Monday, December 23, 2019

Llyrnians

Wicker Orbital Hostage Crisis: On 152-1041, Solomani terrorists seized an entire concourse of the highport at Wicker (Magyar 2728). They took over 200 hostages, demanding repatriation to the Confederation and the immediate release of several elderly Rim War veterans still held in Imperial prisons. Duke Solon Kossuth’s only answer was to cut power and contragrav to the captured section—and then send in his Llyrnian marines, fresh from Massilia sector. Within hours the Llyrnians had retaken the Highport in a bloody, terrifying assault that left no terrorist alive. Most could only be identified afterwards through genetic testing.

Emblem of the elite 3rd Battalion, 1st Fugue Grenadiers: The Llyrnian Marines.

The Llyrnians of Llyrn (Shinalo-6 Gee [F8 V] C433AAC-D) are a minor race native to Massilia sector. Their homeworld is the cold satellite of the gas giant Wenoshee. Lyrnians are trisexual producer/collector cavern dwellers, with Delver, Feeder, and Warrior genders. Delvers build and maintain tunnels, Warriors defend the community, and Feeders bear and care for offspring.

Llyrnian Warriors constantly vie with Warriors of rival communities over territory, fighting ruthless battles in narrow, dark tunnels. Warriors adapt easily to life aboard spaceships and make excellent marines. By tradition, Llyrnian Warriors serve as security troops on Geonee ships.

Adult Llyrnians vary in size by gender, but most Delvers and Warriors are about 1.7m long and weigh about 64kg. Llyrnians have cylindrical bodies that exhibit trilateral symmetry, with three “legs” on the bottom and three “arms” spreading from the top. Three “mouths” open under the arms as feeding organs. The body is covered by a tough external coat made of organosilicates, and the arms end in tough claws. The body ends in a “head” which holds the secondary sensory organs. These include three breathing orifices which also function as olfactory organs, and a visual band that circles the whole head.

Llyrnians breathe oxygen to convert waste products back to organosilicates and sulfur. Llyrnians exhale sulfur dioxide, a waste gas, in order to cool themselves, giving them their infamous brimstone smell.

Like many noble families in Massilia sector, the Kossuths incorporated Llyrnian marines into their personal huscarle units. When Duke Solon raised the 1st Fugue Grenadiers he made sure to include Llyrnian troops, which he freely deployed to bring New Mars subsector under the Imperial heel.

The Black Alberta was a notorious pirate ship that plagued the subsector in the 1030s and 1040s. An older Texas-class light cruiser formerly in service to the planetary navy of Union (Magyar 2927), the Alberta disappeared in early 1003 soon after word arrived of the armistice between the Imperium and the Solomani Confederation.

The rogue cruiser reappeared decades later to harass shipping throughout the subsector and was blamed for the loss of the Allegheny, a 50,000dt Ling-Standard Products ore superfreighter valued at several billion credits. On 137-1047 the Alberta was lured by a q-ship into a trap in the Iatur (Magyar 2628) system. After a brief firefight the Alberta’s power plant was destroyed, leaving the ship disabled and adrift in the Euxine Belt. Duke Solon’s own Llyrnian marines then undertook a daring boarding action that resulted in the recovery of the Alberta and the massacre of its entire pirate crew.

Following Duke Noah’s abdication, most Llyrnians of the 3rd Battalion resigned their commissions and followed their duke into exile. Most presumably continue to serve the Kossuth family.

Llyrnian Marine C79527
Str 12 (+2), Dex 7, End 9 (+1), Int 5 (-1), Edu 2 (-2), Soc 7
Traits Armor (+3), Claws, IR Vision
Skills Athletics (dexterity) 2, Gun Combat (slug) 2, Melee (natural) 3, Recon 1, Survival 1, Vacc Suit 2
Equipment Accelerator Rifle (3D), Combat Armor (+13)
Claws All Llyrnian Warriors have claws tough enough to rend open vacc suits and even breach combat armor. The claws use the Melee (natural) skill, have the Armor Piercing 2 trait, and do 2D damage.
IR Vision A Llyrnian can see clearly in darkness.

Llyrnian marines are justly feared as assault troops, tenacious in boarding actions and close quarter fighting.

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.

Monday, December 16, 2019

The Union Affair

KOSSUTH, Noah Elster. Second Duke of Fugue. K.B., C.S. Born 099-1020 on Orichalc/Massilia, second issue of Count Solon Kossuth of Orichalc and Lady Nicola Aelia SEROVA of Keum. Inherited the Duchy of Fugue in 1074, abdicated 1096. Succeeded by Duke WEEBAS of Adni.

Married (on 094-1061) Dame Camilla Kristina RIGBY of Beta. By this marriage he had issue:

  1. Joanna Rigby KOSSUTH (b. 261-1062)
  2. Lydia Rigby KOSSUTH (b. 261-1062)
  3. Marcus Rigby KOSSUTH (b. 294-1071)
  4. Valens Rigby KOSSUTH (b. 159-1072)

from Urquhart’s Peerage, 232nd Edition (Capital: 1102).


The House Kossuth Coat of Arms.

Noah Elster Kossuth, the former Duke of Fugue, embodied the anxieties over Imperial corruption in Magyar sector. The Kossuths were an old noble family of Solomani descent, originating in Massilia sector and enjoying numerous ties to the Ling-Standard Products megacorporation. Duke Noah’s paternal grandfather, Lyman Kossuth (946–1031), was confirmed by the Emperor Styryx in 977 as the Count of Orichalc (Massilia 0539 B78A974-E). While Lyman was a quiet, unassuming man his wife Juliana, descended from a lesser branch of the Hortalez family, proved far more ambitious. A natural schemer with many connections within the Massilia nobility, she lobbied incessantly for her husband to be promoted to a subsector duke, but to no avail.

Their son Solon Kossuth (b. 987) inherited his mother’s ambition. He was confirmed as the new Count of Orichalc following his father’s death in 1031, but he and Juliana continued to agitate for a dukedom. In 1038 the Emperor Paulo III awarded Solon with the newly-revived Duchy of Fugue, located in New Mars subsector of Magyar—some 80 parsecs distant. Fugue was a war-ravaged duchy captured in the Solomani Rim War, with its capital at Wicker (Magyar 2728 A541843-C): a poor, frozen hellworld on the very edge of the Imperium. The promotion was considered a humiliating slight, perhaps compelling the Lady Juliana to commit suicide in 1039.

