Sic transit gloria mundi
OUT OF CHARACTER INFORMATION
Intent: Expand on Firemane.
Image Credit: Here.
Canon: N/A.
Permissions: ARGH gear available to Firemane per this thread. Permission for all ArmaTech gear and all other subs made by Laira Darkhold's writer here.
Links: The Sin of Pride, Siobhan, Qadiri, Eldorai, Xioquo, Semiramis, Kaeshana, Eldorai Exodus, Twilight of the Goddess, Annihilation of Csilla, Semiramis, House Kerrigan.
SETTING INFORMATION
City Name: Skrael Floe
Classification: Garrison Town.
Location: Tygara, in the northern reaches. Near Fort Kerrigan.
Affiliation: Firemane.
Population: Moderate. The town is relatively small in size but careful attention has been paid to not allowing crowding to occur. The town is partially built into a mountain, which makes it defencible, but also inhibits growth a bit since there is only so much space. In galactic terms the settlement is not large, but its population is substantial by the standards of a garrison town on the frontier.
Demographics: Skrael Floe is a military town, as it is located in close proximity to Fort Kerrigan and thus economically tied to it. Many military families and veterans live here and those residents with no martial service background tend to be involved in enterprises that attract service members. As a military town, Skrael Floe has people always coming in and moving out. That means the demographics of the town are always in flux, though certain trends can be identified.
Like many newly-built towns, it is a bit of a melting pot, which also reflects Firemane's demographics. Skrael Floe is bitterly cold except in the height of summer, and snow is a common sight. As a result, people who settle here tend to be from groups that can bear the cold climate. A significant proportion of the residents are Xioquo. This is a bit ironic since Fort Kerrigan was initially built as a deterrent for Xioquo raids, but these have ceased since the fall of the Underealm. Xio are used to the cold and have settled here to take advantage of economic and job opportunities. A few Karrigans - former slaves among the Xioquo who have taken Siobhan Kerrigan's name after attaining their freedom - have settled here. Some occupy prominent positions in the local community, including business.
Other residents from less common species include Chiss and Valkyri. The latter are rather rare and tend to be Valkyri who left their homeworld in search of fortune in the stars after its incorporation into the Silver Sanctum Coalition. The Chiss community is largely composed of refugees who managed to flee Csilla before the planet was destroyed. One can also find Kar'zun, Eldorai and a number of Qadiri. Several of the Qadiri are Zaldrani - colloquially called the Snow Qadiri - from Tygara's far north, where the climate is arctic, which means they are used to the cold, unlike their southron kin. Of course, there are also humans and more common alien and near-human species.
Wealth: Medium. Due to its nature as a military town, many services in Skrael Floe cater to military personnel that live in Fort Kerrigan or off-base in the city itself. Several businesses have been started by veterans, others by merchants attracted by the prospect of soldiers spending most of their pay in the town. The base has been beneficial for restaurants, bars, speeder dealers, gyms, cantinas, movie theatres, electronic stores, artisans etc.
The base personnel make reliable patrons for small businesses, generating revenue. More than a few soldiers from the base have visited the town to purchase a souvenir from a Xioquo or Kar'zun store. Xio jewellry makes an excellent gift. Of course, the purchasing power of the enlisted personnel is not high, but they live in the barracks for free and eat in the mess hall, which means that a high percentage of their income is disposable. The retail and service sectors benefit from this in particular. Many stores offer a military discount. Skrael Floe is less attractive to large businesses, especially since Firemane has monopolistic tendencies. As elaborated on below, the voting system is heavily weighed in favour of Firemane employees and veterans. On average, residents are not exceptionally affluent, but life is decent and the economy is stable. There is, of course, always the spectre of the base being closed. The town would face an economic hit if the troops go elsewhere.
Housing prices are fairly reasonable. Unlike Eldorai or Qadiri rulers, Firemane does not provide veterans with land grants, but it does give them pensions and there are laws in place to keep housing prices from exploding as well as subsidies to motivate housing construction. Family members of base personnel are not allowed to live on the base, as it is believed that it would be distracting and put civilians in danger if Fort Kerrigan comes under attack. However, to boost morale Firemane makes it easy for military spouses to settle here. Retired service members retain access to base facilities such as the pharmacy, commissary, base exchange or recreational facilities. Spouses of Firemane service members, military retirees and veterans with a forty or more percent disability connected to their service have full commissary shopping privileges. The same applies to children until their military parent leaves service.
