Rice Papers
RICE Paper #AWP-0207 (appendix): Iper'mar Nomads
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Date: Wed, 24 May 1995 20:02:36 -0400 (EDT)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
Subject: RICE Paper #AWP-0207 (appendix): Iper'mar Nomads
207-1202
There is some debate in Scout circles on whether Iper'mar nomads should be
treated as a world, as a cultural group or as an Imperial client state: I
propose to treat them as a cultural group, but with their own appendix in
the RICE papers. Even though they are not a world per se [although they
DO have terrtory: see following] the Regency Institute for Cultural
Education has decided that this culture is important and unique enough to
merit a paper on them, especially considering the value of their work as
unsung but important members of the Regency community.
In Person:
The Iper'mar ('Refugees' in Old Kurae) can be found throughout the Regency,
but are noticable in Querion, Vilis, Lanth, Lunion, Five Sisters,
Plankwell, Glisten and Trin's Veil subectors, as well as throughout the
Regency portions of the Trojan Reaches. Most casual tourist will meet
them around starports, public functions or supervising and designing the
operation of high-tech equipment on low-tech worlds.
Often, the Iper'marion (singular of Iper'mar) will be wearing the uniform
of his contractor -- often a large, Regency-wide corporation, or local
clothing. On their own ship's and installations, they prefer simple
short-and-shirt overalls, often in some dull shade of khaki or grey, but
with bright accessories (flashy jacket's, oversized jewellery, and high
boot's for women; aviation helmets [with engraved family glyphs],
humongous capes and complex, everchanging TL D-E bodypaint illustrations for
men). They don't use deorderants, but do use sonic showers.
They're Anglic is quite clear, but somewhat high-pitched. About
one out of five can still speak Old Kurae, the mother tongue. Many of
the upper and upper-middle classes can speak 3 or more human languages:
they're somewhat racist, and avoid dealing with Vargr, Aslan, or other
non-humans when possible. However, they are absolutely fascinated with
the Zhodani, not so much for their psionics, but with their culture.
The Iper'mar are proud of their technical expertise, (they consider TL E
items as beneath them, and absolutely adore little TL G trinket's), and
tend to be condensending to those from worlds below TL F. Many have a
'colonial master' attitude to low-tech commoner's thay they are in
charge of, but can respect low-tech rulers and merchants... if they are
*good*. They will never demean a low-tech client to their face, but
if tested, have subtle ways of letting their feelings known.
Within the Regency, Iper'mar business pratices are ethically impeccible:
they realise that the Regent won't stand by and let High-tech nomads rip
off Low-tech locals. Moreover, they like to have long-term
relationship's with their clients, relationships that flurish best
in an atmosphere of trust. Finally, they value their business
reputation: they have been nomadic for over 450 years, and interstellar
traders for another 200 years, and know what doors a good rep can open.
Outside of the Regency, their pratices are somewhat more... flexible.
Government within the Iper'mar is by neo-tribal democratic method's,
similar to that of Tausus (Spinward Marches/1138: B584620-A), but with
greater reliance on AI (non-viral). The Archon -- or the top ruler of
the tribe -- is little more powerful then his fellow tribal lords, but
has the Noble rank of Marquis. Intergration with the new democratic
element's of the Regency is going quite smoothly.
Because of their support (above and beyond the call of duty) of the Imperial
government within the Empty Quarter they were granted certain legal
priveleges, rendering their ship's effectively immune to searches by
system governments, by Emperor Garvin. The Iper'mar remain rather
civic-minded for interstellar nomads, and will support the Regency when they
can. They generally want the rest of the Imperium to be re-intergrated, but
CAREFULLY and SLOWLY and with CAUTION ... the Iper'mar use the best
anti-viral technology on the market, but still deeply dread any kind of
outbreak. (Iper'mar ship started to revisit Trin only 7 years ago!)
The religious attitudes of the Iper'mar is rather bland, generally
worshipping as the locals do. They have no real strong religious
feelings, and -- on their ship's and bases -- prefer to philosophise
about the gods rather than pray to them. The dead tend to be simply
buried on some world or other (according to local custom), and is eventually
forgotten.
Most Iper'marion's are of "Imperial" descent -- that is, of
Solomani/Vilani mixture, but also have strains of four different minor
races (including the Darrians... oops, Daryens). On the tall side, but
can easily function in one gee: their ship's are set to 1G largely
because they have to go dirtside so often in their line of work. There
were at least four different "races" of Iper'mar pre-Rebellion, but the
only known surviving one -- the Deneb branch of the culture -- is of light
complexion, with brown to sandy blond hair, large facial features, and
dark eyes.
