It is a world governed by the company with on minimal interference from the imperium, they are doing a good job in extracting the resources so the imperium has taken the almost unheard of step of not rocking the boat, though it is closely monitored.
Its main export is processesd and unprocessed ore, the ice is converted to various forms of fuel and clean drinking water. the world requires few imports to sustain itself thereby ensuring its profit margins remain healthy.
Interaction with other Worlds
Interaction with other worlds and subsectors is extremely limited, most of its output is distributed amongst the indusrial and civilised worlds of the Meksum subsector by the imperium itself, any materials not tithed by the imperium are sold on the open market though again this remains confined to the Meksum sub.
The other worlds in the system have to date remained reletively untouched with much of the mining activity being confined to proculus itself and its moons.
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Post by Dazo on Jan 18, 2005 4:19:10 GMT -5
Seleca III Civilised world
Rectified UWP 56,47,52 - K-V - B997644-9 Ag 710 Im 795
THUMBNAIL VIEW A verdant world covered by warm oceans and teeming with life. It has been settled by a retired guard regiment who have worked hard to make it a rich and highly profitable world for their children. Life is in relation to other worlds of the imperium very good. The population is healthy and well fed, the world is well managed and crime is low. It was origionally classed as an agriworld however it has been reclassed as civilised due to increasing population and divergence into more refined produce than simple foods. The Luxury items manufactured on seleca can be found sector wide.
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Post by RascalLeader on Jan 28, 2005 15:35:15 GMT -5
Morven Agricultural World Rectified UWP: 59,46,53 - K-V - E798756-6 N Ag 202 Im 164 Morven is a swamp infested Agricultural world. It is a very dangerous place to live despite its backwater appearance. It is rocked by constant monsoons and bad weather. Considering the conditions, its main revune crop grows quickly and is easily harvested. It unfortunately has more in common with a weed rather then a traditional food crop, which is why it is so successfully grown. Its also why its very difficult to control its spread ether. The food production industry for this crop is the dominant one for the inter planet and what it is most well known for. The governorship of the planet is an inherited position, much like a king. However the seat of government is nothing but a puppet government for all encompassing Corporations situated there. Using regional Barons they have free reign to do what they please, even at the expense of the populace. The Imperium overlooks their gross abuse of the planet in order to keep the food flowing; without it many of the nearby Hive worlds would be severely effected. The planet has a small Navy base hidden deep within the swamps that has fallen into decay. It was created to clamp down on the many illegal activates going on during the Civil war millennia ago. However now it is barely in use, having a below minimal personal staffing the ageing construct. This has meant that once again the planet has become a stop off point for smugglers and even pirates. Due to the bribes going on with all echelons of government how widespread this problem is has not reached the rest of Anargo. One of Meksums most renowned (for Meksum of Course ) Imperial Guard units come from Morven. The 182nd “Swamp lizards” is an elite Calvary unit specialising within swamp and deathworld based environments. They are fairly well known and famous but not exactly legendary. However their exploits have been daring enough that they gained a good reputation for the Subsector; helping to lessen the effect of the more embarrassing incidents of other Meksum Imperial Guard units. This has even been picked up on, and several films have been made of their exploits. Interaction with other Worlds Morven is *one* of the largest food producers for Meksum simplify because of how easy and cheap it is to create. Vast shipments leave the planet at an impressive rate to supply the nearby hive worlds with the cheap sustenance that even the poorest citizen can afford. It is a big player on the agriculture market but despite in numerous attempts to become leader its competitors have “made sure” it is unable to do so. Rumours of dirty dealing abound. Dispite this ongoing power struggle Morven is very unlikely ever to fade into the background. Its way too powerful for its competitors to weaken its hold and will only likely become more so in the future. The illegal trade that goes on Morven is itself limited, but the implications to the other worlds in the subsector are not. It is a stop off point to refuel and gain supplies; and is an excellent staging area for smugglers to transfer their goods. Thus the world is contributing indirectly to many black markets but reaping none of the benefits from it. Interaction with other Subsectors:While Morven has many customers within the Meksum subsector this does not really extend outwards to any of the others. It becomes less economically sound to deliver shipments further so it has little impact on any other subsector.