Moreover, the town benefits from an educated, trained workforce. Many of the local teachers are military spouses and former soldiers often work as instructors, and military kida go to local schools. A significant portion of the communications infrastructure is kept running by part time workers from Fort Kerrigan. Some of the soldiers have enrolled in night classes at the local college. A lot of the more senior members of the military buy homes in the community, which is a boon for the local real estate industry. Their children attend local schools, increasing the census at those schools and earning them more funding.
The town's roads are wide and well-maintained in order to allow military convoys. A well-maintained infrastructure benefits the civilian economy, too, congestion is a problem. Electrical and water supply are stable. If something goes wrong, there are professional engineers to fix it.
Stability: High. Every town has its issues, and Skrael Floe is no different. Major crimes do occur, but are rare. Petty crime is more an issue. Young soldiers can get rowdy when off the base, and cause trouble, especially if they get drunk. This is nothing major, but arrests for drunk and disorderly or driving under influence are higher than is typical for towns of this size. But major crimes are typically dealt with swiftly. The presence of military personnel has also attracted seedier types of business, such as pawn shops, dive bars, used speeder lots, seedy clubs and so on. Young people tend to be irresponsible with money and the military has plenty of those. One should beware predatory lenders.
Business owners know that soldiers will receive their paychecks as reliably as clockwork, and the Tygaran auxiliaries in particular are unfamiliar with predatory capitalists from off-world. However, the military keeps an eye on things and advises soldiers - especially young ones with no independent, financial experience - to stay away from businesses that have a reputation for trying to take advantage of service members. Skrael Floe has its own police force, which cooperates with the Provosts, Firemane's military police. The Provosts will respond quickly if soldiers cause trouble. Indeed, they carry out regular patrols in urban areas to support the local community. Some civilian policemen don't like the Provosts stepping into their turf, but overall both agencies cooperate well.
As mentioned above, the voting system violates the one man, one vote principle. All citizens have a vote, but Firemane employees and veterans receive an extra one. This means that while the city council is elected, some residents have more of a say in things than others, which is blatantly undemocratic. Of course, being a past or present member of Firemane does not mean that a voter actually agrees with or likes its leadership. However, Firemane has a stratified, authoritarian culture. The system is a bit of an experiment for Firemane. If successful, it may be applied to other Firemane habitats and settlements. It was suggested by officials in the department of Director Kaylah Danton as a way to make administration more cost-efficient and somewhat more accountable, without releasing too much control.
Firemane has built much of the infrastructure, such as roads, and it charges everyone for their use through tolls. They do the same with utilities, such as electricity and water. On the more positive side, xenophobia is low. This is not to say that the population is entirely free of racial or sexual bigotry and other forms of prejudice. But the town is a melting pot and many residents will have first-hand experience serving alongside members of different species, creeds and so on and having to rely on them. This common experience tends to be detrimental to xenophobic notions.
Freedom & Oppression: The charter guarantees basic sapient rights such as, for example, the right to life and liberty, freedom from slavery and torture, freedom of opinion and expression, the right to work and education and the right to freedom of religion. Broadly speaking, residents are left alone as long they do not say commit a murder or disturb the peace. Slavery is prohibited. Skrael Floe has its own police force, which is part of the Skywatch. It cooperates with the Provosts to maintain order, punish lawbreakers and protect life and property of residents and visitors. However, as mentioned, the town is not an outright representative democracy, as the vote of Firemane employees and veterans counts more than that of a normal resident not associated with the megacorp. All this makes Skrael Floe rather oligarchic.
Protests are allowed, but the government can require a permit as a condition for a march to take place. For example, it will commonly require one for a protest in the street or in a publicly accessible park. This has been criticised by sentient rights' groups as a violation of free speech, as protests have been denied or broken up on spurious grounds. The charter restricts the right of public gatherings, but at the same time extends procedures that must be adhered to before forceful intervention can take place. The security forces can only resort to force after clear warnings have been issued, and peaceful bystanders must be given sufficient time to get away.
