Traveller Store CotI Features New Posts Mark Forums Read Register

Go Back > Citizens of the Imperium > Other Versions of Traveller > MegaTraveller

MegaTraveller Discuss of the MegaTraveller ruleset and the Rebellion Milieu

Thread Tools Display Modes
Old November 10th, 2003, 03:07 PM
kafka47's Avatar
kafka47 kafka47 is offline
Citizen: SOC-14
Join Date: Mar 2001
Location: For the most part : Toronto, Canada
Posts: 5,379
Gallery : 28
Visit kafka47's Blog
kafka47 Citizen

A while ago, I eluded to some things that may be of interest...

By Mike Mikesh
Address: M.MIKESH

Initial draft for the source material section in Grand Explorations --
The Human Discoveries, to be published by Digest Group Publications. The
file includes the segments called "Space," "Exploration," "Mission,"
"Ships and Equipment," "Campaigns," "Fulani," and "World Generation."

SPACE Rev: 1.1
During the Second Survey, the Imperial Interstellar Scout Service
charted an unprecedented volume of space. When published in 1065, it
spanned a region, centered on Reference, 16 sectors wide by 8 sectors
long. The IISS continued adding remote sectors to the charts in post-survey
programs. But regardless of exact dimensions, the term *charted space*
entered common usage to mean the region of space including the Imperium
and its principle neighbors. Beyond that stretched an unknown stellar
wilderness, *deep space*.

During the First Imperium, the Sharurshid bureau divided space into
divisions it found convenient, called sectors and subsectors. The system
survived even through the Third Imperium. The only change came with the
First Survey (420) when the Scout Service based their charts measuring
from Reference (Core 0140) instead of Vland (Vland 1717).
Sector names, however, are less enduring. Trojan Reach alone, for
instance, has had six names. These were Kasaakas (Vilani), Outrim Void (c.
75-400), Tobia (First Survey), Hlaoirloahaurl (Aslan Mission), Idrflanta
(Zhodani Mission), and Trojan Reach (Second Survey).

During each of the two Grand Surveys, almost all the worlds within the
Imperium were surveyed to class IV (see World Builder's Handbook).
Beyond the border, the Scout Service surveyed worlds in ex-Imperial
territories to class III. This included such areas as Solomani Rim (absorbed
during the 500's) and the old coreward sectors, now part of the Vargr
During the Second Survey, the Scout Service also extended its class
III envelope into the Human Client States as far as the Far Frontiers Sector.
Although outside of the Imperium, most worlds in this region were colonized
by Imperial descendants. Other regions, such as the more remote parts the
Vargr Extents, and out to the Two Thousand Worlds and Hive Federation,
were surveyed to class II. All remaining areas within charted space,
including the interiors of the Imperium's major interstellar neighbors, were
surveyed to class I.
The extra-Imperial surveys done during the First Survey were
essentially the same as the Second Survey, except reduced by one class.
Only the surveys in the old coreward sectors of the Imperium were to class
III. The Julian Protectorate, ever watchful for Imperial expansionism, has
lead a resistance to IISS activities in the Extents during both Surveys.

