Citizens of the Imperium

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-   -   T4 Only: Selean Federation Background (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=40140)

ManOfGrey June 20th, 2019 07:01 PM

Selean Federation Background
 
We now stand upon the beginning of a new dawn. For eight centuries, since the collapse of the Rule of Man, our galaxy has suffered through a dark age as we lost contact with all of the tribes of Humaniti. But now our nineteen worlds have joined together in order to emerge from this Long Night. And as trade, commerce, and peace, once again unite us, let us go forth to re-establish contact with our lost brethren. And... perhaps... even re-discover the home-worlds of those two great empires that came before us, now all but shrouded in myth... the planets Vland... and Earth.


June 3873 CE

Two years ago the Long Night was declared over, and a new Renaissance began. Everyone believed it. Everyone cheered. Now, two years later, it’s hard to disagree.

Here on Sylea, at least, Interstellar trade is booming. Thirty billion people live on Sylea, ten percent of whom work directly, or indirectly, with the shipyards… and they can’t keep up! Projections are that the surplus of present construction contracts won’t be filled for the next decade, even with every civilian order for Far Traders and Infantry Landing Ships being transferred to Zimiin. Raw materials flow in from the outer worlds, and high tech products are exported as fast as they can be manufactured. It’s hard to see where this roller-coaster may stop. But it is not hard to see the bottleneck. Sylea is the highest technologically advanced world in the Federation. Zimiin comes in behind at a close second. But after that… well, there’s Gaar. But they’re so far away, Earth itself may be between Sylea at that distant planet.

Which, one supposes, is why we need to look. Too bad we’re scheduled to go the other way.

Still… if you’re going, you might as well head that way in a sweet ride like this one.

mike wightman June 21st, 2019 01:07 AM

And it will be over six hundred years until Cleon gets the idea to form a new Imperium...

plenty of scope for adventure in such a setting.

Nathan Brazil June 21st, 2019 01:53 AM

There is a full write up of the late Sylean Federation / early Third Imperium in the Marc Miller's Traveller supplement Milieu 0. You will find information on its formation in -650 / 3871 CE

ManOfGrey June 21st, 2019 09:24 PM

https://i36.photobucket.com/albums/e...psd1svhgsz.jpg

ManOfGrey June 23rd, 2019 02:14 PM

Members of the Sylean Federation.
 
High Tech worlds:
  • 2118 Sylea A586A98-C HiPop 305 G2 V
  • 2115 Zimiin A331744-B Na Po 304 M4 V
These are the only two worlds in the Sylean Federation that have a technology level high enough to construct the starships as presented in the T4 rulebook, and T4's Starships supplement.


Medium-High Tech worlds:
  • 2729 Gaar C360211-A De LowPop 120 M9 V
  • 1916 Irurk A344644-9 Ag Ni 614 M9 D
These two worlds have the technology to make the most basic Jump-1 starships, but due to Garr's distance, and Irurk's lack of industry, simply don't. They do construct limited amounts of non-starfairing spacecraft, particularly at Irurk's class A starport. (In fact, Sylea, Zimiin, and Irurk are the only worlds with class A starports in the Sylean Federation.)


Medium Tech worlds:
  • 1815 Unrair C510111-7 LoPop 413 M3 V
  • 1819 Unkuu B505144-8 Ic LowPop V 300 M7 V
  • 1918 Irmap Muu C624422-7 LoPop 204 K1 V M4 V
  • 2014 Bala C62A333-8 Wa LoPop 414 M0 V M7 D
  • 2016 Zuarkri C877599-8 Ag Ni 504 M2 V
  • 2214 Lauursha E849555-5 Ni 904 A1 V
  • 2314 Laairer B559111-8 LoPop 904 A1 VI
  • 2316 Idmum C4447AA-7 Ag 802 M0 V M5 D
  • 2318 Kuunen Ish B210666-8 Na Ni 413 M4 V M7 D M5 D


Low Tech Worlds:
  • 1917 Aggii Ganaan E222477-4 Po LowPop 804 K4 V
  • 2017 Kain E576244-4 LoPop 821 M7 V (Scout Base)
  • 2317 Gikuu E571344-1 LoPop 910 M2 IV M8 D


Worlds annexed by the Sylean Federation whose populations did not survive the Long Night. Presently under study for re-colonization:
  • 1919 Nirinirk E776000-6 Ba 000 F2 V
  • 2213 Kiiri B541000-5 Po Ba 014 G9 V
  • 2216 Khash B8A6000-7 Ba 023 M0 V

Nathan Brazil June 26th, 2019 07:56 AM

Have you given thought to the rival intersteller polities operating at the time of the Federation's formation. There are:
The Chanestin Kingdom established in -1304 which reaches its height in -1250 "By Year -1250, some twenty-five worlds were theirs, all within five parsecs of Keshi" Federation traders do not contact them until about -107 and the Chanestin are immediately hostile .