The Skywatch is more focused on traditional policing than community-orientated policing. This means there is an emphasis on protecting law-abiding residents from harm, identifying and apprehending criminals. Critics say that this only targets crime on the surface level without dealing with the root causes. Organic police officers are backed up by police and security droids. Mechanical automatons are often used for patrols, traffic control and guard duty. Droids are perfect for handling such unglamorous tasks. After all, machines cannot be bribed and do not get bored. The presence of emotionless droids who will inevitably record everything also helps keep the organic officers honest. However, all command positions are occupied by organics.
Gun ownership is somewhat restrictive. This is a bit amusing since manufacturing and selling weapons is one of Firemane's main businesses, but on the other hand it does not want shootings in settlements it runs since that's not good for the bottom line and makes the megacorp look like it doesn't have its house in order. Besides, innocent people die and that's bad and all that. So ownership is restricted to the military and licenced individuals. Civilian use is licenced and not for carrying in public. Gunowners must be registered, and Firemane maintains a 'national database'. Owning an unregistered gun is illegal and can be grounds for eviction. The same applies to selling a weapon someone who does not have a licence, unless the seller can prove that they were genuinely unaware and had done all in their power to verify things. A spacer who arrives from outside will have to leave their weapons on their ship unless they obtain a licence. Possession of disruptors and similarly dangerous weapons is illegal for civilians.
Likewise, a criminal conviction renders a citizen ineligible of obtaining a licence. This has been met with protests by visitors who feel it is their right to carry arms at all times. Disputing Firemane's laws they declare that by an obscure section of the Galactic Republic Charter of 1076BBY they are entitled to bear arms in all areas of the galaxy once owned by the Republic. The fact this area has never been owned by the Republic and that said charter is entirely bogus does not deter them. These agitators are swiftly deported and not permitted to return.
Petty crimes are usually punished with a fine, but a repeat offender is likely to be evicted from their home and exiled from the city. Their property will be confiscated to to reimburse the harm they caused. An employee who wrongs the megacorp but has not committed a high crime may be be fined or receive a garnished wage. A factory worker who mislabels his time sheet to get extra money does not deserve execution and the ramifications from the public would look iffy. But forcing him to work at a higher risk station where he gets no additional pay is another matter. Mandatory overtime without pay increase is a thing, as are mandatory higher risk duties.
Tygara is a remote planet whose people's beliefs evolved in isolation from Jedi or Sith. As a result, they have their own spiritual traditions and are not inclined to view Jedi as saviours. Moreover, Firemane has had a strained relationship with the supposed guardians of best and justice. Should a Jedi visit the town, they will be informed of the pertinent laws, such as those against assault, brandishing weapons in public, threats, slander, vigilantism etc. It is communicated to them that they have no jurisdiction here. Summary capital punishment is a crime. Sith are, however, not protected by the charter. The security forces are supposed to use lethal force against them at all times.
Description: Skrael Floe lies on Tygara's northern continent of Ajustra, in close proximity to Fort Kerrigan. It is bitterly cold here except in the height of summer, and snow lies on the ground for half the year. It lies close to the coast and the terrain is mountainous. For warmth and the benefit of Xioquo and Kar'zun residents, the town has been arranged in a semi circle backing into a mountain near the coast. Thus the town has been partially built into the rock. The outer perimeter constitutes the wall of the town with watch towers.
The town has a harbour for surface ships and a landing area for small starships. Both are connected by a road outside the walls. Sea traffic is common on the planet and far more readily available for many natives than a trip on a starship. The aforementioned setup forces visitors to pass through customs and security. The customs' authorities do not take kindly to Force users using Jedi mind tricks to avoid paying docking fees. Droids and cameras record everything. Anyone caught is expelled at best.
Inside Skrael Floe is dotted with stone buildings that have been built into the rock. Freestanding structures are rare. The architecture tends towards the plain and angular, showing clear Xio and Kar'zun influences For the welloff there are homes with dressed walls, brightly coloured tiles and mosaics. The town services a variety of locations in the northern area, as well as being home for Xioquo, Kar'zun, Chiss and other population groups. The snow Qadiri from the icy north come here to trade or offer their services as mercenaries, rangers and cold weather experts. A reactor has been dug into the bedrock of the mountain to provide power for the town.
