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Bicornn/Glisten (2331 Spinward Marches)

AlHazred

SOC-12
Knight
My players are stopping off at Bicornn on their next session. Previously, they had avoided actually getting off the ship on-planet, due to the Library Data entry (pulled from the GURPS Traveller Behind the Claw supplement: "The human states are engaged in a constant fight for survival against the Krvn, a semi-sentient species of human-sized burrowing arachnoids.") They met a couple of (human) natives off-world, were impressed with their resolve and survivalist mindset, and expect to go a little touring this time around. Checking elsewhere, it would appear that the GT entry was written for this incarnation -- there is no canonical CT reference. There have been some fan writeups of the world (like this one on Zho BERKA's site) which go in completely different directions.

Reading the GT blurb puts me in mind of The Kokod Warriors by Jack Vance. In this classic space opera tale, the world in question has an indigenous population of sapients with a hive-like societal structure (the hives are called "tumbles"). Periodically, the tumbles send their warriors to do battle; warfare is strictly guided by a large number of Codes of Combat, each of which specify the maneuvers that may be used, the weapons allowed, and so on.

In this conception, the humans resident on the world are descendants of a shipwreck, and have had to adapt to the warlike natives' lifestyle. Then, when recontacted, some enterprising but morally-bankrupt individuals establish a corporate structure to profit off of the local conflicts. What does the collective think? Anybody have any ideas to expand upon this or improve the general concept?
 
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Here's how I see it. The native arachnids are really fierce, they've repelled most settlement over the last several hundred years, and the planet's lack of obvious wealth ensures that no concerted effort is made to conquer it.

There's two hundred thousand settlers, at tech level two. Tech two is Renaissance level tech. Incidentally, the "bicorne" was a hat typically worn by soldiers of that era in Earth history. It is best known as the hat worn by Revolutionary War soldiers in America. So I gather from this that there is some sort of fixation with that point in Earth history. For whatever reason, there is little interest in the more powerful vehicles and weapons of the Imperium.

Being that they're under constant attack from the critters, this is significant. More than likely, the local religion has something to do with it. Or perhaps they are ruled by a warrior culture that just doesn't think that plastercating the hordes of critters with a VRFGG isn't very sporting. Maybe they place a lot of value in defeating the creatures in hand-to-hand combat.

The world isn't actually amber zoned, so I don't think the settlers actually resist contact with Travellers, they just limit trade to lower tech stuff that doesn't go against their culture, in exchange for simple things like food and water. Maybe they'll even accept new settlers who give up all their tech and beat down an arachnid hand to claw.
 
Incidentally, the "bicorne" was a hat typically worn by soldiers of that era in Earth history. It is best known as the hat worn by Revolutionary War soldiers in America.

The tricorne came first (1600's - 1700's), then the bicorne (very late 18th c. - early 19th c.), then the shako (early 1800's). ;)
 
How about this:

The Bicornnians, named so for the distintive hats the natives wear:

BicornnNative.jpg


Living around the drying oceans of their world in small independant City States, in which the upper classes think to live an idyllic lifestyle. The main source of revenue is the mining of Potassium Nitrate, which is mined from layers of strata from the remains of extinct ancient fauna of the world's more verdant phase. In their battles with a native species, the Krvn, it is considered more manly to use sword and pike, though they do use some of their profits from selling the potassium nitrate (mostly used as fertilizer on Glisten, Ffudn, Tirem and other worlds involved in hydroponic farming) to buy simple higher tech equipment such as rifles or mining equipment. The Krvn also use the potassium nitrate as fertilizer in their caves to grow fungus, one might think this may be reason for the fierce conflict. However, the Bicornnians are somewhat reticent and standoffish to outsiders, and offworders have rarely seen the mining sites. This hides a deep dark secret, the Bicornnians, have been using the Krvn as slaves. The only way this has been possible without the Imperial authorities moving in, is the upper classes convincing the authorities that the Krvn are little more than animals. However, there is a growing movement amongst regular Bicornnians that this is wrong, that the Krvn are sentinent and should be treated as such. Many state that the Krvn, freed, would still work in the mines, in mutual benefit to both peoples. The Lords of Bicornn fiercely disagree and blame outside corporate interests of interfering with their world's ancient ways...
 
