Tuesday, March 12, 2019

Library Data: J-R

Jarslavi Cartel. A sprawling criminal network operating on both Solomani and Imperial worlds of Swan, New Mars, and Albadawi subsectors. Highly organized and disciplined, the cartel engages in trafficking of arms, drugs, humans, and illegal tech. The cartel is infamous for its use of assassination, bribery, and extortion to bring even planetary governments to heel.

Kline (Magyar 3012 A642987-E). An economically important world located on a major trade line on the Walpurgian Main in Kline subsector. The system consists of a M0 V primary and an M1 V far companion. The mainworld, also known as Lishunga, is a poor, dry, and cold hellworld tidally locked to its red giant primary; the atmosphere is thin oxygen-nitrogen tainted with pollutants. Kline has a population of 1 billion and is heavily industrialized. Shugammiir (F622ACE-C) is a notable non-mainworld orbiting the companion star.

Kline is the subsector capital and the seat of the Duchy of Walpurgis, held by Duchess Shanika Adelbert. The mainworld also features Walpurgis University, which contains the prestigious Magyar Center for Chemical Studies as well as an excellent medical school. Kline has a Class A starport; Allied Prefabricated Ships and Vessels owns the large shipyard and has its corporate headquarters on the mainworld.

The system was first explored by the Vilani First Imperium but not exploited until the Terrans established industrial centers on Kline following the Interstellar Wars. During the Solomani period many Vilani throughout the subsector were forcibly relocated to Shugammiir, which became an important source of cheap industrial labor for the Confederation. Although Shugammiir, with 40 billion inhabitants, is far more populous than Kline, it lags technologically and in many ways still suffers the effects of Confederation rule. Liberated during the Rim War, Shugammiir has embraced a regime so violently anti-Solomani that the Duchess has resisted calls for establishing a second starport in the remote system.

KST has also introduced the high end Verisim-8 line of androids, built to closely resemble humans in all ways but possessing superior physical characteristics.

Kline Synthetic Technologies. One of the larger Imperial manufacturers of androids. KST, based on Kline (Magyar 3012 A642987-E), is a sector-wide corporation that services Imperial territory in Daibei, Magyar, and the Solomani Rim. KST also has manufacturing centers on Sinott (Magyar 2512 A431742-E) and Mogeen (Magyar 3231 A435575-E). KST produces the mid-range Synthmat-11 models, which are hairless and have an identifying mark that can be found through a retinal scan. KST has also introduced the high end Verisim-8 line of androids, built to closely resemble humans in all ways but possessing superior physical characteristics. These androids can only be identified through retinal scans. All of these KST models require regular amino enzyme supplements in order to process human foods.

Kobayashi. Former name for Clown subsector.

Kugle (Magyar 2423 A522656-E). A frozen satellite hellworld on the Confederation border in New Mars subsector. Since the end of the Solomani Rim War Kugle and its neighbor Elnor (Magyar 2223 A554611-C) have become vital crossing points for ships moving between the Imperium and the Solomani Confederation, and their class A starports are well accustomed to the traffic. Kugle contains a large number of displaced people, undesirables rounded up by the Solomani and sent over the border, including many mentally ill and dangerous individuals. The starport is clogged with these, which Imperials have been forced to place into concentration camps for processing. As such the world has been issued an Amber Zone travel advisory. The Imperial representative to Kugle is Dame Wilda Pernel-Traves.

Long Night [-1776 to 0]. The period of interstellar decline and anarchy between the fall of the Rule of Man and the establishment of the Third Imperium.

mainworld. The most important world in a system, normally the source of the system name.

The Magyar Campaign [1000-1001]. An important series of military operations conducted during that the last phase of the Solomani Rim War. While the main Imperial force advanced into the Solomani Rim, a secondary Imperial force commanded by Admiral Miiri Elixabeth Kemper drove deep into Magyar sector. Kemper was an incomparable strategist whose scorched earth policy severely hampered the Confederation’s continued ability to wage war. She was opposed by Solomani Confederation Admiral Arturo Coglan, whose resourceful and spirited defense may have prevented the complete destruction of the Solomani Confederation.

Kemper’s primary goal for the Magyar Campaign was to cut off the Confederation’s Daibei and Magyar sector fleets from the Solomani Rim; with the Aslan pressing in to spinward, the Confederation would be hard-pressed to use these forces to relieve the Rim. Her secondary goal was to degrade Confederation war-making capabilities by destruction of its industrial infrastructure. Kemper was revolutionary in her embrace of Solomani total war: her Magyar Campaign targeted Class A and B starports, industrial centers, and system communication and navigation networks. Commercial ships were seized and scuttled. Not wishing to be pinned down, she avoided capturing worlds unless they contained a large pro-Imperial population. She was content to leave worlds largely intact provided they were left cut off from interstellar trade. Without a need to garrison captured worlds, she was free to range far behind Solomani lines.

Kemper commanded the 4th, 9th, and 18th Provisional Imperial Battle Fleets from her flagship the Arzemiir, an Atlantic-class heavy cruiser. She surprised the Solomani Confederation by bypassing Daibei sector and entering Magyar through Ultima subsector in the Solomani Rim. The first major battle in Magyar occurred when the Imperial 4th and 18th Battle Fleets jumped from recently captured Darrukesh (Solomani Rim 0106) directly into the Anise (Magyar 2904) system. In the subsequent Battle of Idu Kemper’s forces crushed the Confederation defenders and established a beachhead in Magyar sector. The Imperial fleets then systematically swept through Anise subsector, destroying starports and infrastructure before moving rimward to reduce the Dootchen Estates.

Meanwhile, Coglan pulled what limited first rating elements were available to him from across Daibei, Dark Nebula, and Magyar and began to engage Kemper’s invasion fleets. What followed were 9 months of textbook fighting, still taught in naval colleges in the Confederation and Imperium alike. Although outnumbered and facing a higher tech opponent, Coglan fought brilliantly. He was superb at unnerving opponents with unexpected stratagems, forcing them into mistakes. Unfortunately, Kemper made very few mistakes: she was unyielding and methodical. In 1001 Kemper had Coglan trapped at Ramanar (Magyar 1326 A643755-D), where he offered his surrender.

Magyar sector. A region trailing of Dark Nebula and spinward of the Solomani Rim. The sector, which is entirely within the Solomani Sphere, consists of 512 systems with a total population of 553 billion. While the Solomani Confederation controls nearly three quarters of the systems, the Third Imperium controls the high population systems with the majority of the sector’s population.

Makhidkarun. A megacorporation specializing in the communications and entertainment industries. Makhidkarun also provides high-end passenger and freight service to all of the Imperium, though operations are confined to the established trade routes. Regional headquarters are located on Alphard (Magyar 1701 B88AAA9-E).

megacorporation. An extremely large interstellar corporation. When a corporation is truly Imperial in scope and can provide services to all regions of the Empire, it earns the term megacorporation. Only thirteen companies are acknowledged to be megacorporations.

Because of their size, megacorporations have truly astronomical numbers of employees, shareholders, and profits. Their upper level executives labor at broad policy questions, and are largely out of contact with day-to-day (and even year-to-year) activities of the corporation. The real power in the company lies in the hands of the regional managers who control the actual operations of the business. While they may control only a small fraction of the megacorporation’s assets, they wield more power in some areas than do the representatives of the Imperial government.

A small number of Imperial regulatory agencies have power over the megacorporations, and the companies are subject to any applicable local taxes as well. Nevertheless, if Imperial sovereignty is not blatantly violated, regional managers can usually conduct their company’s business as they see fit. Because a direct confrontation with the Imperium would be bad for business, intentional violations of Imperial laws occur on a covert basis only.

Megacorporations rushed to exploit the newly conquered Solomani Confederation territories following the end of the Rim War. Their frequently rapacious tactics have roused alarm and anger among many Solomani inhabitants of Magyar. The most active Imperial megacorporations in the sector include Delgado (military contracting), General Products (shipbuilding), Hortelez et Cie, LIC (financial services), Instellarms (military contracting), Ling-Standard Products (manufacturing and mining), and Naasirka (electronics and information). The sole Solomani megacorporation, Transstar (shipping), is also active in the region. Although many smaller Aslan corporations ply the spinward systems, Tlasayerlahel (merchant services) is the only Aslan megacorporation with a significant presence in Magyar sector.

Meritorious Conduct Under Fire (MCUF). An Imperial military decoration for outstanding service under hostile conditions.

Miiri Elixabeth Kemper [956–1053]. Highly decorated admiral of the Imperial Navy during the Solomani Rim War and architect of the Magyar Campaign. Kemper was born on Warinir (Daibei 0507) and was admitted to the Imperial Naval Academy in 973, graduating at the top of her class. She chose the Ftahalr Enforcement Fleet and gained her first command in 985.

With the outbreak of the Solomani Rim War Kemper helped direct Daibei’s defenses from 990–993. In 994 she was assigned to the planning staff of Rear Admiral Arielle Adair in Diaspora. Both Kemper and Adair were like-minded commanders and avid students of Solomani history. In 998, following a humiliating Imperial defeat at Kmak (Old Expanses 1424), Adair was promoted to Grand Admiral of the Imperial battle fleets and Kemper became one of her newly minted admirals. A serious and distant personality, Admiral Kemper was resented by rival commanders but revered by her own subordinates, who called her “The Grinder” due to her singular focus on optimizing the performance of her fleets. She harbored no interest in playing Navy politics: under Kemper everyone was considered replaceable and interchangeable; commanders who failed to perform were swiftly demoted or transferred regardless of their pedigree or political connections.

During the Diaspora Campaign Kemper distinguished herself as a relentless and methodical commander. Following the Imperium’s bloody but decisive victory at Alki (Diaspora 1136), Adair asked Kemper to open up a third front to spinward. Her resulting Magyar Campaign left a path of ruin through Anise, Kline, Voyager, and New Mars subsectors, a destruction so thorough that its effects linger over a century later.

Kemper was appointed military governor of Clown subsector in 1016 and established a temporary capital at Kobayashi (Magyar 2103). She also raised three free clones as her offspring. While all three true daughters went on to have successful, though very different careers—as an engineer, historian, and advocate—none expressed any interest in the Navy. On 01-1046 Emperor Paulo III issued Admiral Kemper a patent of nobility, naming her the first post-war Duchess of Kobayashi. Following her death she was succeeded by her true daughter Agidda Miiri Kemper. In 1058 the mainworld Kobayashi passed a referendum to change its name to Kemper in her honor. Duchess Agidda Kemper held her office until 1095, when she was succeeded by her own true daughter, Dorotti Shulimaar Kemper (b. 1049), the current duchess.