The other is the Interstellar Confederacy
"Founded in Year -684, the Confederacy occupied thirty-two worlds in the Bunkeria and Cemplas subsectors immediately to spinward of Sylea. The Confederacy centered on three powerful worlds: Marsus (0127), Protalus (0128) and Sketola (0622) (the capital). As the Long Night drew to an end, these worlds rapidly rose to TL12..."
A large passenger line, Achenaar Antilles merchant and passenger line on F‘now was established in -587 on F'now (0722). Finally Federation Scouts do not discover the Confederacy until -301.

With these clues, some inferences can be made:
F'now is 14 parsecs from Sylea. If it represents the closest world of the Confederation, then Sylean scouts have only made it out 14 parsecs in -301, give. In -650, this is likely much less. So, I infer that 2729 Gaar is a world too far to be a part of the Sylean Federation during its formation in -650.

The Milieu 0 text makes the IC to be strong and vibrant, though insular. The Kingdom exists, but only has 1 jump capable ship left until the Syleans scare them out of decline.

Nathan Brazil June 26th, 2019 08:20 AM

The text goes on to describe that Chanestin Kingdom was not intimidated by 90,000 dTon battlecruisers from Sylea checking on the missing trade mission and takes some Federation worlds during the resulting war. Fusion+ is what seems to have nade the difference in layer years.

I suggest that the Sylean Federation is at its start in -650 / 3871CE much smaller than the 20+ worlds you have down as by -107 it has trouble fighting the Kingdom and its 25 or so worlds.

ManOfGrey June 26th, 2019 08:47 PM

Thank you for the ideas.
 
Quote:

Originally Posted by Nathan Brazil (Post 603412)
Have you given thought to the rival intersteller polities operating at the time of the Federation's formation. There are:
The Chanestin Kingdom established in -1304 which reaches its height in -1250 "By Year -1250, some twenty-five worlds were theirs, all within five parsecs of Keshi" Federation traders do not contact them until about -107 and the Chanestin are immediately hostile .

No, actually. I had not considered the Chanestin Kingdom. Thank you for the heads up.

Quote:

Originally Posted by Nathan Brazil (Post 603412)
The other is the Interstellar Confederacy.

Now, that's a bit of a different matter. I even wrote about it a little in another thread.

In the books they talk about "The Interstellar Confederacy," a pocket empire the Sylean Federation first made contact with in -301, before the founding of the Third Imperium. If you don't mind setting the clock back, I have been considering just how interesting a setting this might be for a group of adventurers, perhaps as the members of the original scout team, that makes this first contact. For several reasons...

The Traveller Wiki describes the Interstellar Confederacy as such:

"The Interstellar Confederacy was an interstellar, multi-system government located in the Core Sector. It was a loosely allied collection of 32 star systems in a Confederation within the Bunkeria and Cemplas subsectors of Core Sector. The Interstellar Confederacy was the largest interstellar government to oppose the Sylean Federation during their 650 year ascendance in the Core Sector."

The First Survey supplement, in particular, only lists 19 worlds as members of the "Sylean Federation." My idea centers around scouts making contact with the Interstellar Confederacy in these early years when the Federation is still at this nascent, and fragile, point in their existence. While I haven't seen anything that specifically lists which worlds constituted the Interstellar Confederacy, you can go along the Core sector's main trading routes, and choose 32 systems that are close to one another. The thirty-two I chose, turned out to have some interesting characteristics in comparison to the early Sylean Federation, according to First Survey.

First of all, obviously, there are 32 worlds in comparison to 19. Secondly, there are four worlds in the Interstellar Confederacy that have a tech level of 12, while only one world in the Sylean Federation, (Sylea itself, actually,) that has this high a tech level. So when the scouts make first contact, they may be in for something of a shock.

This is a pocket empire that is bigger, and more technologically advanced, than the Sylean Federation! Assuming the scouts are tasked with the mission of finding worlds that could add to the advancement of the Sylean Federation, they certainly hit paydirt. But what's to keep the Confederacy from absorbing the Federation instead? Or worse yet, conquering it? It would seem to me, therefore, the scouts are going to have to measure their words and actions carefully, lest the Confederacy start getting ideas. Because if they did, the Sylean Federation would be out-manned, out-gunned, and over-matched in a serious conflict.

I find these ideas intriguing because turn-about is fair play. Usually it's the Imperium that is the big kid on the block. But at this earlier juncture, it's the other way around. How can Sylea "overcome" such an overpowering potential adversary? The books talk about how the Sylean Federation, and later the Third Imperium, tended to avoid these conflicts by "surrounding" and "engulfing" these pocket empires as they expanded. But that may be easier said than done! Could player characters working for the Sylean Scout Service explore the rim of the Interstellar Confederacy, perhaps finding out where, politically, their neighbors stand? Could scouts, or agents, of Sylea start making trade deals, or do favors, for those outlying powers? Could player characters be given the task to spreading descent among the worlds of the Interstellar Confederacy?

To say nothing of the irony that they would be undermining the very form of government that the Third Imperium is destined to become. The Confederacy is not a tight-knit community with once central Confederacy-wide government. But, instead, it is a loose alliance of worlds, whose internal affairs are governed locally. The very thing Cleon stove for with the formation of the Third Imperium.