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Here's how I see it. The native arachnids are really fierce, they've repelled most settlement over the last several hundred years, and the planet's lack of obvious wealth ensures that no concerted effort is made to conquer it.

There's two hundred thousand settlers, at tech level two. Tech two is Renaissance level tech. Incidentally, the "bicorne" was a hat typically worn by soldiers of that era in Earth history. It is best known as the hat worn by Revolutionary War soldiers in America. So I gather from this that there is some sort of fixation with that point in Earth history. For whatever reason, there is little interest in the more powerful vehicles and weapons of the Imperium.

Being that they're under constant attack from the critters, this is significant. More than likely, the local religion has something to do with it. Or perhaps they are ruled by a warrior culture that just doesn't think that plastercating the hordes of critters with a VRFGG isn't very sporting. Maybe they place a lot of value in defeating the creatures in hand-to-hand combat.

The world isn't actually amber zoned, so I don't think the settlers actually resist contact with Travellers, they just limit trade to lower tech stuff that doesn't go against their culture, in exchange for simple things like food and water. Maybe they'll even accept new settlers who give up all their tech and beat down an arachnid hand to claw.
I tend to use original Earthian culture like it is in Futurama. It's the year 56XX, people just assume that George Washington slew the Russians with his fabled .50 slug-throwers, while working the mean streets of LA ("The question you have to ask yourself is, do you feel lucky, comrade?") Leads to some hilarious gaffes.

However, I love the "warrior culture" reasoning. Sticking with much of my original thought, the human natives must have adapted their culture to survive on this dangerous world, and forming quasi-religious "battle brotherhoods" that have specific requirements as to what weapons they may use and tactics they may take would fit right in.

The tricorne came first (1600's - 1700's), then the bicorne (very late 18th c. - early 19th c.), then the shako (early 1800's). ;)
Alas!!! I stand corrected! Well now we have more Napoleonic dudes running around.
Maybe we'll finally get some use outta the Napoleonic minis floating around the hobby shop I frequent. I swear those miniatures are thirty years old, still neatly bagged, hanging from peg-board hooks and waiting to be purchased. I like gaming with grognards. :)

The Bicornnians, named so for the distintive hats the natives wear
I'm ripping off Jack Freaking Vance, you better believe I am going to use distinctive (odd) headgear! Thanks!

Living around the drying oceans of their world in small independant City States, in which the upper classes think to live an idyllic lifestyle. The main source of revenue is the mining of Potassium Nitrate, which is mined from layers of strata from the remains of extinct ancient fauna of the world's more verdant phase. In their battles with a native species, the Krvn, it is considered more manly to use sword and pike, though they do use some of their profits from selling the potassium nitrate (mostly used as fertilizer on Glisten, Ffudn, Tirem and other worlds involved in hydroponic farming) to buy simple higher tech equipment such as rifles or mining equipment. The Krvn also use the potassium nitrate as fertilizer in their caves to grow fungus, one might think this may be reason for the fierce conflict. However, the Bicornnians are somewhat reticent and standoffish to outsiders, and offworders have rarely seen the mining sites. This hides a deep dark secret, the Bicornnians, have been using the Krvn as slaves. The only way this has been possible without the Imperial authorities moving in, is the upper classes convincing the authorities that the Krvn are little more than animals. However, there is a growing movement amongst regular Bicornnians that this is wrong, that the Krvn are sentinent and should be treated as such. Many state that the Krvn, freed, would still work in the mines, in mutual benefit to both peoples. The Lords of Bicornn fiercely disagree and blame outside corporate interests of interfering with their world's ancient ways...
I love it, but I think I'm going to modify this somewhat.

My new conception is that there is one group of native aliens and two groups of humans resident on the planet.