Milbrath (Magyar 2716 E430896-7). Also known as Gunmu, a small, poor gas giant moon with a very thin atmosphere, a Class E starport, and a high population, pre-stellar tech society. Milbrath’s population is approximately 600 million, many descended from Vilani refugees resettled on this world during the Solomani period. Although located on the well-trafficked Walpurgian Main, the system is bypassed by almost all interstellar traffic.

Milenky (Magyar 2603 C587754-9). Also known as Karikmir, a rich, temperate, wet world with a dense atmosphere, a Class C starport, and an early stellar society. The system, located on the Walpurgian Main, also contains a cold secondary world, Iinshakhim (GB99654-5). The population of 80 million is engaged in agriculture and tourism from the nearby high population, industrial worlds of Austa (Magyar 2503 C796ABE-B) and Hyalin (Magyar 2602 D505984-9).

Ministry of Justice. The Imperial administrative organization that exercises authority over violations of Imperial law, especially when those violations occur on Imperial territory, including within the extrality boundary of starports. Judges, justices, and the other personnel of the Imperial justice system are part of the Ministry of Justice. Its main administrative and record-keeping center is on Capital (Core 2118 A586A98-F).

Special agents of the Ministry of Justice travel throughout the Imperium to investigate specific cases, and to ensure fair and impartial administration of justice. Most of these agents act with the direct authority of the Minister, and a few have limited Imperial Warrants, making them personal representatives of the Emperor.

In addition to the Imperial court systems, the Ministry of Justice administers the Imperial prison system, sometimes through sector and subsector nobles and sometimes directly.

In Magyar, the Ministry is actively engaged in counter-espionage, counter-terrorism, and anti-corruption operations. MoJ offices are found on Tolson (Magyar 2106 A432ADH-E), Anise (Magyar 2904 A8419B7-E), Kline (Magyar 3012 A642987-E), and Wicker (Magyar 2728 A742843-C).

Morency. The former name for Cluster subsector.

Morgenstern (Magyar 2625 E999589-8). A large, nonindustrial Solomani Confederation world located in the Fugue Cluster in New Mars subsector. Morgenstern has a dense oxygen-nitrogen atmosphere tainted with low oxygen. Morgenstern was initially charted and colonized by Terrans during the Interstellar Wars, who named the world Fugue. The world rapidly became an industrial center even into the Rule of Man. During the Long Night the world was largely depopulated and not recolonized until well into the Solomani period. In 1067 Solomani Confederation researchers discovered evidence of an Ancients site at the bottom of one of the polar seas. Reports indicate the site is a cluster of oddly shaped structures.

Montlivan (Magyar 3222 C688456-A). A hot, medium-sized world with a dense oxygen-nitrogen atmosphere, located on the Rim Main in New Mars subsector. Montlivan was originally colonized by the Vilani First Imperium and named Sukun. The senior Imperial representative to the world is a baronet, Sir Cedric Radimir Garner. Because of the low population and lack of infrastructure, the world has been issued an Amber Zone travel advisory.

New Mars subsector. Current name for subsector L of Magyar, formerly known as Arkhaaru during the Vilani First Imperium, Ceti to the Terran Confederation, and Fugue during the Solomani period. The Vilani First Imperium claimed only a handful of trailing worlds within the subsector, leaving the rest open to the Terran Confederation.

The Third Interstellar War (-2378 to -2336) inflicted a grievous toll on the Terran Confederation, as a Vilani invasion fleet besieged and bombarded both the Mars colony and Terra itself with nuclear weapons. In response the Confederation redoubled efforts to establish colonies in Ceti subsector and beyond. Many settlers were refugees from the Mars colony, and one world in particular, Pocatlipcat (Magyar 3030), bore many similarities to their lost home and was originally named New Mars.

Nobility. The foundation of interstellar government within the Imperium. The Imperium depends on nobles ranging from knights to archdukes to carry the chain of authority and the mantle of responsibility from the Emperor to the people. The Imperium assigns a representative to each mainworld; this imperial Noble interacts with the local government and population, serves as an ambassador, and promotes trade and commerce. This noble may be a local appointed by the Emperor, or may be an offworlder assigned to the post.

Imperial territory in Magyar is divided into four duchies corresponding to subsectors. The Duchy of Kobayashi, which covers Clown subsector, is overseen by Duchess Dorotti Shulimaar Kemper from her seat at Tolson (Magyar 2106 A432ADH-E). The Duchy of Gadarur, which covers Anise subsector, is overseen by Duke Eneri Urkenim from his seat at Anise (Magyar 2904 A8419B7-E). The Duchy of Walpurgis, which covers Kline and Imperial systems in Voyager subsector, is overseen by Duchess Shanika Adelbert from her seat at Kline (Magyar 3012 A642987-E). The Duchy of Fugue, which includes New Mars subsector and Imperial systems in Swan and Cluster subsectors, is overseen by the Bwap Duke Wawebes from his seat at Wicker (Magyar 2728 A742843-C). Duke Wawebes was installed in response to the rampant corruption in New Mars, but it was widely seen as an affront to the Solomani citizens. Magyar has no sector duke. The four subsector dukes report to Duke Robert haut-Beaudoin of Dingir (Solomani Rim 1222 AA89A98-F).

Olympian Cluster. An astrographic feature in Cluster, Olympus, and Swan subsectors of Magyar, a chain of 36 worlds separated by jump-1 distances.

Operation Black Pinion [1084-1087]. An Imperial police action on Asrow (Magyar 3006 X598548-5), an interdicted world in Anise subsector.

Operation Bright Volt [1089]. A controversial cross-border action on the balkanized Solomani Confederation world of Fatagin (Magyar 2229 B667878-A) in Swan subsector. Fossur, one of the largest Fataginian nation-states, had been caught supplying weapons of mass destruction to insurgencies inside the Imperium. The Confederation itself denounced Fossur as a rogue nation, and Operation Bright Volt was intended to be a fast-moving, punitive raid on Fossur’s weapons-making complexes. As Imperial naval forces engaged system defense forces in high orbit, Imperial marines and army units were inserted onworld. The entire operation was intended to last less than 100 hours but the ground forces quickly became bogged down fighting entrenched Home Guard and Solomani regular army troops. Meanwhile, the unexpected arrival of a Confederation FleetRon forced the Imperial naval forces to withdraw from the planet. Hours turned into days, which turned into weeks. After 38 days of fierce fighting the Imperial ground forces were recovered, narrowly avoiding a larger war with the Confederation.

Operation Sagamore [1084-1088]. An Imperial police action on Gjerdingen (Magyar 3123 X5758A9-5) in New Mars subsector.

piracy. Theft of a starship or its cargo through force or intimidation by another vessel. As a fundamental threat to interstellar commerce, piracy is illegal within the Imperium and carries the death penalty. The Imperial Navy is charged with suppressing piracy within the Imperium, while the Marines are often called upon to destroy pirate havens both inside and outside the Imperium. Both the Imperial Starport Authority and Ministry of Justice devote considerable resources to identifying, investigating, and preventing piracy. Imperial Admiralty courts adjudicate cases involving interstellar trade and shipping—including piracy, barratry, and hijacking.

Member worlds are also expected to combat piracy. If a pirate haven is discovered within the Imperium, the member world is pressured to take action on its own. In addition, colonial navies and system defense forces are expected to protect their own worlds and merchant traffic from pirate depredations.

Most piracy occurs while starships are entering and leaving a system, and most pirate ships are converted merchants. Merchant ships trading in unsafe areas tend to be heavily armed, while those trading in safe areas tend to be lightly armed or unarmed, depending on system defenses for protection.

Magyar has been closely associated with piracy ever since the Vilani First Imperium, when the unauthorized dissidents who settled the region sometimes launched raids into Imperium space. During the Interstellar Wars commerce raiding between Terran and Vilani communities was common and continued even into the Rule of Man.

The Long Night marked the rise of the Reavers as entire worlds and coalitions of worlds turned to raiding each other as interstellar civilization collapsed. Smaller scale piracy continued throughout the Long Night, often practiced by outcast Aslan.

The end of the Solomani Rim War created renewed pirate activity in Magyar as disaffected planetary navies from Confederation worlds now inside the Imperium as well as abandoned Solomani mercenary units plagued the Imperial systems well into the 1030s.

Even today piracy remains a serious threat within all Imperial subsectors in Magyar except for Clown, the one subsector left relatively unscathed by the Solomani Rim War. Despite the efforts of the Imperial Navy, political and economic factors have prevented the full eradication of piracy, which is even more common in the Confederation-controlled subsectors. As in the Solomani Rim, the Confederation Navy’s patrol forces in Magyar are overstretched. Confederation systems affected by piracy are said to include Desolation (1506 B401200-E), Abbit (0617 A699201-E), Kazilash (0715 B778100-C), Kano (0814 A432503-E), Nethery (1612 B101102-E), Bois (1537 A201100-E), Mitaro (0425 B895301-C), Quinn (1329 AA75100-E), and Vanus (1423 B422201-E).

quadrant. Mapping unit in astrography equal to four subectors. By convention, the spinward and coreward subsectors of a sector (A, B, E, and F) are designated Alpha, the trailing and coreward subsectors (C, D, G, and H) are designated Beta, the spinward and rimward subsectors (I, J, M, and N) are designated Gamma, and the trailing and rimward subsectors (K, L, O, and P) are designated Delta. While use of this unit is unusual within the Imperium, it is much more common within the Solomani Sphere.

Reavers. Warlords and pirate bands that operated in numbers large enough to plunder entire worlds during the Long Night. Most were based in Reaver’s Deep, Dark Nebula, and Magyar sectors. The Reavers’ raids were devastating since they were almost always technologically superior to their victims. Sometimes the Reavers recolonized devastated worlds, preserving knowledge that would otherwise have been lost in inky blackness of the Long Night. In Magyar the Reaver era lasted from approximately -1500 to -1100, after which the overall diminishment of interstellar trade and growing Aslan influence sharply curtailed this activity.

Red Zone. The Travellers’ Aid Society travel zone classification for a nation, world, or system which is dangerous to travellers. In general, the imposition of a red zone classification indicates the location is quarantined, interdicted by higher authority, or at war.