Aside from the major empires, other regions of space are known to the
Imperium, usually in the context of Imperial client states.
Mixed Client States: Regions trailing of Glimmerdrift and Ley Sectors.
In part, the Imperium established the Domain of Gateway anticipating heavy
colonization in this region. However, resistance by interstellar communities
already there made it more practical to direct all colonization programs to
the Domain of Deneb.
The Mixed Client States are renowned for its many exotic minor races.
Several are friendly client states, thanks to efforts by Gateway's archdukes
to win Imperial allies. A few states, however, are staunchly anti-Imperial,
some ever since the period of the Pacification Campaigns (76 to 120).
Scattered Client States: The pocket of space between the Old
Expanses and the Hive Federation. This region is known for its unusual,
often unique, cultures (some embracing psionics). The Imperium has
neglected, and perhaps avoided, contact with the region until recently.
Pressured by commercial concerns desperate for new markets and sources,
Margaret has opened trade between this region and her worlds. Solomani
traders, however, have plied the region for centuries, giving that faction of
substantial edge.
Vargr Enclaves: Area of space coreward of the Lesser Rift, beyond
the Julian Protectorate. During the Rule of Man, human colonists streamed
into the region coreward of Antares Sector. After Vargr migrations entered
the same region, bitter race wars erupted following the Sack of Gashikan
(-1658). Vargr to trailing of this arm of humaniti were left cut off from the
rest of the Vargr Extents.
Unlike much of the Extents, the Vargr Enclaves are outside the regions
settled by the First or Second Imperiums. Vargr, being less inclined to
pioneer and conquer new worlds, did not expand in the Enclaves with the
same speed they did across the decaying Imperial worlds during the Long
Human Client States: The momentum that brought colonists to the
Spinward Marches and the rest of the Domain of Deneb did not stop when
the region was settled. Although the flow through Corridor slowed, the new
worlds themselves sponsored newer colonies of their own. Succeeding
generations elected to push further and further spinward
even to leave the Imperium behind. A broken wave of colonization entered
Foreven and Beyond in the 500's, then entered Far Frontiers and Vanguard
Reaches in the 600's. The wave slowed and effectively played itself out by
the end of the 700's.
For reasons of heritage, relations between the Imperium and these
states are generally warm, but distant. In many cases, the Zhodani
Consulate has more influence because of its closer proximity. The
Rebellion, however, has caused the Domain of Deneb to actively seek much
closer ties and stronger trade relations with the Human Client States.
Aslan Client States: These states lie in Ustral Quadrant and Uistilrao
Sectors. In 382, Martin III assigned Sir Yaku Barroda, a dashing scout of
wide renown, to lead the Aslan Mission. He earned much lasting goodwill
for the Imperium, most particularly in the Aslan Client States. The services
rendered by the Imperial Scouts as mediators, providing information, and
establishing a communication service, inspired three important clans to
enthusiastically petition the emperor to become clients.
Martin III accepted the clans as client states. The Imperium had ever
since maintained the relationship primarily as a demonstration of friendship
with Aslan in the eyes of the Tlaukhu. The occasional Scout cruisers en
route to Ustral Quadrant never fail to call at Kusyu to extend the emperor's
greetings to the heads of the major clans.
The Rifts: While a rift is a region of space with few stars, the density
of stars by itself does not define a rift. Rifts also have a thin spread of
interstellar dust easily mapped by fixed based densitometer observatories.
The dust is otherwise invisible. However, rifts also have a higher
occurrence of dark nebulae which can be seen, particularly against the
backdrop of stars.
The most prominent rifts in charted space are the Great and Lesser
Rifts. Extending for hundreds of parsecs, together they nearly divide the
Orion Spur in two except for the gap occupied by the Imperium.
Interestingly, a race might have had to use this gap about 100,000 years
ago. The Chirpers of New Vland (Corridor 1201 A79785A-B) have a tradition
telling of huge fleets travelling through the Corridor from spinward to
The Zithari on Ssissth (Ley 2517 A6449DB-B) have a similar myth. Called
the Wayfarers, its not known from where they came, why they migrated, or
even if they really existed.

While all major races conduct exploration, only the human empires,
Zhodani Consulate, Solomani Confederation, and Third Imperium, send
ships far beyond the realms of charted space. This fact is often pointed out
by human supremacists. However, its not known how far the the Ancients
ventured. Some scholars speculate they may have visited every corner of
the galaxy.
As might be expected, the Solomani have focused their attentions
rimward while the Zhodani have gone coreward. The Imperium has stayed
within the Orion Spur, probing its spinward and trailing extensions.
Although explorers have travelled thousands of parsecs from charted space,
no expedition has yet reported meeting another race with jump drive.
However, an interstellar empire the size of the Imperium could easily be
missed. Deep space missions are few and often retrace the steps of
previous expeditions. Huge volumes of space lie between expedition routes
that have never been entered.

