Editing Wynn's Roost

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As the Succession Wars began to engulf the Inner Sphere, the worlds in the Alliance's outer provinces all began to suffer. Some had small or even temporary populations, having been established as mining worlds, and were dependent on trade with the Inner Sphere for everything from mechanical parts to food. Others were reliant on advanced technology to keep them habitable. Many were effectively company worlds, controlled by Inner Sphere-based corporations, who began pulling JumpShips out of the Periphery to respond to wartime demands. With pirate raids mounting, many worlds hired mercenaries to protect themselves, ignoring the wishes of the Alliance government, and pirate raids quickly mounted; numerous worlds began to secede from the Alliance, either individually or in small groups. Wynn's Roost led a secession in [[2835]] that took the majority of the surviving Traders Domain worlds with it, forming a state of the same name.<ref name=TtSWRp4a>''Touring the Stars: Wynn's Roost'', p. 4</ref> The decision to secede was driven by a combination of a pirate raid in [[2833]] that destroyed a vital fusion engine factory, and the decision by the Alliance government to impound a mercenary unit on [[Alpheratz]] that Wynn's Roost had hired to defend themselves with, eventually driving the mercenaries out of the Alliance with legal threats.<ref name="TtS:WRp7A">''Touring the Stars: Wynn's Roost'', p. 7: "Acid Test of Battle"</ref>
 
As the Succession Wars began to engulf the Inner Sphere, the worlds in the Alliance's outer provinces all began to suffer. Some had small or even temporary populations, having been established as mining worlds, and were dependent on trade with the Inner Sphere for everything from mechanical parts to food. Others were reliant on advanced technology to keep them habitable. Many were effectively company worlds, controlled by Inner Sphere-based corporations, who began pulling JumpShips out of the Periphery to respond to wartime demands. With pirate raids mounting, many worlds hired mercenaries to protect themselves, ignoring the wishes of the Alliance government, and pirate raids quickly mounted; numerous worlds began to secede from the Alliance, either individually or in small groups. Wynn's Roost led a secession in [[2835]] that took the majority of the surviving Traders Domain worlds with it, forming a state of the same name.<ref name=TtSWRp4a>''Touring the Stars: Wynn's Roost'', p. 4</ref> The decision to secede was driven by a combination of a pirate raid in [[2833]] that destroyed a vital fusion engine factory, and the decision by the Alliance government to impound a mercenary unit on [[Alpheratz]] that Wynn's Roost had hired to defend themselves with, eventually driving the mercenaries out of the Alliance with legal threats.<ref name="TtS:WRp7A">''Touring the Stars: Wynn's Roost'', p. 7: "Acid Test of Battle"</ref>
  
The Traders Domain would be troubled from the beginning due to its member worlds being unable to cooperate and ultimately break up the Domain. With populations drawn predominantly from the Terran Hegemony, Federated Suns and Draconis Combine, those loyal to the Hegemony hated those from the [[Great House]]s, blaming them for the collapse of the Hegemony; equally, those loyal to the Federated Suns wouldn't cooperate with those from the Draconis Combine, and many of the planetary governors attempted to seize power for themselves.<ref name=TtSWRp4/> Wynn's Roost would become an independent and isolated world by 2900, while pirates roamed the [[Outworlds Wastes]]. In addition, neighboring planets would stage raids for the resources of Wynn's Roost. These pirate raids would, over the years, destroy several cities, killing millions of the world's citizenry by the [[thirtieth century]].<ref>''Interstellar Expeditions: Interstellar Players 3'', p.65 - Traders Domain history, with Wynn's Roost as capital world of a microstate that briefly existed during the Succession War era and it suffered under the pirates of the [[twenty-ninth century|twenty-ninth]] and thirtieth centuries.</ref>
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The Traders Domain would be troubled from the beginning due to its member worlds being unable to cooperate and ultimately break up the Domain. With populations drawn predominantly from the Terran Hegemony, Federated Suns and Draconis Combine, those loyal to the Hegemony hated those from the [[Great House]]s, blaming them for the collapse of the Hegemony; equally, those loyal to the Federated Suns wouldn't cooperate with those from the Draconis Combine, and many of the planetary governors attempted to seize power for themselves.<ref name=TtSWRp4/> Wynn's Roost would become an independent and isolated world by 2900, while pirates roamed the [[Outworlds Wastes]]. In addition, neighboring planets would stage raids for the resources of Wynn's Roost. These pirate raids would, over the years, destroy several cities, killing millions of the world's citizenry by the [[thirtieth century]].<ref>''Interstellar Expeditions: Interstellar Players 3'', p.65 - Traders Domain history, with Wynn's Roost as capital world of a microstate that briefly existed during the Succession War era and it suffered under the pirates of the twenty-ninth and thirtieth centuries.</ref>
  
