By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com); concept created by Jet Jockey
2011.06.05 Ver 1.1
Eskar
Official Setting information is in darkgreen. Extended Universe information is in steelblue.
Eskar
Medium sized yellow main-sequence star.
- Eskar I
- Eskar II
- Eskar III
A Unified Government emigrant planet with a strongly anti-Zentraadi population. A very strategic planet in terms of Unifed Forces troop and supply movement, even though the planet itself is not that important. It is often used as a junction point for traders, smugglers and pirates.Those on their way to New Patagonia (and beyond; the Macross 15 Fleet), New Essex or Britannia often stop off here.
The hardy colonist and criminals both favor public duels.
When the People's Republic Army invaded in 2050, they didn't bring they're own governing officials with them, so the emigrant planet leadership was still "in charge". They just sent tax yen to the Sovereign Independant States. The government still operates out of the same government buildings.
- Population: 40,000 (Microns)
- Government: Sovereign Independent States' Governor.
- Loyalty: UN 15%, SIS 35%, Self/Other 50%.
- Type: Colony, Service-Spaceport.
Map of Eskar III
- Cities:
- Capital City: population 10,000
- Eskar Space Port: a full service port, on the surface next to open water (like the spaceport on Eden). It is one of the few ports in the region that can accommodate large capital and cargo ships. It was taken by the People's Republic Army with minimal damage in 2050. It is the life-blood of Eskar III, and what makes the emigrant planet so strategic. Located to the West of the capital city.
- 13 cities: location of most of the people.
- Military: as of 2050.03
UN (on the run)
- x1 infantry squad (company sized before invasion).
- x1 mixed VF-5000, 11 & 9 Team.
People's Republic Army
- x1 infantry company.
- x1 variable ground craft platoon.
- x1 Gjagravan-Va team.
- Military Facilities: as of 2050.03
- Eskar Defense Force HQ and Airbase
Located southeast of the capital city in the central farming valley. Became the HQ of the Sovereign Independent States' occupation force.
- Anti-Landing Weapons
Based on super-dimension communication arrays. The modified array creates a pulse that disables a ships main engines. It doesn't destroy the ship, just sends it drifting (like the rebel ion cannon on Hoth in "Star Wars V: The Empire Strikes Back"). VFs are too small to be hit by the weapon. They are placed in populated areas and defended by some of the Gjagravan-Va mobile weapons and potential other Anti-UN forces.
- History:
- 2050
- 03.01: planet captured by the People's Republic Army, a combined army of the region's Anti-UN forces, mercenaries and the recently enlarged CDF of Thirty-Four. Reports claim that the phantom Neo Nupetiet Vergnitz-bis led the invasion force.
- 03.06: the Unified Forces Space Marine's 13th MEU attack the People's Republic Army.
- 03.07: the People's Republic Army and Eskar III Colony Defence Force successfully defeat the UFSM's task force. The survivors are immediatly captured as POWs. A ceasefire between the combatants is declared. Negotiations for the return of Unified Government personnel begin.
- 03.14: The Unified Government recognes both the ceeding of Eskar III to, and the existence of the Sovereign Independent States (SIS); in addition to awarding taxation rights for ships passing through an area stretching 10 AU light years from Eskar III's star to the SIS. The UFSM POWs are returned via transport to the sector capital of Sector 8, Janix II.
The SIS broadcast propaganda against the UFSM that "invaded" Eskar III.
The lives of the Eskarians aren't much different now. The only change is the SIS. Eskar III's Defence Force survivors that are allied to the Unified Government are hiding out in the cities, forming anti-SIS cells.
- 03.19: Britannia signs a treaty of non-aggression with the SIS that also states that Britannia recognizes both the SIS and that Eskar III is a member of the SIS.
- 04: A new colonial government is formed, supported by the Sovereign Independent States
- 05: The colonial government passes laws that increase Zentraadi rights and aboloshes discrimanatory treatment of the Zentraadi.
- 06 and onwards: cities are rocked in violence as anti-SIS and anti-Zentraadi rights protests erupt. The Unified Government eventually uses the violent protests as a pretext to rip Eskar III from the SIS grasp. Afterwards, the Zentraadi rights laws are kept, much to the chagrin of Eskarians, and relief of residents of Zentraadi decent.
Note: if your game takes place in 2050.03, you can always use the excuse about supplies being delayed due to Eskar III's supply routes being under the control of the SIS as an excuse to under equip your players. If your games feature other Anti-UN terrorist groups, these groups can be inspired by the current success of the SIS who took control of Eskar III.
- Eskar IV
- Eskar V
- Eskar VI
- Eskar VII
- Eskar VIII
Locations
Sketchley's Macross Gateway