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Scheralt: Marooned
Scheralt: Marooned
Scheralt: Marooned
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Scheralt: Marooned

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The big corporations have a monopoly on the lucrative planetary trade along the densely traveled trade routes. The Celeste travels on the fringes with the lucky exception of a trade permit recently acquired by the captain. He refuses to tell how he managed to obtain the permit just as he refuses to tell his sources for the cargoes. Thus, it is no surprise that traders consider the Scheralt system as dangerous and a morass for ships.

The captain outlines the trade to be a simple short stop. The Celeste is to trade ore for crystals. Problems arise before the crew even lands on the planet. With magnetic storms capable of destroying the ship, Captain Jerupt must drop the crew then break orbit moving to the star system’s perimeter to avoid the magnetic storms

After landing, the crew finds they must travel to the native's trade centers to trade for the crystals. The transportation is primitive riding on animals unpleasant normally but exhausting for the crew caused by the planet’s gravity being nearly double the ship's gravity. The trade will just take longer to complete but more than just trade is being plotted and everyone has a separate agenda.

The starport commander under the guise of improving port and native relations plants a spy with the traders. Xeres Corporation manipulates and bribes the traders into spying for them. Xeres Corporation wants to learn the shielding manufacturing secretes and to takeover the natives processing plants. The natives, Klarn, will not trade with the Xeres Corporation or cooperate on any level. The other faction is the Kirch. The Kirch came into existence from the Klarn that Xeres forced to work in their plant. They avoid offworlders and hate all offworders wanting them eliminated from the planet.

Celeste's crew finds themselves caught in the middle of a power struggle. Xeres Corporation is more than willing to kill to achieve their goals. The natives are defending their sovereignty. The commander wants promoted off the planet and is willing to sacrifice anyone to achieve her goals. The Celeste's crew wants to live long enough to get off the planet. Who will win? The power struggle divides the crew and tests their loyalties. One thing is for certain, trade is not anyone's primary goal.

LanguageEnglish
PublisherMarel Lenmen
Release dateAug 10, 2013
ISBN9781301804221
Scheralt: Marooned

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    Book preview

    Scheralt - Marel Lenmen

    Scheralt: Marooned

    By Marel Lenmen

    Copyright 2013 Marel Lenmen

    Smashwords Edition

    Smashwords Edition, License Notes

    This ebook is licensed for your personal enjoyment only. This ebook may not be re-sold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each recipient. If you’re reading this book and did not purchase it, or it was not purchased for your use only, then please return to Smashwords.com and purchase your own copy. Thank you for respecting the hard work of this author.

    Table of Contents

    Prologue:

    Chapter 1: Celeste

    Chapter 2: Scheralt

    Chapter 3: Journey to Timberlane

    Chapter 4: Timberlane

    Chapter 5: Trail to Dansk

    Chapter 6: Dansk

    Chapter 7: Trail to Scheralt

    Chapter 8: Spaceport

    Chapter 9: Escape

    Chapter 10: Trial

    Chapter 11: After the Verdict

    Excerpt from Scheralt: Hostile Takeover

    Prologue:

    Independent Traders Database Report on Scheralt System. Updated 5200.01.01

    Printed 5212.07.15

    The Scheralt star system produces severe magnetic storms. The star charts marked it as a system to avoid even though it was along a highly traveled trade route in a densely populated section of space. For centuries, the severe magnetic storms deterred exploration. The long-range scan showed the magnetic fields in the system would destroy a ship's navigation and life support systems before a ship could approach any planet in the system. With new ship design and increased speed, the exploration became feasible.

    The explorers found five planets in orbit around the star Scheralt. Four planets were frozen rocks or orbiting too close to the star. The fifth planet is inhabitable with a mild climate for most of the year and an indigenous population. The natives call themselves Klarn and call the planet with the galactic designation Scheralt-5, Ninovan.