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Post by CELS on Jan 29, 2005 9:26:20 GMT -5
On MeksumMost of this looks fine to me. Interesting to see Meksum as an informal leader of a union of Meksum, Dorvastor and Sargassos subsectors, though the nature of this union is obviously open for discussion. What is kinda fun is that it fits in with my Crusade conflict "Harry B. Oldie"? What was his personal motto when running for election? "Oldie But Goldie"? I'm sorry, I found the name a bit comical. To have clans and domes share the same name ('eselsee') is a bit problematic in my mind. But calling those factions 'clans' sounds a bit inappropriate for a world like Meksum, I think. Maybe something with stronger business connotations, like House or Guild (of course, these are both cliché) I don't quite understand how the government of Meksum work. You have a formal leader and an informal leader? What do each of these actually do, in practice? And how are they elected/chosen, in practice? The idea that Meksum exports a lot of entertainment is very interesting, in my mind. More so when you incorporate bias and propaganda that makes american films look utterly objective I didn't understand how they would film great battles though. Inside domes, or what? Tourism sounds interesting. I don't know what you mean by fake polygons, but if you mean that Meksum has created fake relics for faithful pilgrims, then that is absolutely fantastic At the moment, I love Meksum. It's slimy, sneaky, dark and dishonest. A fresh puff of air against my face! ;D On KarnakIf I haven't said so before, I'll say it now. I love the imagery in this concept. The idea of how this world looks from space, with oceans of glowing, liquid metals, is just... cool How would space ships do when approaching this world though? Would they have to approach the world carefully from the outside, choosing a path where the planet blocks them from the sun, or would they have enough shielding to withstand the heat and radiation? Speaking of radiation... isn't this world highly radioactive? I hope to hear more about the government when you return, Glyphstone. And no, a balkanised government doesn't mean that they're fighting. If you look at present Earth, it is balkanised, because there is no one global government, but a number of national governments. I wish you'd put more moving cities on this world though, Glyphstone. It would first of all make the world 'bigger', it would also make it wealthier, and when you make it wealthier you open up new possibilities for inter-sector politics. If this world is nearly worthless, I can see why this world is so boring in terms of external politics. I wish you would increase population and make Karnak more active politically. Perhaps the Imperial tithes are significantly lower than they should be, for some reason, making Karnak a fairly rich planet and an important participant on the market of the Meksum subsector? Or perhaps its status on the Meksum market comes from valuable and rare minerals? Think of something, and try to integrate this world more with the rest of the sector. It doesn't even have to be related to economy, actually. On Seleca and ProculusHope to see some text soon, Dazo, with some nice integration On MorvenI'd like to hear more about the regional Barons and how they abuse the planet and its population. You say that the world is "contributing indirectly to many black markets but reaping none of the benefits from it." Evidently, this is untrue, because the leaders of this world are benefited greatly for keeping their mouth shut and keeping the Navy away. Is there nothing you can say about inter-sector politics? Where does Morven stand on the question of a Crusade, for example? I'm sure that with their pirate presence, some might not be so pleased when hundreds of new ships started coming in from all nearby sectors
On a final note, I hope that more people are active in discussing the concepts which are suggested above. None of these are final, and I doubt any of them are even 100% finished, so let's keep talking and see if we can make the Meksum subsector a more interesting place, with more intrigue and political conflicts
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Post by Zholud on Jan 31, 2005 13:30:18 GMT -5
On MeksumMost of this looks fine to me. Interesting to see Meksum as an informal leader of a union of Meksum, Dorvastor and Sargassos subsectors, though the nature of this union is obviously open for discussion. What is kinda fun is that it fits in with my Crusade conflict I guess we should fit it not only to Crusade but to e.g. Mechanicus vs non-Mechanicus factories (many at economically sound Meksum sub). Maybe even 2-sub conflict – Dorvasor needs more funds for cathedrals and more power, Meksum wants ‘control’ Dorvasor activities, gives money but asks anti-Mechanicus behaviour in return; Archaios dislikes Dorvasor and Meksum behind it… "Harry B. Oldie"? What was his personal motto when running for election? "Oldie But Goldie"? I'm sorry, I found the name a bit comical. Two inspiration sources – 1st is Garibaldi, father of Italian unification in 19th century… I