Major Peoples of Known Space

At this stage of the development, the humanoid species that inhabit the Iridium Moons setting are still not completely locked in and I am still occasionally making some changes to the full lineup. But that has been limited to the smaller players on the interstellar stage, and the main species that make up the core of big influential power groups and the majority of the populations on most planets have been very well set for many months now. The peoples covered in this post will almost certainly remain largely as they are now in the final version of the setting, and by having these five introduced for now there should be enough established context to let me meaningfully write about all kinds of other aspects of the setting I already have to share.

While the theory and technological requirements behind the construction of hyperspace drives is comparatively straightforward and has been developed many times independently, the science of being able to actually navigate a ship moving through hyperspace is widely considered to be the greatest challenge is physics and known to have been discovered only twice in the history of the galaxy. Even on planets that had developed spaceflight several thousands of years earlier, the ability to travel to other star systems only became available to their people once they had been visited by ships from other worlds that shared the secrets of hyperspace navigation with them. In the centuries since the Damalin discovered hyperspace travel, the homeworlds of some two dozen advanced civilizations have been connected to the hyperspace route network established by them. About half of which have since then developed interstellar industries and established outposts and colonies in other systems and are regularly encountered in spaceports across Known Space. Of these peoples, five make up a significant majority of travelers, workers, and settlers outside of the home systems and control most of the interstellar mining industry and starship manufacturing.

Enkai

Of all the peoples working and living in interstellar space, the Enkai are the most numerous. They were one of the first civilizations discovered by the Damalin after their rediscovery of hyperspace travel and since then have established dozens of colonies, many of which have by now grown to populations in the tens of millions.

Enkai are of medium stature compared to other peoples and typically stand out even from a distance by their striking orange-red skin. Their homeworld is dominated by a comparatively drier climate than the planets on which most other species evolved, and while they are most comfortable in moderately warm savanna environments, this makes them one of the most tolerant peoples for the harsh desert environments that are most common on planets with breathable air. While Enkai are somewhat of a rare sight in colonies with wet and humid climates, this environmental adaptation has made them become the most widely spread out and numerous people of interstellar space.

Even compared to the other civilizations of Known Space, the Enkai culture is highly fragmented and the large population of their homeworld divided into over a hundred fully sovereign nations and no single representative organization in interstellar affairs. While now relatively rare, minor wars on the Enkai homeworld still happen every other decade, typically unnoticed by the rest of the galaxy. Enkai living in interstellar space typically identify strongly with their own home planet but generally lack much of a shared identity as a species as is common with most of the other peoples. In complex conflicts, the species of other groups generally have no meaningful impact on which sides they pick.

Damalin

Unlike most of the species of Known Space, the Damalin already traveled between the stars over 2000 years ago. Their homeworld used to be a minor client state of a vastly larger interstellar civilization, on which their ancient spacefarers relied entirely for ships and navigational charts. When this older civilization fractured and showed signs of collapse, the Damalin homeworld was one of the first that became separated from the hyperspace route network and without regularly updated navigational data, their few hyperspace jump capable ships became stranded in the system. It took many centuries for the Damalin to economically recover from the loss of interstellar trade and over a thousand years before they managed to independently develop the technologies to create new hyperspace chart. By that time the nearby colony worlds that the Damalin used to have direct contact with had long been abandoned and they have never been able to discover what eventually happened to the older civilization. The Damalin system for creating navigational charts and hyperspace routes became the basis for the entire currently existing network of routes that make up Known Space.

The Damalin are an amphibious species of slender humanoids who tend to be on the taller side for the peoples of Known Space but rarely grow over 2 meters tall. They can breath both air and water indefinitely but quickly develop skin irritation when out of water for more than a day or two. Long showers will do in an emergency, but all Damalin ships and homes have often several bathtubs used for naps when larger fully submerged areas are not possible. Even though they are not a particularly numerous people, Damalin have been establishing colonies in other systems for such a long time that they are common sights nearly everywhere in space, and Damalin patricians own many of the oldest and largest interstellar companies.

