Luhman-16B, 6.6 ly from Sol
6860 miles diameter
|Places of Interest||
Newly-established Federation colony (developing industrial world)
Van Saar Federation (member), Humankind Empire Abh (ally)
Exile is the largest moon in orbit around the T-Tauri supermassive gas giant planet Luhman-16B, located 6.6 light-years from Sol. As part of a moon system made up of almost two dozen moons ranging in size from Luna to Deimos and several dozen more large asteroids, Exile is believed to have originally been a rogue world that was captured in the gas giant's gravity and achieved a relatively stable orbit. It's estimated that Exile is a recent capture (less than a million years) since its gravity has not yet collected any kind of atmosphere.
The planet itself is a barren, lifeless world pock-marked with extensive craters, many of which aren't actually from meteorites but weapon impacts (mostly capital-scale lasers and multi-kiloton fusion bombs). While somewhat small, the planet's gravity is well within Terran normal due to its High-Iron composition, and the world itself is rich in all kinds of mineral resources. Exile was once a Centaurian world prior to their collapse over a hundred years ago, and hosted a substantial population: the landscape bears signs of extensive automated mining and many of Luhman-16B's moonlets were hollowed out for use as zero-gravity shipyards, marking the system as once being a major starship hub. Sadly, the collapse of the Centaurians was not kind on Exile, as the entire population was exterminated in external attacks. Over 90% of the infrastructure they'd built was destroyed by orbital bombardment and the asteroid shipyards were obliterated so completely it formed a faint ring of fragments orbiting the gas giant.
The destruction wasn't entirely complete. When the Federation discovered Exile, they also discovered a small collection of hidden structures that had evaded annihilation, and a few of the asteroid shipyards were still intact. All require extensive repairs to make fully functional again.
Being on Exile is a weird experience. The stars are visible practically all the time, and without an atmosphere there are no clouds to obscure anything. There's also no sun in a conventional sense: Luhman-16B is basically a star that failed to fully ignite. During the "day" Luhman-16B dominates the sky and burns with a faint, dim inner glow that casts a weak luminescence across the landscape that's barely enough to see anything. Workers typically carry flashlights or use light-amplification gear.
Local biochemistry: None
Minerals: Ample Gemstones, Scarce Rare/Special, Plentiful Radioactives, Ample Heavy Metals, Extremely plentiful Industrial Metals, Extremely plentiful Light Metals, Plentiful Organics (in the form of underground coal deposits, suggesting that Exile once had life on it prior to being knocked out of whatever star it once orbited).
Density: 6.1 (High-Iron)
Gravity: 0.95 Gs
Climate: Cold; receives some heat from Luhman-16B
Surface water: None
World Government - Currently under "start-up colonial martial law" for the next five years as is standard procedure with newly-built colonies. Martial law is officially scheduled to end at the beginning of 2020, in which democratic elections for a citizen government will be held.
The inhabitants of Exile are a resentful and wary lot. Populated almost entirely by the original inhabitants of the now-destroyed Enclave on Egae, they chose to give their world the name they did as a small act of defiance against their former neighbors, viewing their sudden change in attitude and actions as a betrayal. While they have no open hatred towards anyone from Unmei and Egae (in fact a large portion of the population is made up of natives of both worlds who vehemently protested the "eviction"), they deeply distrust anyone affiliated with the Demon's magiocracy. Only the Governor-Militant's family is exempt from that enmity as they too were badly affected by the incident.
Exile's sole settlement (which is a massive fortified hive-like structure very similar to the original Enclave) has been officially designated Port Defiance and is fast becoming a major industrial hub. With the discovery of functioning parts of the Centaurian's old industrial infrastructure from over a hundred years ago, Exile is fast establishing itself as a major shipbuilding and naval support center, although it will be another year or so before the original starship anchorages that had once been in orbit around Unmei will be fully replaced. Still, with this in mind many Abh starship contracts have been renewed and Labule planetary engineering companies are present within the star system to assist in reactivating the automated asteroid factories that are still intact.
Since Exile has no "native" sentient lifeforms and is populated almost entirely by expatriates of the original Enclave, the technical and sociological traits of the former Federation capital are posted here.
Physical Science: TL10, Knowledge of unified field theories allows practical methods for manipulating strong and weak nuclear forces.
Material Science: TL9+1, Arcanotech and matter-control magic allows for the creation of superdense materials as well as advances in nanotech beyond what would normally be possible.