thought that Garry Baldy will be too easy 2nd – there are Ukrainian SF writers, who mixed their anagrams and that set a pen name Henry Lion Oldi… just for funny English-sounding name. I just like to add names with a lot behind them… To have clans and domes share the same name ('eselsee') is a bit problematic in my mind. I’m just trying to avoid a cliché… with community defined by environment, I guess that habitation unit and society that lives in the unit should be named the same. But I have to find a good name for them. I don't quite understand how the government of Meksum work. You have a formal leader and an informal leader? What do each of these actually do, in practice? And how are they elected/chosen, in practice? The situation here again somehow linked to Italy or in this case Sicily, as it depicted in mafia movies. So you have usual authorities, elected by general public and you have families which hold the real power. The imperial governor is elected by the general elections and then his appointment is confirmed by the Imperial representatives. If the Imperium dislikes him, it may fire him (sometimes literally) and call for new elections. At the same time in older eselsees, there are clans, whose relations and power due to intermarriage, etc growth greatly beyond the habitation unit. They are more aristocratic and elected within family from its members. The official governor works with bureaucracy, tries to please Imperium, etc. informal leaders control and ‘protect’ in mafia way. Of course the two powers are often intermingle… The idea that Meksum exports a lot of entertainment is very interesting, in my mind. More so when you incorporate bias and propaganda that makes american films look utterly objective I didn't understand how they would film great battles though. Inside domes, or what? each habitation unit is some 20 meters high and 200 meters wide – most shooting places are actually smaller. Add to that almost any terrain made up or ever added as their version of computer graphics later. Tourism sounds interesting. I don't know what you mean by fake polygons, but if you mean that Meksum has created fake relics for faithful pilgrims, then that is absolutely fantastic under polygon I meant landscapes, where movies are shot… they are free most of the time, so if you pay well you may get in Rambo’s shoes for a hour… but fake relics are a great idea, I’ll add it to
On other comments – I think I’ll give a floor to the authors first and then throw in some coins.
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Post by Dazo on Feb 1, 2005 4:25:29 GMT -5
Yeah, well that might be a while coming, my enthusiasm and my creativity have waned somewhat, its a cyclical(seasonal) thing, also all this focus on the wargame side of things has really put a downer on my interest in creating worlds. sigh I promise I will do proculus and seleca for you though, it just might take some time.
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Post by RascalLeader on Feb 6, 2005 19:29:06 GMT -5
MeksumWhat are your ideas on how the Audio-visual thing is going to work with the 40K theme? It’s a very interesting idea. Its not really been tackled before because it not been really relevant for GW to think about such things. They would probably think having an entertainment industry would jar with all the dark imagery. After all you can hardly see them making documentaries because everyone’s going about trying to stop certain things from being widespread (think of the backlash of killing innocent civilians during a war). However I am sure propaganda would be widespread, and this sort of medium would allow it access to the masses. Its an intriguing prospect. While I don’t see Joe Imperial sitting down in his home to watch the epic of the day, I can imagine a sort of cinema industry to how it was in the early days. The small community buildings rather then the Multiplexes of today, but this set up would also imply it was more of a rarity. Perhaps it takes several decades for a film to be released across the sector and a new ones are only realised once or twice a year. This would make it more of an event that many of the populace would saviour then be overwhelmed by a new movie or Propaganda piece every month or so. KarnakI can see how the logic in this, with them living on massive moving cities they would not have room for the ‘useless element’, but surly not everyone works? Discounting children at them moment, since they need to be trained to become useful, other members of society can’t all work. What about the Elderly? or do they just dump them outside and reverse over them? ;D(Sorry I just have a weird sense of humour) Or the people who have been in industrial accidents? Given their ties with the Tech-priests perhaps they can get artificial replacements for limbs and organs they have damaged. Do all the rich people work as well? Surly they can get away from the dally labours of life, but perhaps on Karnak they are all given cushy civil service positions. I would like just to clarify this; do you mean that they trade on a first come first serve basis? It sounds like they just make a deal with