Netik

The Netik civilization is incredibly old, being believed to first developed agriculture and build the first cities on their homeworld nearly 60,000 years ago. However, the Netik who today inhabit the worlds of Known Space are all descendants of ancient colony worlds established long ago in the age of the previous interstellar civilization that first brought hyperspace travel to the Damalin as well. When the ancient civilization collapsed, the Netik had already spread across many worlds, which eventually became separated from the hyperspace route network and remained isolated for well over a thousand years. When the Damalin rediscovered interstellar space travel, nearby Netik colonies were the first planets they visited in their explorations. Many of which had gone extinct over the centuries, but a number of them that had been established on planets with particularly favorable environments had grown to populations in the hundreds of millions in the meantime. Once they regained the ability to travel between the stars, these Netik colonies quickly began looking for other surviving colonies, but even in nearly 500 years of searching, they have never been able to rediscover their original homeworld. As a people without a homeworld, the Netik are far less numerous than any other. But with the populations of the other peoples living almost entirely on their respective homeworlds, the Netik are actually make up a large fraction of the population of interstellar space, being nearly as common as Enkai and Damalin.

Even though the physical appearance of Netik is regarded as highly alien to most other peoples of Known Space, they actually have a well deserved reputation of being very easy to get along and having a highly developed ability to judge emotions and finding the right way to talk with people that they react well to. Netik companies are heavily involved in the space mining industry and the construction of the largest superfreighters used for ore hauling.

Chosa

The Chosa are tall humanoids with tough green-gray hides and sharp teeth that give them a reptilian appearance, but otherwise very similar to Enkai in their overall body structure and stature. They are among the physically strongest of the species traveling interstellar space and fight fiercely and with little hesitation. Prejudices are widely spread among the other species of Chosa being violent brutes, but their homeworld actually ranks among the most technologically advanced planets in Known Space. Their ships tends towards blocky and practical designs typically regarded as looking blunt with little thought for decorations, but compare well in their capabilities to all but the most sophisticated Damalin and Netik ships.

Chosa encountered in space are often mercenaries, an occupation that their physical toughness and familiarity with advanced space technologies makes them well suited for. Chosa culture as a whole is not overly militaristic though, and their prominent presence in the mercenary business comes more from them being very well suited for the demands of that line of work. There are typically not a lot of opportunities for Chosa engineers or pilots outside of Chosa systems, but they are on average not far behind in their skills than the Damalin, Netik, and Enkai who dominate the profession.

Tubaki

The Tubaki are one of several peoples whose presence in space is greatly dependent on technologies and infrastructures of other species. There is only a small number of Tubaki shipyards and most of them are primarily specialized on converting old purchased ships from other manufacturers to provide greater comfort to Tubaki crews. Those shipyards that do build their own ships still rely on imported hyperspace drives and gravity generators from other more established companies. Despite Tubaki worlds being generally seen as more low tech planets, Tubaki have been traveling through space for centuries and founded several dozen of colonies in other sectors. Even though most of them are of no interest or relevance for major interstellar companies.

Tubaki are humanoids quite similar in size and proportions to Enkai, which is generally attributed to the very similar gravity and climatic conditions on the Tubaki and Enkai homeworlds producing a similar optimal body shape for upright walking humanoids. On average, Tubaki tend to be slightly taller and more muscular, but mostly stand apart due to their sand to brown colored fur and thick manes. Tubaki found outside their own system are usually employed as manual labor, primarily in mining and agriculture and also various low-level mechanic jobs. Tubaki colonies are usually too small to have advanced engineering and science schools and those individuals with advanced degrees typically find their calling in contributing to the development of their planets rather than seeking their luck among the stars.

Cartel Quasi-States and Smuggling in Free-Market Space

The entire genre of Scoundrels with a Fast Ship revolves quite heavily around smuggling. Traveller, Star Wars, Stars Without Number, Coriolis, and Scum and Villany are all based on the idea of a party of PCs who have shared controll of a small spaceship meant for cargo transport but with fast engines and a lot of additional firepower. And the party concept of Free Traders carries various degrees of being a euphemism for smugglers. It’s a great concept for a campaign that feeds the players regular new adventures, lets them their own masters who don’t have to follow anyone’s orders and piss off and give a slip to the authorities, without having them be violent criminals who cause excessive damage and harm to bystanders. What more could players want in a campaign about swashbuckling adventures in space? It’s probably the second most common archetype for PC parties in RPGs, and for good reasons.

Iridium Moons is conceptualized as a setting in which unimaginably rich industrial barons can do as they please in regions ofnspace where no covernment has any authority to hold them back. As free a market as it can possibly get. But then, how can you have the PCs as smugglers when there are no regulations and taxes?