 
Many of the pirate raids on Wynn's Roost during this era were actually launched by neighboring former Alliance worlds, desperate for resources. As other worlds in the region dwindled, Wynn's Roost survived, in part because of its bountiful arable land and water, while the planetary government kept the planet politically stable and established recovery policies intended to fill the gaps in the planetary infrastructure and industry, having been modelled on some of the finest managerial techniques the Terran Hegemony had developed.<ref name=TtSWRp4/>
 
Many of the pirate raids on Wynn's Roost during this era were actually launched by neighboring former Alliance worlds, desperate for resources. As other worlds in the region dwindled, Wynn's Roost survived, in part because of its bountiful arable land and water, while the planetary government kept the planet politically stable and established recovery policies intended to fill the gaps in the planetary infrastructure and industry, having been modelled on some of the finest managerial techniques the Terran Hegemony had developed.<ref name=TtSWRp4/>
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====The Dark Age====
 
====The Dark Age====
Life on Wynn's Roost continued to improve during the Dark Age; by the [[thirty-second century]] the population had recovered elements of [[twenty-first century|twenty-first-]] and [[twenty-second century|twenty-second-century]] technology, and the population had ample access to power generated by archaic fission reactors. By [[3130]] crude deuterium-fueled fusion reactors were being introduced, although at a somewhat slow pace because of the government's determination to recover the protium-fusing technology to produce modern fusion reactors, although five decades of research hadn't managed to achieve that yet. The same fission technology that gave Wynn's Roost fission reactors helped fuel the deliberately spread rumor that the planet could draw on nuclear fission weapons to use against attackers; while those rumors hadn't been tested, there were several test sites around the planet that certainly appeared to be convincing. The planetary infrastructure had rebuilt to the point that every citizen had ample access to electricity, fresh air and fresh water, and well-developed transportation and communication networks spanned the world.<ref name=TtSWRp5">''Touring the Stars: Wynn's Roost'', p. 5</ref>
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Life on Wynn's Roost continued to improve during the Dark Age; by the [[thirty-second century]] the population had recovered elements of [[21st Century|twenty-first-]] and [[22nd Century|twenty-second-century]] technology, and the population had ample access to power generated by archaic fission reactors. By [[3130]] crude deuterium-fueled fusion reactors were being introduced, although at a somewhat slow pace because of the government's determination to recover the protium-fusing technology to produce modern fusion reactors, although five decades of research hadn't managed to achieve that yet. The same fission technology that gave Wynn's Roost fission reactors helped fuel the deliberately spread rumor that the planet could draw on nuclear fission weapons to use against attackers; while those rumors hadn't been tested, there were several test sites around the planet that certainly appeared to be convincing. The planetary infrastructure had rebuilt to the point that every citizen had ample access to electricity, fresh air and fresh water, and well-developed transportation and communication networks spanned the world.<ref name=TtSWRp5">''Touring the Stars: Wynn's Roost'', p. 5</ref>
  
 
The combination of a thriving industrial base and ample supplies of petroleum meant that long-distance travel was conducted by car, although within the cities cleaner mass transit was more common.<ref name=TtSWRp5"/> Many of the cities on the Roost had been intentionally built around industrial sites deliberately located by rivers, seas and oceans to allow for ready access to inexpensive water transport.<ref name="TtSWRp6">''Touring the Stars: Wynn's Roost'', p. 6</ref> The relatively high levels of sulfur compounds in the air and water that were responsible for the atmosphere being dangerous to breathe the atmosphere made the water somewhat acidic, and this led to not just tented cities but watercraft constructed to have high corrosion resistance.<ref name=TtSWRp5"/><ref name="TtSWRp6"/> In common with other worlds with breathable but tainted atmospheres, cities and towns had design features such as blocks of condominiums and row houses for much of the population, designed to take advantage of scales of efficiency with air filtration systems. While having a stand-alone house was considered a mark of modest wealth, buildings are generally close together and business districts commonly roofed over streets to create filtered, sealed environments. The abundance of combustion-powered vehicles meant that in many areas, much of the tenting served as elevated roads, while cleaner public transport vehicles traveled at ground level, along with bicyclists and pedestrians. Not only did this generate the impression in some cases that cities were actually underground structures, but in some areas public spaces were actually excavated tunnels rather than tented buildings. Nevertheless, it was a mark of pride for a town or city to have large, Terran-normal public spaces such as parks, although the limitations on the Roost's technological base meant that rather than being the domed structures found on more advanced worlds, these spaces more closely resembled large greenhouses.<ref name="TtSWRp6"/>
 