whoever comes along on the day. Have they no trade alliances with particular worlds or groups? Or is it more of a matter of they only trade with what they have to offer at the time, rather then shift X amount of tons every day to meet the deal the made? MorvenThe WORLD reaps no benefit from the black market. Only a few of the regional Barons do. Its not really the Governed or his council that even get the kick backs (They don’t need the money) it’s a few of the lower ranking officials. And it does not really benefit the planet at all. Okay a tiny minority is getting money off the fringe, but its nothing in proportion the trade that passes thought there. And if you look it another way the Criminals are using it as a stop off point because they steal the agriculture for supplies, so their properly taking more then they give. Well that’s what we are trying to do at the moments isn’t it? To create the ‘politic’ of the Meksum? For Morven its faily simple, the corporation there is only really looking towards trade expainsion, nothing else really concerns it. The Imperium are not going to interfere too much with the affairs of the planet (its not immune - but see below for an explanation of this*) so they are pretty much able to do what they want to do. They want to corner their particular niche of the market. It’s a lot to do with politic power rather then profit, since they are making enough of that at the moment. Their attempting to make themselves so indispensable to both Meksum, the Anargo sector and the Imperium at large so their prosperity can be assured. Like so many other planets its all about power, but at the moment its just a small time player trying to make it way with all the other bigger players fight it out. On the prospect of a crusade passing through; the Morvanians would surly welcome it. Their not particular devout followers of the faith, due to more important everyday matter they have to contend with, but they would welcome it just the same. Those that do know about the pirates; want them gone. Even those on the payroll can’t stand them. This is just a small idea I came up with when I was working on the history of the planet. Feel free to comment or blow it out of the water. Historical Information Morvan/Meksum Integration*Morven is different from most of the other worlds because of the slack the Imperium has granted towards it. Their not concessions but, they are not going to push things to prevent problems in the trade that it generates within the subsector. During sometime in the M38-40? Period a brief Civil war between the populace and the Corpeate council of the world flared up. This was when things started to shift away from a Charismatic Oligarchy to a corrupt corporate alliance running the place. This war ran on for quite some time and at first no one outside Morven really cared about it. After all it is little more then a backwater world of the sub-sector but when the rebellion starting disrupting the shipments other planets begin to suffer. The Hiveworlds were dependant on the agriculture shifted out of Morven. Not enough to complexly destroy Meksum as we know it but enough to make things difficult. It stressed the local agriculture market to the point where the price of food rocketed (remember Morven ships cheap low-grade produce). Suddenly demand is stretched to a point where it is exceeding production of supplies. Of course only the downtrodden poor people are those really hurt by it, those who have the cash can afford to pay more to get their food. However this went on for a long time and eventually started effecting the lower to middle income workers. On a bigger scale this had a knock on effect of slowing down Meksums Economy. So the Imperium jumps into things to prevent it from effecting Anargo as a whole. They came in the Navy and the Guard to help to deal with the uncooperative element of the planet. They chose to side with the corporation because it would assured them that the food would flow; the Rebel government could make no such claim (they were far to concerned about the conditions of the mistreated workers there). So a Navy base pops up so that they can bomb the people into submission and the Imperial Guard helping to back up the Militaristic police force. It was no time before the revolt crumbled. However this episode made clear that the planet was important part of the well being of Meksum and its economic stability, They order the Governor to beef up the PDF and gave him the power to get the planet back on its feet again. As long as the food flowed they were not too concerned on what was going on. Its been that way ever since. This may be a bit over the top, but I am open to suggestions. I am definatly don't want to make Morven hugly important, I quite like its sort of backwater status, but I kind of like the idea that a seemingly none imporant world is in reallity the linch pins of the Imperium. Its like a cog in the machine, no matter how small it is, when its broken it effects the whole thing. But perhaps this whole episode has made the Morvanians their current appitite for power that they think they are bigger shots then they actully are.
