Welcome to Baranholme's Webpage run by Arv... This Webpage kinda sucks but the information is there. Of course, all of Starshield Rights are reserved, copyrights enforced, etc. I'm merely a pawn in the system. Enjoy...

 

 

NAME: The Exalted Realm of Baranholme

aka Baranholme, E.R.B

 

Overview:

The Realm of Baranholme is run by the Benevolent Automated Informative Module (B.A.I.M. for short), a supercomputer of vast proportions. Its dwarven inhabitants lead content lives of peaceful servitude under his ever-watching eye. With the loss of all magic and magical effects in the realm of Baranholme, technology becomes a necessity for its inhabitants.

Navigation:

CoLC Index

Index:

Q-dex / Technology / Magic
Size / Population / Climate & Geography / Flora & Fauna
History / Government / Foreign Policy / Domestic Policy
Society / Languages / Religions / Castes / Economy
Military / Sports & Leisure / Major Population Centers / Chronic Problems
Submitters

Q-dex:

T 468.8789/456.494A M 118.1111/524.41

This technological rating designates a low level of technological handling with technological constructs being very sturdy. Advancement is fairly rapid, however, thanks to the advice of B.A.I.M., though extremely exhaustive in the creating. Clan Allack works night and day continually making little advancements bigger. Every day the productivity of the New People is increased a small fraction. A high amount of matter and energy are found in this quantum zone. This results in the high frequency and intensity of storms that rack the planets and cause the inhabitants to dig ever further down into the earth. The zone is matter/energy with the interplay of the two forming life. It was said that life may have begun by energy storms striking pools of various gasses and liquids and spontaneously creating the life thread found in every life-form in the zone. The inhabitants are fairly mistrustful towards strangers, have a very stable society, and are wary towards any Omnet incursions. This empire has only recently been discovered by Omnet.

The magical rating designates no level of magical handling. If a magical construct was actually created here, its life would be next to eternal. The advancements, of course, are also naught. There is no magic in the E.R.B. This is unusual, however, due to the high amount of mana and essence found in this quantum zone. It is said that B.A.I.M. is the cause of this lack of magic and magical activity in this area. If this is true, the magic must be [classified information] (Status: Not Approved). One theory would be that [classified information (Status: Not Approved)]. The quantum zone is an Ordered Essence Linear Zone with essence leading to mana which in turn creates life. There are significant variations that deviate the New People from humans and the New People are the majority of the sentient beings in this quantum zone (at least discovered so far).

--official Omnet recordings (Status: Pending Investigation)

Technology:

Technology in the E.R.B. is very advanced and highly used. Even clan Pickbiter has micro-sweepers to keep the homes and caves sanitary. It is this technology which allowed the New People to rebuild their homes after the great Clan Wars. B.A.I.M. is a testament to the massive amount of technology available to the New People. Battle-ships resembling vast mountains roam the borders releasing hundreds of ships to torment the E.R.B.'s enemies. The fields of Bio-technology, particularly the area of Genetic Engineering, has reached a level unknown by other races. The combination of different technologies make the E.R.B. a force to be reckoned with.

--tech stat summary (Status: Approved)

Magic:

It is actually highly unusual. There should be magic, the inhabitants should be able to use it, but there just isn't a trace of it. Other empires are not able to penetrate the mystery...though it is a certainty that B.A.I.M. is responsible for it. The fact that certain members of clan Baranor has access to certain...traits...makes this theory more likely.

--official "supernatural" report (Status: Pending Revision)

Size:

The E.R.B. constitutes three glorious star systems. Of these the smallest system, aptly named Baranholme Prime, houses the home world Baranor: second planet from the sun. Dempsey, a dual white star system, has three mining colonies and Allacalander, the largest of the three star systems, contains a splinter colony on the surface of Mithril, the ninth planet from the sun.

--official star system demography (Status: Approved)

Population:

The E.R.B. consists of a stable 100,000,000 sentient inhabitants. The major race is a genetically bred hybrid of the original dwarven clans. Since dwarven stock proved to be the most adaptable to the environment of the E.R.B., they were used as a mold for the New People. Some inhabitants are slaves that are captured from "elvish-looking" ships. These are either elves or races that resemble elves. Various robotic golems and other machine-like inhabitants also roam the area.

--sanctioned census (Status: Approved)

Climate and Geography:

The planets colonized by the E.R.B. are fairly similar in geography. Planets chosen for colonization by the E.R.B. contains at least 80% land mass with the majority of it mountainous formations. However, Duran II of the Dempsey star cluser, though flat, was also chosen for colonization. The reason lies with B.A.I.M. The clans trust his judgement in such matters. The weather is usually harsh and unpleasant. Severe electrical storms rack the surface of the worlds populated by the New People. However, given the tendencies of the people to live below the earth, these matter little to their well-being.