Energy Production: TL10+1, Elemental and radiation control spells enable significant improvements in fusion reactor design and control. Fission reactors become hyper-efficient and remarkably portable.
Information: TL10, Artificial intelligence possible, but usually limited in scope. Safeguards deliberately put into place to carefully monitor this field of science to avoid mistakes with rampant AI’s.
Vehicles: TL11, Grav-vehicles widespread, but largely limited for military use out of economic concerns (normal wheeled and tracked vehicles are extremely cheap to build and maintain). Starships capable of fast FTL travel with ranges of thousands of light-years.
Weapons: TL10, Electromagnetic weapons are the standard infantry weapon. Full-coverage power armor feasible.
Biological Science: TL10+1, Arcanotech and healing college spells revolutionize surgery and the understanding of the brain’s mechanisms. Mental illness and psychosis generally regarded as repairable structural defects of the brain.
Medical Tech: TL10+1, Magical healing augments practical nanosurgery. Crude anti-aging treatments possible. Memory modification as a adjunct to treating mental dysfunction (particularly phobias and PTSD) widespread and highly successful.
Environment: TL9+1, Weather control and plant college allow for widespread modification of existing planetary environments. Orbital and deep-space settlements almost completely self-sufficient.
No records remain of what the world was originally called by the Centaurians, what faction it belonged to, or even who (or what) was responsible for destroying the inhabitants. It certainly wasn't the Chtorr as there's no environment for them to infest. Planetary surveys have discovered dilithium in limited quantities, also evidence exists indicating that more substantial deposits once existed that were either mined to depletion or deliberately destroyed with nuclear bombs. It's been theorized that when the Centaurian's primary sources of dilithium became exhausted and the collapse began, different factions began to fight over possession of Exile, escalating in intensity until Exile itself was completely destroyed either as "collateral damage" or to deny all of the other factions access to its resources.
With the primary phase of colonial construction complete, the inhabitants of Exile have begun working in earnest to develop the planet's infrastructure and industries. The colony is already well on its way to becoming a major industrial world concentrating on building starships and plans are already underway to begin working on several Gamov-class frigate hulls for the Abh, as well as exporting large shipments of unrefined metal ore to Eradenia to help fuel their reconstruction.
The remaining asteroid-shipyards are currently under heavy guard and the large quantities of refined metals being shipped to all of them suggest that at least ONE of the shipyards may be fully operational.
Message to the Shadow Architect...Shadow Proclamation inspection report. Alert priority: Low(?).
The Van Saar are staying true to all terms and agreements made with them. There are no facilities for building Disintegrator Matrixes here, and no stockpiles of Necronium weapons either. It does look like they're expanding their starship building capacity, but that might not be a bad idea for them given the ongoing problems with the Rutan and various pirate groups. They're definitely in the process of constructing more of those Exeter destroyers, but given the fact that the Federation now has four more worlds in it the need for additional patrol ships is understandable.
I have, however, detected an anomaly.
The Rebellious Command keeps making passes through the system. And Sleeper One, you know that former Adeptus Mechanicus long-range factory ship that's always shadowing the Command? It's been here at Luhman-16B itself, lurking within the ring system. I know it has built-in asteroid mining and refinery equipment and can go without resupply for years at a time, but why would they need to hide in the rings, avoiding detection, when it could easily pick up the materials it needs from Exile...in much greater quantities and quality.
The anomaly is that there is NO RECORD of a ship called Sleeper One within the Federation's starship registry. It's NEVER docked at any of their bases and it's never been listed as visiting one of their worlds. Out of curiosity I checked the records from the Zealot War - the Rebellious Command fought in both the Unmei War and the Zealot War, both under the command of an Imperial Rogue Trader named Aurelius Bronston, but no records of Sleeper One exist. But what few records the Shadow Proclamation has of both conflicts have sighted Sleeper One in EVERY star system the Rebellious Command was ever deployed. Even the invasion of Saavral and the recent situation with the lich-lord of Enclave - wherever the Rebellious Command goes, Sleeper One is also there in the background…hiding.
Sleeper One never communicates with Federation fleet command. It only communicates with the Rebellious Command, and what messages I have been able to tap into are in a code that the Van Saar have never used.
I’m not even entirely certain Sleeper One is even a Van Saar ship to begin with, and there’s something strange about the Rebellious Command as well. Recommending further investigation on both vessels.