Reformed Dootchen Estates. A Solomani Confederation member-state located in Voyager subsector, with a capital at Dreesen (Magyar 1916 A201652-E). As the Rule of Man collapsed and technology levels crashed, the population of the garden world Tralp (Magyar 1913) exploded. Soon Tralp began preying on neighboring systems, seizing technological resources and laying claim to entire worlds. Tralp and its subject worlds eventually formed a pocket empire that proved strong enough to push back against the Aslan and other Magyar states. While never a true naval power, the Tralp pocket empire maintained formidable ground armies to seize and hold new worlds. The fabled Aazlantrope were elite armored units said to have been specifically created to combat Aslan raiders.

During the Long Night Tralp developed a rigid caste system. When the Third Imperium began to exert influence over the region, this system resembled chattel slavery and Tralp soon became an isolated pariah state. With the creation of the Solomani Autonomous Region, Tralp was allowed to flourish once more. In 924 the Tralp worlds reorganized into the Dootchen Estates, and the new government promoted a romanticized identity that cast the Estates as stalwart defenders of Solomani worlds against alien invaders. Their unsavory racial politics and enthusiasm for military intervention soon made the Estates the darling of more radical elements within the Solomani Party. The Estates therefore enjoyed an unusual degree of influence at the highest levels of the Confederation.

Because of this prominence, the Estates were specifically targeted by the 9th Imperial Fleet during the Magyar Campaign of the Solomani Rim War. The Fleet destroyed the mainworld’s Class B starport and left the capital city of Tralpstad a smouldering ruin. The 9th Fleet then harassed other Dootchen worlds until the Estates collapsed at the end of 1001. The Estates reformed in 1007, but was much diminished and has taken nearly 100 years to rebuild itself.

relict. A clone intended to replace an existing individual who is dead or incapacitated. Relicts have force-grown organic bodies, cloned brains, and implanted personalities. The pattern provides genetic material samples and a personality, memory, and skill recording. The activated relict has the memories and skills of the original and becomes owner of the original’s property.

Life Insurance activates a relict when a verified report of death or disappearance is made to the insuring company. Upon activation a relict is force-grown to adulthood and implanted with the pattern’s recorded personality and skills. A relict preserves memories up to the time of the recording and is an effective duplicate or replacement for the pattern. For individuals interested in buying Life Insurance, the premium is MCr1 to start a policy and Cr100,000 to update. Due to the expense, such plans are relatively unusual, though some companies or government services offer them as a retention perk.

Imperial Navy Captain Kosimo “Luckless” Leon was killed in action three times in the course of the Solomani Rim War, at Eberly (Diaspora 2130), Alki (Diaspora 1136), and Anerin (Magyar 2706). Each time a relict was activated and returned to duty. After his third death the Admiralty decided that Captain Leon was best suited training reserve squadrons in the Zarushagar sector fleet.

Rim Main. An important astrographic feature in the Solomani Rim, a chain of worlds separated by jump-1 distances that link the entire Imperial-controlled portion of the Sector. The Main is the major trade route through the Solomani Rim and is partially responsible for the region’s prosperity and long history of civilization.

Rita’s Place (Magyar 2205 C76689A-8). A wet garden world with a Class C starport, and a high population, extreme law, pre-stellar society. The mainworld has an orbital resonance with its M2 V primary, rotating exactly three times in every two orbits. The system is located in the Nauvoo Cluster in Clown subsector, and contains Orson (H200566-8), a cold and tide-locked secondary world. Rita’s Place supports an IISS base administered by Kobyashi Scout Leader Sroel Karel. Rita’s Place was first settled by Terran émigrés from Australia and New Zealand during the Rule of Man. The planet was a prime target for Reavers during Long Night and later Aslan settlers, who captured the world and named it Yuetao. Over several hundred years the world built up a fairly large Aslan population, though they were persecuted during the Solomani period. Rita’s Place has been an agricultural center, but immigration is starting to crowd out farmland as the population creeps upward of 400 million. In response, the government has attempted to severely restrict new arrivals and has adopted extremely harsh laws concerning weapon possession.

robot. A truly mechanical or non-organic artificial intelligent being. Relatively mindless robotic machines and appliances appear around TL8. The reliability of primitive (non-creative) artificial intelligence often follows at TL11, making the way for widespread introduction of primitive artificially intelligent robots at TL12. By TL13 the economic advantages of robots over humans increases so that robots often become ubiquitous in society. This trend begins to reverse itself at TL14 and 15. At these upper tech levels some robots may be superior to humans in one or more areas, but they are all unable to act with clear initiative in unfamiliar situations. True artificial intelligence is only expected to emerge at TL16 or beyond.

Robots may be sophontiform (anthropomorphic) or strangeform (with structure based on function). On worlds where robots are common, strangeform robots are effectively invisible: there is little or no difference between ordinary driver driven vehicles and robot vehicles.

Robots are fairly common on most Magyar worlds of TL13 or higher. Popular Imperial manufacturers include Ling-Standard Products, Naasirka, and Shululsish Internetworking LIC. Popular Solomani manufacturers include Panstellar, Odyssey, and Thinking Machines, Inc (TMI). The primary Aslan manufacturers are Tlektaowa and Wyaroaer.

Rule of Man [-2204 to -1776]. A short-lived interstellar empire formed after the conquest of the Vilani Imperium by the Terrans. The conquered territories were under military rule from -2219 to -2204. Vilani military forces were incorporated into the Terran forces. Terran naval officers took over key posts in the Vilani bureaucracy, which was otherwise retained intact.

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Friday, March 8, 2019

Library Data: G-I

Gadarur. Former name for Anise subsector. During the Vilani First Imperium the garden world Chartpay (Magyar 2903 A7558B9-C), then known as Gadarur, was a high population capital that also lent its name to the subsector. Gadarur was repeatedly sacked by Reavers during the Long Night and eventually fell to pre-stellar levels.

gauss. A type of slug-throwing weapon that fires small darts, sometimes called needles, accelerated by electromagnetic coils in the barrel rather than expanding gasses. They are almost completely silent except for the sharp crack of a supersonic round. Gauss rifles are introduced at TL12 and become common infantry weapons by TL13.

The standard rifle for Imperial soldiers is the model KG56A3 gauss rifle, in service for over a century but beginning to show its age. This weapon accelerates a 4mm, 4-gram needle bullet to velocities of 1500 meters per second. The round itself consists of a dense armor-piercing core surrounded by a softer metal covering that ends in a hollow point; this combination gives the round both high stopping power and a good armor-piercing capability. Flight along the barrel is nearly frictionless, for spin stabilization is imparted in this weapon through magnetic bias.

geneering. Also known as genetic engineering, an applied science that modifies “natural” creatures by the manipulation of genetic material. Effective geneering is usually associated with TL14 societies, but many of the foundational technologies emerge as early as TL8. During the Interstellar Wars the Terrans began improving the intelligence of several animal species to assist their new colonies. While these early experiments did not create true sentience, they did produce the “neodog,” a variant canine with improved intelligence and language ability, as well as the “miniphant,” a smaller but very intelligent elephant. By the end of the Interstellar Wars the Terrans had succeeded in uplifting dolphins, orcas, gibbons, and orangutans. The Terrans also experimented with geneering variant human subspecies to promote colonization on environmentally hostile worlds.

Much of this geneering capability was lost during the Long Night with a few notable exceptions such as the Wuans of Wu (Magyar 0203 B66A99A-E), who engineered themselves into separate, specialized genetic castes; each role in Wuan society is now occupied by individuals genetically optimized for that specific role. Significant geneering projects only reemerged in the 500s once the Third Imperium and surrounding human worlds regained sufficient technology to work effectively in the field. The megacorporation Schunamann und Sohn AG (SuSAG) remains the only Imperial megacorporation to maintain a substantial geneering division, though much of this work is directed toward modifying animals and plants rather than humans. In contrast, several large corporations within the Solomani Confederation work in geneering, including ConTech (Dark Nebula and Magyar), Corydon BioTech (Magyar and Daibei), Emerald Genetics (Wuan Technology Association), NewGenAssist (Solomani Rim and Aldebaran), and Macrogenesis (Alpha Crucis).

Gerwalk (Magyar 2631 C100941-D). An Imperial system located in the Ceti Cluster in Cluster subsector. The mainworld is a tiny, airless gas giant moon with a Class C starport and a high population, low law, average stellar tech society. A second mining moon, Pertinax (F200672-8), orbits the same gas giant. The Zelus Belt (F000513-7) is another important world in the system.

Gerwalk was a major industrial center for the Solomani Confederation, but the shipyards were destroyed during the Rim War. The population of 2.11 billion is fairly peaceful and independent, with limited interest in Imperial or Solomani politics and extremely liberal laws. The downport is located in Nidenaven, the capital city with a population of 1 billion. Gerwalk is a popular destination for Imperial citizens seeking goods or services that may be outlawed on their own worlds.

Gerwalk is the seat of Count Domingo Luna. The mainworld is the headquarters for the Imperial 99th Armored Infantry Division, “the Tip of the Spear.” The understood mission of the 99th is to hold off a Confederation attack at all costs until the Unified Armies of Fugue can provide relief. Gerwalk has extensive facilities for Protected Forces Training. While the Imperial 217th CruRon is usually on station in the system, Gerwalk supports its own colonial navy with a base on Pertinax; elements include the 1438th Colonial BatRon and the 2056th Colonial CruRon.

Gjerdingen (Magyar 3123 X5758A9-5). An interdicted wet world on the Rim Main in New Mars subsector. The mainworld has a standard oxygen-nitrogen atmosphere tainted by bioweapon agents.

In -4445 the rapidly expanding Vilani attacked the small Vegan interstellar community in the Solomani Rim. In response some 200,000 Vegans fled down the Rim Main, settling on an uncharted world they named Dzosuiken. They were able to remain independent until -3400, when Dzosuiken was forcibly absorbed into the First Imperium. A remnant Vegan population persisted onworld for at least another 2,000 years before passing from history. As the Long Night fell across Magyar sector, the Aslan led by the Tralyeaeawi clan assumed control of interstellar trade in the region. During this period Gjerdingen was a prominent and relatively safe world on the route connecting the Solomani Rim and Dark Nebula. While Reaver attacks drove Vilani and Terran refugees to the world, who named it Nisuru, Aslan also settled there, naming it Hlokherlyal.