--geographical analysis (Status: Approved)

Flora and Fauna:

The porg, an animal resembling a boar but the size of an elephant, is the food animal of choice for the New People. Supplementing their diet with underground plants and fungus produces a proper meal for them. The fricken fern, found only on Mithril, is a crop in high demand by the New People. The sense of euphoria while eating this plant contributes to its popularity among the New People. However, fricken fern is a poison to most other races, killing them in a span of seconds by melting their stomach.

--biological summary (Status: Approved)

History:

Approximately 4,200 Baranholmic years ago, genocidal wars between various sentient life-forms collided to make Baranholme a virtual hell on earth. Clans of pesky humans, noble Dwarves, vile elves, and other magical entities fought for territory, food, and other standards of living. In a mere 129 years, life on Baranholme would be extinct.

The uploading of the mind of the greatest hero of Baranholme history into the planetary computer system created the Benevolent Automated Informative Module (B.A.I.M.). In one fell swoop, B.A.I.M. brought peace to the warring clans and established a new world order. Using a unknown technology, B.A.I.M. ceased all magic and magical effects in the planetary system. Using genetic techniques, it established the new sentient mold for its inhabitants: individuals were either subjected to the genetic treatments or deported to space. These genetic treatments have created the New People of Baranholme.

Now, over 5,000 years later, the remaining clans live together in peace, sharing the responsiblities of life and dedicating their bodies, minds, and souls to their benevolent overthane: B.A.I.M.

---official summary of Baranholmic History (Status: Approved)

Government:

The computer system B.A.I.M. is the sympathetic advisor of Clan Baranor, the ruling clan of the New People. Clan Baranor implements the decisions advised by B.A.I.M. and acts as the voice of the computer system to the rest of the clans. Each clan is issued a certain government responsibility as based on the genetic disposition imprinted upon them by B.A.I.M. (See clan types in society)

B.A.I.M. is very caring of the New People and there is little disloyalty save for some troublesome few whose genetic imprint didn't hold. They are currently being weeded out for re-integration. Since the government is basically clan-ruled, many call B.A.I.M. the Overthane...a pet name that has stuck over the years. Every citizen participates in some niche of the government and all enjoy their place under B.A.I.M.'s ever-lasting presence.

The judicial system is very methodical, though infrequently used. Any minor crime or mishap is judged by Clan Baranor and judgements are usually issued by them. Any serious charge is directly addressed to B.A.I.M. The multiple uses of B.A.I.M. shows how needed he is in Baranholmic society.

Foreign Policy:

Many outside empires do not trade or even communicate with the E.R.B. This is due to the failure of any magic-assisted technology when entering the E.R.B. boundaries. The E.R.B. is willing to trade with any empire which is able to circumvent this obstacle, though it strikes very hard bargains with outsiders who haven't proven their worth. Races that resemble elven stock are strictly forbidden from entering the E.R.B. boundaries, though other races are allowed limited access. Usually traders trade on the borders of the E.R.B. and actually never see the planets.

Domestic Policy:

The New People are the government. There are light taxation to keep basic upkeeps in check, but usually it is a petty amount. There is a strict social order that is maintained for the good of the inhabitants. No acts of breeding are permitted between inhabitants and from any foreigners while in E.R.B. space. The act of breeding outside of the benevolent light of B.A.I.M. is strictly forbidden and can lead to heavy fines and occasional loss of limb or person. B.A.I.M. is in charge of all genetic diversity on the planet and cannot allow a freak mutaion to produce a genetic imbalance. However, if he were to make the people sterile, the people may lose traits which are also necessary. Therefore, this rule was introduced. Otherwise, the people are relatively free to do what they want as long as they complete their clan duties to the government before hand.

--Baranholmic Government Policies (Status: Approved)

Society:

The society is very lawful in nature. Every inhabitant has a certain niche and plays a certain role in the government and the society at large. The system is divided into clans and each clan has a pre-dominant role over others. The system is based on genetic breeding by B.A.I.M. The clans and their roles are as follows:

Clan Baranor: Supposedly the original clan of the hero who created B.A.I.M., the clan controls the religious and social policies of the clan. Any final government decision must meet their approval before being instilled into the population. They are the voices of B.A.I.M. and at times, though whispered, they may have the power of magic on their side. Of course, this is just legend. They are long-bearded with white hair and completely black eyes. They stand at four feet.

Clan Humis This clan composes the artisans, craftsman, and traders of the New People. Those who belong to this clan contribute to the economy of the E.R.B. by creating the intricate works of art and tools that are sold to the outer empires as well as inter-planetary. They are usually seen wearing fine clothes. They are long-bearded with black hair and brown eyes. They stand at four feet.

Clan Allack: These are the inventors of the society. They are in charge of all technological advances and theory. They are given a very high role in society since they create the very foundational principles of inter-stellar travel and are usually seen as very intelligent individuals. They are short-bearded with gray hair and reddish eyes. They stand at three feet.

Clan Bombo: These are the soldiers of the society. They are in charge of internal as well as external defense. There are actually many sub-clans, known as nifs, which constitute the air-force, ground-force, and other troops. The ground-force's spectacular berserker capabilities, augmented by a hyper-pituitary gland, grants them spectacular advantages over their foes. They are characterized by short red beards and glistening green eyes. They stand at 4 1/2 feet tall.