Solon was a cold and resentful man who turned his energies toward bringing his new duchy fully under Imperial control. Many worlds of Fugue were still under martial law, and several harbored ongoing insurgencies. In addition, piracy had grown endemic to the subsector. The Duke quickly raised a brigade of huscarles, the 1st Fugue Grenadiers, which included an elite battalion of Llyrian marines that he had brought with him from Orichalc. Calculating and meticulous, Duke Solon attempted to play up his Solomani heritage as he cultivated allies and methodically crushed opposition. The Duke tirelessly promoted the interests of Ling-Standard Products in the subsector, fully supporting aggressive legal actions to regain LSP property that had been seized centuries earlier by the Solomani Party.

The Duke had five children: Solon (b. 1018) and Noah (b. 1020) with his first wife Nicola, and Kenan (b. 1029), Joshua (b. 1033), and Susanah (b. 1035) with his second wife Marava. The younger Solon was greatly favored by his father: handsome, athletic, and intelligent, he received an Imperial Navy commission with the Daibei sector fleet and was rumored to be a potential candidate for admiralship. But the younger Solon was killed in a training accident in 1047, leaving Noah Kossuth as the next in line.

Duke Solon, who enjoyed pitting his children against each other, regarded the impulsive and entitled Noah with contempt. Noah was considered cruel, prone to violent outbursts, and often fell afoul of the law. Duke Solon openly toyed with naming another one of his other children as his heir, but he died suddenly in 1074 before he could make good on this threat and Emperor Strephon confirmed Noah as the new Duke of Fugue.

Duke Noah soon revealed himself to be both erratic and inept. He saw his office as little more than a means to enrich himself and his family. Kossuths were appointed to several corporate boards and obtained positions in planetary and Imperial government. The duke’s eldest child and heir Joanna (b. 1062) acted as his seneschal, while his sons Marcus (b. 1071) and Valens (b. 1072) were drawn to a series of disreputable—and usually unsuccessful—business ventures. Marcus was murdered under mysterious circumstances in 1093, reportedly by members of the Jarslavi Cartel. Meanwhile the Duke’s brothers Kenan and Joshua were rumored to have dabbled in radical Solomani politics.

In 1094 several members of the Kossuth family were caught up in a corruption investigation conducted by the Imperial Ministry of Justice and the Kline Security Directorate. The resulting scandal, which quickly became known as The Union Affair, involved a complicated scheme to move the Xboat link from Beta (Magyar 3128 C576ADA-9) to Union (Magyar 2927 C974AA8-A). Instead of upgrading the Beta starport to Class A in 1110 as planned, LSP would have received a lucrative contract to construct a new starport and associated shipyards at Union. Justifying such a change required falsifying IISS trade data as well as Imperial Starport Authority reports. Millions of credits changed hands, and many ended up in accounts controlled by various members of the Kossuth family.

Although unsightly, bribery is not actually illegal under Imperial law—but falsifying Imperial documents certainly is. What’s more, the investigation uncovered even more nefarious activities: the Duke’s brothers Kenan and Joshua had been selling TL15 meson gun designs obtained from LSP to agents of the Solomani Confederation. Kenan and several LSP executives were arrested on charges of treason, while Joshua fled to Aldebaran. The investigation also ensnared the hapless Baron of Dirramu, who had married Duke Noah’s daughter Lydia (b. 1062).

The activities at the heart of the Ministry investigation were certainly unseemly, but the associated public uproar was vastly worse: the Union Affair seemed to confirm the very worst suspicions about the Imperial nobility and prompted anti-Imperial riots on Union, Beagle, and Beta.

A more savvy noble might have been able to recover from the Union Affair, but Duke Noah made the situation worse by failing to accept any responsibility. He also refused to acknowledge a summons from his superior, Sector Duke Shulgi Inaari of the Solomani Rim. For many months Duke Noah blamed his troubles on Solomani Confederation agents, and in defiance even mobilized the Unified Army of Fugue to put down the riots and “defend the subsector against foreign incursions.”

The Duke only changed course with the arrival of Duchess Shanika Kerana Adelbert of Walpurgis. She entered the Wicker system at the head of the 413th BatRon and accompanied by several companies of Imperial Marines from the 1,670th Line Regiment. In the face of the inevitable, Duke Noah stood his forces down and surrendered to the Duchess.

She carried a simple offer: Duke Noah could stand trial at Eleusis (Solomani Rim 2109) for various high crimes, including perjury of his fealty oath, abuse of office, dereliction of duty, moral turpitude, and conduct unbecoming an Imperial noble. Even if acquitted the Kossuth family would be ruined. But if found guilty Duke Shulgi would recommend the death penalty as well as revocation of the title of Fugue along with all other noble titles associated with Noah’s children and siblings.

Alternatively, Duke Noah could plead guilty and abdicate his title. And in exchange Duke Shulgi would issue a pardon and would not pursue further action against the Kossuth family. In 1096 Noah Kossuth abdicated and fled Wicker; his current whereabouts are unknown. Emperor Strephon moved quickly to install the Bwap Duke Weebas, a reformer who is expected to clean up the 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.

Wednesday, December 4, 2019

T5 + First In: Stellar System Generation

The two primary methods I use to generate star systems for Traveller games are GURPS Traveller: First In and Traveller5. First In, as might be expected, takes a fairly granular approach and is pretty formula heavy. Not being an astrophysicist myself, I can only assume the additional complexity provides additional accuracy. In contrast, Traveller5 opts for simplicity in exchange for a much less granular product. However, it seems the Traveller5 designers tried to ensure that their results would roughly correspond with a more detailed system like First In. For example, Traveller5 assumes that worlds in orbit 0 or 1 are tide-locked to their star. And that simplification holds up fairly well.

In addition to being more granular, the First In design sequence is also somewhat more realistic than the sequences used by other versions of Traveller. It’s an open question how hard the science of Traveller is supposed to be. Purists might argue that any setting with FTL drives can’t be “hard science fiction,” and certainly many of Traveller’s most direct literary influences are pulp stories, where the emphasis was as much on adventure as science.

But that said, Traveller does retain a certain level of grittiness. And there‘s some evidence that the Third Imperium setting is a little bit harder than the “raw” Traveller ruleset, which can be plenty gonzo if a referee wanted to run it like that. By incorporating just a few elements from First In to Traveller5, we can bring a little more realism to system generation without adding too much complexity.