= = = = = = = = = = = = = = Side Bar = = = = = = = = = = = = = =


Established by Cleon I in the year 5, the Honorable Order of the Arrow
is an exclusive order of knighthood recognizing interstellar explorers. As
such, members are usually part of the Imperial Interstellar Scout Service.
The emperor might award knighthood for several reasons. In
contacting a newly discovered race, the explorers directly involved are
usually knighted acknowledging that they were ambassadors of the
Imperium. Heroic deeds, such as the rescue of a lost explorer, and major
discoveries are often rewarded with enrollment in the Order. Exceptional
service also deserves similar recognition. Examples include spending many
years of an explorer's life on a remote mission, or having been entrusted
with command of a major exploration expedition.
Knights in this order are accorded the same rights and privileges as
any Imperial knight, which includes a personal fief not more than 10 square
kilometers in size. However, those of the Honorable Order of the Arrow may
instead establish a fief up to 100 square miles on an undeveloped world
and colonize it. The site must be approved by the Imperial Ministry of
Colonization. When approved, the knight receives a grant of MCr1 for use
toward the colony. The Scout Service provides transport of up to 100
colonists in low berth and 100 tons of cargo, a class III survey, and builds
a class E starport.
These are minimums, however. Corporations funded most of the
original colonies to Deneb and the Spinward Marches. In establishing a
colony, they usually asked a knight of the Honorable Order of the Arrow to
accept leadership of a colony as his fief, which was generally far larger than
the usual 100 square kilometers of land. The Scouts and Ministry of
Colonization provided much more assistance to knights leading such
colonies. Usually, the emperor also awarded these knights noble patents
and rank appropriate to the importance of the colony.
Although the age of Imperial expansion has ended, many knights still
elect to establish their fiefs outside the border of the Third Imperium. While
further from Imperial aid, it gives them more authority. The Ministry of
Colonization usually approves these because such fiefs grow over time into
states with Imperial roots. Most of the Human Client States, stretching from
the Spinward Marches to the Far Frontiers, are favorably influenced by their
heritage for having Imperial beginnings.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = EXPLORATION Rev: 1.2

Imperial exploration reached its height during the Antebellum period
(210-604) which was an era whose overall attitudes were directed outward
and to growth. Most early exploration by the Scout Service emphasized the
worlds of Imperial space in preparation for recontact or exploitation. By the
close of the 300's, Imperial attention also included the areas beyond its
borders, and the Scout Service began serious exploration of the outer
regions. The two most heavily funded exploration programs were the Alien
Missions and the Group Program.
The first of the Alien Missions was the Aslan Mission (382 to 429), as
it was later called. The events leading to the Peace of Ftahalr in 380
attracted heavy coverage by the media, bringing wide-spread awareness of
the Aslan to Imperial citizens. Martin III sent the Scouts into the Hierate in
response to continuing interest.
The Imperium followed the Aslan Mission with the Hiver Mission (440
to 464), Centaur Mission (465 to 486), Vargr Mission (486 to 499), and
Zhodani Mission (500 to 528). Each was a gesture of goodwill as much as
an opportunity to learn about the alien realms. In this time, the Scout
Service reassigned sector names using names important to the local
cultures. The missions replaced misperceptions of the aliens by Imperial
citizens at large with truer understanding.
The Scouts initiated the Group Program in 359 as a massive deep
space exploration effort. The program placed its headquarters at Deneb
and prepared two series of missions aimed in directions roughly at right
angles to each other. The series called Group One focused on areas to
spinward, while Group Two went to coreward.
Each group set up a permanent colony on a distant world to support
these remote scientific endeavors. Group One established itself at Pautho
(Theta Borealis 1506 A567456-E V), a hospitable world but barren at the
time. Advanced scouts selected Theta Borealis for its many budding minor
Group Two settled Geokha (Zhiaqrqiats 3210 A689559-E V) in a sector
then called Sigma Zephyrus. Geokha had an enormous intact Ancient city
untouched by the Final War. However, the Ancient withdrawal was evidently
quite orderly, leaving no artifacts to ship back to the Imperium for study.
Both of these worlds served as staging and recovery centers for deep
space expeditions until the 600's when Civil War ended this age of Imperial
exploration. As the conflict raged, the Scout Service carefully mothballed
the ships and equipment, and closed the exploration bases. The Imperium
left the two colonies alone for almost 400 years except for incidental
The Second Survey reopened the scout exploration bases at Pautho
and Geokha. The first of the new expeditions employed the older ships
refitted to TL15. Later expeditions used surplus ships and hardware from
the Second Survey. The improved technology was an appreciable boon to
deep space exploration. Travelling at jump-6 instead of jump-4 was not only
faster, but permitted straighter courses through space. Imperial ships
ventured as far as 2500 parsecs spinward and 2000 parsecs trailing along
the Orion Spur.
The number of missions were still few compared to those sent before
the Civil War. Although the Scout Service managed those early expeditions,
Imperial foundations sponsored these later expeditions with only some
assistance from the Scout Service.
In the Rebellion era, exploration activities at Pautho and Geokha are
substantially reduced. However, Deneb has not yet closed the scout
exploration bases. A few deep space expeditions are still out and not
expected back for a good many years. In the mean time, the facilities are
available to support missions of shorter duration.