    The initial exploration showed little of value and was limited by the short period where there were no magnetic storms. The surprise was the large scarcely populated cities and a rail system crisscrossing the planet. The conclusion was that a sophisticated society built the large cities and then the magnetic storms destroyed the industry and culture. Since there was little of monetary value on the planet, it was ignored until an academic study by Gannesmede University. For details, see Gannesmede University documents, Scheralt 500 to 599.

    The initial observations show the natives living a primitive existence using animals for transportation and primitive weapons for protection. The vacant cities are the reason the initial observation considered the Klarn primitive. When the storms cease, the power to operate machinery is gone allowing the population to spend the time pursuing recreational activities. The most important discovery is that the housing material shields against the magnetic fields. Subsequent studies of samples show the material is military grade shielding. This attracts the military and Xeres Corporation to Scheralt disrupting the sociological studies by the academics.

    Confusion exists as the actual events that cause the Klarn to revolt. Military files concerning the incident are sealed. There are no academic files covering this period although the university scholars were still on Scheralt with some personnel living with the Klarn.

    Apparently, the Klarn quit working when the magnetic storms ceased as they always have in the past. Since the military was desperate for the shielding, Xeres Corporation convinced the military to force the Klarn back to work. This situation lasted until the first magnetic storm when the Klarn escaped forcing the shut down of shielding production. Frustrated by finding few Klarn and wanting to demonstrate a show of strength, the military cruiser in orbit destroyed the Klarn city of Orath. The reasoning was that the natives would then concede the futility of resistance. Instead, the Klarn captured the spaceport, which included at the time the military commander, the ship's captain, and the Xeres Corporation executives.

    There have been hints that sabotage by the academics aided in the failure of critical spaceport defense systems, but there are no records of any arrests or charges. The academic community on Gannesmede supported their colleagues on Scheralt in condemning the military and Xeres Corporation’s actions. They generated the public outcry that along with the military's need for the shielding, forced the military to sign a treaty with the Klarn. The importance of the transmission speeds in resolving the conflict cannot be discounted. The transportation of troops and ships takes 5 to 10 years but the transmission of information takes only months. In addition, the Klarn made it clear there would be no manufacturing of shielding until the military signed a treaty.

    The treaty signed was entirely in the Klarn's favor. The military get their shielding but on the Klarn's schedule. Only Klarn can own property and buildings on Scheralt that makes the spaceport Klarn property. The Klarn purchase and control all items imported to the planet including control of the spaceport's transports on the planet and in the Scheralt star system. For treaty, details see Scheralt Treaty 5189.

    After signing the treaty, the first expelled from Scheralt was the Xeres Corporation. Next, the select military that forced the Klarn to work for the Xeres Corporation. Xeres kept their rights to control trade to Scheralt but that is part of their agreement with the military and various other planets not the natives.

    There were changes in the Klarn Society. The Kirch came into existence from the Klarn that Xeres forced to work in their plant. Their most distinctive characteristic is a stubborn resistance to acquiring aspects of offworld culture. There has not been another group of inhabitants of any other world, which has gone to such lengths to avoid offworlders. The tendency of the Kirch to avoid direct contact has made it easy to dismiss them as unimportant. Although they never deal with the spaceport, the Kirch are involved in many judicial decisions that their overall impact is enormous. Time has not diminished their hatred and distrust of offworlders. Noticeable effect of the Kirch's refusal to accept offworld customs is the conservative clothing, and language. They will often define in detail an item just to avoid using an offworld term. They never bow to anyone; they are not even willing to nod.

    The Klarn Council is the main governmental body with each clan having a counselor representing them. The council chooses the akicita. The akicita are like police officers. Each akicita is selected from various clans but not all clan have members picked for akicita duty. Surprisingly, the Kirch dominate the akicita.

    The introductions are key in recognizing status and rank among male Klarn and in dealing with the natives. The formal phrasing and complicated greetings take several minutes to complete as a complex ritual.

    The current situation with the Klarn forces the Xeres Corporation to use intermediaries to trade on the planet. Contract workers deal with the Klarn and shipping of shielding materials to the military procurement facilities.

    Into this mix, the trader Celeste gains a trade permit that supposedly only the Xeres Corporation owns.