Clan Pickbiter: These are the workers of the society. They are the miners, the servants, and the butlers. There niche is to serve the other clans in anyway possible. Though life is hard for the Pickbiters, they willingly toil for the good of the E.R.B. They are characterized by small to no beard and dull grey eyes. They stand at three feet in height and are usually hunch-backed.

Slaves: The slaves of the E.R.B. are usually elvish in nature. They are captured from other ships around the E.R.B. borders and brought to work for the glory of the E.R.B. The servitude of elvish races to the dwarves is a natural process which will be better understood by outsiders when time goes on. They belong to no clan and must heed to the wishes of all the New People, even the Pickbiters.

The clans would never dream of inter-mingling with another clan except on matters of state. Each clan leads seperate lives. This is the way of B.A.I.M. and is followed. Clans do not naturally find the traditions and behaviors of other clans appropriate to their way of life and usually tend to stick to their own. Of course, the Pickbiters serve the other clans and are in all aspects of society. Clan Baranor also moves freely through the other clans to keep order and make sure life for the E.R.B. is efficient.

A strict rule among the clans is that there should be no name-calling or fighting among members of different clans. A strict rule of etiquette among each clan is persevered throughout the E.R.B. Outsiders would find such a process tiresome and long, but they are not as long-sighted as the New People. Such a way is essential for productive life in the E.R.B. and is supported by all, save a few pitiful individuals.

--from "The Clans of the E.R.B." (Status: Approved)

Languages:

There is one language spoken by all the New People: Baranish. B.A.I.M. has also implemented the use of translator modules in all members of clan Baranor allowing them to rapidly understand and speak any new language they come across.

Religion:

All of the New People believe in the Source of All Things. They believe that for those who do a good job in their present life will experience absolute bliss in death. The New People see B.A.I.M. as the only way to process their souls correctly in order to gain the correct "frequency" necessary to penetrate into this Source. For this reason, B.A.I.M. is sometimes adored as a veritable god. B.A.I.M. allows this practice to continue as long as it does not impair efficiency.

Castes:

(See Above) Usually Clan Baranor is defered to as the natural leaders of the New People. However, specific matters are refered to a specific clan. All are equal in the eyes of B.A.I.M. Some, like the Pickbiters and slaves, are just a little less equal.

(Status: Approved)

Economy:

The economy of the E.R.B. is based on the Mithril-sterling. Mithril is mined and incorporated into all aspects of life. Mithril is mined and processed for use by all the New People. Mithril is key. Other minor wealth is also accumulated: gold, silver, bronze, diamonds. If it is below the earth, chances are the New People will find it. The people's wealth are all equal, save for clan Baranor who requires a bit more for their troubles and clan Pickbiter, whose need for money is much less than others. The adult age for a citizen of the E.R.B. is fourty years. Then, both men and women enter the work force.

--economic summary (Status: Approved)

Military:

The military of the Empire is controlled by clan Bombo and is vast and quite powerful. Using technologies unseen by other empires, the New People gain a tactical advantage over all enemies of the E.R.B. The military consists of the Air-Brigade (nif Galga), Land Forces (nif Fenra), and Special Operations (nif Otaro). Thane Bombost IV is the current head of clan Bombo.

--official military summary (Status: Approved)

Sports and Leisure:

Drinking, eating, and singing are the usual pursuits of the inhabitants. Eating, especially, is a very pleasurable task since many eat the fabled fricken fern. The New People share a common heart rate that does not deviate, regardless of activity. Fricken fern causes a higher heart rate to be acheived which causes a high euphoria to be had. This euphoria makes the New People oblivious to pain and injury and is the basis of the ground troops "berserker rage".

Otherwise, they just like to work or sleep. However, during the Festival of Knocker, inhabitants come from all over and inter-mingle with one another. This is one of the only times that the various clans are united as one people. The art objects created during this time are some of the most painstakingly detailed and beautiful items seen. Leisure, however, is usually frowned upon by the government: there is too much work to be done. However, a great amount of creativity is within the New People as can be seen through the works they produce.

--leisure summary (Status: Approved)

Major Population Centers:

New Toron is the major capital of Baranholme. It is situated deep within the ground, over fifty miles below the surface of the earth. Beneath the surface, hundreds of thousands of the New People reside in this cavernous city. Goroth, the deepest city, is the ancestral home of clan Baranor. The main entity B.A.I.M. is said to be housed [classified (Status: Unapproved)]

(Status: Revision necessary)

Chronic Problems:

The New People may be a bit over-zealous when it comes to their paranoia of elvish races. They hate them with a passion. They are either captured and used as slaves or killed on sight. This attitude may lead to problems later on, though B.A.I.M. does not forsee any conflicts that can't be handled.

Submission Information:

Submitter's Name: Arvind Vasudevan
Submitter's Email:
overthane@hotmail.com

The E.R.B. is a proud member of the A.E.T.