You spend much of the next few days considering the problem posed by the Car'ya's and the Snakes. The thought of a rift in your new society is painful, but you are uncertain that you could retain enough power to hold your position if you openly opposed the Car'ya's militia. Their militia is sizeable, and if it lacks the firepower of your own, it makes up for that in discipline and unity. You decide, for now, to pursue a diplomatic solution.
After a few brief meetings, tensions haven't subsided. Apparently the son of Bejel Ah'kter (the Snake leader) has been accused of impregnating the daughter of a prominent Car'ya merchant, and then denying paternity. For the Car'ya, who cling strongly to the ethos of respect and propriety, this is tantamount to a declaration of war. Thankfully, the Car'ya's sense of honor prevents them from attacking while diplomatic proceedings are still underway. Still, a solution must be found.
The wily Sheb McSheb has been working on lowering the temperature in the cargo bay. He found a few blown circuits and popped fuses, and has been able to get a vent fan up and running in the bay. It has managed to lower the temperature by 50 degrees in a few days. Unfortunately, that is the extent of his progress at this point in time. He seems to think that he'll be able to get it down to the point where entry to the bay is not fatal in a few more days.
Scouts examine the perimeter of the habitation modules, which form a ring around the farm module, and they report back that their connections to the rest of the ship would be difficult to defend, as they are wide and lack cover. Currently, the blast doors seem to be locked from the outside, probably the security forces of the ship have done so to quarantine the Stowaways.
A few sorties are sent into other cargo bays, and much to your dismay, they have all been opened to the void. Without any space suits, your scouts will be unable to retrieve anything of value that may remain in them. The lead scouts are doubtful that much remains, but stranger things have happened.
So with your tenuous peace hanging by a thread, and no new technology or weapons to tip the balance, what do you do?
Holdings:
-Three habitation modules
-One farm module, currently non-functionnal
Population: 1053 people, 627 of them of working age
Tech: None
Resources: 200 units of scrap, 5 units of spare
Food: 13000 units (One unit/day/person)
50 militiamen, untrained, 17 of them with guns