    Chapter1: Celeste

    I want both ready to land on Scheralt in a week, growls the man standing on the door as he stares with obvious frustration into the room containing two bodies.

    A cold metallic voice replies from a speaker in one wall, Captain Jerupt, they cannot be ready. The medical procedure to awaken them takes a week. Then they will need three weeks to gain strength to survive the planet’s gravity. Only you and Jake are physically ready for the planet’s gravity.

    This is an emergency. Implement emergency procedures. Katree can wear the THERP to help her. Marissa will just have to struggle. They land on Scheralt in a week. With that command, Captain Jerupt leaves.

    An hour later, a tugging against her arms and legs causes an increase in the overall ache in her body as Marissa’s awareness spreads. The cold air blowing across her arm creates goose bumps; the astringent stench forces her to breath through her mouth leaving a sour taste.

    Initially glancing around the room, one would assume that it is a medical bay. A closer examination reveals stains on the ceiling and walls indicating age and neglect that is unacceptable for a medical facility. Neither of the room’s occupants is completely aware of their surroundings nor the attentions of the medical robot, commonly referred to as a med-bot, working over the two awakening female crewmembers.

    The med-bot checks the readings on a THERP, Therapeutic Exercise Routine Player, which will manipulate the body simulating muscle control. The THERP is keeping Marissa's body in a relaxed state as if she is a plastic doll waiting for a child to pose her. This matches Marissa's pale face and a head covered in light brown stubble. A face that looks like it has never seen sun light and a head recently shaved; do not create a healthy countenance.

    A green metal band wraps around her left wrist with tiny green and yellow lights blinking at a slowly increasing rate. The band is an ID worn as a health monitor and tracking device for all crewmembers. The blinking lights indicate the physical health: Red, dangerous emergency; Yellow, fair; Green, excellent, with alternating colors indicating a status between two solid colors. The lights on the wristband flash faster indicating the subject is waking and the pulsing indicates the heartbeat.

    Marissa, begin exercising, Breaks the quiet.

    The voice is from SIS5009, the ships computer or SIS for short. SIS5009 is the designation for Species Interface System 5009. The number 5009 is the year the shipyard created the system. The current year is 5212 that makes the SIS5009 nearly 203 years old. Marissa helped salvage the SIS5009 from a derelict ship but the appearance of another ship interrupted the work forcing the abandonment of the interface cables. This creates multiple problems for the Celeste.

    The Celeste, a space trader, has four crewmembers: Captain Jerupt is the owner and pilot-navigator, First Mate Jake is the Navigator, Marissa is the Maintenance Engineer, and Katree is Logistics. Every crewmember has a primary function and either two or three secondary functions. This gives backup and redundancy of jobs and allows for two active shifts when necessary.

    The Celeste is more a mishmash of parts than space ship. Thanks to Captain Jerupt. He throws nothing away nor dumps it in space with the result that there is little area for additional cargo. This forced the ship to carry the current cargo as an attachment to the exterior of the ship.

    Marissa, begin exercising. the message repeats, which slowly penetrates the dark haze of her consciousness.

    Slowly Marissa is becoming aware of the ache in all her joints and muscles creating a desire to return to the pain free darkness. The head ache; nausea and buzzing in her ears are the familiar results from an extended stay in Cryo, cryogenics sleep. With that thought, Marissa opens her dark blue eyes, in time to see the med-bot moving away with her THERP. A quick glance shows that she is not wearing a THERP, as medical procedures require for crewmember recovering from Cryo.

    The med-bot moves to administer to the room’s other occupant who has the bluish skin cast of some one just extracted from Cryo. She will remain unconscious for the next few days while the THERP stimulates the joints and muscles and administers pain inhibitors. Deep space flight requires Cryo sleep for crewmembers but has side effects giving spacers a bad reputation. Medicine developed the MMS, Mental Monitor System, to counter Cryo’s side effects by minimizing mental atrophy, psychosis, and aggression, but has not eliminated the pain endured during recovery. Recovery consists of two phases; the first phase is a treatment with pain inhibitors while unconscious, the second phase is four days of exercise. During both phases, crewmembers wear a THERP to support and enhance the physical abilities.