During the Solomani period both the Aslan and Vilani-identified populations suffered greatly and developed deep resentments. As a result of the Rim War the ruling Solomani government was replaced, but the world quickly descended into vicious ethnic fighting that was covertly supported by both the Imperium and the Confederation. The troubles culminated in the release of a genetically engineered “superflu” in 1053 that killed nearly 40% of the world’s population. In response the Imperium interdicted the world and naval forces carefully patrol the system preventing unauthorized landings.

Over the last 20 years the Imperium has occasionally deployed peace-keeping forces onworld in an attempt to prevent complete genocide. Today the mainworld is a haunted ruin of empty cities and broken infrastructure, reduced to an early electricity tech level. The most powerful faction is lead by a dictator dedicated to the Solomani Cause.

Factories sell indenture contracts for guest clones singly or in batches.

guest. A clone intended to provide inexpensive labor. A guest is a skilled duplicate of the pattern, lacking only the memories of the original. A suitable pattern provides genetic material samples, and personality and skill recordings. Guests are then force-grown and implanted with an edited recorded personality and skills. Although memories are supposed to be edited out of the personality, the process sometimes fails. Guests are typically sterilized when created, and many have physical markings that clearly designate their status.

The legal status of guest clones within the Imperium and the Solomani Confederation is often unclear, and individual worlds may grant expanded or restricted rights to guests. Factories sell indenture contracts for guest clones singly or in batches. The terms of these contracts can vary greatly, but each clone is legally obligated to fulfill the terms of the indenture to the best of its ability. Once the indenture is complete guests are freed from further service. Although rare, escaped guests that are still under contract are subject to repatriation and may be hunted by bounty hunters.

In Magyar, Imperial producers of guest clones include Kline Synthetic Technologies, Totaliti Workforce, and SuSAG. Major Solomani producers include Corydon BioTech and ConTech. Although the Wuan firm Emerald Genetics is possibly the leading producer of guests within the Solomani Sphere, these are never sold outside the Wuan Technology Association.

Gyurenek (Magyar 2912 B778458-C). A cold, medium-sized wet world on the Walpurgian Main in Kline subsector. The atmosphere is mildly tainted with high oxygen levels. Gyurenek orbits Imaade, its M2 V primary, at the outer edge of the habitable zone. Given this orbital distance, the age of the system, and the masses of the primary and mainworld, Gyurenek should probably be tide-locked but instead has an extraordinarily slow planetary rotation of 43 days, approximately half of its orbital period of 86.4 days. The average surface temperature is a chilly -4° C but with an axial tilt of 18 degrees, the world is subject to severe temperature swings ranging from 0° to 29° C at the equator.

Gyurenek contains at least two Ancients sites. Deep under the ice at the north pole is a featureless disc approximately 1 km in diameter and 30 meters high, composed of a superdense blue stone. Deep penetrating scans indicate that a matching disc lies on the opposite side of the planet at the south pole. Although the purpose of these structures is unknown, researchers have suggested they may have somehow induced Gyurenek’s unusual rotational period.

The mainworld was settled by the Vilani First Imperium and named Kiriinashi. During the Rule of Man Terran colonists arrived, though the world was largely depopulated during the Long Night due to pressure from Reavers.

Gyurenek contains a naval base supporting the 109th Fleet that also serves as headquarters for the 1,670th Star Marine Line Regiment. The Marines hold Phase II training for the entire sector on Gyurenek and the Imperial Army maintains its own Commando School on the surface. Both services tend to sarcastically refer to the planet as “Wonderland” due to the weeklong nights and bitter cold.

Hagymasi (Magyar 2406 C550867-8). A poor tide-locked desert world with a thin atmosphere, a Class C starport, and a high population, pre-stellar society. The system, also known as Kamurira, is located on the Walpurgian Main in Clown subsector and contains a frozen secondary world, Eulalia (H31269B-7). The Solomani Rim War decimated the world and its infrastructure remains shattered. In the post-war era Hagymasi received considerable financial aid, though much was diverted to its corrupt rulers. After a series of failed governments, Hagymasi defaulted on several loans and was brought under the control of the financial megacorporation Hortelez et Cie, which had been awarded several contracts from the Imperium to rebuild the world’s economy. A board appointed by Hortelez and headquartered on nearby Amon (Magyar 2507 C4359CG-C) now administers the planet. Hortelez has implemented harsh financial austerity measures and as a result the population harbors great resentment toward the Imperium and its megacorporations.

Home Guard. The reserve and planetary defense forces of the Solomani Confederation. They include part-time citizen warriors and retired veterans. The primary mission of the Home Guard is the defense of the individual worlds in the event of invasion. The Home Guard was created after the Solomani Rim War, as part of General Secretary Wolfe’s complete reorganization of the Confederation military.

Hortelez et Cie, LIC. A financial megacorporation that has provided the lion’s share of investment for the post-war rebuilding of the Imperial portions of Magyar. Hortelez continues to fund various development projects. The corporation also acts a bonding agent for mercenary companies.

Humaniti (former spelling Humanity). Collective name for all human races, including Solomani, Vilani, and others.

Iatur (Magyar 2628 C510A9E-B). A high population, industrial world in New Mars subsector. Iatur is a cold, medium-sized world with only a trace atmosphere and no surface water. The system also contains a significant secondary world, Attis (F996877-5). Iatur was first surveyed by corporate interests and incorporated into the Terran Confederation late in the Interstellar Wars period. Following the withdrawal of the Terran Mercantile Community from New Mars subsector the worlds of the Iatur Cluster regressed to pre-stellar levels, but they emerged from the Long Night well equipped to rejoin interstellar society.

Iatur quickly established itself as an industrial powerhouse, and during the Solomani period the world was the subsector capital. Iatur possessed a class A starport, large shipyards, a formidable colonial navy, and hosted Confederation army and naval bases. As such, Iatur was the site of one of the last large naval engagements of the Magyar Campaign. Confederation Admiral Coglan attempted to make a stand in the outer system, but here his luck finally ran out as his task force was pitted against the combined Imperial 9th and 18th fleets. Although his squadrons fought well, Coglan was badly outnumbered and outmatched. He was barely able to escape Iatur with the remains of his task force, retreating spinward into Swan subsector. The 18th Fleet then moved to besiege the mainworld. The shipyards were completely destroyed and the entire 103rd Provisional Star Marine Division was used to seize the downport, which became a beachhead for a brief but bloody ground campaign.

Given its abundant natural resources, Iatur has seen an economic resurgence since the end of the Rim War, though the Imperium has not yet authorized the rebuilding of the shipyards. Iatur is sharply divided between Imperial and Confederation sympathizers, and the large bureaucracy maintains a police state apparatus to ensure these divisions do not fester into civil war. As such, the system has been issued an Amber Zone advisory.

Imperial Army. More formally known as the Unified Armies of the Imperium, this body of troops is designed to be the heavy defense force on the surface of member worlds. Because the Imperium is so vast, and faced with different threats on every border, day-to-day control of the Army is given to the subsectors. Each subsector has its own army, and is expected to operate independently, organizing and planning for its own particular needs.

Magyar has been an ongoing source of low-level conflict since the end of the Solomani Rim War, and as such the Army has been a highly visible and active Imperial service in the region. Both the Imperium and Confederation have engaged in proxy wars on both sides of the border, which has resulted in a series of civil wars, interplanetary wars, and occasionally direct confrontation between Imperial and Solomani forces. Imperial Army Intelligence has extensive networks within the worlds of Magyar to monitor subversive elements and track Solomani agitators. Army Intelligence schools are maintained on Kline (Magyar 3012 A642987-E), Union (Magyar 2927 C974AA8-A), and Esuan (Magyar 2004 C545967-A).

The Unified Army of Kobayashi is headquartered out of Kemper (Magyar 2103 A4217A8-E) and consists of 8 field armies. The Unified Army of Fugue is headquartered out of Wicker (Magyar 2728 A541843-C) and is one of the largest subsector armies in the Imperium with 14 field armies. The Unified Army of Gadarur includes 2 field armies with headquarters at the subsector capital on Anise (Magyar 2904 A5419B7-E). The Unified Army of Walpurgis includes 2 field armies and maintains its headquarters at the subsector capital on Kline.

Imperial Interstellar Scout Service (IISS). The exploratory service of the Third Imperium. The IISS explores new areas, maps and surveys known or newly discovered areas, and maintains the communications ships that carry information and messages between the worlds.

Although settled for centuries, Magyar is a volatile sector that has undergone rapid social change in the last century and remains susceptible to future upheaval. Therefore the IISS is actively engaged in the sector, employing political scientists, sociologists, ethnologists, and economists. Working with the Ministry of Commerce, these Scouts gather and analyze socioeconomic data from both sides of the border in order to identify potential hot spots, particularly Solomani Party activity.

The Imperium believes that trade with the Solomani Confederation will ultimately serve to undermine the current regime. To this end the IISS publishes regular economic development reports and sponsors trade stations to encourage cross-border commerce.

Scout bases are located on Pungitore (Magyar 3104 D421442-9), Rita’s Place (Magyar 2205 C76689A-8), Hrongding (Magyar 2817 B621511-C), Amelbar (3019 C6A4775-9), Beta (Magyar 3128 C576ADA-9), and Onewen (Magyar 3125 D3106BF-8).

Imperial Marines. Elite military force charged with making initial landings on hostile planets, boarding hostile vessels in deep space, and enforcing Imperial law, most notably violations of the Imperial Rules of War. The Marines also act as ship’s troops, along with guarding Imperial installations and starports.

The Marines are closely tied to the Imperial Navy, which provides support ranging from logistical supply to orbital fire on hostile targets. The chain of command for the Marines comes directly from the Emperor through the Admiralty. Unlike the Army, Marines do not answer to the local nobility under most circumstances. Units are often loaned to local authorities for specific purposes.

The Imperial Marines have five regiments posted to Magyar: the 3,411th, 1,135th, 1,548th, 1,670th, and 4,497th Line Regiments. Because of the large number of hot spots in the sector, the Marines maintain several rapid deployment units ready to be dispatched on short notice. These units include Caen-class dropships and J-4 transports capable of inserting a full line company of Marines and their APCs. In several instances the timely intervention of a Marine force has stabilized conditions to allow for the deployment of Army units.

Imperial Navy. The “senior service” of the armed forces of the Third Imperium, the Navy defends the Imperium against internal and external enemies in the name of the Emperor. The Imperial Navy is the most prestigious service and inextricably tied with the Imperial nobility. Its ships are often the only representatives of the Imperium in a system, carrying the burden of defense and law enforcement in far-off places. Navy personnel are drawn from thousands of worlds.