The combination of a thriving industrial base and ample supplies of petroleum meant that long-distance travel was conducted by car, although within the cities cleaner mass transit was more common.<ref name=TtSWRp5"/> Many of the cities on the Roost had been intentionally built around industrial sites deliberately located by rivers, seas and oceans to allow for ready access to inexpensive water transport.<ref name="TtSWRp6">''Touring the Stars: Wynn's Roost'', p. 6</ref> The relatively high levels of sulfur compounds in the air and water that were responsible for the atmosphere being dangerous to breathe the atmosphere made the water somewhat acidic, and this led to not just tented cities but watercraft constructed to have high corrosion resistance.<ref name=TtSWRp5"/><ref name="TtSWRp6"/> In common with other worlds with breathable but tainted atmospheres, cities and towns had design features such as blocks of condominiums and row houses for much of the population, designed to take advantage of scales of efficiency with air filtration systems. While having a stand-alone house was considered a mark of modest wealth, buildings are generally close together and business districts commonly roofed over streets to create filtered, sealed environments. The abundance of combustion-powered vehicles meant that in many areas, much of the tenting served as elevated roads, while cleaner public transport vehicles traveled at ground level, along with bicyclists and pedestrians. Not only did this generate the impression in some cases that cities were actually underground structures, but in some areas public spaces were actually excavated tunnels rather than tented buildings. Nevertheless, it was a mark of pride for a town or city to have large, Terran-normal public spaces such as parks, although the limitations on the Roost's technological base meant that rather than being the domed structures found on more advanced worlds, these spaces more closely resembled large greenhouses.<ref name="TtSWRp6"/>
  
With several decades of relative prosperity to draw on, more modern buildings on the Roost had led to glass-faced skyscrapers common to other worlds being built on the Roost, but the slightly acidic rain meant that the older structures were typically faced with acid-resistant tile and brick. The Roosters had embraced a culture of decorating public buildings with beautiful tile mosaics, and the presences of more modern skyscrapers hadn't diminished the striking, colorful appearance of most Rooster settlements.<ref name="TtSWRp6"/> Interstellar trade was limited to a handful of traders a year visiting the system, all of whom were from mineral companies located in the Federated Suns. The traders generally purchased rare earth elements along with platinum, rhenium and germanium, although the Roost also had ample supplies of uranium 235 even without enrichment processes — a consequence of the world only being some two billion years old. In return, the Roost imported small quantities of advanced goods, particularly military supplies. The lack of a functional HPG made further trade a difficult prospect, but the government established a trade mission on New Avalon in the [[thirty-second century]] in the hope of generating further trade.<ref name="TtSWRp6"/>
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With several decades of relative prosperity to draw on, more modern buildings on the Roost had led to glass-faced skyscrapers common to other worlds being built on the Roost, but the slightly acidic rain meant that the older structures were typically faced with acid-resistant tile and brick. The Roosters had embraced a culture of decorating public buildings with beautiful tile mosaics, and the presences of more modern skyscrapers hadn't diminished the striking, colorful appearance of most Rooster settlements.<ref name="TtSWRp6"/> Interstellar trade was limited to a handful of traders a year visiting the system, all of whom were from mineral companies located in the Federated Suns. The traders generally purchased rare earth elements along with platinum, rhenium and germanium, although the Roost also had ample supplies of uranium 235 even without enrichment processes — a consequence of the world only being some two billion years old. In return, the Roost imported small quantities of advanced goods, particularly military supplies. The lack of a functional HPG made further trade a difficult prospect, but the government established a trade mission on New Avalon in the thirty-second century in the hope of generating further trade.<ref name="TtSWRp6"/>
  
 
With the formation of the [[Raven Alliance]], the government of Wynn's Roost put considerable thought into how to respond in the event of conflict with [[Clan]] opponents. In the main, the government's preferred option was to avoid both conflict and contact by not engaging in trade with the Raven Alliance, or any other activity that could attract attention. Representatives from any of the Clans who encountered Wynn's Roost were treated with great politeness, a state of affairs known as the "Dyson Doctrine" after President [[Tanala Dyson]], who was responsible for authoring the principle. If it should come to conflict, the Rooster government had developed plans to either try and draw on their strengths, such as they were — duels that would take advantage of hostile terrain, or duels conducted via sea battles with Rooster battleships. A variety of trials that didn't involve direct combat were also developed, under a contingency plan given the code name "Dance Off".<ref name="TtSWRp6"/>
 
With the formation of the [[Raven Alliance]], the government of Wynn's Roost put considerable thought into how to respond in the event of conflict with [[Clan]] opponents. In the main, the government's preferred option was to avoid both conflict and contact by not engaging in trade with the Raven Alliance, or any other activity that could attract attention. Representatives from any of the Clans who encountered Wynn's Roost were treated with great politeness, a state of affairs known as the "Dyson Doctrine" after President [[Tanala Dyson]], who was responsible for authoring the principle. If it should come to conflict, the Rooster government had developed plans to either try and draw on their strengths, such as they were — duels that would take advantage of hostile terrain, or duels conducted via sea battles with Rooster battleships. A variety of trials that didn't involve direct combat were also developed, under a contingency plan given the code name "Dance Off".<ref name="TtSWRp6"/>

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