The native "aliens" are the Krvn. They have a society with extreme biological stratification. The males are the warriors and the females are the Matrons of each colony (I might keep the name Tumble, it has a good ring to it). Due to the extremely limited space (it's a tiny world) the Tumbles are engaged in constant ritualized warfare. The Krvn are semi-sentient in the way that they have no real identity as individuals; instead, each warrior or Matron identifies so strongly with their home Tumble that they have almost no individuality. The constant warfare has become highly structured, and is devoted to acquiring the battle standards of opposing forces.

In this conception,perhaps the nucleus of each colony is actually something non-organic, like the radioactive piles used by the ghosts in another Vance story The King of Thieves (which can also be found by following the Vance link in my first post). If so, this source of radioactive ores would be a hidden source of revenue if it is ever discovered, albeit to the destruction of the native life.

The first human group are the remnants of a colony ship that crashed here shortly before the Long Night. The passengers regressed, due in part to a lack of metal ores, and partly because of the extreme savagery of the native fauna, including the Krvn. They adapted and also engage in ritualized battle with the natives, although their inclusion probably required the inclusion of a new set of Codes of Combat. They call their strongholds Tumbles as well, and otherwise fit in. I have already established Venom Brandy (brewed with the venom of Krvn added) as a local export, so this fits. Their battle brotherhoods (see above) restrict them to specific (Renaissance tech) weapons and tactics, which neatly explains their given TL without problem.

The second human group is a set of capitalists who have created a betting lodge on the planet. They have the highest tech level on the planet, and make their money from tourists betting on the local battles. This also allows me to add morally-bankrupt corporate chicanery without using one of the more established megacorporations (I get bored with them after a while).
 
I'm ripping off Jack Freaking Vance, you better believe I am going to use distinctive (odd) headgear! Thanks!

I love it, but I think I'm going to modify this somewhat.

Great! Glad to be of help, sounds like a fun adventure. :)
 
The native "aliens" are the Krvn. They have a society with extreme biological stratification. The males are the warriors and the females are the Matrons of each colony (I might keep the name Tumble, it has a good ring to it). Due to the extremely limited space (it's a tiny world) the Tumbles are engaged in constant ritualized warfare. The Krvn are semi-sentient in the way that they have no real identity as individuals; instead, each warrior or Matron identifies so strongly with their home Tumble that they have almost no individuality. The constant warfare has become highly structured, and is devoted to acquiring the battle standards of opposing forces.

In this conception,perhaps the nucleus of each colony is actually something non-organic, like the radioactive piles used by the ghosts in another Vance story The King of Thieves (which can also be found by following the Vance link in my first post). If so, this source of radioactive ores would be a hidden source of revenue if it is ever discovered, albeit to the destruction of the native life.

The first human group are the remnants of a colony ship that crashed here shortly before the Long Night. The passengers regressed, due in part to a lack of metal ores, and partly because of the extreme savagery of the native fauna, including the Krvn. They adapted and also engage in ritualized battle with the natives, although their inclusion probably required the inclusion of a new set of Codes of Combat. They call their strongholds Tumbles as well, and otherwise fit in. I have already established Venom Brandy (brewed with the venom of Krvn added) as a local export, so this fits. Their battle brotherhoods (see above) restrict them to specific (Renaissance tech) weapons and tactics, which neatly explains their given TL without problem.

The second human group is a set of capitalists who have created a betting lodge on the planet. They have the highest tech level on the planet, and make their money from tourists betting on the local battles. This also allows me to add morally-bankrupt corporate chicanery without using one of the more established megacorporations (I get bored with them after a while).

Shades of CJ Cherryh's Serpent's Reach.
 
Great! Glad to be of help, sounds like a fun adventure. :)
My group loves what I do with the CT stuff. After all the epic fantasy, epic science-fantasy, epic urban fantasy and what-not, I think picaresque adventures bopping around space trying to stay one step ahead of the last group of people you outraged with your cavalier commercial tactics is just the thing!