Although Firemane is a business, it has assumed many of the functions normally associated with a government. It administers territory, fields military forces, wages war on its own fiat, issues currency and carries out foreign policy. On worlds with little in the way of central government, Firemane offers alternatives to government services, such as anti-piracy and anti-slavery protection, education, planetary infrastructure and law enforcement. One of its self-serving tag lines is that it does what governments cannot and has remained stable throughout while galactic governments come and go.
It owns arkships that are essentially mobile cities on the move as well as, to a far lesser extent, terrestrial settlements. This does not mean every resident is an employee. But they live in an environment governed by Firemane laws. Many children in the local schools are the children of Firemane employees. The corporation employs their teachers, pays for their textbooks and provides manifold job opportunities. As a result, the line between citizen and employee is rather blurred. Skrael Floe is an example of a terrestrial Firemane settlement, located on the remote world Tygara, which is heavily influenced by the 'corporate state'. The town is located in close proximity to Fort Kerrigan, a military base that was originally built to protect Qadiri and Eldorai settlements from Xioquo raids as well as enable Firemane power projection.
This makes Skrael Floe a military town, and its economy is closely connected to the base. Many residents are military families who have settled here to be close to their military spouses, or Firemane civilian employees. It has attracted Xioquo, Kar'zun, Chiss and others who do not mind the fact that the town is very cold except during summer time. Children have ample opportunity to enjoy snowball fights or build snow castles. A road connects Skrael Floe to New Santaissa, the largest Eldorai city on the continent.
Skrael Floe receives its greatest economic input from Fort Kerrigan. As a result, many of the local businesses cater to base personnel. This means a lot of pawn shops and potentially shady used speeder lots, as well as restaurants, bars and seedier nightlife establishments. This naturally appeals to young, junior soldiers. At the same time, the fact that many residents are in the military, have been in it or have family members who are or were has fostered a spirit of community and pride. Moreover, the town has a good medical infrastructure, especially for a settlement of its size. The city has also attracted Xioquo and Kar'zun artisans, jewellers and artists, who have set up stores along the streets. The locals do have to up with busy traffic though around the gates in the morning and evening rush hours. Residents may sometimes hear artillery and small arms fire and noise generated by air and spacecraft when the soldiers at the base are testing out their toys, which can take some getting used to.
POINTS OF INTEREST
Skrael House - Not much of a house, but that's the old colonial way of naming buildings like this. In any event, it is the largest structure in the town and located in the city centre. This is where the governing council meets. The various councillors and officers of the city administration have their offices here. It has a direct communications line to Fort Kerrigan. Citizens are able to address petitions to the council.
Zaa's Goods - a a pawn shop of dubious repute. Named after a Kar'zun who deals with sometimes shady customers. No one messes with Zaal'Narv...not for long anyway.
The Winter Star - a club and bar, though not of the luxury variety since the main customers are normal soldiers. It offers music, dancers, drinks and other forms of entertainment. The Winter Star has been around since Skrael Floe's days as an unofficial camp town. Back then it was a locus of the trade with narcotics and other illicit ventures. This is not the case now, but it retains a seedy reputation.
The Lockbox - a fancy name for the headquarters of the local Skywatch. The police force is based here. It also contains their arsenal with special gear to respond to emergencies, as well as a garage, infirmary and jail cells.
Docks - a fairly mundane name. Skrael Floe is located at the coast and sea travel is important and more accessible for natives on the planet, so the docks include both water and spaceship berths. A fairly basic name for something which is actually rather more complex than first meets the eye. For space craft there are several landing pads in a segregated section. This is to force all visitors to pass through security and customs. Both are connected by a road outside the walls. The customs service does not take kindly to Jedi and other Force Users using mind tricks to avoid paying docking fees. For this reason droids and cameras everything. Anyone caught is expelled at best.
Skrael Military History Museum - as the name implies, this is a museum about military history. It features both open-air and in-door exhibitions. Its exhibitions focus on Firemane, the Kar'zun, Xio and northern Qadiri. Recently, a new exhibition was added about the destruction of Csilla as part of a Chiss cultural week. The museum is located near a graveyard. Veterans occasionally serve as guest lecturers, giving talks to visitors about their experiences and the battles they fought in.