The primary missions of the Imperial Navy are defense of Imperial territory and protection of commerce. In peacetime and in war, Navy ships carry out sweeps and standing deployments to fulfill these missions. Despite the hostile border and the large number of high population Imperial worlds, the specific mission of the Magyar Sector Fleet is not primarily warfighting: it is to combat piracy, quell internal dissension, and respond to the frequent, but low-level skirmishes that range up and down the length of the border. The Admiralty does not consider the Confederation Magyar Fleet a serious threat due to a lack of assets, tech lag, and the threat of Aslan to spinward. As such, the colonial fleets and the private squadrons maintained by the nobility are somewhat stronger than would be expected.

The Imperial Magyar Fleet, with headquarters at Seloo (Magyar 2102 A4319BA-E), is larger than typical for the number of subsectors controlled, but composed of older second rates, with a focus on cruisers rather than capital ships. The Magyar Fleet also supports the large Imperial Army via a larger number of assault squadrons. There are four numbered fleets assigned to the Imperial subsectors: the 131st Fleet (Clown), 20th Fleet (Anise), 109th Fleet (Kline), and the 96th Fleet (New Mars).

The Magyar Fleet is designed to hold off attacks from the Confederation until more heavily armed J-4 battle rider/battle tender squadrons can arrive from depots in Daibei and the Solomani Rim. Given the distance, however, Imperial forces in Magyar may be expected to wait nearly half a year before these reserve assets could arrive. During times of heightened tension, some of these heavier fleet assets are redeployed to forward naval bases in Woosnam (Daibei 2337), Knossos (Daibei 2717), Darrukesh (Solomani Rim 0106), Seym (Solomani Rim 0319), Jarslav (Solomani Rim 0123), and Beal (Solomani Rim 0126).

interdiction. A formal censure or prohibition issued to a specific world or an entire system. Interdicted worlds are forbidden for trade or travel, generally because some conditions, customs, laws, life forms, climate, economics, or other circumstance presents an active threat to the health and well-being of individuals. Interdicted worlds have the Forbidden trade classification and are issued travel zone red ratings by the Travellers’ Aid Society.

Within the Third Imperium, interdictions must be approved by a member of the Imperial family, but generally such approval is given in response to a request from an interested service, which is almost always the Scouts or the Navy. Within the Solomani Confederation interdictions are issued by the High Council for reasons of state security and enforced by the Confederation Navy.

Since the Solomani Rim War both the Imperial and Solomani Confederation navies have freely used interdiction and the threat of interdiction to punish and coerce border systems into cooperation. Imperial worlds in Magyar currently under interdiction include Waxstetter (Magyar 2605 X550210-3), Lontarelli (Magyar 2801 X563797-2), Asrow (Magyar 3006 X598548-5), Typoer (Magyar 3210 X5418AB-5), and Gjerdingen (Magyar 3123 X5758A9-5).

interdiction tender. A cruiser-sized vessel with fairly low mobility (Jump-2 or 3) that carries a large number and wide range of subordinate craft. Its mission is to support and maintain the forces blockading an interdicted world. The tender is armed well enough to take on a destroyer-sized opponent. Its brood of fighters and gunships enable it to cover a lot of space, and it can support other vessels in the escort or destroyer classes assigned to assist it. To a great extent, interdiction tenders are more mobile bases than warships.

The 50,000dt Gehorsam-class interdiction tender has proven particularly useful in Magyar sector. At TL14 and J-2, the Gehorsam carries 400 light fighters and 300 50dt Wespe-class gunboats.

The Interface. Formally known as the “the Aslan/Human Interface,” a term used by the military and social scientists for the area between the Aslan Hierate and the Solomani Confederation, too diffuse and mixed to be called a border. Also commonly known as “the Buffer.” While no single map could clearly designate the Interface due to its continually shifting and indistinct nature, it is generally considered to encompass parts of Reavers Deep, Daibei, Dark Nebula, Magyar, Ustral Quandrant, and Canopus sectors.

interface line. A type of merchant company common in Magyar sector. Where one territory ends and another begins, the special interface line meets the needs of the marketplace. Interface lines provide passenger and freight service across the border. They carefully maintain favor with both sides of the border, and sell as part of their product easy transit over the line. Interface lines may serve routes either long or short. Some merely reach from a major world on one side of the border to a similar major world on the other side.

Interstellar Wars (-2408 to -2219). A series of conflicts fought between the Terran Confederation and the Vilani First Imperium. In -2422 the Imperium was contacted along its rimward border by the Terrans, who had recently emerged into space. Terran expansionism led to a series of interstellar wars, which ultimately resulted in Terran conquest of the Imperium in -2204 and the founding of the Rule of Man.

During this conflict relatively few significant battles were fought in Magyar itself. At the outset of the Interstellar Wars the sector was largely unexplored, and as the wars progressed Terran and occasionally Vilani refugees emigrated into this region specifically to escape the violence. The Terran Confederation established its Cygnus colonies in the Ceti Cluster and surrounding areas, while dissident Terran populations—mainly religious and cultural minorities unwilling to assimilate into the Confederation—established their own independent colonies far beyond the borders of either the First Imperium or the Confederation.

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Tuesday, March 5, 2019

Library Data: C-F

Celestine Transfers. A small interface line in Magyar with cross-border runs between Kugle (Magyar 2423 A522656-E) and Elnor (Magyar 2223 A554611-C) and surrounding worlds. Headquarters: Kugle. Territory: Swan and New Mars subsectors.

Ceti Cluster. Also known as the Beagle Cluster, an astrographic feature in New Mars and Cluster subsectors of Magyar, a grouping of 12 worlds separated by jump-1 distances. The Cluster was named after an F5 V star that the ancient Terrans associated with 6 Ceti. The Cluster lay beyond the boundaries of the Vilani First Imperium and during the Interstellar Wars became an important early center of development for the Terran Confederation in what was then known as Cygnus sector. The Cluster harbored an abundance of natural resources, as its 12 systems contained 11 different planetoid belts. Eight of the mainworlds had breathable oxygen-nitrogen atmospheres, and six of these orbited within the temperate zones of their primary stars. The world that would become known as Beagle (Magyar 3129 D766A99-A) was classified as a Terran Norm world due to its similarity to Terra. Winneauer (Magyar 2831 B756437-B), though technically classed a garden world, has a rich but utterly alien ecosphere and continues to resist colonization 3,000 years later.

chimera. A genetic hybrid of two or more distinct species. Alternatively, a chimera is a living creature that has been significantly altered through the inclusion of genetic material from one or more species (not necessarily intelligent).

clone. A living creature genetically identical to a single donor creature. It has the same genes as its parent.

During the Interstellar Wars, while the Terran Confederation was still at TL10, the GenAssist corporation was able to produce experimental force-grown clones with personality implants in an attempt to rapidly build out new colonies in Magyar and the Solomani Rim. During the Long Night, this technology was generally lost outside of the Terran Mercantile Community and its successor states, with a few notable exceptions such as Wu (Magyar 0203) or Tino (Alpha Crucis 1531). The Third Imperium did not regain many of these capabilities until approximately 300.

Since then clones have come to wide use within Magyar sector, despite persistent cultural prejudices against artificial persons. Clones fill important social, economic, and medical functions in society, though some of those functions are restricted or illegal within the Third Imperium and the Solomani Confederation. The Aslan have strong cultural prohibitions against cloning, which is little used within Hierate space.

Coglan (Magyar 2214 AA9A8A6-E). A large water world with a dense atmosphere, a Class A starport, and a high population, high stellar society. The world’s population of 900 million are scattered across Coglan’s many small islands. The system also contains a cold secondary world, Sueters (F310757-7).

The mainworld is named after the famed Solomani Confederation Admiral Arturo Coglan, who organized the defense of Magyar in the Rim War. For the last 40 years Coglan has been ruled by a Supreme Executive, the Viscountess Dia Madigan, an immensely popular figure to the inhabitants due to her ability to secure Imperial financial aid for her world despite the system’s unfortunate location on the Confederation border. Madigan’s parents were originally from Coglan, and she rose from a low-level position to become a successive executive with the financial megacorporation Hortalez et Cie. Since becoming Supreme Executive Madigan has used her connections with the corporate world and the nobility to petition for establishing the subsector capital at Coglan, and is lobbying the Admiralty to establish a naval base there.

The Imperial Merchant Academy of Magyar is an independent academy established by the Ministry of Commerce. The mainworld’s large shipyard is owned and operated by General Products. Coglan is the headquarters for Totaliti Workforce, a large Imperial producer of androids for Magyar and Solomani Rim markets. Totaliti specializes in menial androids designed for grueling work and are often employed as belters or miners.

CruRon. A cruiser squadron is used as a heavy support element for fleet engagements, and as the general workhorse of the navy. Comprised of a core of cruisers it is supplemented by lighter escort vessels such as frigates or destroyers. Designed to be maneuverable and fast, the CruRon has few auxiliary vessels to slow it down.

Azhanti High Lightning Cruiser

cruiser. One of the most versatile types of ship in the Imperial arsenal, able to conduct a range of different operations. If a combat role is called for then there is nearly always a cruiser class that will fit the requirements.

While the main attack line is primarily composed of the battleships and dreadnoughts the cruiser, even though less heavily armed and armored than a battleship, rules the battlefield at all other times. Retaining flexibility, maneuverability and firepower, any CruRon is able to project power over a wide area.

currency. The basic unit of legal tender in the Third Imperium is the Imperial credit. Individual worlds may issue their own currencies, and those currencies may or may not be acceptable on other worlds. Similarly, corporations and megacorporations may issue scrip, and its acceptance outside of the corporate environment is a matter of conjecture. But Imperial credits are accepted everywhere in the Imperium, and in many locations outside of it.

Imperial credits are almost impossible to counterfeit because of their unique method of manufacture. Credit bills are issued in 10, 20, 50, 100, 500, 1,000, and 10,000 credit denominations. Plastic coins in various shapes are issued in quarter, half, one, and five credit denominations. Imperial credits can be bulky in large enough quantities. Bills measure 75 mm by 125 mm; one thousand bills stand 50 mm high and weigh 500 grams.

The monetary and banking systems of the Solomani Confederation were based on those of the Imperium and the Solomani credit is virtually identical to the Imperial currency. Unlike the Imperium, which is rather conservative in its currency designs, the Information Ministry routinely pressures the Solomani treasury to add new patriotic mottos or ‘inspirational’ designs every decade or so.