Shades of CJ Cherryh's Serpent's Reach.
Thank you for the reference! Hope I have time to find and read it by Saturday! A preliminary read of the plot on Wikipedia is intriguing, though I've never really read much Cherryh and am not sure if that's the place to start.

I went through my notes. The characters at one time tried to smuggle a shipment of TL9 weapons to their buddies on Bicornn, since they figured the "life and death struggle against man-sized spiders" meant that the people needed all the help they could get. After rolling well for port inspectors, I ruled that the "farm implements" had been seized by port security, and they figured that local law must have prohibited advanced tech. I'm now wondering if perhaps the lodge owners have had local import laws tightened to prevent the importation of higher-tech goods, in order to maintain their own monopoly on the equipment. Of course, by the previous reasoning, neither the native humans or the Krvn would have use for such weapons -- they don't fit any Codes of Combat! But still, I like to be consistent with my previous rulings, even when I never gave it much thought before.
 
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Some very nice ideas here, but one that completely fails to work for me is the notion that Bicornn is named after bicornes. I mean, leave aside the fact that the two words are spelled differently, but who would name a planet after a hat?!?

It might be named for the main city or province, which in turn was named for a pair of mountains reminiscent of two horns. Or it might be named after the original founder, Reginal Bicornn. But a hat? I don't buy it.

Just my opinion.


Hans
 
I'm thinking of taking the middle guy there as my Krvn model, unless anybody has anything better? I don't like that he hasn't got any obvious hands, but he looks alien (and creepy) enough.
spiderMite_Web.jpg
 
Some very nice ideas here, but one that completely fails to work for me is the notion that Bicornn is named after bicornes. I mean, leave aside the fact that the two words are spelled differently, but who would name a planet after a hat?!?

It might be named for the main city or province, which in turn was named for a pair of mountains reminiscent of two horns. Or it might be named after the original founder, Reginal Bicornn. But a hat? I don't buy it.
Hmmm... Maybe the hat is inspired by the ferocious headgear of the Krvn? Maybe their heads naturally bifurcate into two spikes, giving a bicorne-like appearance? If I use the creepy-crawly above, then the tail end would serve as well.

Got nothing, but it wouldn't be the stupidest way something has been named by explorers.
 
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Hmmm... Maybe the hat is inspired by the ferocious headgear of the Krvn? Maybe their heads naturally bifurcate into two spikes, giving a bicorne-like appearance? If I use the creepy-crawly above, then the tail end would serve as well.
Sure, why not? I still don't think anyone would name a planet for a hat. Namig a hat for a planet (or a city), sure, but not the other way around.

But please, if it works for you, do it. It was purely a personal remark.

Maybe not, but I'm sure it would be a contender. :devil:


Hans
 
Continuing my grand Vancian rip-off.

Although a small world, Bicornn's gravity and atmosphere make it uniquely habitable for men. It has never been officially colonized, due to an already numerous population of autochthones and a lack of valuable minerals; the "native human" occupants are the descendants of survivors of a starship crash during the Long Night, and have since developed their own unique culture. Tourists are welcomed at Shadow Valley Inn, a resort hotel at Shadow Valley. Weekly packets connect Shadow Valley Inn with the Starport. Bicornn's most interesting feature is its population.

A picture appears, entitled, "Typical Krvn Warrior (from Rock River Tumble)," and displaying a man-sized arachnoid. The tail is narrow and bifurcated, curving into horns; the torso is bulbous, covered with orange down where not armored. Scrawny limbs grip a four-foot lance; a stone knife hangs in a harness. The chitinous legs are shod with barbs. The creature's attitude seems mild, almost reproachful.

A voice says, "You will now hear the voice of John 37 Rock River."

The Krvn warrior inhales deeply; wattles beside his chin quiver. From the mnemiphot screen issues a high-pitched stridency. Interpretation appears on a panel to the right.

"I am John 37, squadronite, Company 5 of the Advance Force, in the service of Rock River Tumble. Our valor is a source of wonder to all; our magnificent tubercule is rooted deep, and exceeded in girth only by the tubercules of Rose Slope Tumble and crafty Shell Strand Tumble.