Skrael Floe Community Centre and Mess - a public space where residents can go for celebrations, public meetings and the like. Features a mess hall for communal eating. Skrael Floe has a diverse population, so getting them all together in one space is supposed to foster cooperation and community spirit.
Little Csilla - as the name implies, this district is an ethnic enclave mostly populated by Chiss. Most of the residents are refugees who managed to flee the destruction of Csilla. Features shops selling Chiss goods, and resaurants that offer Chiss food and a Chiss cultural centre. Little Csilla has a dignified memorial dedicated to those who perished on the Chiss homeworld. The names of the lost family of the residents have been inscribed in bronze. There have been tensions between Chiss traditionalists and those who want to integrate more into their host community. Class conflict factors into this.
Iceunder - a Xioquo cultural and residential area cut into the mountain. Some outsiders feel claustophobic here, but the Xio are used to caverns and do not like wide, open spaces. It is essentially a long tunnel with 'apartments' to either side. This undermountain is where they live, they work and do most other things above ground.
Rockdelve - a cultural and communal space popular among Kar'zun. It is located in the mountain opposite the Xio. The stone people are a communal sort, so is quite 'open' in the mountain. Skrael Floe is home to an influential Kar'zun community, who are happy to live somewhere that resembles their old habitats on Kaeshana before the Eldorai slaughtered their people and forced the survivors into reservations.
Freedom's Promise - a martial monument that consists of two statues. One is of a heroic looking Qadiri woman with appropriate Zaldrani outfit, resembling armour made from plates of bone with raw leather straps, with spear raised up. A Xio is by her side with sword in hand. Broken chains lie at their feet. Officially this is supposed to commemorate a big Zaldrani raid on a Xio slaver outpost before the coming of the sky people. However, it's also supposed to provide a heroic image to rally behind without ruffling feathers. So a heroic Qadiri from an ethnic group with no major presence here works just fine.
Resonance Theatre - a popular theatre. 'Heroes of Purity' was shown. The Xioquo and other Tygaran elves, being unused to movie magic, were quite impressed by it, especially since all Tygaran roles were played by real elves and they were given a very positive portrayal. The cinema offers a special discount for active or retired members of the military.
Temple of all Creeds - a place of religious worship. Space is at a premium, so cohabitation is necessary. As a result, the shrine is multidenominated, though quite spacious in order to give believers enough room. There are chapels to Kashara and the Snow Mother, Ashira, the Xio spirits, and the Kar'zun god Zak'zakada. There is even a small space for the Daughters of the Destroyer and a chamber for those outside of these faiths to worship.
Aurora Street - a large collection of shops, restaurants, entertainment and small businesses is congregated here. This is the number one place for many visitors, especially from Fort Kerrigan, to lo flock to when they arrive in town. One should check out the Xio and Kar'zun artisans and jewellers.
Scrag Row - A Firemane munitions factory. The location is quite fortuitous since it offers good protection against aerial bombing, which is always a concern since a munitions plant is a strategic target. Work here is well-paid but involves long hours. Among other things, shells, land mines and explosive bolts for bolters are produced here. It is a production factory, so formulation of explosives and munitions is carried out at separate research sites. Save for raw materials, the factory is self-supporting. It is overseen by the Board of Ordnance. Firemane military police have a barracks and canteen opposite the main gates, and are responsible for guarding Scrag Row. Many Xio and Kar'zun have found work here. The Kar'zun were ironically more advanced than the Eldorai and the Xio had reached roughly industrial era technology before the coming of the sky people.
Silver Street - a Firemane recruitment centre for the next generation of soldiers ready to fight for 'Auntie Sio' and Company. Located in the city centre. All manners of uplifting propaganda can be found inside its halls. The Order of Fire also has a representative. Local recruitment officers provide information on what the military does and the options open to the recruit. After a group briefing, a recruit will have a one-on-one conversation with a member of the recruitment team for an individual career discussion. This also allows staff to assess a candidate's current fitness levels. Recruiters frequently visit schools to encourage pupils to enlist once they are of age. They have right of access to all schools and to the contact details of students. Moreover, recruiters use movies to promote military service. Scenes from Firetruth's war movie 'Heroes of Purity' have been spliced into military advertising.