Most Aslan clans produce their own currencies of wildly varying names and forms. Typically a clan will accept its own currency and those minted by its vassals and its feudal overlords. Many will also accept the currencies of the 29 most powerful clans. The one Aslan currency most likely to be found in Magyar sector is the Khaukhi, the currency sponsored by the Khaukheairl clan. The Khaukhi is worth 0.5 credits and is minted in the form of plastic discs and divided into smaller denominations of ½, ¼, 1/8, 1/16 or 1/64th. It is much easier to falsify Aslan currency than Imperial credits and many traders along the Aslan border must carefully examine all the coins before they accept them.

Cygnus colonies. Early settlements in Magyar sector sponsored by the Terran Confederation. Following the conclusion of the Third Interstellar War in -2366 the Terran Confederation undertook an ambitious effort to establish new colonies beyond the borders of the Vilani First Imperium. As conceived these colonies would have bolstered the Confederation by providing a larger population base and would have preserved Terran culture in the event the Confederation fell to the First Imperium. The first Cygnus colonies were established in the Ceti Cluster in what is now New Mars subsector.

Cygnus Rift. An astrographic area of low stellar density in Kline, Alderamin, New Mars, and Albadawi subsectors. This minor rift forms a barrier for Jump-2 ships.

Cynosure Entertainment. One of the largest purveyors of music, holovids, and virtual games within the former Solomani Sphere, with headquarters on Dingir (Solomani Rim 1222 AA89A98-F). While the Vilani megacorporation Makhidkarun dominates these fields throughout the rest of the Imperium, Cynosure appears to be much more in tune with the Solomani market. Founded in 1037, the company has made its name with crowd-pleasing, escapist entertainment: slapstick comedies, action adventures, and lavish romances. Cynosure is notable because it successfully markets its products across the border. Although all works are subject to censor boards, Cynosure may possibly be more successful in the Solomani Confederation than the Imperium. The company has frequently been accused of pandering to Solomani audiences; many of its products depict a fairly sanitized version of the antebellum Confederation as well as insensitive if not offensive Vilani, Vegan, and Aslan characters.

destroyer. The smallest ships found on the front battle lines. They are vessels built to run interference for the larger warships and also to provide support against the smaller vessels out there while the cruisers and battleships concentrate on enemy capital ships. The destroyer is also the largest type of military starship commonly encountered. It is usually the destroyer classes that patrol the major shipping lanes and provide escorts for larger trade convoys. They are relatively commonplace and outnumber cruisers roughly 4 to 1.

directions, galactic. Conventions which express galactic direction are based on the core of the galaxy and the direction of its rotation. Toward the galactic core is coreward; away from it is rimward. The direction of galactic rotation is spinward: the opposite direction is trailing.

Doak (Magyar 2709 B313401-D). A gas giant moon on the Walpurgian Main in Anise subsector. The ice-capped moon has a trace oxygen-nitrogen atmosphere. Doak is a rough-and-tumble mining world with no formal government, few laws, and a population of 80,000.

dolphin, uplifted. Tursiops galactis, genetically engineered intelligent animals created by ancient Terrans during the Interstellar Wars period to aid colonists on worlds with substantial oceans. T. galactis was developed from the presentient Atlantic bottlenose dolphin and is widely considered the most successful uplift project undertaken. A number of worlds within the Solomani Sphere still have large numbers of dolphins living in their seas, sometimes integrated with an aquatic or semi-aquatic human society.

T. galactis is physically similar to its terrestrial ancestor, with the notable exception of finger-like protrusions on the ends of each flipper. An average example is 3.7 meters long and masses 380 kilograms, with a grey coloration dorsally and a white ventral area. They have been adapted so as to be able to breathe a variety of polluted atmospheres as long as sufficient oxygen content is present. A Dolphin that must move in Human society normally wears a mobility suit, which has waldos and uses gravitic support for mobility. A few Dolphins can approximate Human language, but their vocal apparatus is too different to produce the proper sounds. The Delphinese language is a kind of pidgin that uses sign language and a set of sounds that both Humaniti and Dolphins can easily generate.

Uplifted dolphins have enjoyed surprising success and acceptance within the Solomani Confederation. Although they are currently barred from joining the Solomani Party, they are allowed to serve in the Confederation military. On Pacific (Magyar 2933 B56878B-A) Dolphins serve in the subsector offices and hold key positions in government and commercial institutions. Other notable worlds in Magyar with Dolphin populations include Alphard (Magyar 1701 B88AAA9-E), Argon (Magyar 2422 C55A755-B), Beagle (Magyar 3129 D766A99-A), and Berardsly (Magyar 2937 C656588-9).

Double (Magyar 1907 A541500-E). A poor, dry world with a thin atmosphere, a Class A starport, and a no law, high stellar tech society. Double is adjacent to the high-population Clown (Magyar 1807 B431975-E) system and the Solomani Confederation border. Double’s orbit falls in the habitable zone of its F9 V primary, Whetstone, which gives the planet a pleasant climate. The Souris Belt (H000431-A) occupies the next outer orbit from Whetstone and has been relatively productive, supporting a population of about 67,000 belters. A typical trip to the Belt is 40 hours one way. The other notable feature is the enormous gas giant Sakakawea, the largest of the four gas giants in the system and sporting a mass of approximately 4 Jupiters. Huge refinery tankers regularly shuttle between Double and the gas giants, bringing needed fuel for the starport, a trip that takes about 4 days one way.

Double was only sporadically settled prior to the Solomani Rim War, with several small mining settlements never quite taking root. Following the War the corporation Allied Prefabricated Ship and Vessels was issued an Imperial Charter to develop the world and establish a major shipyard. After an initial boom during the reconstruction period the well-organized labor unions pushed aggressively for contract reform, and in the end won so many concessions that Allied pulled up stakes in 1075, turning the world over to its inhabitants and leaving behind an enormous infrastructure, including the starport and shipyard. Self-governance, however, did not take and a series of ineffective world governments collapsed one after the other. The Imperium has resisted intervening directly, though it does closely monitor the situation.

Double is now a vital transfer area between the Confederation and the Imperium. Double’s Fargo Starport has the orbital facilities of a major port but are badly oversized for the actual traffic. The shipyards are run by Allied Double Shipbuilders, owned by a consortium of unions. Encircling the downport is Fargotown, a sprawling collection of derelict factories and run-down housing complexes where almost all of Double’s inhabitants live. Fargotown suffers from a crippling lack of jobs, with unemployment often rising to nearly 25%. Almost all of the trades are heavily unionized; jobs are meted out based on seniority, forcing many younger workers offworld or into illegal enterprises. With the lack of laws both corporate and criminal elements operate freely onworld. Drug abuse, violence, and property crimes are rampant and the Double market is infamous across the subsector for being able to provide for nearly any need or indulgence.

dreadnought. The newest and most powerful line-of-battle ships. Dreadnoughts form the backbone of the front-line battle squadrons and continually evolve to meet new threats or exploit new ideas. As a dreadnought class loses its cutting-edge status, it is downgraded to battleship designation.

Einkamp (Magyar 3020 E8648BD-6). A rich preagricultural world in Kline subsector. The mainworld is a large, wet planet with a standard atmosphere and a temperate climate. General Carlos Zakiah, a non-charismatic dictator, maintains paramilitary rule over the entire world.

Einkamp was first colonized by the Vilani First Imperium, who named it Shinarra. During the Long Night Einkamp was an agricultural world frequently raided by Reavers. Uplifted Apes were introduced from the Old Earth Union and Einkamp continues to harbor a remnant population of apes to this day. During the Solomani period General Zaid Zakiah rose to power in 963, and his descendants have ruled the world ever since. The Zakiah regimes have all touted planetary independence, and in 987 a frustrated Solomani Confederation seized the class B starport and interdicted the mainworld. Following the Solomani Rim War the Imperium lifted the interdiction but the starport rating has been steadily downgraded to E. The system has been issued an Amber Zone due to the oppressive government and high law level.

Elnor (Magyar 2223 A554611-C). A medium-sized, agricultural moon located on the Acaran Snarl in Swan subsector of the Solomani Confederation. Elnor orbits a gas giant in the habitable zone and has a thin oxygen-nitrogen atmosphere. Elnor is an important border crossing world between the Confederation and the Imperium, and its class A starport is well accustomed to the traffic passing through Kugle (Magyar 2423 A522656-E) on the other side of the border. The shipyard, sized for smaller starcraft, is run by Panstellar.

Fatagin (Magyar 2229 B667878-A). A rich Solomani Confederation garden world located in the Olympian Cluster in Swan subsector. Fatagin is a wet, medium-sized planet that has an orbital resonance with its M3 V primary. The mainworld is notable for its native ecosphere, broadly compatible with Terran life but supporting complex, alien animals. Fatagin was colonized by the Terran Confederation prior to the end of the Interstellar Wars, who named it Hope. During the Long Night the worlds of the Olympian Cluster regressed in the face of Reaver attacks, but Fatagin emerged in the Solomani Period as a regionally important world. Fatagin is a balkanized world with several large nation states.

Ferstenberg (Magyar 2704 C00079A-B). An asteroid belt on the Walpurgian Main in Anise subsector. The belt has a Class C starport and an extreme law, average stellar tech society. Ferstenberg was first explored during the Vilani First Imperium, when it was named Dikaku. The Terrans associated the B9 V primary with the star Lambda Aquilae.

The system remained largely uninhabited until the Solomani period. Following years of labor unrest and occasional outbursts of violence, the population of 80 million lives under extreme law. The system has two secondary worlds, including Lasaadgur (F65869A-6) and Armaashshi (G200486-8).

First Imperium (-4045 to -2204). The first major interstellar civilization, politically and culturally dominated by Vilani, humans originating on Vland (Vland 1717). At its height the First Imperium contained 27 sectors and over 15,000 worlds.

fortress world. A high-tech, high-population world that would be extremely difficult to capture and hold. Imperial strategists expect such worlds to form vital islands of resistance in the event of a Solomani Confederation invasion. Fortress worlds in Magyar include Alphard (1701), Seloo (2102), Plage (2008), Tolson (2106), Anise (2904), Kline (3012), and Gerwalk (2631). All have significant system defense boat assets and planetary defenses, including deep meson gun sites, nuclear dampers, and city-sized meson screens.