Planetary Size and Atmosphere

Here’s a good example of where the Third Imperium setting diverges from raw Traveller rules. In Traveller5 a mainworld’s atmosphere is generated by Size plus Flux. But this can easily result in worlds much too small to retain the atmosphere generated. A size 3 world, for example, could have a dense oxygen-nitrogen atmosphere of 8, even though the world simply has too little mass to retain oxygen molecules.

During the T5SS review of Third Imperium sector data, Donald McKinney employed a very simple hack to ensure that the atmosphere code was always paired with a plausible planetary size: If Atmosphere is 1, A, B, or C, adjust Size to 3+. If Atmosphere is 2 or 3, adjust Size to 4+. And if Atmosphere is 4-9, adjust Size to 5+. This simple adjustment goes a long way toward making Traveller worlds that line up with planetary science.

Orbital Zones

Traveller5 does not consider inner and outer orbital zones—the limit points beyond which planets are unlikely to form or be captured. While Traveller5 implies that worlds could be placed all the way out to orbit 17, First In assumes that most main sequence stars rarely have planets beyond orbit 8 or 9.

Rather than grind out a bunch of formulas to determine orbital zones, I use the following reference chart when fleshing out a star system. I keep a version of the following Orbital Zones table in an Excel file and just select the column that most closely matches the spectral type of the primary star. Then I cut and paste this column into a new worksheet that then forms a template for populating the system. Since giants, subgiants, and other stars off the main sequence are fairly rare, this chart works for 99% of the systems I work with.

Main Sequence Stars Orbital Zones
Orbital Zones by Spectral Class Distance (AU)
A0A5F0F5G0G5K0K5M0M5M8 MinAvgMax
 0000000000 0.150.200.30
11111111111 0.300.400.55
22222222222 0.550.700.85
33333333333 0.851.001.30
44444444444 1.301.602.20
55555555555 2.202.804.00
6666666666  4.005.207.60
7777777777  7.6010.0015.00
888888888   15.0020.0030.00
9999999     30.0040.0058.00
101010         58.0077.00115.00

Light gray cells indicate orbits beyond the inner and outer orbital zones. No worlds should be placed there. Light green cells are the Habitable Zone (HZ) orbits, light orange cells are HZ-1 orbits (with hot or tropical climates), blue cells are the HZ+1 orbits (cold or tundra climates), and light blue cells are HZ+2 orbits (frozen climates). The dark blue line indicates the snow line, the point beyond which the largest gas giants are likely to form during planetary formation. Note that this chart reflects GURPS Space 4e data, which slightly tweaked the First In formulas.

One consequence of the chart is the Traveller5 “number of worlds” is occasionally much larger than the available orbits. An M8 V star, for example, only has 6 open orbits—but could potentially have as many as 20 worlds (the mainworld + 3 belts + 4 gas giants + 12 other worlds) under Traveller5. In such cases, one would probably need to count gas giant satellites in order to ever get to 20 worlds.

It’s worth noting that the T5SS review removed most primary stars with less mass than M3 V: another example of the Third Imperium setting using somewhat different rules than Traveller5.

Mainworld Type

Traveller5 uses a simple Flux roll to determine whether the mainworld is a planet or satellite, without consideration to orbit or mainworld size. In First In, tide-locked worlds do not have satellites, period. The maximum size of a satellite is 7, and the satellite needs to orbit a sufficiently large planet. Once you know the mainworld size and orbit, I use a simple method to determine whether the world is a planet or satellite.

  • Orbits 0 or 1, always planet
  • Orbit 2+, size 1 or 2, always satellite
  • Orbit 2+, Size 34567, Roll 2D + Size. If > 9, the mainworld is a planet, otherwise a satellite
  • Orbit 2+, Size 8+, always planet

Forbidden Zones

In First In, “If the star is a member of a multiple star system, planets will not form at certain distances. The presence of a companion star makes a stable planetary orbit impossible in these zones.” The following chart establishes forbidden zones by Traveller5 orbit.

Forbidden Zones
Companion
Distance
OrbitForbidden Orbits
Companion<00
( Close )00,1
 10,1,2,3
 20,1,2,3,4
 30,1,2,3,4,5
 41,2,3,4,5
 52,3,4,5,6
{ Near }64,5,6,7
 75,6,7,8
 86,7,8,9
 97,8,9,10
 108,9,10,11
 119,10,11,12
[ Far ]1210,11,12,13
 1311,12,13,14
 1412,13,14,15
 1513,14,15,16
 1614,15,16,17
 1715,16,17

By looking at the data like this, it becomes clear how hard it is to have a close companion star and a habitable world.

Example: The Wair System

So, if we put all of these tweaks together and apply them to Traveller5 system generation, we get a bit more realism with not too much more fuss. Since I primarily play in the Third Imperium setting, I generally begin with some basic details of the system. The Traveller Map gives us the stars, the number of worlds, and the number of gas giants and planetary belts. We just need to arrange these details into a coherent pattern.

Let’s use, as an example, Wair: a high population world in Alpha quadrant of Magyar sector, bordering Dark Nebula. Here are the Traveller Map data:

Wair T5SS Details
HexNameUWPRemarks{Ix}(Ex)[Cx]NBZPBGWAStellar
0116WairC89A98C-CHi In Wa Pz{ 3 }(C8E+5)[CC8F]--A70111SoCfG2 V M6 V

Pulling the G0 V column from the Orbital Zones table, we pick up the Traveller5 worldgen sequence and roll for the mainworld placement and get HZ+1, which is orbit 4. With its high hydrographic percentage (A), Wair is a good candidate for being a Hoth-type ice world. Because of the world’s size (8), it is a planet.

Magyar 0116 Primary System
Orbit[Primary]G2 V
0  
1  
2  
3  
4WairC89A98C-C
5  
6  
7  
8  
9  
10  

With the mainworld placed, we now locate the M6 V companion. We can use the Traveller5 placement rules for companion stars, but the Forbidden Zones chart establishes some restrictions: since the mainworld is in orbit 4, that precludes the companion from occupying orbits 2, 3, 4, 5, and 6. With some fiddling, we determine that the second star is a near companion in orbit 8. This makes orbits 6 and 7 forbidden zones. We can cut and paste from the Orbital Zone table to establish the entire system template.

Magyar 0116 System Template
Orbit[Primary]G2 V
0  
1  
2  
3  
4WairC89A98C-C
5  
6  
7  
8[Companion]M6 V
0 
1 
2 
3 
4 

Now the entire system is ready to be populated using the rest of the Traveller5 Other Worlds sequence. We start by placing the one gas giant, and then move on to placing the 9 remaining worlds.