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Post by Zholud on Feb 8, 2005 11:26:05 GMT -5
What are your ideas on how the Audio-visual thing is going to work with the 40K theme? As you correctly noted, there is no much info on it in official fluff. My view is that audio-video propaganda, made by all influential players (Ecclesiarchy, Administratum and Munitorium) and less interested in their public appeal as well (Inquisition, Mechanicus, Arbites). Thus I expect to see something akin to TV Church or how these programmes are called, stories (named News but hardly new after even 3-week travel to next seb-sector ) and posters for worlds where IG raised on more or less voluntary basis. I wanted to add several TV series like =I= Files, Sly Marbo: Last Blood, Heroic Marines – filled with the propaganda of the best life in the Imperium. Even some historical series, The greatest battles of Meksumian XIX… if you were interested – in both Stalin’s USSR and Nazi Germany the art was actively supported by the state and it specialised either in brown nosing the regime or is easy comedies – people like to relax after a hard day… As for the spread – I think on most civilised planets and up something akin to TV set is wide-spread. Image of roaring 20s is good too, but my point was to find a way to make Meksum a better place for movies than some yard in a given planet – thus I decided that they are to have much better tech, awesome decorations… and they shot hundred movies per day… quality of most of them is below average but better than other worlds may make without paying through the nose…
Add-on on Meksum-Morven affair – I like the idea, but I guess whether Meksum asked Imperium to help it or was there some bribing of sub-sector IG commanders or even buying services from e.g. Castellan. Give me more bribes, intrigue, backstabbing… ;D Thus main idea – I want more parties in this affair. Any volunteers?
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Post by TheGlyphstone on Feb 10, 2005 17:49:07 GMT -5
I'm baaaaaaaaaaack! All righty here: CELS:Thanks. That would depend on their purpose/intent. Another bit o' fluff lifted from Karnak's inspiration were giant shield-ships, basically armored spacegoing walls with tugs on the back, that escort the large freighters to and from Karnak's orbit. The radiation and heat by itself would fry the equipment of a normal ship, so these big things were built. If you're a registered freight hauler, warship, or other legal vessel, you huddle behind one of these things until you reach orbit. If you're some smuggler or otherwise illegal ship, you either bribe someone on one of the shieldships, or plot one of those highly complex courses using the planet as a shield. Ah, definitely. The cities would definitely be shielded, but it'd make for a rather high rate of mutations compared to nearby planets. Perhaps some Inquisitorial scrutiny to keep an eye on this phenomenon..... Well, that's good. I'm not really sure what I can do w/ fleshing out the government until I dig into the Guide and rebuild all the details... Well, I've brought it up from 1 to 14-15. How many do you think would be neccessary? I didn't want to go to high because the more cities in operation, the closer Karnak's eventual "mining-out" will be. Also, it'd get crowded. RASCALLEADER:Kids.....hey, they did it in the 1800's. Small children are perfect for squeezing into tight spaces to fix things. They'd recieve training in real work once they were too old/large for said jobs. Old people - As much fun as backing over them would be, it might gum up the treads. (so I have a sick sense of humor too, sue me. One of the social quirks I intend to add later is that most residents of Karnak view servitors as unnatural, an offshoot of the Machine Cult. Basically, a forced union of flesh and Machine is an affront to the Machine God, so they use elderly/cripples with injuries bionics can't fix where they would servitors monitoring instruments/readouts/control panels, running cranes, etc. Rich people - Yup. The wealthier you are, the easier and cushier your job. You also get better living quarters, and food, and stuff.