Fugue. Former name for New Mars subsector.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2019 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Saturday, March 2, 2019

Library Data: A-B

Library data entries represent information available from any ship’s computer using the library program, in response to the correct keywords. The information may be desirable as background or supporting information for an adventure, as data to help players better understand the situations they are in, or as leads to help start new adventures. In general, the referee can look into library data any time the player characters indicate that they are researching a subject. In addition to directly relevant information, additional materials of interest may be revealed to them.

—The Traveller Book (152).

In Classic Traveller, the use of Library Data was a fairly ingenious way to provide in-game information to the players. Library entries were generally short, punchy downloads filled with just enough information to orient players and offer color and plot hooks to help referees run an adventure. Their very brevity let them largely avoid the common sci-fi problem of narrative infodump, hitting just the essentials. Most of the CT Library Data were easily digestible and one could readily skip around several different entries. In small doses Library entries were an effective, gameable way to transmit setting data.

The problem with Library Data only emerges as a cumulative effect. Library Data could be redundant, with some entries repeated many times across different products. Also, they could be inefficient, with relevant entries on a single topic scattered across different books. Occasionally there would be minute differences with entries, and it could be extremely hard for a referee to track down stray details.

As the Third Imperium setting grew and accumulated more and more details, Library Data entries grew corresponding longer and longer, until some became almost mini-essays. And in fact, many future editions would abandon the technique altogether for walls of text—which are great for super-fans interested in burrowing down into the setting. But these long forms are not so great for casual players just trying to pick up a new game. For those folks, the old Library Data is still an excellent technique for supplying setting details.

Into the Interface Library Data

Acaran Snarl. An astrographic feature in Nemo, New Town, Voyager, New Mars, Swan, Iouo, and Valhalla subsectors of Magyar, a rambling chain of 77 worlds separated by jump-1 distances.

Allied Prefabricated Ships and Vessels. A shipyard operations corporation, based in the Magyar sector but with several facilities in the spinward portion of the Solomani Rim. It is primarily concerned with the construction of small to medium-size merchant vessels, using thoroughly tested designs licensed from other firms. Its corporate headquarters is located on Kline (Magyar 3012 A642987-E).

Alphard (Magyar 1701 B88AAA9-E). A large, high population water world with a dense atmosphere, a Class B starport, and a high law, high stellar tech society. Most of the population of 24.2 billion lives in underwater arcologies that sprawl along the floor of the world’s shallow ocean, which teems with complex, indigenous life. Alphard also has notable populations of Aslan and uplifted dolphins. Alphard is a very stable, peaceful society governed by a Supreme Council. The Imperial noble assigned to the world is the Countess Zhivka Lidka.

Culturally and economically Alphard is an astrographically isolated system, more connected to Daibei Sector, as it requires at least a Jump-3 ship to reach the system from elsewhere within Magyar Sector. The Alphard Institute of Technology is known for its Advanced Center for Particle Physics. The megacorporation Makhidkarun maintains its regional headquarters and a merchant academy onworld. The Imperial Army stations the 18th Grav Tank Army on Alphard and conducts Protected Forces Training in the Alphard system on the moon Nadim (G30087A-7) of the gas giant Malik. Alphard supports a TL14 colonial navy as well as one of the larger Nautical Force Commands in the Imperium.

Amber Zone. Travellers’ Aid Society classification for a nation, world, or system which presents a need for caution in dealings and activity. The amber code may indicate chaos, upheaval, or xenophobia in local business, politics, society, or culture, or it may be applied for other reasons. Travellers should exercise caution.

Ancients. Highly intelligent race that gained prominence approximately 300,000 years ago. Most of what is known about the Ancients has been gleaned from archeological excavations of Ancient sites: the remains of cities, bases, outposts, and settlements of the Ancients. Scientific dating techniques have established that a “Final War” spanning a 2,000-year period destroyed virtually all of the Ancients at that time

Ancient artifacts that have been discovered show a very high tech level and an equally high degree of sophistication, such artifacts often reveal new, previously undiscovered or unexploited technologies. In Magyar, Ancient sites have been identified on Pungitore (3104), Pankow (2518), Gyurenek (2912), Morgenstern (2625), and McNellan (2026).

android. A bioengineered artificial human. Androids are a specific type of synthetic, a broad class of organic-based artificial beings manufactured according to a master template or blueprint. Androids blend biological and non-biological processes: they have semi-organic bodies, semi-organic brains, and implanted personalities. They are incapable of reproduction. Androids are sometimes confused with pseudobiological robots, which are entirely non-organic constructs that merely resemble biological creatures. Although the technology for producing androids is available at TL13, true pseudobiological robots are expected to become available only at TL16 or beyond.

Androids are produced at a factory, commonly called a vat. Various components are grown or fabricated, and the android comes to life with the installation of the semi-organic brain. They begin life in adult form, fully trained and capable of performing their intended duties. An android has no memory of events prior to leaving the factory. Its first memory is of the final production chamber at the factory immediately prior to being sent into the world.

Androids are built for specific purposes, generally to perform laborious, dangerous, or repetitive tasks or to undertake work that would be considered too demeaning or demanding for a human. Because of their behavioral controls, androids are able to execute commands that humans might find distressing or distasteful. Although their cost is prohibitive—individual androids range in cost from MCr0.5 to MCr5.0 and beyond—synthetics are widely employed by those entities that can afford them: governments, corporations, nobles, and wealthy individuals.

In Magyar, important manufacturers include Corydon BioTech, Kline Synthetic Technologies, NewGenAssist, and Totaliti Workforce. The Wuan Technology Association is particularly well known for the quality of its synthetics, with Agilitrix being the largest producer. Its Spectrum line, now in its fifth generation, represents some of the most commonly encountered androids in the region.

Androids are a source of anxiety and discomfort for many humans. The potential for an android rebellion or mass malfunction is a common concern that forces manufacturers to spend billions of credits on public relations. For many humans, androids are nothing more than possessions to be exploited and discarded as desired.

Anglic. One of two official languages of the Third Imperium. A distant descendant of Terran English, Anglic was the language of the Rule of Man. Anglic remained a common interstellar language for trade and commerce during the Long Night. Its widespread use on the original worlds of the Third Imperium made it the natural language when the Imperium was established.

On many worlds, Anglic is only a second language used for system traffic control, commercial operations, and interstellar communications.

ape, uplifted. Troglodytes sapiens, genetically engineered intelligent animals created by ancient Terrans. This artificial species is a transgenic hybrid of gorilla, chimp, and some Human genes. They are larger and heavier than natural chimpanzees, and are lighter of build than gorillas with a more bipedal posture. Average height and mass are 1.6 meters and 100 kilograms. The most important genetic augmentation involved transgenic alterations to the vocal cords and brain based on Human genetic material to improve speech and linguistic ability. This gives them the same linguistic capabilities as an ordinary Human although their voices have a somewhat more guttural pitch than the average person.

Apes were first uplifted late in the Interstellar Wars period. They were perfected by Old Earth Union genetic engineers on Terra some 2,000 years ago. There are currently several million uplifted apes living on Solomani and Imperial worlds. Aldebawi and New Mars subsectors contain several remnant uplifted ape populations.

Arturo Coglan [957–1038]. Celebrated Solomani Confederation admiral during the Solomani Rim War, notable for his spirited defense of Magyar sector against Imperial fleets led by Admiral Miiri Kemper. Coglan was born on Kimel (Daibei 2239), which hosted both the Daibei Fleet Headquarters and a Confederation Naval Academy. Coglan entered the Academy in 975 and although he proved an indifferent student, his instructors noted his nimble and innovative intellect. Coglan served with the Daibei Sector Fleet and developed invasion plans for that allowed the Confederation to seize some 80 Daibei worlds with very few losses in 990.

Despite this success Solomani Security blocked Coglan’s advancement, citing his “insufficient enthusiasm” toward the Solomani Cause. Coglan was instead given command of a modest patrol flotilla based out of Avalon (Reaver’s Deep 3238). There Coglan studied Aslan asymmetrical warfare, insights that would prove invaluable once he was pitted against Kemper. Conglan’s success against the Aslan led to him being named Admiral of the Akuusir Subsector Fleet in 995.

When Kemper’s fleets entered Magyar in 1000, the Confederation Magyar Sector Fleet was ill-equipped to respond. Many of the reserve units were in Daibei and its best spinward units could not be brought to bear, as they were needed to deter further Aslan incursions into Dark Nebula. And many of the best trailing squadrons had been pulled into the Solomani Rim to assist in the defense of the Vegan District.

Coglan was summoned from Dark Nebula to organize a defense of Magyar, and he understood that he was faced with a larger and higher tech opponent. His resourceful defense relied on speed and deception to keep Kemper’s forces off balance. He avoided direct confrontation in favor of disrupting her ability to range far by targeting tankers, repair ships, and supply convoys. His brilliant fighting stalled Kemper’s advance for nearly a year, and at the First Battle of Fornorb he routed a significantly superior Imperial task force. Coglan attempted to lure Kemper deeper and deeper into the Solomani Sphere, thinning her forces and extending her supply lines. The goal was also to keep her from joining up with the main battle lines beginning to form in the Solomani Rim. After escaping near disaster at Iatur (Magyar 2628) Coglan retreated into Valhalla subsector, but his luck was running out. Coglan’s last stand was at Ranamar (Magyar 1326), where he was trapped. In the face of certain defeat, Conglan offered his surrender.

Following the war, Coglan assisted the Imperial Navy in reintegrating captured Magyar worlds back into the Imperium, often negotiating terms personally. For this service he was given a full pardon by Admiral Adair in 1015. Coglan embraced his role as a loyal Imperial citizen, and although he refused a noble title he served as ambassador to the Aslan Tralyeaeawi clan from 1019 to 1027. He settled on Kline (Magyar 3012), where he served on the board of Allied Prefabricated Ships and Vessels and dabbled in numerous—though only occasionally successful—business ventures. He retired quietly in 1034 following an unseemly investment fraud scandal to prepare his memoirs. Coglan was initially vilified by Confederation historians for surrendering at Ranamar and his post-war complicity with the Imperials. However, his reputation has been reevaluated in the last forty years as military historians have demonstrated both his tactical brilliance as well as the fundamentally untenable nature of his position.

Aslan. An intelligent major race native to Kusyu (Dark Nebula 1226 A876A76-E). The Aslan have an established interstellar empire, the Aslan Hierate, spinward and rimward of the Imperium, but they have ranged well beyond its borders with many settling within the Imperium and attaining full status as citizens.