Emergency Shelter 1 - as the name implies, this is a bomb shelter where civilians can take refuge in during major emergencies. Located underground inside the mountain. Heavily guarde and stocked with supplies. Emergency drills are carried out so that the residents know how to behave in a crisis situation.
Skrael Reef - the city's defensive batteries. Normally concealed, but will reveal themselves when the town is under threat. The name is a metaphor for its ability to wreck ships on its 'teeth'.
SECURITY
Medium
Skrael Floe has been partially built into a mountain. The outer perimeter is the wall of the settlement with watch towers. Not only does this make it more difficult to bombard the town, it also enables close monitoring of anyone entering or leaving the town. Four batteries of quad turbolaser cannons provide 360 degree protection. A Keraunos missile launcher is built into each battery. The Skywatch maintains a security presence in the town, consisting of both organic and droid police. This is responsible for law enforcement and emergency response. They will receive assistance from Firemane Provosts. Both the harbour and the landing areas for starships are closely monitored.
Skywatch police officers are all armed. They are typically equipped with blaster pistols, carbines, shotguns, and stun batons and wear flexible combat suits or armoured uniforms. Specialised ion rifles, riot guns, sonic weapons, stun pistols and shotguns are also available. Heavier weapons and specialised equipment such as riot shields and tear or coma gas are stored at the arsenal for emergencies. Bantha Class Armoured Transports are in storage for use in major arrests, personnel transport, emergency response and so on, while Napasji-class Police Patrol Craft are in use for patrols. Aside from organic personnel, the Skywatch has access to a variety of security/combat droids such as the CS1 "Custodian" Police Droid, Infantry Drones and the C1 Security Drone.
Skrael Floe is located in close proximity to Fort Kerrigan, a major military base. As a result, it can count on support from the base's heavily armed garrison should the need arise. It is also covered by the base's Aspis Shield Generator. For water patrols a trio of Wayfarer class are docked at the city.
HISTORICAL INFORMATION
Skrael Floe was founded relatively recently. Before the coming of the sky people, there was a Xioquo outpost on this site. It served as an area to keep captured slaves for processing before moving them back to the Underealm. Located at the sea, it was a good port for Xioquo slaver ships. Moreover, the bitter-cold climate made it uncomfortable for most Qadiri. The Zaldrani, an ethnic and cultural group of Qadiri from the arctic Zagrasav Northlands, launched a raid here once to free some of their compatriots. They received aid from Xioquo defectors who wanted revenge on their former mistresses.
It was a surprise attack in the middle of summer, consisting of about fifty warriors. The snow Qadiri chose to strike during summertime because the sea lanes were open, and it gave them near twenty-four hours of sunlight to hurt the Xio. It was a brutal fight. The Zaldrani could not wholly dislodge the Xio presence, but they slaughtered those of the 'Dark Ones' they came across and freed several of their people before the arrival of more modern Xio ships forced them to flee. This took place not long before the coming of the sky people, as many Tygarans called the humans of Firemane and other outsiders who came from outer space.
Per an agreement with Shahbânu Semiramis, the Eldorai began to establish settlements on the northern continent of Ajustra. Firemane surveys of the land resulted in the foundation of Fort Kerrigan. Semiramis' mother Adira IV had ordered a fort here once to do something about pervasive Xio raids, but the base population had been decimated by a particularly harsh winter, resulting in those who remained being massacred by Xio raiders. Firemane decided this area would be a good location for a defensive bastion against Xioquo incursions and support the more modern defences of New Santaissa.
Thus the sky people excavated out the mountain and built a modern fortress, with trenches, artillery positions and planetary defence cannons. The fortress withstood a large Xioquo attack with ground troops and surface ships. However, the area near the Fort Kerrigan did not remain unattended. Inevitably, locals and foreigners set up shop not far from the base. This led to the foundation of an informal camptown. Many of the small businesses catering to base personnel were of a seedy variety, and criminality was rampant.