The Wair (Magyar 0116) System
OrbitBrawG2 V  
0Braw-1Y400356-7Mi Tz 
1NevisY8C7000-0Tz 
2GaleFAB9679-8Mi Ho 
3DourYB20000-0  
4WairC89A98C-CHi In Wa Pz Co 
5BideanSize P SGG 
6    
7    
8MerritM6 V  
 0TruneYDB4000-0Tz
 1OpanYC10000-0Co Tz
 2TeyY8B5000-0Fr
 3MinF3108BC-7 
 4HirtaY300433-7Mi

By using the charts, the system details were generated fairly quickly. The Wair system appears to be a resource-rich, highly efficient economic center that only lacks a nice shirt-sleeve world. The distant secondary world of Min, orbiting the M6 V companion Merrit, seems interesting: a small, airless, pre-high population world ruled by a charismatic dictator. Political exiles, perhaps? Maybe an Aslan community?

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.

Monday, November 25, 2019

A Guide to Wu

A Traveller, newly arrived on Wu, might be amazed by the shimmering Great Outer Ocean, or the soaring arcologies of Gyon, or the genetic manipulations seemingly worked and wrought upon every plant, every animal, and even every onworld inhabitant. But it is the stillness, a strange, uncanny hush that Travellers usually find most remarkable about Wu: densely populated cities with all citizens striving in concert toward one, mutually understood, end. —The Savage Main: Dark Nebula and Magyar Sectors, 3rd Ed. Farstar Publishing (Marlheim: 1095).

Wu (Magyar 0203 B66A99A-E). Pre-Rich, High Population, Water World. Capital of the Wuan Technology Association, a member-state of the Solomani Confederation. Subsector administrative center for the Confederation. Homeworld of the Wuans.

System Data

Binary stellar system. Primary Hayan. Spectral Class F9 V. Mass 1.14 M☉. Stellar Diameter 0.011 AU. Luminosity 1.8 L☉. Absolute Magnitude +4.20; Near Companion Geum. Spectral Class G9 V. Mass 0.84 M☉. Stellar Diameter 0.0073 AU. Luminosity 0.49 L☉. Absolute Magnitude +5.60.

The Wu system is located in the Urartu Cluster, sometimes known as the Clan Cluster, a string of 38 worlds connected by Jump-1 distances.

Wu System Navigation Data
OrbitNameUWPRemarks
Primary HayanF9 V 
1 NaktaY610000-0Tz
2 NenshoF8A1516-8Rs
3 KoruF50076A-7 
4 FamuY777538-6Tr
5 Suseok BeltH00066A-7 
7 WinsekSize U LGG 
8 PalganSize V LGG 
     
Companion GeumG9 V 
2 SanY7C1000-0Ho
3 WuB66A99A-EHi Pr Wa Cp (Wuans)
 35DalF10086A-ALk Rs
4 OgamiH100616-7Co
6 CholSize P SGG 
7 PuleunSize U LGG 
IS Form 11Star System Data

Planetary Data

Wu, the mainworld, orbits the companion star Geum. Mean Orbital Radius 126 million km (0.84 AU). Period 307.55 days. Rotation Period 27h 53m 37s. Axial Inclination 34° 55′ 4″. Diameter 9,760 km. Mass 0.43 M🜨. Density 1.02 g/cm3. Mean Surface Gravity 0.765g. Surface Atmospheric Pressure 1.224 atm. Composition standard oxygen-nitrogen. Hydrographic Percentage 96%. Mean Surface Temperature 14.24° C. Satellites Dal (F10086A-A).

The Wu mainworld contains an island chain that rings the shallow, 5,000 km-wide Inner Sea and is surrounded by the Great Outer Ocean. The chain includes three larger islands as well as numerous smaller islands. The largest island, Keun (2,955,385 km2 in area), stretches from the equator to approximately 60° south latitude. The second largest island, Maejil (869,231 km2 in area), lies almost entirely within the southern hemisphere, and its southern coast remains bitterly cold for most of the year. The third largest island, Jageun (521,538 km2 in area), straddles the equator and enjoys a temperate to warm climate.

Wu once supported a native ecosystem dominated by a diverse phylum of pseudo-arthropods ranging in size from tiny 4mm long specimens all the way up to a 3m-long armored species that resembled a flattened lobster. But approximately 1.2 million years ago the oceans of Wu underwent rapid acidification, which triggered a global extinction event that wiped out all life except for a sort of deep-sea pelagic worm.

World Map Grid
World Name (and UWP) Wu B66A99A-ESubsector and Sector Location of World Clan/Magyar
Date of Preparation 112-1100Hexagon Scale (km) 1,005
IS Form 8-FSize 6 World Map Grid

History

The Urartu Cluster contains several habitable worlds, and during the Interstellar Wars Asian corporate interests on Terra sponsored a major colony on the garden world of Choan, now known as Sharn (Magyar 0601), far beyond the borders of either the Ziru Sirka or the Terran Confederation. Well supported by Korean and Japanese funds, by -2000 the Choan colony had grown enough to establish an outpost on Wu. Although Wu’s high hydrographic percentage made the world unattractive for large scale colonization, the planet was appealing for a major research center.

By -1900 the parent corporations back in the Solomani Rim had all collapsed or been bought out by the so-called “Vilanicorps,” leaving the Cluster holdings independent. Over the next 400 years Wu and the surrounding worlds grew and flourished, unimpeded by the slow collapse of the distant Second Imperium. Wu specialized in manufacturing high-tech products for export, and by -1500 most worlds in the region were trading among themselves. Aslan merchants, often from the Tralyeaeawi clan, carried goods to and from more distant markets.

But the following centuries saw the rise of Reaver fleets capable of sacking entire worlds. As interstellar commerce faltered, populations and technology levels across the region fell back precipitously. By -1100 Wu emerged as the capital of a small interstellar polity, the Wuan Technology Association, stabilizing at TL11. While Reavers devastated much of the region, the Wuan worlds avoided destruction by cultivating alliances with various Reaver factions. A few centuries later the Wuans used similar strategies with encroaching Aslan clans and corporations. By -800 the Wuans became allied with the independent Aslan clan Tlaiowaha, an offshoot of the Tralyeaeawi.

The Wuans maintained rudimentary bioengineering capabilities throughout the Long Night. They were able to produce early synthetics and could create such wonders as the singing orchid, or glow tree, or Wufish, all of which can still be found on Wu. But perhaps the most enduring product was the Wuan miniphant (Microelephas wuensis), a beast of burden used on low tech worlds from Langere to the Spinward Marches.