There are 8.34 million Iper'marion's within current Regency border's
(down from about 30 million, Imperium-wide, before the Rebellion/Collapse).
Roughly 5 million is in two deep space bases, Laro Dif ('The Twilight Star'
in Old Kurae) and He'seme ('Gentle Starlight'). While their location is
known to the Regency Navy, the Iper'mar is secretive regarding their
location to outsiders. Only 500,000 are on the roughly 1400 starship's
that the Iper'mar own at any given time: most of the rest are on 'ground
assignment' helping to design, maintain, and sometimes build high-tech
items for their low-tech clientele (or low-tech items using high-tech
knowledge or methods). Outside of the Regency, roughly 72,000 are known to
reside within the Zhodani Consulate: roughly 1.2 million operate spinward
of the Spinward marches, mainly in The Beyond and Far Frontier's sectors.
Insistent rumours about 'the lost clans' somewhere in the Wilds are
generally discounted by the Iper'mar themselves: because of their
procivility towards high-tech equipment, they were probably more
vulnerable to the AI Virus then the free traders.
History:
The Iper'mar are interstellar nomads, originating from the Great Dimurik
Miim War of 740. Essentially, the Iper'mar are the decendants of a
number of powerful trading families from Kurae, a once-notable world that
suffered through a impoverishing and destructive series of wars from 723
to 792. As their wealth was being seized by the government's involved in
the Dimurik Miim War, the merchant's choose to flee the system, surviving
first as a merchant line, but by 800 their livelihood was earned as a mobile
professional knowledge elite, trading on their technical expertise.
>From Zarushagar sector, they spread throughout the Imperium coreward of
Zarushagar, and were especially prominent in comparatively low-tech regions
of the Imperium like the Spinward Marches and the Empty Quarter.
Specializing in providing workable high-tech solutions to low-tech systems,
the Iper'mar was (and in the Regency, remains) one of the binding forces
of the interstellar community.
The Kurae system is located in Zarushagar sector, hex 0503: UWP
fell from A66794B-D in 700 to X667872-A by 800; the UWP was D667989-6
just before the Rebellion. By 930 the Republic of Haasii, the government
of Kurae, was attempting to lure the Iper'mar back to Kurae: about 418,000,
or 7% of the total Iper'mar population, was residing on Kurae by 1100.
As an interstellar business and as a culture, they suffered bitterly
during the Rebellion. Their stock-in-trade need's safe starlanes in
order to work: without it, they were forced to stay dirtside,
trying to survive in an unfamiliar, deteriorating enviroment.
Even in the Spinward Marches, where the Iper'mar both had semi-safe trade
routes [Thanks to the Domain Navy] and a solid economic enviroment [the
Archduke often used their services in order to save damaged and doomed
worlds within the Domain], they still had to suffer heavy draft's -- both
military and otherwise -- and a skyrocketing tax rate. Afterward's, in
the wake of Virus, the Iper'mar had to cope with virusproofing their
installations and ship's, a very expensive endeavor. (They are still
paying off the cost of it.)
Economics:
First arriving in the Marches in c. 820, the Iper'mar rapidly gained
prominence within the hostile-enviro branch of the construction industry
as low-cost producers, eventually becoming so successful as to become a
favoured subcontractor for several megacorps working in the region. They
espanded to the starport construction industry in the 940s, and
invested in both planetary weather management (designing and overseeing
controlled weather systems for poor and low-tech governments) and
experimented briefly in mass robot construction gangs from the 1090s to
the Rebellion period.
In the post-Collapse period, the Iper'mar specialized in helping low-tech
governments (up to TL D, in some cases) virus-proof starport's,
communication equipment, etc. -- largely under the Regency aegis. They
also made some real money, rebuilding the rimward Regency border regions
from Aslan attack.
Currently, the Iper'mar are in a great debate on whether they should expand
into the Wilds. As TL F people, they are extremely vulnerable to Virus
infections, but the scale of the money to be made is simply mind-boggling.
The Iper'mar are constantly on the lookout for ways to reduce their
vulnerability to the AI Virus: they will pay any price for a reliable,
broad-spectrum "vaccine" for Virus.
Starship Plilosophies:
The classic, instantly-recognizable ship of the Iper'mar is the Or
Viasic liner, built to a closely-guarded design on Rhylanor. Built to
house 84 field specialists and their families, it's a common sight's on
low-tech starports and the poorer worlds.