One thing I’ve always been enjoying a lot about creating this setting in a space I’ve never really seen explored before is how starting with a number of arbitrary premises and then trying to find an explanation how they can all be true at the same time keeps leading to interesting new concepts that I would never have thought of, but which seem really cool to explore once they are on the table. Silving the problem of how you can still have smugglers in a completely free market turned out to produce really interesting new elements for how the industialists and their power work in the setting.

The Interstellar Free Market

There are ten homeworlds of species capable of traveling through space in the known region of the galaxy, which each consist of dozens or even hundreds of countries that are organized into various federations, confederations, unions, and alliances. There are also some 20 colonies that have grown to populations in the tens of millions and become fully sovereign states in their own right. In addition to these, there are dozens of smaller colonies that function as remote autonomous regions of various nations. But the majority of small settlements, mining colonies, and fuel stations are found in systems that are not part of any states. Instead, they are the property of private companies located in neutral space where they are free to do whatever they want.

Most states have laws that put sanctions of companies that engage in practices that violate what are widely considered universal personal rights. Nearly any state has embargos on metals mined and refined with slave labor and makes it illegal for their citizens to do business with companies that fund piracy or use military force to cripple their competitors’ opperation and murder their workers. Since the home systems are the customers for the vast majority of all resources and products sold by the interstellar companies, none of them can afford to be banned from these markets, which forces them to keep at least the outward appearance of honest and legitimate busineses. Which doesn’t mean all those things don’t happen, but the companies have to keep it low-key and quiet. It’s not even really a secret, but most states rely heavily on interstellar imports and are willing to not look too closely if the incidents keep remaining in the background.

Cartel Quasi-States

While forming cartels to fix prices at high levels and gain monopoly control over certain markets tends to be illegal in most states, these laws exist primarily to maintain the health of the domestic economy and for the good of their own citizens. It’s not a crime against universal personal rights that would make countries break up business dealings with interstellar companies, and so there is nothing to stop them from forming cartels and controling monopolies in neutral systems. States in the home systems can get their resource imports from anywhere in the known regions of the galaxy, and as long as there are multiple cartels competing with each others over who gets to sell to these main customers, the governments can still negotiate for the best prices.

Out in the neutral systems, the cartels typically claim their own territories in which they have an often complete monopoly on all trade. All the potential buyers of metals from small independent mines are dealing at the same fixrd low prices, and there is typically only a single manufacturer for various types of mining equipment operating in the entire region. New companies trying to do business in a region that has been claimed as the turf of a cartel are immediately driven out of the market, frequently by sabotage and bombing of factories and warehouses or regular pirate attacks by hired thugs. Typically such attempts are put to an end long before they reach a scale where the governments in the home systems take notice, and the turf claims of the cartels are such an open secret that few people take the risk to work in the factory of an intruding company or to take any cargo from them on their ships.

While the interstellar companies maintain the public facades that they are merely private businesses operating in the free market of neutral space, the territories claimed by the cartels funtion very similar to states in many ways. There are no regulations, taxes, or tarifs for doing business in cartel territory, but they have found their own ways to use their monopoly control over key industries to keep a strong hold over their systems.

Smuggling in Cartel Space

In theory, anyone can trade for anything in neutral space and for any price. Everyone can make whatever deals they want, with no governments getting in the way or taking a cut of the profits. But in practice, the cartels have tight control over anyone who is doing business in their territory and have their ways to keep out people trying to undermine their monopolies before they will have to resolve to open violence.

The most critical component in the cartels’ control is their ownership of all the spaceports in their territory. If you want to unload or pick up a cargo in proper facilities to land your ship, you will have to do business with the cartel’s port authorities and on their terms. When landing a ship in a port, any cargo that is being unloaded has to be checked by security and needs to be certified for health and safety standards according to the terms and services of the port. Getting the security checks and safety certifications comes with steep fees and it often can take many days waiting for a slot in the inspectors’ schedule. During which the ship still has to pay docking fees. The process is much faster and comes with much lower fees if the cargo is a delivery from a “trusted partner” who has is certified to do all the required checks and inspections before the cargo is loaded on a ship for transport. And of course, any such trusted partners are exclusively members of the same cartel as the port operator. Goods from companies of the cartell go through security with no delay and minimal fees, while any other cargo is effectively under outragously high tarifs in cartel space that completely eat up any possible profits from the delivery. Which is where smuggling become a highly lucrative business.