Wuan culture evolved to prioritize collaboration, cooperation, and efficiency. While the Vilani used social engineering to achieve similar goals, the Wuans turned to bioengineering. During the Long Night the Wuans undertook an ambitious eugenics project to self-geneer themselves into an entirely new subspecies of Humaniti. For each role in Wuan society there is an associated, highly specialized genotype that has been expressly engineered to perform that role. While there may be dozens of different roles and hundreds of variants, the apparent conformity of Wuan society can be unnerving to visitors.

The Wuan Technology Association arose from the Long Night as a loose coalition of allied corporations, and held considerable economic and political influence across the region. The Association helped broker the Treaty of Dark Nebula in 212, which brought a temporary halt to Human and Aslan conflict. Although the Association, like several other Magyar states, never joined the Third Imperium, the Wuan worlds became formal Imperial client states in 540.

The Wuans attempted to maintain this independence after the Solomani Autonomous Region was established in 704, but eventually the Wuan worlds conceded to the inevitable. The Association was instrumental in the development of the new Solomani Autonomous Region Navy. And although Wuan representatives argued that the 871 Charter of Confederation was needlessly provocative, the Association was admitted into the new Solomani Confederation as a founding member-state. Similarly, the Association unsuccessfully attempted to stave off the Solomani Rim War, correctly predicting the disastrous outcome for the Confederation.

Socio-Political Data

Total World Population 4.15 billion. Primary Cities Gyon, 1.8 billion; Daini, 900 million; Jeum, 600 million; Kure, 450 million; High Nara, 360 million. World Government Impersonal Bureaucracy (Wuan Global Council). Law Level Extreme (All weapons prohibited). Tech Level High Stellar (14). Primary Trade Goods consumables, data, rares, novelties.

Despite being one of the one of the most prosperous and technologically advanced Solomani member-states, the Association has an uneasy relationship with the Confederation. While the Solomani are generally more accepting of geneering than the Imperials, the Wuans raise deep-seated anxieties about genetic supermen. Further, the Wuan indifference toward the “traditional” Solomani family structure and their desire for better relations with the Imperium make the Association suspect in the eyes of many Party officials. For their part, the Wuans distrust the more racist policies of the Cause as well as the creeping tendency toward centralization within the Confederation government.

As of 1100 the Association consists of several large Wuan corporations with principal status and twice that number with associate status. The principal corporations are the equivalent of sector-wide concerns operating within 30 parsecs of Wu. The associate corporations are generally limited to a few worlds or subsectors in scope. The Association has been extremely successful in exporting goods and services outside the Confederation, cultivating markets within the Aslan Hierate, on the unaligned worlds of Reavers Deep and Dark Nebula, and with independent polities such as the Carrillian Assembly and the Gerontocracy of Ormine. Although the Association was not a direct combatant in the Solomani Rim War, the conflict eroded many lucrative trade routes and markets in Imperial sections of Daibei and Magyar.

Wu is an important center for trade and commerce for the region: an estimated 5 million passengers and 100 million dtons of cargo pass through the system each year. Although Wu does not carry an Industrial trade classification, Association members have established offworld manufacturing facilities throughout the resource-rich system. Wu’s only large moon, Dal, has a population of 743 million and is an important production center for power plants, jump drives, and maneuver drives. Wu Down Starport is located just outside the capital city of Gyon, a megalopolis that sprawls along the eastern shore of Keun Island. The highport, though, is located at High Nara, a gleaming orbital city of 360 million, situated at the Wu-Dal L5 Lagrangian point. The starport is only rated Class B but has extensive facilities for building spaceships and repairing starships. SolSec and several Confederation ministries have located their Clan subsector coordinating offices at High Nara, which also hosts subsector-level permanent committees of the Interstellar Solomani Party.

The Association maintains a large trading fleet but does not have its own navy, relying on the Solomani Confederation for defense. Confederation Naval Base Sereniti, located in a military reservation on the far side of Dal, is the headquarters for the Clan Subsector Fleet. Sereniti Base has a modest orbital component at the Wu-Dal L2 point, and is the home port of the 53rd FleetRon and 19th CarrierRon. A co-located Army base on Dal supports the Solomani 44th Grav Tank Corps. The Confederation Army conducts protected forces training on the moon’s surface.

Wuan goods are as renowned for their quality and elegance as for their incorporation of advanced technology. Wuan design shows strong Aslan influence with graceful, balanced, and organic shapes but Wuan design lacks Aslan ornamentation, preferring a spare aesthetic with clean lines and a seamless mix of artificial and natural textures. Within the Confederation, the Association lags behind only its great rival the Boötean Federation for production of jump drives, power plants, meson screens, and nuclear dampeners. And the Association is unsurpassed for geneered agricultural products, androids and other synthetics, as well as clones. While member corporations such as Argent Mining use guest clones extensively, they are never sold outside the Association. Within the Association clones are afforded greater rights than elsewhere in the Confederation.

Wuan culture is remarkable for its stability, cohesiveness, and relative harmony. Despite the dramatic separation of the population into genetic castes, the different segments enjoy reasonable equality and most individuals express great contentment in their assigned roles. But that said, Wuans are not automatons and fully capable of individual agency. Occasional individuals reject their assignments entirely, and communities of such nonconformists have sprung up around Wu Down Starport and just outside the city of Jeum.

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.

Monday, November 18, 2019

Class X Starports

In Traveller, a Class X starport designation can mean several different things:

  • Unknown. Usually used only in frontier areas, there is no available data about the world’s starport. The world might actually have a decent starport, but the ship’s library has no information. A “Uk” trade classification or similar might help distinguish this use from other uses.
  • Known, but No Facilities. Usually associated with Barren worlds, the world has no starport, not even a navigation beacon or landing strip. Such a system might or might not have an associated Red Zone.
  • Known, but Forbidden. Usually associated with a Red Zone travel advisory and the Forbidden trade classification. The world might or might not have starport facilities, but if they exist they are restricted or shuttered. The world might be actively interdicted and guarded by a naval force, or a beacon might warn off unwary travellers.