With an extensive communication suite, it can be used as a orbiting or
space-borne operations and control platform for a variety of projects.
The ship below is meant for Regency operations: for out-of-Regency
projects, starmerc's are usually hired for protection. Note the lack of
cargo space: Iper'mar clients usually either arrange cargo
transportation seperately or the Iper'marion clanlord will outsource
this to non-Iper'mar traders. Note the main deficency in this design: no
small craft capasity. This is considered "a waste of space" by the
Iper'mar: the same people who installed 123 apartments on their ship,
of 400 kl each!
Non-Imperial Iper'mar use the same design, but routinely make extensive
modifications, adding internal armour, lasers, sandcasters, MFD's, and
extensive cargo space. (No, they don't have docking bays: they prefer to use
the cargo bay to store vechiles.) This cut's down on living space
drastically: Non-Imperial Iper'marion are considered the 'poor
cousin's' of the Iper'mar due to the routine indignities they have to
put up with, from having to sleep four to a small stateroom (vs. the
small *apartments* on the ship below) to having to actually use the
'repair facilities' (snort, snort) of a TL C, Starport D world, to
having to actually use Inferior Equipment (anything below TL F) to
repair their ship.
The thing that Non-Imperial Iper'mar have to worry about most is adding
or repairing their ship with Strange Tech. ("Strange Tech" includes any
electronic item, hard or software, that isn't of Regency [or, in a
pinch, Zhodani] manufacture, still untouched and shrink wraped).
The legends and tales surrounding Strange Tech is a sure party-pleaser in
most starport bars.
Powerful and wealthy Clanlords tend to drastically cut the amount of
personnel on their ship's, using the space for park's, gym's, pool's,
etc. The Archon's ship is pratically a jump-capable party, as he
"liasions" with subsector-to-Regency notables, and the occasional
visiting Zhodani: Aslans and Vargr are never invited.
Important Note: NonImperial Iper'mar have no problem with using robots on
their ship's: however, these robots are never permitted to
communicate to the outside world, never leave the ship, and
are forbidden to handle Strange Tech until the owner has O.K.'ed it.
Or Viasic Nomadic Starship: standard configuration
Disp 8000 Hull Armour 20 Power Plant 4500 MW (11 MW surplus)
Len 90 m Volume 112000 Jump 4
Price 2329 MCr Tech F G-Rating 2
Config Dome USL Size M G-Turns 43.8
Mass 34263/30959 mt Maint. 1369
Computer TL F x 3 (st)
Commo 1 x Maser (1000 AU) 10 x Radio (3000 km) 10 x Laser (300000 km)
Sensors A-EMS (30 000 km), P-EMS (30 000 km)
Avionics, Terrain (190 kph)
Extended L.S. w/ AG
Crew - 492 Maintenance - 5 "Family" - 369
Engineering - 14 Troops - 5
Electrical - 5 Command - 6
Maneuver - 2 Specialists - 84
Accomo: Sm. Apartments x 123
[ Sm. Apartments: Vol 400, Mass 30, MW .01, Mcr 1, Hit 7 H ]
[ Each apartment holds an Emergency Low Berth for four]
No Cargo
Air Locks x 80
Scoops: refills all in 10 hr 4 min, jfuel in 6 hr 15 min,
maneouver fuel in 4 hr 11 min
Fuel Purification: all jfuel in 12 hours
8 additional Emergency Low Berth's
20 extra regular workstations
Combat 21/21 Travel 450/675
************************************************
Surface Area
1 1 1 - 19 Radio, Laser Ant
20 Maser, A-EMS ant
2 - 20 Hull
2 - 20 Hull
Damage Area
1 1 - 5 Elect
6 - 10 Quarters
11 - 20 Hold (fuel)
2 - 9 Hold (fuel)
10 - 17 Hold (fuel)
18 - 19 Engineering
20 Quarters
System Damage
Electronics
Maser, 10 x Radio, 10 x Laser, A-EMS, P-EMS (1h) Ant (1h)
Hold
(fuel only)
Quarters
Sm. Apartments 7 H x 123
L.S. 44 H
E.L.S. 22 H
A.G. 23 H
Emg. L.B. (extra) (1h) x 8
Engineering
Jump Drive 112 H
HEPlaR 3 H
Power Plant 15 H
Fuel Pur 56 H
Contra Grav 16 H
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Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
- Strephon, 179-1126
Reply to: alvin.plummer@SHERIDANC.ON.CA
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