Unlike the Imperium, interest in exploration has remained strong
among the Zhodani throughout their history. The Imperium has only sent
missions in periods when its people were stirred with a sense of wonder
and excitement for probing the unknown. The Zhodani, on the other hand,
also pursue exploration out of feelings of duty to their race. The Consulate
has explored since the Zhodani expansion into space, and they have
doggedly continued the work of their forefathers.
The Zhodani Navy has two branches that conduct exploration, the
frontier service called Tlez Ezsho, and the exploration service called
Zdolqaz. The Tlez Ezsho monitors alien races within the Consulate,
particularly those on unabsorbed and forbidden worlds. It also does
surveys and studies of worlds beyond the Consulate border, often with an
eye for valuable resources. This service rarely initiates alien contact,
though. As example, the Tlez Ezsho discovered the Darrians soon after
detecting their sun's catastrophic flares, but did nothing but observe for
The Zdolqaz is responsible for special missions rather than more
routine work that characterizes the Tlez Ezsho. Often based on initial
reports from the Tlez Ezsho, the exploration service would mount scientific
missions to study interest phenomena, worlds, or make contact with alien
races. While the Tlez Ezsho seldom ventures further than 60 parsecs from
the Consulate border, the Zdolqaz range anywhere. In fact, the exploration
branch is responsible for the Zhodani core expeditions.
The Zhodani call their effort to reach the galactic core, Tsievr, meaning
'destiny' or 'great purpose'. This began some 4 millenia before the
founding of the Third Imperium with the discovery an Ancient map projector,
called the Biaq. This artifact displays the stars along the Vilvejich, a 30
parsec wide corridor leading to the core. With an almost religious zeal, the
Zhodani have ever since set up chains of support outposts and colonies
along the expedition corridor, building a bridge of worlds into the galactic
The history of Tsievr is also marked by seven periods of intense effort
known as the Core Expeditions. During these, fleets of assorted ships, each
assembled around a huge base ship, explore the coreward extreme of the
Vilvejich and establish new outposts. The Zhodani are preparing for yet an
eighth expedition, expected to begin in 1150.

The Solomani government involves itself in exploration less than does
the Imperium. What little it does do is conducted by the Solomani
Confederation Navy Planetary Survey Service. The commercial sector
handles most exploration instead, although regulated by the Confederation.
Explorers are among the set of traditional Solomani hero figures.
Holodramas typically depict them as brash and independent, torn between
home and the lure of unknown stars. Explorers regularly find employment
among trading companies looking for new resources to exploit. Less
frequently, they might head new colonies or lead deep space expeditions.
Deep space missions are usually funded by the scientific community,
but this is not always the case. Sometimes, individual Solomani
governments, or even wealthy private individuals, have sent expeditions so
as to be "the first" to a particular destination. Companies, too, engage in
this type of glory seeking for the sake of advertising.
Solomani missions have travelled far to rimward toward the Perseus
Arm. A huge exploration vessel, called the IOUO, set the record for
distance upon its return in 1106 for having travelled out almost 3000
parsecs. The IOUO is representative of Solomani deep space vessels,
having been constructed for redundancy, durability, independence, and size
(300,000 tons). Its possible as many as three others still in flight (each
larger than the IOUO) may have explored much further.