For most of Traveller’s history, Class X starports were so closely associated with Red Zones that the two categories were considered synonymous. But T5 realized that these classes could be uncoupled: one could theoretically have Class X starports without a Red Zones and Red Zones without Class X starports. For example, a world might have both a Class A starport and a Red Zone: a high-tech autocratic world with a law level so high that Travellers should be actively warned away. Or a Red Zone might be issued to a world wracked by civil war with a Class C starport. One iteration of the rules attempted to actively restrict Class X to only unknown starports; the rationale was all other previous uses of X could be classified at least as D or E with or without Red Zones.

However, when this interpretation was applied to the T5SS, the results broke a lot of Traveller Universe canon. Too much legacy data had used X for Red Zoned, interdicted worlds, and so these changes were eventually rolled back.

Or at least mostly rolled back. While several worlds in Magyar and Dark Nebula regained their lost Class X starports, several more did not:

  • New Sol (Magyar 0503 D501956-7)
  • Jafar (Magyar 0721 D559100-8)
  • Lavik (Magyar 0924 EA9A355-6)
  • Jondrea (Magyar 1004 E545332-5)
  • 023-876 (Magyar 1139 E536400-6)
  • Al-Medif (Magyar 1309 E87A775-5)
  • Yuehtsao (Magyar 1323 D8C989D-9)
  • Ealyurei (Dark Nebula 0120 E100266-7)
  • Ktealau (Dark Nebula 0130 E998123-7)
  • Aiaokheh (Dark Nebula 0206 C434445-9)
  • Ahuawiyoi (Dark Nebula 0607 E8C4544-9)
  • Eakhyehiyye (Dark Nebula 0740 E544643-6)
  • Rormepeni (Dark Nebula 0915 E8B4443-8)
  • Hlehekah (Dark Nebula 1127 E100545-A)
  • Aiheisaus (Dark Nebula 1637 E100443-7)
  • Yetiuaya (Dark Nebula 2340 E768448-7)

All of these worlds were listed as Starport X in Atlas of the Imperium, which was generally held up as the gold standard for the T5SS review. I propose reverting these starports back to X. (Or lacking that, imposing Red Zones.) The result would be more consistent with surrounding areas, and adds interesting texture to the data.

Take New Sol, for example. A high population world with a class D starport is kind of boring, but an interdicted high population world? That’s a lot more interesting.

One interesting note about Tech Levels and interdicted worlds: although Class X starports impose a -4 penalty to Tech Levels, a cursory review of Traveller Map data suggests that worlds with Class X starports apply minimum TLs by atmosphere, a rule introduced in CT Alien Module 1, Aslan. A vacuum world, for example, must maintain a minimum TL of 7, while a world with a insidious atmosphere must maintain a minimum TL of 9. These minimums don’t really apply to worlds engaged with interstellar trade, as necessary tech can presumably be imported. But interdicted worlds, cut off from imports, must be able to produce and maintain protective measures or else perish. The Hard Times milieu shows the grim effects of tech collapse on worlds with unsuitable atmospheres.

Monday, November 11, 2019

More Kickstarter Goodness

This last week I received my rewards from the Traveller Fifth Edition Kickstarter. The T5 edition of Traveller has a long and occasionally fraught history, but I find that this game is a wealth of new and intriguing information about the Official Traveller Universe. I also chose to get a hard copy of Marc Miller’s novel Agent of the Imperium, which applies many T5 concepts to a story that spans the breadth and history of the Third Imperium.

A familiar knock on Traveller is that the setting, rooted in Golden Age science fiction, feels very out-of-date today. But T5 introduces many posthumanist sci fi concepts to the Traveller universe such as consciousness uploading, cloning, geneering, and artificial intelligence. AotI shows how these “new” technologies can be seamlessly integrated into a familiar setting.

The biggest problem with T5, though, has been that the system book was a glorious mess. As one giant brick of a book, earlier iterations of the rules were disorganized, lacking examples, and riddled with errors and contradictions.

This latest Kickstarter is a valiant attempt to clean up and reorganize the sprawling rules into a familiar three-book set: Characters and Combat, Starships, and Worlds of Adventures. The result marks a major leap forward. Breaking the material into three separate books makes it much easier to read and find information. Examples now complement many rules. Almost every page has an interesting new idea, twist on an old one, or Easter egg. The books are physically well made, and come in a very nice slipcase.

All that said, while T5 has come a long way it still has a long way to go. Errors and typos continue to bedevil this edition, which could have really benefited from additional proofreading and editing. The layout is adequate but the artwork is uneven, ranging from pretty rough to excellent.

But most of all, T5 is a big toolset game, and could have learned many lessons from the ultimate toolset game, GURPS. GURPS books always do an excellent job of clearly presenting a wide suite of game options alongside guidance as to how to integrate these rules into different settings. The Traveller Universe spans many different eras and many different technology levels, but T5 provides very little guidance as to what rules might not apply to the Third Imperium setting but would apply to the higher-tech Galaxiad setting.

* * * * *

I backed another Reaper Bones Kickstarter, Reaper Miniatures Bones 5: Escape from Pizza Dungeon. I’ve happily backed all of the Bones Kickstarters to date, and they have proven a great value.

This Kickstarter has probably the strongest Core Set of any campaign yet, containing a gruesome giant zombie, a cloaker, a really great warband of kobolds, a dragon wolf, a useful set of spell effects, and a nifty Thing in the Well. And even though I've already got a bunch of skeletal warriors, the grave kings look fantastic.

I grabbed the Dragonfolk option—I am not really sure why so few dragonfolk miniatures are available commercially, given the popularity of this player character races going all the way back to 4th Edition. I also got the fire giant hellbringer and Arakoth, a Colossal spider. I also added the Dungeon Dwellers expansion set, which has a couple of good looking kenku and yet more kobolds.

The folks at Reaper have clearly absorbed the lessons of each past Kickstarter, and each new campaign has improved significantly on the ones before. The first campaign had a lot of confusing add-ons, and each successive campaign has been tighter and more focused. Bones 5 has several small encounter sets that I suspect will be popular, featuring some terrain pieces along with associated miniatures. I grabbed the “Charnel Pit of the Ghoul Queen,” which looks like it will be a fun set piece for the Great Dungeon. The quality of the Reaper Bones figures also improves: the new Bones Black material is clearly superior to softer original material.

The only downside is that I already have a pretty significant backlog of miniatures to paint. I am a painfully slow painter, and really only have opportunities to paint during a January to April window. The rest of the year there is just too much else to do.

Monday, November 4, 2019

Magyar Sector: Delta Quadrant

The Ceti Cluster, circa -2350.