The earliest Terran explorers saw in Aslan a vague resemblance to the Terran lion, and they have been described as lion-like ever since, although there is very little true similarity. Aslan stand roughly human-sized, averaging 2.0 meters in height and weighing about 100 kg. They are descended from four-limbed, upright, bipedal carnivore-pouncer stock originally adapted to a solitary arboreal existence. Aslan have a single highly specialized dewclaw under each thumb which folds back jackknife fashion into a horny covering in the base of the thumb and palm.

There are two sexes, male and female. The most notable external difference is the increased size and mane of the former. Females outnumber males by 3 to 1. The sexes have very different roles in Aslan society. Males in all but the lowest classes are concerned mostly with military operations, acquisition of territory, and political affairs. Females are concerned with trade, industry, and the accumulation of knowledge.

The Aslan were fortunate to have emerged into the interstellar community during the Long Night in human space, which gave them an opportunity to expand and explore with limited competition. In -1683 the first Aslan vessel reached the Solomani Rim, and within a century the Tralyeaeawi clan had established trade routes between Aslan space and important Human markets in Magyar and the Rim. Aslan settlers, hungry for new lands, colonized scattered worlds in the region. Even as the predatory Reavers harassed Dark Nebula and Magyar, regular trade between Aslan clans and worlds in the Rim continued until approximately -1100.

Around this point the strongest Aslan clans had reached rough parity with Humans and began absorbing Human worlds, sometimes peacefully and sometimes by force. Sporadic warfare characterized the Aslan Border Wars, which lasted until the Third Imperium appeared on the scene. At the height of Aslan influence in Magyar, numerous clans directly controlled worlds in Alpha and Gamma quadrants. The Iouo Federation was an important Magyar state comprised of allied Human and Aslan worlds. With the rise of the Solomani movement, many Aslan populations were driven spinward into Hierate space, and those Aslan who remained were generally subjugated. The Iouo Federation was forcibly dissolved with the creation of the Solomani Confederation in 871.

Asorret (Magyar 2923 B403866-B). A cold, small, ice-capped vacuum world in New Mars subsector. The world lies just outside the habitable zone of Intezion, its F4 V primary. The system also has a notable secondary world, Gikhiir (F7B87BD-8). Though the system has relatively few assets on its own, Assort is valued for its centrality to the subsector and location on what was once a major trade route between the Solomani Rim and Magyar. The system contains the headquarters of the 96th Imperial fleet, changed with defense of New Mars subsector along with the Imperial systems in Swan and Cluster subsectors. The naval base has associated Gunnery, Engineering, and Intelligence schools. The world’s population of 900 million were such ardent supporters of the Solomani Cause that the system remains under military rule, being administered directly by the Navy.

Asrow (Magyar 3006 X598548-5). An agricultural world on the Walpurgian Main in Anise subsector. The medium-sized wet planet has a dense oxygen-nitrogen atmosphere tainted by high carbon dioxide. The Asrow government is a democracy with a fractious parliamentary system. The system was first explored during the Vilani First Imperium, when it was named Riish. The world was colonized during the Rule of Man for agriculture but abandoned during the Long Night after being sacked by Reavers. The world was resettled early in the Solomani period and maintained a Class B starport prior to the Solomani Rim War.

The Asrow homesteaders are a proud and fiercely independent lot. Even though the world escaped the Solomani Rim War largely unscathed, the inhabitants have refused to acknowledge Imperial authority despite steadily increasing pressure applied by various Imperial offices. The Starport Authority downgraded the starport’s rating to C in 1030 and to D in 1055. These measures only led to increasing hostility and occasional violence against Imperial officials. In 1077 an attempted assassination against Baron Ilanit Santos caused the Imperium to withdraw its representative and interdict the world. Since then the Imperium has engaged in occasional police actions on Asrow, but the tenacious government continues to hold out.

Austa (Magyar 2503 C796ABE-B). A high-population industrial world of 91.3 billion, located on the Walpurgan Main in Anise subsector. The system contains a second major world, Geaamshuu (F5879DF-3), with over 2.41 billion inhabitants. The Austa system was first explored by the Vilani First Imperium, who named the mainworld Karikmir. And although both Karikmir and Geaamshuu have abundant water and orbit within the habitable zone of Nagishar, the G2 V primary, both worlds had dense carbon dioxide-nitrogen atmospheres with a notable absence of free oxygen.

The Terran Confederation assumed control of the system late in the Interstellar Wars and terraformers introduced genetically modified algae to both Karikmir and Geaamshuu, producing breathable atmospheres on both worlds by the end of the Rule of Man. Terran colonists flocked to the system and began settling Karikmir and Geaamshuu in earnest.

During the Long Night Austa became a major power in the region, though its general reach had been greatly curtailed by the time the Third Imperium arrived in the sector. By 400 Austa was an impoverished, over-populated, TL8 planet eager to join the Imperium. By 700 disappointment in Imperial rule led Austa to embrace the Solomani Movement; with assistance from the government of the Autonomous Region the economy of Austa finally began to improve, increasing its technology level from 9 to 12 in just 200 years.

During the Solomani Rim War Austa was a major objective for Imperial forces in the Magyar Campaign. The class B starport was destroyed during a pitched battle, but the system defenders extracted such a price that the Imperial forces withdrew without having captured the mainworld.

battle dress. An advanced and powered version of combat armor. Battle dress enhances the strength and senses of individuals wearing it with variable feedback personal controls, servopowered limbs, and various kinds of electronic assistance. The individual wearing battle dress is effectively doubled in strength and given unlimited endurance.

BatRon. Battle squadrons are the main battle elements of the Imperial Navy. Built around dreadnoughts and battleships, a BatRon is designed to destroy the enemy main lines. Auxiliary ships that stay out of the line of fire and provide support to the larger vessels generally accompany the battleships. The support vessels are usually tankers and ordinance cargo ships. Smaller scout vessels are often attached to provide communication between squadrons.

The mainstay of the Magyar BatRons are older Ershur-class battleships, the 200,000dt, TL14 precursor to the TL15 Ilelish-class. The Ershur-class was a new configuration introduced in 1063 as a smaller, general purpose battleship able to support a wide variety of missions. The Ershur debuted shortly before the Navy’s transition to TL15, and although fairly successful with the rimward fleets, was quickly considered obsolete. By 1091 the Ilelish-class, with an improved meson spinal weapon and more accurate and higher yield large meson guns, was starting to replace Ershurs. The 170th is the only BatRon in Magyar anchored by Ilelish-class battleships, while the 142nd, 145th, and 279th BatRons are comprised of Ershurs.

battle rider. Non-jump capable ship intended to stand in the line of battle in space combat and carried interstellar by a battle tender. A large jump-capable tender generally carries two to ten heavily armed and armored battle riders. The Imperial Navy first began experimenting with battle riders around 700. It is generally held that, in any meeting between a battleship and a battle rider of equal tonnage, the battle rider will triumph.

battleship. Jump-capable starship intended to stand in the line of battle in space combat. A battleship carries jump drives and fuel tanks internally.

Beagle (Magyar 3129 D766A99-A). A wet world with a Class D starport, and a high population, high law, early stellar tech society. The system is centered on the star Sixeti, an F5 V primary located in the Ceti Cluster in New Mars subsector. The system features three different major worlds: the mainworld is an earthlike planet that orbits in the habitable zone, while Inanna (F5509A9-5) is a hot desert world positioned one orbit inside Beagle. Colma (G8A6854-8), by contrast, occupies one orbit outside the mainworld and is a cold glacier world with an unbreathable carbon dioxide-nitrogen atmosphere.

Beagle is notable as one of the first Terran Confederation colonies in Magyar sector and the early administrative center for what was then called Cygnus sector. Beagle was one of the first colony worlds outside the Solomani Rim to be granted home rule and had a population of over 11 million at the end of the Interstellar Wars. During the Long Night Beagle was able to fend off Reavers and Aslan raiders, but a rapidly growing population and accompanying industrial development pushed the mainworld to the brink of ecological collapse. The world government aggressively moved heavy industry offworld to Inanna and Colma, allowing Beagle’s atmosphere to recover.

As a major industrial center for the Solomani Confederation, Beagle was an important target for the Imperium during the Rim War. During the fighting Beagle’s class B starport was destroyed and industrial centers on Inanna and Colma were subject to intense orbital bombardment. The subsequent occupation was marked by frequent clashes with Solomani partisans. Although the Imperium lifted martial law in 1071, the Imperial Army maintains a large presence on the mainworld, including the 8th Armored Infantry, the 5th and 84th Lift Infantry, and the 76th Grav Tank field armies. Beagle is one of the primary sources for recruits to the Unified Armies of Fugue and fields its own, though much lower tech, colonial army.

Beta (Magyar 3128 C576ADA-9). A wet world with a Class C starport and a high population, extreme law, early stellar tech society. Beta is located on the Ceti Cluster in New Mars subsector. The population of 60 billion and a lower tech level combine to create a dark, hungry world of sprawling, overcrowded cities. The once vibrant ecosphere has crashed and the standard oxygen-nitrogen atmosphere is severely tainted by industrial pollutants. The system also contains a secondary world, Episemon (F40097C-7).

Beta was claimed by the Solomani Confederation but captured by the Imperium during the Solomani Rim War along with most of the subsector. The majority of Beta’s population belongs to the Solomani Catholic Church, which governs the world through the Archdiocese of Beta, led by Archbishop Luther Madhew. Although the Archdiocese has been pressured to formally renounce the Solomani Cause, many of Beta’s citizens retain affection for the old Confederation and blame the Imperium for their current conditions. The Imperial representative to Beta is the Comtesse Agatha haut Ikin. The mainworld supports an Imperial Interstellar Scout Service base.

Bwap (also Newt). An intelligent minor race native to Marhaban (Empty Quarter 0426 A5697AB-D). Self-named Bawapakerwa-a-a-awapawab. Newts are uncomfortable in less than 90% humidity; their skin requires constant moisture for comfort and health. They adapt with special wetted clothing and headbands.

Bwaps are the most widely spread non-Human race in the Third Imperium. This is a result of their wide employment in the Vilani First Imperium as government and corporate bureaucrats. Bwaps have a mindset with a powerful fixation on order and honesty, and are born bureaucrats. In modern Imperial society, Bwaps are still valued for their administrative expertise.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2019 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.