RICE Paper #AWP-00039: Trin
Trin (Trin's Veil: Spinward Marches/3235)
A894984-F N Hi In Cp 701Re M0V
ACF-8 811-9Y99-1G Re2
g=.9511 day=64:20:31.58 year=43d 5:28:50.96/16d 2:59:12.16
atmos=2.11, controlled weather
temp=-16 (7/lat 4 to -45) (season 11 to -31, 40 deg lat)
daily temp range 17
Ores, Radio, Crystal, Comp; AgriProd; Parts, Durab, Consum; Recordings, S/W
Conservative/Advancing, Passive/Neutral, Discordant/Xenophobic
Legal 4-03520, Tech FE-FFFGE-FFFF-GF-H
Trin Lives.
That is the first thing that hit's you as you come out of jump, and hear
the enormous amount of radio traffic that all busy ports have. Freighters
and scouts, yachts and warships, all of the typical retinue of a major
port is here.
Only as you near the white orb of Trin - with it's thin, sky blue belt - can
you spot the carnage. Several large impact craters which dot the northern
hemisphere. Black scar marks, which pepper hundred's of square kilometers
of the Von Herrio Glacers. Above all, the orbiting hulk of dead cities,
once home to 800 million people, now fly in a twisted, ghastly dance over the
fair world of Trin.
Docking at New Sorrom Highport, the visitor is accosted with rules and
regulations. While necessary in the Quarrentine Zone, the rigour and
harshness of the Navy seem more apparent here than anywhere else.
The actual starport itself is ample for any need or service. The
inhabitants of high ports are famous for living a world apart from the
folks dirtside, and the 80 million inhabitants of New Sorrom is no
different. The famous Trin friendliness, patriotism and love of travel
still flurishes here, but is slowly giving way to the Trin Survival Movements.
The local Naval base, home of the 207th fleet, is known as the last one
to see a major action against piracy, in 1159.
Non-Trin starships can land only at Sorrom Down. It is a must to apply
for a permit before going dirtside, as _any_ unauthorized craft will be
blown out of the sky. Without warning. Fortunately, the Authorization
procedure is quite simple: merely a battery of tests to insure that your
ship and equuipment is Virus-free. Moreover, they will install a
"Slaver", that will insure that your ship will be dock under the control
of Sorrow Down, not the pilot.
At Sorrow Down, the local government will board your craft as soon as you
dock. Before the HEPlaR is cooled, armed Investigators will be onboard,
combing every electonic gadget, computer, wrist comp, and every piece of
every lot of cargo onboard.
If any non-Trin ship is caught carrying Infected merchandise, the ship is
seized: only Noble influence can get it back. If they are caught SMUGGLING
merchandise (Infected or not), the entire crew is shot, on the spot. The
penalties are less harsh for Trin citizens: simply a massive fine and
"personality reshaping", respectively.
O.K., so you pass inspection. It will still prove impossible to sell electonic
merchandise to anyone but another trader. Even harmless goods from
anyplace but Trin's neighbour, Hazel (Trin's Veil 3236: C645747-5) will be
viewed with suspicion. Three billion died because of a batch of Infected
scribble tablets, after all.
About the only thing on your side is that you can defend your cargo and
person from any Survivalist attack: There are no weaponry laws. None.
You probably won't need to draw your weapon, though: the days of the Night
Hits, when Survivalists and the Union of Merchants & Traders would attack each
other with fusion rifles have been dead for 20 years. Just make a good
acquantiance with the Union, and pay your dues, and the Union will look
after your ship and cargo.
If you are a member of the Regency Navy or the Quarrentine Service, it
would be wise to leave your uniforms in your cabins. The Trin blame those
groups, especially the Quarentine Service, for the Rape of Trin. While
physical violence is not out of the question, the Trin - especially the
old-timers - are more likely to spit on your shoes or make obsence remarks.
About the only place where foreginer's are welcomed is at Leormen's Point, an
undersea settlement of 25 million refugees of the Aslan Incursion. The
locals, Akimen and Glistenites, remain favourably disposed to traders
since their religion insists on hospitality to strangers from the stars.
Even here, though, don't expect anyone to ask to borrow your handicomp.
Trin culture tends to revolve around the themes of Survival and
Rebuilding. The young, especially, are considered the responsibility and
the future of the entire community. They tend to be spoiled shamelessly,
and have a rather high view of themselves. Trin art also emphasises the
theme of rebuilding from the ruins, and many refugees of the Wilds admit
to a attraction to the entransing LightDances and mournful, graceful
Thinsong of modern Trin art. Indeed, the upper classes all strive to
patronize the best of Trin art, as prestige is measured in the number of
notable artistic works you can own.
Even though the Trin are vehmenently anti-foreigner, they still have a
soft spot for nobility, and retain a strong sentimental attachment to the
Regency government, especially to Norris and his heirs. And unlike many
Infected worlds, Trin have retained their technology, using it to create
the best anti-Viral programs in the sector rather than retreat into a
anti-technological never-neverland.
Still, these are but candles in the dark, and as long as Trin focuses on
nursing their wounds, they cannot truly give local trade and subsector
government the leadership needed for the New Era.