Delta quadrant of Magyar sector is located at the intersection of Canopus, Aldebaran, and the Solomani Rim. Only a handful of worlds at the spinward end of the Rim Main were ever incorporated into the Ziru Sirka, leaving the quadrant largely open for exploration and development by the Terran Confederation during the Interstellar Wars. The Confederation rapidly established colony worlds in and around the Ceti Cluster, and surveyed the rest of the quadrant.

The defeat of the Ziru Sirka marked the end of the one unifying goal that held the Terran Confederation worlds in Delta quadrant together, and soon they began squabbling with each other. Only subsector L was fully incorporated into the Rule of Man. A significant bloc of worlds outside the Ceti Cluster were repelled by Admiral Hiroshi Estigarribia’s merger of the Terran Confederation and the Vilani Imperium. Some 41 worlds formed the breakaway Terran Confederation of Cygnus.

Although lacking a significant economic or population base—or perhaps because of these factors—the Cygnus Confederation was at first ignored by the Rule of Man government, which was sorely tasked with integrating the vast, newly-won Vilani territories. Fearing that the Second Imperium would eventually turn its attention spinward, the Cygnus Confederation undertook a rapid militarization program. In -1957 the Rule of Man made a half-hearted attempt to reintegrate these worlds, which effected only a brief, inconclusive war followed by a long stalemate.

The Cygnus Confederation of Magyar stayed on a war footing for three more centuries until collapsing in -1612, splintering into petty Reaver kingdoms. Reaver fleets harassed commercial shipping and sacked entire worlds as far away as the Solomani Rim. In -1118 a large Reaver fleet out of Delta quadrant was defeated at Jarslav (Solomani Rim 0123) by the Dingir League aided by ships from the Terran Mercantile Community. This victory marked the end of major Reaver threats. Most of the quadrant subsequently fell below stellar technology levels, and remained there for nearly a thousand years until delegations from the Old Earth Union (and later, the Third Imperium) helped reestablish interstellar trade.

The populations of Delta quadrant are almost entirely Solomani in origin, and the region readily embraced the Solomani movement; missionaries from Alpha Crucis found eager new believers for the Solomani Catholic Church. Beagle, Beta, and Union all sent delegates to the first great Solomani Party Congress on Terra in 685.

During the Solomani Rim War many worlds of the quadrant contributed volunteer troops to the Associated Regional Militia (ARM), a lift infantry corps. Sent to the Solomani Rim during the final stages of the war, the ARM Corps fought at the Battle of Terra. The unit suffered heavy casualties and many survivors spent years in Imperial prisons. Meanwhile Imperial invasion fleets captured the high population, industrial worlds of New Mars subsector and drove as far spinward as Valhalla subsector. Following the armistice, the Imperium withdrew from most Delta quadrant systems outside of New Mars, but did not relinquish the high population worlds of Iatur, Union, Beta, Beagle, and Gerwalk.

Several captured systems refused to capitulate to the Imperium, forcing the Imperial Army to conduct a series of brutal ground campaigns to pacify these worlds. Many occupied worlds spent the subsequent decades under military rule. Reconstruction efforts have been arduous and generally futile: New Mars subsector continues to lag technologically and economically. By some estimates, over the last 100 years nearly 3 billion Solomani loyalists have emigrated from Imperial-occupied worlds to the Confederation, settling neighboring worlds or striking off to the frontiers of Canopus or Aldebaran.

Meanwhile the Imperial nobles assigned to the quadrant have proved unusually ineffective and unpopular. In The Union Affair of 1094, graft and corruption entangled the family and associates of Subsector Duke Noah Elster Kossuth; the scandal triggered anti-Imperial riots throughout New Mars subsector. The Affair forced Duke Noah to be removed from office in 1096 and replaced by Duke Wawebes, a Bwap charged with reforming the subsector.

The following subsector details, provided in Mongoose Traveller format, are derived from my proposed T5 sector data.

Swan Subsector

Swan
NameLocationBasesStatisticsTrade CodesTravel CodeAllegianceGas Giants
Smilgys1725E623466-8Ni PoConfederationG
Bishop1728D422544-9Ni PoConfederationG
Creighton1730B436233-DHt Lo NiConfederation
Moxbarg1821B502220-CHt Ic Lo Ni VaConfederationG
Garniewicz1823D630313-7De Lo Ni PoConfederationG
Saienz1824B850898-ADe PoConfederationG
Lanchester1825D421469-9Ni PoConfederationG
Annu-u1826A560679-CDe Ht Ni RiConfederationG
Winterlot1827C531898-9Na PoConfederationG
Shanjaijing1828E6A4562-8Fl NiConfederation
Kaarna1830A8415AA-DHt Ni PoAConfederationG
Ebbing1924C531536-ANi PoConfederationG
Crius1926D999575-8NiConfederationG
Ramaniam1927K MA831869-EHt Na PoConfederationG
Yognigath1928E863453-8NiConfederation
Langas1930K MB43646B-DHt NiConfederationG
Vacob2024C433640-ANa Ni PoConfederationG
McNellen2026K MB54136A-BLo Ni PoAConfederationG
Helm2029E874865-6ConfederationG
Koskiku2030B577830-AConfederationG
Ahto2122C67A376-BLo Ni WaConfederation
Ginivia2124A7A4554-EFl Ht NiConfederationG
Paxton2126K MB420121-DDe Ht Lo Ni PoConfederationG
Yama2127C530855-ADe Na PoConfederation
Jaro2128D555469-7NiConfederationG
Burris2130X69A300-6Lo Ni WaRConfederationG
Elnor2223A554611-CAg Ht NiConfederationG
Fatagin2229B667878-AGa RiConfederation
Tlaloc2230E57A112-9Lo Ni WaConfederationG
Fyffe2321E8C9110-9Fl Lo NiImperiumG
Kotada2324D559354-9Lo NiConfederationG
Court2421D5007A8-7Na VaImperiumG
Argon2422C55A755-BWaAImperiumG
Kugle2423A522656-EHt Na Ni PoAImperiumG
Mest2426D540454-8De Ni PoConfederationG

Swan, subsector K of Magyar, contains 35 worlds with a population of 5 billion. The highest population is 900 million, at Saienz. The highest tech level is E at Kaarna, Ramaniam, Ginivia and Kugle. The Solomani Confederation administrative center is at Ramaniam.

