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Associated MERC-NET Contracts:

     PY-OR-04-01      PY-PH-06-03

Region: Periphery
Ambassador: None
X:440.19 Y:196.63
Planetary Capital: Sanabar
Primary Climate: Semiarid
Approximate Population: Unknown or under 1 million
Days to Jump Point:7 days
Planet Details:

Most of the Outworlds Alliance worlds are poor and weak compared to the might of the Inner Sphere nations and Brasha is a prime example. Brasha is a rocky barren wasteland in which the local star hardly emits enough light to reach the planet and thus plants do not grow. The reason why anyone colonised this planet hundreds of years ago remains a mystery. Only in the last 15 years has ore rich in Palladium been found in great quantities, this precious ore is used in fusion emission control catalysts and to filter poisonous radiation particles.

Brasha has a total population estimated around 110,000 scattered around the numerous mines throughout the planet and its administrational complex is next to the Jagnar Industries largest mine in the town of Sanabar.

Scattered oases across the northern continent of this desert world are home to its roughly half-million inhabitants, most of them followers of Shia Islam. The first of these were ascetics who arrived on Brasha in the early 26th century. Their city, Alaikum, survived the Reunification War and the post-Star League centuries of decline; today it is a center of ShiĆ¢ite scholarship, and has doubled in size as its inhabitants gradually reclaimed a fringe of the desert surrounding the oasis on which it was first built.

Brasha's population and fortunes took a sharp upturn in the early 29th century, when the Outworlds Alliance first established a standing army. The needs of the new military; especially for fuel to keep the Alliance Air Force operating - made the petrochemicals and radioactives beneath Brasha's shifting sands a priceless commodity. Mining concerns and wildcatters flocked to Brasha between 2801 and 2832, building new towns wherever feasible and stringing pipelines across vast stretches of sand. Jury-rigged technology and difficulty getting spare parts kept operations well below peak efficiency for decades, but the planet produced enough to prosper (at least by Alliance standards at the time). The local culture kept its Islamic character, though refugees from the Draconis Combine founded a Shinto and a Buddhist community near the western edge of the Great Northern Expanse. These enclaves still thrive, producing remarkable artwork along with their quotas of radioactive ores.

The city of Qum'ran, at the eastern edge of the Expanse where the desert meets the mountains, is best known for its unique contribution to Brasha's planetary militia. The Qum'ran Guard are an elite infantry unit, mounted on Tariqims -bipedal lizards native to the planet, that stand roughly six feet tall at the shoulder and whose ground-eating stride rivals the speed of some BattleMechs and hovertanks. Like the ostrich of old Terra, a Tariq can run at truly amazing speed; fleshy deposits near the base of the tail serve them like a camel's hump, storing nutrients on which their bodies can function for several days in the absence of food and even water. Tariqim are predators, feeding on smaller lizards and the large waterfowl that frequent the oases. They are also highly intelligent and readily trainable if culled from their litters in the first three months after birth.

Technological Development:

Minimal advancement; inhabitants live without dependence on technology; no advanced education; medical care at level of mid 20th century at best.

Industrial Level:

No industrialization.

Raw Material Dependence:

World/system produces all the raw materials needed and commonly exports large quantities of surplus.

Industrial Output:

World has a small industrial base that may produce a limited number of products for export.

Agricultural Development:

World is an agriculturally poor world; cannot sustain its population and must import nearly all of its food.