The simplest form of smuggling is to put contraband goods into cargo containers holding legitimate deliveres. “Pre-inspected” containers are sealed before loading, but there are various ways by which professional smugglers can reapply the seal after making the switch. But since containers are regularly scanned at ports, this usually allows only storing small amounts of contraband among other shipments. A more efficient way is to correctly label a container with the actual content it contains, but forging its origin as being from a cartel company’s warehouse.

Obviously, the cartels don’t take lightly to being cheated like that. Sneaking cargo through security without inspection is a breach of the terms and services of the port operator, and the breach of contract fees typically exceed the value of both the cargo and the ship. The ship is then impounded until the fee is being paid, which usually isn’t worth it even if the owner has the money. If an impounded ship is taken from the dock or the smuggling is discovered only after the ship already left, the cartel will put out an open debt collection contract that awards half of the debt money to whoever delivers it to the cartel. Or alternatively the value of the ship and it’s cargo. This is effectively a license for privateers to capture the ship and not be considered pirates interfering with business in the cartel’s territory. Typically, cartels don’t even care if the ship gets destroyed or simply disappears without ever being delivered to them. The 50% of the debt payment to the debt collector is simply to give it the appearance of not being a dead or alive bounty contract. (Which democratic governments might frown upon.)

A third common approach to smuggling is to avoid using spaceports entirely and simply unloading a cargo in an open field. Since this option is only viable for small transport ships that can carry only limited amounts of cargo, the cartels usually don’t bother going after the captains the first or second time. Sending some people to send a mesaage is likely not worth the amount in missed profits. But if it becomes a regular thing, they will try to put a stop to it. And with ships that small, it’s unlikely that anyone will take notice if it has a fatal accident or simply appears without a trace.

Intuitators

Intuitation is a neurological alteration produced in people with a certain mental aptitude through long mental training, combined with various psychoactive drugs. The brains of trained intuitators have an increased capacity for accurate memory, and also the ability to rely on subconscious processing for the analysis of information than normal people. Intuitation grants people a heightened awareness of their surroundings and perception of possible threats, an increased intuitive grasp of complex situations and concepts, an improved ability to find connections between seemingly unrelated pieces of information, and a highly increased sense of empathy. Skilled intuitators have abilities that border on precognition, but they are still limited to the information and data available to them, and their ability to see and understand connections and pattern is not infallible.

A significant problem with intuitation is that much of the processing of information is happening subconsciously and intuitators are often incapable of explaining their reasoning behind their conclusions or even understanding them themselves. Intuitation is rarely able to provide proof for any insights an intuitator might have, but it is still extremely valuable in directing investigations or to provide warnings for possible attacks or traps. Intuitators can only work with information that is available to them and can be mislead by deliberately falsified or manipulated data. Often predicted possibilities simply don’t come to pass, and sometimes even the best intuitators simply make mistakes. All intuitators have a significantly increased risk of developing paranoia, delusions, and other disorders because they regularly have thoughts entering their minds that don’t appear to be their own, or have extremely strong intuitive convinctions about things that can not be proven and they can’t explain even to themselves. Typically, gaining access to more information about a subject can help developing a conscious understanding of the previously purely subconscious connections, but in the lines of work in which intuitators are commonly employed mysteries regularly remain completely unsolved. In most organizations, intuitators are employed only in strictly advisory roles and are very limited in their authority to make important decisions. And many officials, administrators, and officers have a strong distrust of the reliability of inituitators.

Some intuitators practice their minds primarily in negotiation and interrogation and become extraordinarily capable in detecting deceptions and ommisions, as well as very carefully choosing their words and behavior to create the best positive response from people they talk to. In these situations, having all the facts exactly right is often not completely criticial to achieving success, and it is more about constantly reading the reactions of other people throughout the course of an ongoing conversation. This allows intuitators to subtly dig for specific pieces of information that they need to get a more complete picture and increase the certainty of their suspicions. While such intuitators are much less at risk of developing paranoia, they do have a strong tendency to become highly manipulative of all people around them, even if they don’t mean to, which can lead to just as dificult problems.