New Mars Subsector

New Mars
NameLocationBasesStatisticsTrade CodesTravel CodeAllegianceGas Giants
Sturwold2522C500316-ALo Ni VaImperiumG
Taaksha2523C641352-ALo Ni PoImperiumG
Ghosh2526E10068A-9Na Ni VaConfederationG
Laidlaw2528C99A400-CHt Ni WaConfederationG
Seker2529D310888-8NaConfederationG
Yarling2622E899324-8Lo NiImperium
Morgenstern2625E999589-8NiConfederationG
IATUR2628C510A9E-BHi In NaAImperiumG
Raiden2724E59A8A8-8WaImperiumG
Parkhill2725C6A8630-9Fl NiImperiumG
Orpurgo2726C432556-CHt Ni PoConfederationG
Wicker2728A742843-CHt PoImperiumG
Namodi2729C6798A6-9ConfederationG
Butphi2822B520110-BDe Lo Ni PoImperiumG
Asorret2923NB403866-BIc Na VaImperiumG
Leikung2924RSC798555-AAg NiImperiumG
UNION2927C974AA8-AHi InImperiumG
Clarmeer3029D562473-7NiImperiumG
Pocatlipcat3030E430889-8De Na PoImperiumG
Gjerdingen3123X5758A9-5LtRImperiumG
Onewen3125SD3106BF-8Na NiAImperiumG
BETA3128SC576ADA-9Hi InAImperiumG
BEAGLE3129D766A99-AGa HiImperium
Montlivan3222C688456-ANiAImperiumG
Zongwu3223C433652-BNa Ni PoImperiumG
Dirramu3224C894587-9Ag NiImperiumG
Ersgill3227B6A7532-CFl Ht NiImperiumG
Hemoth3230D641425-7Ni PoImperiumG

New Mars, subsector L of Magyar, contains 28 worlds with a population of 194 billion. The subsector was formerly known as Fugue. The highest population is 80 billion, at Union. The highest tech level is C at Laidlaw, Orpurgo, Wicker and Ersgill. The subsector capital is at Wicker.

Olympus Subsector

Olympus
NameLocationBasesStatisticsTrade CodesTravel CodeAllegianceGas Giants
Genugten1735B431432-DHt Ni PoConfederationG
UNGARN1736E89799A-8Hi InConfederation
Coeus1831C551633-8Ni PoConfederationG
Harpring1832B8C788A-BFlConfederationG
Viallalta1833K MA556542-DAg Ht NiConfederationG
Furuma1834CA99356-BLo NiConfederationG
Ratri1836C55277A-8PoConfederationG
Glenex1837B754311-BLo NiConfederationG
Barnstone1838D863221-7Lo NiConfederationG
Farringhaus1840D6A7664-8Fl NiConfederationG
Teault1934E521414-8Ni PoConfederationG
Dyavai1935C8C8779-9FlConfederationG
Ebisu1936C558369-9Lo NiConfederationG
Salyer1939B977768-AAgConfederationG
Ghoryana2032K MA888438-DHt NiConfederationG
Tuxhorn2132C9B5568-AFl NiConfederationG
Diana2133X531474-6Ni PoRConfederationG
Urquiza2134C9AA142-CFl Ht Lo Ni WaConfederationG
Needler2135C10076B-BNa VaConfederationG
Gastineau2136D773420-7NiConfederationG
Stancombe2139C000620-BAs Na Ni VaConfederationG
Mazotz2231X866773-2Ag Ga Lt RiRConfederationG
Tyche2234C554611-8Ag NiConfederationG
Balajee2236C421355-CHt Lo Ni PoConfederation
Frykberg2238C310343-BLo NiConfederationG
Wolfram2239K MB6A3410-CFl Ht NiConfederationG
Licini2332C575400-ANiConfederationG
Lisah2334A798498-DHt NiConfederationG
Roen2335K MA431830-EHt Na PoConfederationG
Shigetoshi2338K MA424400-EHt NiConfederationG
Ebaun2339E521344-7Lo Ni PoConfederationG
Geb2434K MA554224-DHt Lo NiConfederationG
Tuoni2436E430377-9De Lo Ni PoConfederationG
Wingard2439A300531-EHt Ni VaConfederationG

Olympus, subsector O of Magyar, contains 34 worlds with a population of 5.2 billion. The highest population is 4 billion, at Ungarn. The highest tech level is E at Roen, Shigetoshi and Wingard. The Solomani Confederation administrative center is at Viallalta.

Cluster Subsector

Cluster
NameLocationBasesStatisticsTrade CodesTravel CodeAllegianceGas Giants
Beldavs2534C431420-BNi PoConfederationG
Ledbetter2536X750856-3De Lt PoRConfederationG
Piccione2538B5A0320-CDe Ht Lo NiConfederationG
McBain2539A89A626-EHt Ni WaConfederationG
GERWALK2631C100941-DHi Ht In Na VaImperiumG
Teska2633K MB89A77A-CHt WaConfederationG
Lazog2638C898432-9NiConfederationG
Bergvardt2731D200896-8Na VaConfederationG
Fatch2736K MA631205-EHt Lo Ni PoConfederationG
Winneauer2831B756437-BGa NiAImperiumG
Motao2836K MB662513-BNiConfederation
Derjoulian2837K MA674104-EHt Lo NiConfederationG
Tatsuya2839C421264-BLo Ni PoConfederationG
Bouzouba2932RSC586202-ALo NiConfederationG
Pacific2933B56878B-AAg RiConfederationG
Aclavik2934C559734-9ConfederationG
Pardini2936B754432-BNiConfederationG
Berardsly2937C656588-9Ag Ga NiConfederationG
Hesselgrave2939CA98696-8Ag NiConfederationG
Gursky2940B73888B-BConfederationG
Chouli3031CAE8422-AFl NiConfederation
Hessoun3036C7B8779-9FlConfederation
Wongxia3037C765337-9Ga Lo NiConfederationG
Blackhawk3040K MA6A568A-DFl Ht NiConfederationG
Strom3135D43268A-8Na Ni PoConfederationG
Mogeen3231A435575-EHt NiImperiumG
Phua3234X430312-6De Lo Ni PoRConfederationG
Aija3235E43558B-9NiConfederationG
Cammon3237A886222-DGa Ht Lo NiConfederationG
Yukikyu3239K MB4308BD-CDe Ht Na PoAConfederationG

Cluster, subsector P of Magyar, contains 30 worlds with a population of 3.2 billion. The subsector was formerly known as Morency. The highest population is 2 billion, at Gerwalk. The highest tech level is E at McBain, Fatch, Derjoulian and Mogeen. The Solomani Confederation administrative center is at Pacific.

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.