Coldwater
Planetary diameter: 6606 miles (smaller than Earth)
Gravity: 0.83G
Atmosphere: Normal (tainted)
Hydrosphere: 95%
Population: 6,767,647 at last census.
Government: Feudal Technocracy
Tech Level: Analogous to 1980s Earth
Coldwater is the 4th of 21 planets orbiting the blue supergiant sun Acom. There are several gas giants.
With
a hydrosphere of 95%, it's no surprise that Coldwater's main industry
is fishing. The main landmass is concentrated in a long, fragmented
continent, with a few outlying islands. Scoured by huge tides, storms, and
limited by the tainted atmosphere, there is minimal vegetation (barren).
The starport is a very basic, C class facility, with a scout base,
minimal repair facilities, but no naval presence. Terraforming is
ongoing, and it will be decades before the atmosphere will be breathable
without filter masks.
Despite the tainted atmosphere, the planet
supports a population of over 6.5 million, spread across both underwater
habitats and on what little land there is. Surface based habitats
(whether on land or sea) tend to be semi-sealed, air filter pumps
operating an overpressure system to keep the tainted atmosphere out.
Underwater habitats need to be completely sealed, for obvious reasons.
Smaller
than Terra, Coldwater has lighter gravity (0.86G). In theory, this
results in tides 10-20% higher than Terra - but there are six moons, and
this complicates the situation considerably. The "ice moon" has a
retrograde orbit and appears to be a captured comet. “Copper 5” is a
copper rich captured asteroid in an eccentric orbit on an inclined
orbital plane. The 6th moon, Furnace, is stretched and kneaded by tidal forces and has several small but active volcanoes. As Copper 5 reaches perigee, the volcanoes on Furnace turn green as the copper rich dust trail it leaves filters onto the surface. This is an unusual tourist attracting event. When the
6 moons align during a syzygy, there are enormous tidal surges. During
a perigean king tide, the resulting rise in sea level can be near
catastrophic, over 70 metres. The corresponding drop in sea level on
the other side of the planet can be equally dangerous to aquatic life,
where the water pressure drops by the equivalent of 6 atmospheres. Storms on Coldwater tend to be larger and more powerful than many other worlds. With uninterrupted ocean for thousands of miles, winds can build to enormous speeds and last for days or even weeks.
The governance of Coldwater is a feudal technocracy. Power lies with those who control the technology - air filtration, water purification, energy
generation, underwater habitats, food production systems. Everything
that allows people to survive on the plant. Benefits from these
technologies are provided by the rulers in return for goods or services
from their vassals.
The rule of law is well-enforced, with strict
controls on weapons - open possession of firearms of any kind is
prohibited and even long blades are controlled. This is understandable,
given the necessity of atmospherically sealed habitats, where a single
stray shot could spell disaster. Surprisingly, no Freelancer's licence
is required. It's an extremely safe place to live or visit - the barren
surface means that there are no large herbivores or carnivores to deal
with, and weapons are generally unnecessary. The oceans are a different
matter altogether, but it's still rare to find anyone armed with more
than diving knives and harpoon guns.
There is a sizeable
population of Nagricans on Coldwater, and they are well-integrated with
the human inhabitants. Bands of Nagrican outlaws occasionally cause
trouble, but the same can be said about groups of human bandits. The
majority of the inhabitants know their place in society and realise that
given the restricted land area and poor atmosphere, everyone has to
work for the common good.
4 main factions currently vie for power on Coldwater:
1) Despite having the most powerful, militant followers, the charismatic leader
Khorekk Tao is the least influential faction. (influence 2, power 4).
The rule of the feudal lords is actually fairly benevolent, and despite
the harsh conditions on Coldwater, the majority of people are reasonably
content with their place in the world. Khorekk Tao's militant
Sectators are plentiful and vocal, but have little support among the
general population. What support there is comes from the fringes of
society, where Tao's promises of a better life represents the only hope
that some people see.
2) The feudal technocracy's rulers are the Technates, a political movement
that provides much of the planetary policies, which alongside their
considerable power puts them at the top of the ladder. (Influence 4,
Power 3) The Lord High Technate is the de facto ruler of Coldwater.
The Technates are fair in their dealings with the rest of the
population. They understand that a healthy and happy workforce is more
effective than a fearful and oppressed workforce, and requires less
policing. Nevertheless, a paramilitary police force is maintained to
deal with any trouble caused by Khorekk Tao's followers. The Technates
write the laws, control the floating and submarine cities and the main
planetary starports.
3) Wielding similar influence to the Technates is the religious movement, the Church of the Aqualons,
though they are not quite as powerful. Given the huge influence that
the sea has upon the inhabitants of Coldwater, their worship is predictably based around fish and the spirit of the sea. The sea is a fickle thing, and
superstition flourishes in such an environment. The Church of the Aqualons draws its knowledge from interpretation of the tides, storms and weather patterns, the movement and
migration of fish shoals. They bless the fishing fleets. (Influence
4, Power 2)
4) The merchant cartel Thalassa Diversified is
the weakest faction on Coldwater. They know the right people to talk
to, and have more influence than Khorekk Tao, but are definitely lower
in the pecking order than the Technates or the Church of the Aqualons.
Although they are the least powerful group on Coldwater, their control
over certain commodities and food supplies means they cannot be
dismissed outright. They control fishing quotas, food distribution and
pricing, and certain exports. (Influence 3, Power 2)