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Post by malika on Feb 16, 2005 4:47:38 GMT -5
Okay...Im going to post what Ive already put in my Quechit thread since I dont have enough time to retype the thing until the 1st of march, but since we are kind of in a hurry and I dont want to lose my planet I'll put this up for now:
Quechit
Planet description Quechit is a world which is for a great part covered with jungles and oceans. The populated areas are mostly on the coastal areas of the continent and other smaller islands where nature hasn’t taken over yet. Cities are partly on land and partly on the oceans most of the time. However some of the cities have destroyed parts of the jungles in order to expand their living space, but also their agricultural space. The cities are very large, covering most of the coastal areas of the planet, and also covering small parts of the ocean and even some parts under the water. Most of the architecture of the planet is basicly the same: Building which are covered up so that the bricks are invisible, these walls are painted in colours, colours like white, light brown and light green are most common, most of these buildings have flat roofs or have built on roofs which tend to have a dark red or even purple colour. More important buildings tend to be built in the typical gothic cathedral style which is seen in most parts of the Imperium, however they too have a light brown colour, not the dark grey colour which are seen in the rest of the Imperium. Many parts of the jungles are populated by strange and dangerous creatures and plants. Some of these animals and plants are used for the production of medicines. Most of the factories on Quechit produce medical equipment and supplies. The jungles are not only used to acquire the ingredients needed for the medicines, but also as training grounds for the planets PDF and Imperial Guard.
History Before the Great Crusade the planet was ruled by a Tyrant, killing everyone who resisted his will. He was able to stay in power thanks to his army. This was happening for hundreds of years. Quechit was a poor and exploited planet; the people were slaves to the Tyrant. One day however small groups of people tried to escape, most of them were killed off very quickly, but some of them were successful and hid away in the jungles. There they had a very difficult time, first of all they had to survive in this harsh environment, and life was very hard for the escaped Quechitians. Secondly they had to hide from the Tyrant’s forces, which were now also looking in the jungles. Eventually they managed to survive; they learned that specific kinds of plants could be used to create small explosives. Their rebellion had started. A small outpost of the Tyrant was attacked by rebel Quechitians, the defenders dead and their weapons stolen. More of these small scale attacks followed, later on the people inside the cities learned about the rebels. They too tried to attack, but most of the time they were not successful. The years went by and the rebels gained more weapons and support, now they had build very small scale production facilities in the jungles, producing weapons, supplies, clothes and other goods needed for the revolution.
Years later they started to gain success, they gained control of several cities, the Tyrant was losing ground. His forces could hardly defeat the guerilla fighter and after 15 years he finally lost. The guerillas managed to occupy the capitol, a bloody massacre followed, the Tyrant and his troops were executed, but it didn’t stop there, the Quechitians started killing everybody who supported the Tyrant, and to them that also meant if you didn’t fight against him.
After all this, the Quechitians started to rebuild their cities, trying to get the economy running again. During their time in the jungles they learned about the value of certain plants and animals, they could be used as medicines. Small hunting parties were sent into the jungles to acquire the plants and animals. Medicines were produced on a relatively small scale.
When the Emperor’s forced arrived they found a prosperous world, representatives were sent to the surface to talk to the inhabitants of this world. The Quechitians were interested in the technology the Imperium had to offer. This was why they accepted to become part of the Imperium, it is probably also the reason why Quechit isn’t as religious as many other Imperial worlds.
During the Horus Heresy Quechit stayed very loyal, sending out troops to attack traitor forces. Eventually the traitors tried to attack Quechit, the traitors managed to get to the surface and enter the cities. However, they were driven off very quickly because of the guerilla attacks made by the Quechitian PDF and Imperial Guard.
Many of the cities were heavily damaged after the Heresy; Adeptus Mechanicus delegations came to the planet to help to repair it. The first factories were built, and very quickly Quechit was able to survive on its own again. Medical supplies were produced very fast and efficient, supplying other planets and helping them to repair the damages caused by the Horus Heresy.
Now the planet still supplies medical product on a large scale to other worlds and the Imperium military forces.
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Post by Zholud on Feb 17, 2005 9:33:49 GMT -5
I have to remind you the main idea of this thread – not only present planets/systems but also inform on their integration in the sector. It should go slightly further than just ‘they export drugs and guerrilla troops’. How they work with other systems in sub. Don’t they work as 5th column in Meksum sub, backing Anargo instead? Or are they dislike the way Dorvasor promotes Imperial creed? Or they hide their off-spring from Departamento Munitorum that want them in Castellan fighting orks?
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Post by malika on Feb 17, 2005 10:42:42 GMT -5
Like I said earlier this is the purest concept of the thing...I dont have that much time at the moment to work all thses things out due to exams etc...so after a week or two I could work on that more, Dazo had some ideas for business relationships, tourism etc.
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