Hivers, driven by their renowned curiosity, are compelled to explore
more than any other race. Its not unusual to find Hiver research or
exploration ships as far as 100 parsecs from the Hive Federation border.
But missions seldom travel further. Unlike humans, Hivers cannot use low
berths for long missions. Also, various aspects their psychology make it
particularly difficult for them to carry out missions reaching far into deep
The Explorers Club is one of the largest organizations in the
Federation dedicated to exploration. It is also a nest whose income is
based on dues from non-nest members, scientific grants, and occasional
commercial contracts. Many of their activities are hand in hand with those
of the Federation Development Agency, another organization heavily
involved in exploration.
Whereas the Explorers Club explores primarily for knowledge, the
Federation Development Agency (FDA) explores for the needs and interest
of the Federation as a whole. This could be for knowledge, but also to
survey worlds for colonization, discover new resources, and contact races
in need of their guidance and protection.
An extensive personnel exchange program exists between the FDA
and the Imperial Interstellar Scout Service, particularly the Exploration
Branch. Many Hivers see the opportunity to visit the Imperium as a
fascinating experience. Scouts serving in the FDA can get as much out of
visiting the Hive Federation, and also have the chance to explore a true

The Aslan clans, the Uiktawa, Iykyasea, and Faowaou, have assets
that lie predominantly on the Hierate's spinward and rimward borders. They
all have a common interest in exploring and exploiting the frontiers.
Consequently, these three make up a distinct power bloc within the Aslan
Tlaukhu. These clans, however, do not conduct exploration themselves.
Instead, they turn to an Aslan corporation, Layaefui, with whom they have
close associations.
Layaefui is headquartered in Ustral Quadrant, a sector among the
Aslan Client States. During the Aslan Mission (382 to 429) assistance from
the Imperial Interstellar Scout Service proved of enormous worth to the new
Aslan worlds there. Layaefui formed in this time, adopting IISS standards
and procedures in conducting surveys and exploration. It expanded the full
length of the Aslan frontier, selling its information and services to all
interested parties. In 1117, Layaefui established its first base in the Aslan
Colonies, extending its services to the clients beyond the Great Rift.

Although the K'kree constantly explore the regions beyond their
borders, the missions usually take the form of military expeditions. The
primary purpose of most K'kree explorers is to search for potential threats
to the K'kree race. When a new race is found, the K'kree study it for
judgment later. A race believed dangerous to the K'kree at some future
time is exterminated.
The K'kree have not forsaken exploration for other reasons, including
scientific. Information returned is still of much interest to scientists and
philosophers within the Two Thousand Worlds. However, exploration for the
sake of security predominates over all other concerns.

Vargr seldom engage in exploration except for missions of short
duration. The motivations of a Vargr crew change over time to make long
missions impractical. And even if they remained steadfast to the purpose
and objectives of a long mission, their Vargr patron might be gone by the
time they returned.
For this reason, it is not common to find Vargr more than 10 parsecs
beyond the envelope of civilized space. Those few that travel deeper into
the wilderness usually have reason to believe they would make a valuable

The pastoral Droyne do not explore. They are usually content with
day to day living on their individual worlds. Yet at their height during the
Ancient Period, their civilization enveloped all of the space now occupied
by the major empires and more. Their ships probably out distanced the
furthest expeditions yet sent by humaniti, perhaps even to have visited every
part of this galaxy.

