Alkanath


Type: Military staging ground.
Region: Border Regions.
Trade Route: Long Path.
Sector: Yaeger Sector.
Strategic Location: Within the area controlled by the Chakh Empire, near the Yaeger border.
Temperature: 142% standard.
Atmosphere: Thin, with lower than average percentages of water vapor.
Hydrosphere: 12% of the surface of Alkanath is covered in water, 90% of which has a salinity between 15% and 19%.
Gravity: 119% standard.
Terrain: Large regions of open desert, desiccated canyons, and badlands.
Mineral Resources: Substantial reserves of sapphire and other corundum gems, vast seas of quartz and feldspar sands.
Length of Day: 45 standard hours.
Length of Year: 120 local days.
Sapient Species: The deep desert dwelling, rodentlike Kirut, and the badlands haunting, saurian Khamchur.
Capital City: Markuith'Dij is the largest facility on the planet, and the headquarters of Lieutenant General Eth'Ithmar, the commander in charge of the operations of the world.
Other Cities: There are several other major facilities on Alkanath, including Th'inkrin and Rhal'ajir.
Starport: Markuith'Dij has a planetary class port, and there are six standard class ports elsewhere on the planet.
Population (within +/- 1%): 451,029 native, 12,394,330 aliens, mostly Chakh races, though some human and other advisors are present.
Government: Chakh Military.
Tech Level: Medium space.
Major Exports: None.
Major Imports: Military personnel, equipment, and supplies.
System: Rhiutian
Star: Rhiut
Name Planet Type Moons
DruimScalding Rock0
AlkanathDesert World1
RilardruiAirless Rock3
Ardeth'AtreGas Giant15
EbruthGas Giant11
Erthu'ArkothFrigid Rock4

System Capsule:

Druim: Too hot even for Ethcroi tastes, Druim is home to a few mining ventures of a temporary nature.
Alkanath: See below.
Rilardrui: To small and light to hold a substantial atmosphere, even at it's ideal distance from Rhuit, Rilardrui is an inconsequential world.
Ardeth'Atre: A large and dark world, Ardeth'Atre is incredibly hot, and is just short of reaching stellar size.
Ebruth: Almost as large as Ardeth'Atre, but less dense and hot, two of the moons of Ebruth support life.
Erthu'Arkoth: The home of the system defense fleet, and whatever additional forces the High Command can spare, the outlying Erthu'Arkoth is almost as heavily developed as Alkanath.

Planetary Capsule:

Flora and fauna: Despite it's arid nature, Alkanath is home to a surprisingly wide array of life forms. From the deep rooting Creminar of the silt seas, to the whitethorn scrubs of the badlands, the flora of Alkanath is varied and more widespread than one might expect. And the fauna of Alkanath is equally unusual and prolific. Vast herds of Thob, a Bantha variant, roam the wastes, and the meter long Krell, a rodentine scavenger can be found across the world, particularly in the company of the Kirut, who use them as pack animals, mounts, and as food.

The inhospitability of the world forces it's ecosystems to balance very delicately, and the increasing military presence has caused imbalances and extinctions around virtually every base, and if changes are not made, an environmental catastrophe may very well result. One product of the alien presence is the burst of growth in the yellow sandfly, an annoying biting insect which can act as a vector for any number of diseases. Most of the native species have defence mechanisms, which keep the sandfly from feeding to often, but Krants have no such mechanisms, and Krant barracks often swarm with the pests.

Sentient Species: The small, agile, nocturnal Kirut are dwellers of the deep desert. Nomadic omnivores, Kirut are a very shy race, and until recently, there was no hard evidence of their existence.

The humanoid saurian Kamchur build small adobe villages in the most isolated badlands regions. A powerful, warlike race, Kamchur bands have been known to attack Chakh emplacements, and have been stealing modern weapons from those military encampments.

History: Located near the Yaeger border, Alkanath was claimed by the Empire, and then later released into Krant control. When the Krants joined the Chakh Empire, the Ethcroi were attracted to Alkanath for it's climate, which is somewhat similar to Chakh, and for it's strategic value.

The decision to concentrate forces on Alkanath was soon made. If the Yaeger would attack along the Chakh border, Alkanath would be a strong point in the border's defence, and the ground forces on Alkanath would be transferred to any point along the line where they were needed. When the Yaeger did not attack, buildup on Alkanath continued, in preparation for an eventual attack on Yaeger space.

Prefab barracks and temporary weapon emplacements and shield generators have been replaced by somewhat more permanent facilities, and plans for a large permanent staging ground and command facility near Rhal'ajir are being considered, to replace the less substantial facilities of Markuith'Dij. The Yaeger are somewhat concerned about the buildup on Alkanath, and are planing sending Kommando units in to contact the natives and begin an insurgency campaign, coupled with raids on supply shipping to Alkanath by naval vessels flying pirate colors.
text

geocities

index

Click Here!