    Long? Marissa whispers hoping that SIS understands her one word question. The THERP cannot exercise the throat muscles used for speech. This creates soft-spoken crewmembers.

    12 cycles standard reports SIS5009.

    12 cycles explains why Marissa is having trouble moving. There is nothing ‘standard’ about keeping a crewmember in Cryo for 12 cycles. The recommended amount is 10 cycles, max. The captain heard a story from another ‘Captain' in one of the seedy space bars that someone was kept in Cryo for 20 cycles with no problem. Now he believes the Cryo settings are too short. Captain Jerupt only trusts the opinions of other ‘Captains’ because no one else is as smart. Pilots and navigators are included since most captains are either a pilot or navigator or both.

    Thankfully, the system controls can only adjust to 12 cycles. Since Marissa, who is the Maintenance Engineer, is responsible for all repairs, she did not ‘fix’ the Cryo controls to run for 20 cycles. Marissa plans to leave the Celeste long before the captain figures out a 'fix' to the system.

    Wake cycles are the time not spent in Cryo sleep and determine experience and pay scale. A wake cycle defines work experience with Marissa needing five wake cycles to qualify for a better position and ship. Working on the Celeste for five wake cycles is not the easiest way to advance. The Celeste looks more like a derelict but it is the best position Marissa can get without Academy credentials.

    Begin exercising. Repeats SIS5009.

    Foof Marissa’s response

    Captain’s orders. If you do not start, I am to summon Jake to aid you, continues SIS5009.

    It hurts but Marissa moves her left arm onto her stomach hoping that the slight movement will satisfy SIS5009 for a moment while Marissa clears her disoriented and hazy thoughts.

    THERP? Marissa gasps and hopes SIS5009 understands that Marissa wants strapped into the THERP to aid in the exercise. Talking is exhausting but at least Marissa completed another word.

    Accelerated physical exercise restricts THERP usage to initial awakening. Katree requires the THERP during her awakening, continues SIS with a cold assessment.

    Translated it means Marissa must move unassisted. Usually, the THERP system augments the muscles as a crewmember performs his duties for the first weeks out of Cryo. To be awake indicates that Marissa has completed phase one of Cryo recovery. Only during an emergency is accelerated physical therapy used to awaken multiple crewmembers. Even then, crewmembers share a THERP with alternate shifts using the same THERP. The muscle weakness is dangerous with crewmembers handling the ship and hazardous equipment.

    Why? The one word question seems to confuse the computer for a moment.

    ‘Captain's orders. If you do not start to exercise I am to summon Jake to assist you." Repeats SIS5009.

    Space cooling system Marissa whispers.

    Thankfully, the misassembled piece of electronic circuits and artificial intelligence heard and understood. The computer and Marissa have had this argument before and the computer knows that Marissa can make the cooling system function below normal by triggering a sensor fault. SIS5009’s sensors have not been able to catch Marissa ‘fixing’ the system. SIS tried preventive measures but Marissa turned the malfunction back on for a day after the last preventive maintenance performed. Marissa timed the last ‘lesson’ for when she was not on the ship as insurance to keep her alive. Marissa keeps the computer worried so that SIS5009 makes sure that Marissa is safe. This is a dangerous game but the only insurance available. The captain and Jake brag about their engineering skills but Marissa repaired systems that both attempted and failed.

    Jake report to PT. SIS5009 broadcasts undaunted by the implied threat.

    Retract! Marissa whispers as she rolls off the bed and attempts to stand; instead, she falls flat on the floor. The fall adds to Marissa's aggravation at the inflexibility of the computer.

    SIS realizing that Marissa is finally moving but knowing she is willing to carry out her threat countermands the order, Correction, Jake report to Nav Center.

    What is not hurting before now aches from the added bruises caused by her fall. Luckily, the bed control is just above her head and easy to reach. Marissa lowers the bed then using the bed and the control, Marissa manages

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