"This day I have come at the invitation of the (untranslatable) of Small Square Tumble, to tell of our victories and immensely effective strategies."

Another sound makes itself heard: a man speaking falsetto in the Krvn language. The interpretation reads:

Question: Tell us about life in Rock River Tumble.

Answer (John 37): It is very companionable.

Q: What is the first thing you do in the morning?

A: We march past the matrons, to assure ourselves of a properly martial fercundity.

Q: What do you eat?

A: We are nourished in the fields. (Note: The Krvn metabolism is not entirely understood; apparently they ferment organic material in a crop, and oxidize the resultant alcohols.)

Q: Tell us about your daily life.

A: We practice various disciplines, deploy in the basic formations, hurl weapons, train the kinderlings, elevate the veterans.

Q: How often do you engage in battle?

A: When it is our time: when the challenge has issued and the appropriate Code of Combat agreed upon with the enemy.

Q: You mean you fight in various styles?

A: There are 97 conventions of battle which may be employed: for instance, Code 48, by which we overcame strong Black Glass Tumble, allows the lance to be grasped only on the left side of the body and permits no severing of the leg tendons with the dagger. Code 69, however, insists that the tendons must be cut before the kill is made and the lances are used thwart-wise, as bumpers.

Q: Why do you fight? Why are these wars?

A: Because the tubercules of the other tumbles would surpass ours in size, did we not fight and win victories. (Note: the tubercule is a nucleus of numerous fungoid pods collected in each tumble. Each victory is celebrated by the addition of a pod, which joins and augments the main body of the tubercule. The Rock River tubercule is 17 feet in diameter, and is estimated to be 4,000 years old. The Rose Slope tubercule is 18 feet in diameter, and the Shell Strand tubercule is almost 20 feet in diameter.)

Q: What would happen if warriors from Frog Pond Tumble broke up Rock River tubercule?

John 37 makes no sound. His wattles blow out; his head bobs. After a moment he turns, marches out of view. Into the screen comes a man wearing insignia of the Imperial Interstellar Scout Service. He looks after John 37 with an expression of patronizing good humor that seems somewhat insufferable.

"The Krvn warriors are well known through the numerous sociological studies published in the Imperium, of which the most authoritative is perhaps the Fidelius Institute's Krvn: A Militaristic Society, reference code AK-SK-RD-BP.

"To summarize, let me state that there are 81 tumbles, or castles, on Bicornn, each engaged in highly formalized warfare with all the others. The evolutionary function of this warfare is the prevention of overpopulation on a small world. The Tumble Matrons are prolific, and only these rather protean measures assure a balanced ecology.

"I have been asked repeatedly whether the Krvn warriors fear death. My belief is that identification with the home tumble is so intense that the warriors have small sense of individuality. Their sole ambition is winning battles, swelling the girth of their tubercule and so glorifying their tumble."
 
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Some very nice ideas here, but one that completely fails to work for me is the notion that Bicornn is named after bicornes. I mean, leave aside the fact that the two words are spelled differently, but who would name a planet after a hat?!?

It might be named for the main city or province, which in turn was named for a pair of mountains reminiscent of two horns. Or it might be named after the original founder, Reginal Bicornn. But a hat? I don't buy it.

Just my opinion.


Hans

Stranger things have happened.

Maybe it was named Illyshun, but nobody knew who Illyshun was so it was colloquilly named after the hats and eventually it stuck. Go out into the American west, there are towns called Mexican Hat in Utah and Medicine Hat in Canada (not to mention Fez, Homburg, Derby, Panama ...).

Maybe they started wearing the hats for the name.
 
Stranger things have happened.
Actually, I don't think there's even one nation in the history of Earth that was named for a hat. Nor a city; all the examples are of hats named for cities, not the other way around.

Now, if Bicornn had been named Scubit and you'd told me that a scubit was also a hat, I wouldn't have batted an eyelid. But saying that Bicornn was named for a bicorne doesn't work for me.


Hans
 
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