Firemane paid little attention to the situation outside of occasional military police raids until the fall of the Underealm, when the question of what was to be done with Fort Kerrigan since its primary purpose had been fulfilled. The Xioquo had been pacified and were being integrated, but it was decided to keep the base around. Though more peaceful than it was a few years ago, Tygara still had its share of dangers, and there was still the threat of incursions from outer space. Thus Fort Kerrigan continued to serve as a frontier defence. Moreover, Firemane utilised it as a training centre and cold weather acclimatisation camp.
This required Firemane to take a closer look at the camptown and make an actual effort to clean it up because it being a dubious locus of debauchery made the company look bad, especially after reports of substance abuse, drug dealing and Firemane soldiers taking advantage of or abusing natives became too loud to brush aside. A couple Firemane employees who had committed crimes were punished. Believing that the sentence was too lenient, Siobhan Kerrigan overrode one court verdict concerning two Firemane officers and a few soldiers. Originally they had been given jail sentences, demoted or cashiered out of the army. Exercising her commander-in-chief powers, she had them sentenced to death. She wanted to have them hanged as common criminals, before being informed that such a punishment didn't exist in Firemane's code of military justice. So they were shot instead.
At the same time an increasing number of base personnel wanted to have their families close, but Firemane believed that letting military spouses and their children live on the grounds of the base would be distracting and place the megacorp in legally muddy waters if any got hurt during an attack. Thus the decision was made to clean up the camptown and turn it into a model Firemane settlement. Military families and veterans would be encouraged to settle here. At the same time it was a place to put Xio who wanted to leave the close confines of the Underealm.
Finally, it could serve as a locus of trade in the northern realms of Tygara. Some businesses that had set up shop here were driven out, but many adjusted just fine. Skrael Floe took shape as a military town. The prospect of being able to benefit economically from a reliant clientele attracted small businessowners. Many settlers were Xio, though some Zaldrani who wanted to explore life beyond the Northlands also settled here. It also attracted Kar'zun, searching for a home that resembled their old habitats on Kaeshana and was outside of Eldorai influence. Kar'zun architects and engineers played an important role in building the town because of the mountainous terrain.
Naturally, the town had its share of problems. The insidious lure of spice and other narcotics arrived with the off-worlders. Strong inspections and brutal crackdown helped alleviate the problem. There were also unscrupulous individuals trying to lure natives off-world. The police staged a sting operation to uncover a business enterprise where the natives were being treated poorly. The presence of so many young, somewhat rowdy soldiers also led to an uptick in petty crimes. Firemane's military police was given the authority to investigate and patrol in the city, operating in cooperation with the local Skywatch. Military efficiency kept major crimes down and the streets safe, but incidents such as drunk and disorderly conduct remained higher than average.
Another sticking point was gun control. Firemane imposed restrictive rules on ownership of firearms, limiting it to serving or licensed individuals. After a shooting incident incited by a rabid offworlders, the local government set up a database. Fort Kerrigan became an important job creator for the town, providing a fertile environment for various small businesses, especially in the retail and service reactor. Firemane's Board of Ordnance took advantage of the protection offered by the mountain and the closeness to the sea by building a munitions factory to support the megacorp's sprawling military-industrial complex.
Initially, the town was governed by a board appointed by Firemane. But this system proved cumbersome and nonrepresentative, leading to disconcent. Moreover, micromanaging the settlement was administratively unsound. When Kaylah Danton took charge of Firemane as a 'regent' for the comatose Siobhan Kerrigan, she appointed a commission to look into the issue. After a period of deliberation and fact-finding, the commission's recommendations resulted in the establishment of a system that was more representative, but still not very democratic. The citizens of Skrael Floe would be governed by an elected council, but Firemane employees and veterans would receive an extra vote. To Director Danton, the system was an experiment. If it worked out, it could be implemented in other towns and space habitats run by the Firemane 'corporate state'.
In the aftermath of the destruction of Csilla, Skrael Floe became a place for Firemane to relocate Chiss refugees, too. Typically, Firemane lets refugees settle on Arkas, a sparsely populated, tropical island world. But Chiss are more used to cold climes, and the tropics did not become them. This made Skrael Floe a logical choice. Though there were difficulties with natives, the Chiss managed to establish themselves, leading to the creation of an ethnic enclave nicknamed Little Csilla.
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