Lastly, according to the Traveller Wiki, the major turning point in the downfall of the Intersteller Confederacy, was when (in -239) a civil war broke out among their members as a charismatic leader, Baron Rolf von Toerbach, tried to seize power. Sound familiar? :devil:

flykiller June 28th, 2019 09:09 PM

khash looks like fun - not often you see a traveller character with watercraft or submersible skill.

Quote:

How can Sylea "overcome" such an overpowering potential adversary?
sounds like a job for high-stat james bond characters ....

mike wightman June 29th, 2019 01:57 AM

Quote:

Originally Posted by ManOfGrey (Post 603431)
The Traveller Wiki describes the Interstellar Confederacy as such:

"The Interstellar Confederacy was an interstellar, multi-system government located in the Core Sector. It was a loosely allied collection of 32 star systems in a Confederation within the Bunkeria and Cemplas subsectors of Core Sector. The Interstellar Confederacy was the largest interstellar government to oppose the Sylean Federation during their 650 year ascendance in the Core Sector."

The key words there are 'loosely allied'...

Quote:

The First Survey supplement, in particular, only lists 19 worlds as members of the "Sylean Federation." My idea centers around scouts making contact with the Interstellar Confederacy in these early years when the Federation is still at this nascent, and fragile, point in their existence. While I haven't seen anything that specifically lists which worlds constituted the Interstellar Confederacy, you can go along the Core sector's main trading routes, and choose 32 systems that are close to one another. The thirty-two I chose, turned out to have some interesting characteristics in comparison to the early Sylean Federation, according to First Survey.
What is the main advantage that a federation has over a loosely allied confederation?...

Quote:

First of all, obviously, there are 32 worlds in comparison to 19. Secondly, there are four worlds in the Interstellar Confederacy that have a tech level of 12, while only one world in the Sylean Federation, (Sylea itself, actually,) that has this high a tech level. So when the scouts make first contact, they may be in for something of a shock.
So you stir up trouble between them...

Quote:

This is a pocket empire that is bigger, and more technologically advanced, than the Sylean Federation!(but suffers from being a loose alliance rather than an organised federation) Assuming the scouts are tasked with the mission of finding worlds that could add to the advancement of the Sylean Federation, they certainly hit paydirt. But what's to keep the Confederacy from absorbing the Federation instead? Or worse yet, conquering it?(the confederacy is a loose alliance, how well can its upper tier of government organise the entire confederacy for an interstellar conflict?) It would seem to me, therefore, the scouts are going to have to measure their words and actions carefully, lest the Confederacy start getting ideas. Because if they did, the Sylean Federation would be out-manned, out-gunned, and over-matched in a serious conflict.
If I were in charge of the FISS I would have my initial wave of scout ships disguised as merchants with a cover story of being part of a trading guild from Arglebargle XII or some such ruse.

Quote:

I find these ideas intriguing because turn-about is fair play. Usually it's the Imperium that is the big kid on the block. But at this earlier juncture, it's the other way around. How can Sylea "overcome" such an overpowering potential adversary?
Covert actions, industrial espionage, political manipulation, all the stuff that can be small scale and involve PCs doing stuff. The PCs could even be a group of ex-Federation types from a variety of careers, both military and service, who meet up in a starport bar and decide to make it big by seeking their fortune on the confederation border worlds. Before long one or tow of their 'patrons' are giving them missions that involve obtaining trade secrets, delivering a package, transporting some unusual passengers - there are lots of possibilities here. A more active duty type campaign could involve Federation covert operatives, agents, special forces, political agitators (why am I thinking Culture special circumstance over and over again?).

Quote:

The books talk about how the Sylean Federation, and later the Third Imperium, tended to avoid these conflicts by "surrounding" and "engulfing" these pocket empires as they expanded. But that may be easier said than done! Could player characters working for the Sylean Scout Service explore the rim of the Interstellar Confederacy, perhaps finding out where, politically, their neighbors stand? Could scouts, or agents, of Sylea start making trade deals, or do favors, for those outlying powers? Could player characters be given the task to spreading descent among the worlds of the Interstellar Confederacy?
Yes, definitely yes. This is a setting where PC scale activities will make a big difference further down the line. This is the type of setting I like.

Quote:

To say nothing of the irony that they would be undermining the very form of government that the Third Imperium is destined to become. The Confederacy is not a tight-knit community with once central Confederacy-wide government. But, instead, it is a loose alliance of worlds, whose internal affairs are governed locally. The very thing Cleon stove for with the formation of the Third Imperium.
Emm, I am going to have to disagree with you on this bit. Clean didn't reconstitute the Imperium to establish a loose confederation. The Imperium is a feudal dictatorship more akin to a mob protection racket.
You want to trade with us? Here are the rules you have to follow and we will take a part of your wealth every year for membership of our club, which you can never leave.
It is only the frontier sectors of the thousand year old Imperium that have extensive home rule provision. The closer to the core sectors you go the more direct Imperial influence there is on worlds.

Quote:

Lastly, according to the Traveller Wiki, the major turning point in the downfall of the Intersteller Confederacy, was when (in -239) a civil war broke out among their members as a charismatic leader, Baron Rolf von Toerbach, tried to seize power. Sound familiar? :devil:
This setting demands a game, now.


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