=== Races | Economy | Buildings & Organizations === ====== KARABULUT GARMENT MANUFACTORY (KGM) ====== {{:karabulut_garment_manufactory_scenic2d_02.png?direct&400|}} ===== Overview ===== * **Location:** Industrial Ring, [[new_kourou|New Kourou]] * **Address:** NW Industrial Ring Road 2 * **Surroundings:** Adjacent to the [[space_drinks_inc._headquarters|Headquarters of Space Drinks Inc.]] Founded in 2628 by former engineer [[jeremy_karabulut|Jeremy Karabulut]], the [[karabulut_garment_manufactory|Karabulut Garment Manufactory (KGM)]] was the first large-scale textile plant on [[the_planet_voi_700_d|VOI 700 D]]. Transitioning [[the_humans|ExoHumans]] from repurposed [[last_frontier|Last Frontier]] suits to bespoke frontier wear, KGM’s durable fabrics and frontier-styled garments became ubiquitous across the [[beta_age|Beta Age]] settlements. Its rapid growth—fueled by five [[hekana|Hekana]] (“Alien Cotton”) farms in [[Hope|Hope Region]] — sparked both economic boom and [[the_natives_tribes_of_voi_700_d|native]] land disputes. Nationalized in 2632 under the [[federal_confederation|Federal Confederation]], KGM was replaced by the [[federal_garment_manufactory|Federal Garment Manufactory (FGM)]] in the [[the_gamma_age|Gamma Age]]. ===== Architectural Significance ===== * **Building materials:** Containers from the Last Frontier, local wood, spacecraft components, recycled shuttle canopy skylights * **Foundation:** Low stone and poured rubble base to counter humidity and seasonal ground shift. * **Floors:** Production hall with high ceilings + mezzanine offices and sample gallery * **Facade:** Corrugated metal cladding * The functional design of the facility reflected both the urgency of the needs at the frontier and the improvisational spirit of early industrialization. ===== Building Structure ===== **Ground Floor – Production Hall** * **Weave Floor:** Rows of [[quantum_fusion_batteries|QFB]]-powered textile looms spinning Hekana fibers into yardage * **Dye Vats:** Five climate-controlled vats for color treatments, each with integrated waste-water separators * **Cut & Sew Lines:** Conveyor-belt tables where tailors stitch reinforced workwear * **Quality Control Station:** Raised platform for inspectors to sample and test fabric tensile strength * **Restroom (2):**Two unisex composting stalls with [[aurorasan_system|AuroraSan]] fixtures **Mezzanine – Offices & Gallery** * **Manager’s Office:** Simple desk and a view over the production hall * **Design Studio:** Wall-mounted swatches, sketch tables, and holo-projector for pattern reviews * **Sampling Gallery:** Display racks of finished garments and prototype uniforms * **Archive Nook:** Shelves of original Last Frontier suit fragments and early Hekana prototypes * **Restroom (1):** Single-stall for staff, featuring the Aurorasan System. **Exterior Grounds** * **Loading Dock:** Three service bays where Hoo-drawn wagons and bots deliver raw Hekana bales and load finished crates * **Dye Waste Ponds:** Secured trenches lined with native stone for settling dye byproducts * **Overhang Canopy:** Corrugated metal awning shielding outdoor work tables ===== Look and Feel ===== The air inside hums with loom-motor whine and the sweet tang of fresh-dyed fiber. Threads of vibrant blues and earthen browns hang in drying racks, while tailors in patched smocks work under harsh galvanic lighting. Dust motes swirl across grated walkways, and steam hiss-vents punctuate the cavernous space. ===== Roles and Responsibilities ===== * **Jeremy Karabulut (Founder/Plant Manager):** Oversees operations, negotiates Hekana supply, and designs core workwear lines * **Chief Weaver (1):** Maintains and tunes high-speed looms; trains textile engineers * **Head Tailor (2):** Supervises cut-and-sew teams and quality control * **Tailors (8):** Stitch, hem, and assemble garments on the cut-and-sew lines * **Textile Workers (30):** Feed looms, operate dye vats, package finished rolls of fabric, and assist with loading dock operations * **Maintenance Bot (1):** A customized programmed [[butler_bots|Butler Bot]] from the [[new_kourou_robotics_syndicate|New Kourou Robotics Syndicate]] routine machinery diagnostics and hull-plate patching * **Cleaning Bot (1):** A [[cleaning_bots|Cleaning Bot]] sweeps floors and clears textile scraps *** Security Bot:** A [[guarding_bots|Guarding Bot]] scans credentials before opening the gate ===== Public Access & Operations ===== * **Visiting Hours:** Monday–Saturday, 07:00–12:00 (by appointment) * **Production Shifts:** Dual shifts 00:00–12:00 and 12:00–24:00 * **Order Desk:** Open 08:00–18:00 for bulk garment and fabric orders ===== Security Measures ===== * **Regular Patrols:** A local [[guarding_troopers|Guarding Troopers]] Unit patrols the Industrial Ring regularly * **Bot–Secured Gate:** A reinforced alloy gate at the loading dock controls all entry; a refurbished, selfmade Bot scans credentials before opening ===== Player Interaction Possibilities ===== **Legal Interactions** * Submit a job application to the Manager’s Office and audition for tailor or textile-worker roles * Work a shift alongside tailors and weavers to learn frontier garment-making techniques * Place a Uniform Order: Commission standardized workwear for a mining or logging expedition * Purchase factory surplus: negotiate bulk deals on off-spec fabric rolls or sample garments **Illegal Interactions** * Smuggle contraband goods hidden in empty Hekana bales * Sabotage dye vats to discredit Karabulut’s monopoly * Forge production logs to misroute a valuable prototype out of the plant ===== Tactical Advice for Dungeon Masters ===== * **The Missing Bales –** In the dead of perpetual twilight, the KGM discovers that its entire stock of freshly harvested Hekana bales has vanished from the loading dock. Jeremy Karabulut quietly hires the PCs to track the thieves: were they rival textile brokers, desperate Hope farmers, or agents of a Native tribe? The trail leads from shadowed warehouses in New Kourou’s Industrial Ring to clandestine dye‐pond rendezvous— will the PCs recover the fibers before the next production run stalls? * **Stitch in Time –** Jeremy Karabulut fails to appear for the day’s production briefing, and the Head Tailor finds a ransom note pinned to the workshop door demanding 20 000 [[kourou|Kourou]] just to keep him alive, plus another 20 000 for his release. Tasked by his anxious team, the PCs must interrogate factory workers, bribe informants, and navigate seedy underbelly deals in the Public Services Ring to locate Karabulut’s hideout—and rescue him before the kidnappers’ deadline. ===== Related Pages and Further Information ===== * [[beta_age|Beta Age]] * [[free_state_of_settlers|Free State of Settlers]] * [[new_kourou|New Kourou]] * [[karabulut_garment_manufactory|Karabulut Garment Manufactory]] * [[hekana|Hekana (“Alien Cotton”)]] * [[jeremy_karabulut|Jeremy Karabulut]] * [[federal_garment_manufactory|Federal Garment Manufactory]] (Gamma Age) * [[exohuman_clothing_fashion_and_textiles_in_the_beta_age|Exohuman Clothing & Textiles in the Beta Age]]