= = = = = = = = = = = = = = Side Bar = = = = = = = = = = = = = =


Since the Second Survey (1065) and the partial revival of Imperial
exploration, the involvement of foundations have supplanted the Scout
Service in sponsoring exploration missions. The following foundations are
those most frequently involved in funding expeditions.
Imperial Academy of Science and Medicine: Founded in 341 by
Imperial decree, it sponsored many major expeditions focusing on life
sciences and social sciences, particularly sophontology. Its largest
expedition was the Darwin Project launched in 1007 and circumnavigated
charted space.
Imperial Science Union: Although it does not sponsor expeditions, it
maintains a fleet of over 100 starships including lab ships and science
vessels. These are often loaned to universities or projects requiring such
Nelson-Njenga Institute (Sol): Its founding in 609 marked a new
renaissance in astronomical research by Terrans. Beside funding
observatories in the proximity of Sol and neighboring systems, it sponsors
missions to visit and study particular stars while including teams from other
scientific fields.
Kabusharar Observatory (Vland): The oldest and most respected
observatory in the Imperium, founded -9900. Besides having funded some
of the largest deep space expeditions, it also established foundations
involved in exploration, including the Ansing and Muumar Foundations.
Ansing Foundation (Vland): Founded in 868, it sponsors research in
gas giants and brown dwarves. Studies include gas giant life forms,
sophont and non-sophont. It maintains specially designed vessels and
equipment for these missions.
Muumar Foundation (Vland): Founded in 722, it sponsors research
in planetology exclusive of gas giants. Areas of study include geology,
mineralogy, oceanography, meteorology, and climatology, but excludes life
forms except for their broad effects on environments.
Dlan Center for Galactic Research (Dlan): Possesses instruments of
the highest technology and the most powerful gravitic observatory in the
Imperium by which to study galactic structure. Missions it sponsors always
carry specialized astronomical arrays to particular areas of space.
Sklar Astrophysical Society (Deneb): Descendant of the Group
Program. It operates instruments in cooperation with observatories at
remote client states, Pautho and Geokha, for extremely broad baseline
astronomy. Sklar has become increasingly active in sponsoring smaller
deep space exploration.
Gateway Interstellar Studies Center (Dukh): Established by the
Archduke of Gateway to support exploration in the non-Imperial reaches of
his domain and the Mixed Client States. The center has done much to
promote strong ties between the Imperium and this region of space.
Manningston Fund (Capella): Largely supported by Probable
Technologies, a Solomani sector-wide corporation. Exploration missions
returning with spectacular discoveries help promote ProbTech's image as
an aggressive, outward looking company. It also aids in maintaining very
close ties with technically oriented universities.
Pathfinders Interstellar (Regina): Founded in 1063 as the Second
Survey was winding down. Discharged scouts became frontiersmen and
formed the company to provide transport and expert guides/escorts beyond
the Imperial border. Today, the rolls also include hunters, belters, and free
traders familiar with the outside regions. These veterans are regularly hired
for positions on exploration missions.
Ancients Society (Rhylanor): Founded in 1108 during an exhibition of
artifacts, the society right away drew in artifact collectors, site hunters,
xenologists, historians, and enthusiasts. Well endowed by donations,
academicians infiltrated its leadership to steer the society from funding
irresponsible missions seeking plunder.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = THE EXPLORATION MISSION Rev: 1.1

The Imperium constantly engages in exploration, at least in its lesser
forms. Although few, merchant cruisers wander systems beyond the
Imperial frontier in search of new resources and markets. Lab ships also
venture among strange worlds to investigate new races or phenomenon.
The Scout Service, however, is the heaviest involved in exploration,
possessing a separate arm for such activities.
The Exploration Office is responsible for exploration of areas
previously discovered but not explored or incompletely charted. It is divided
into the Exploration Branch and the Contact & Liaison Branch. The
Exploration Branch undertakes actual exploration of space and planets,
compiling data on local flora and fauna, on planetological features, and on
hazards to navigation or dangers to individuals. The Contact & Liaison
Branch was charged with locating, making first contact (and maintaining
friendly relations) with non-human intelligent races.
Although the Scout Service has surveyed the Imperium quite well, it
left many backwater worlds unexplored. Planetary exploration is a
pains-taking process that can consume years of time. Instead of incorporating
it into the Grand Survey, the IISS treats exploration of Imperial worlds as
part of its on-going responsibilities.
Since the Second Survey (1065), the Scout Service assigned mission
priorities as a result of noble petitions. These are usually on behalf of an
organization such as a world government, corporation, or scientific
institution. For this reason, its common for representatives of these
organizations to have an active role in the mission. Sometimes, the
organization might conduct the mission itself, in which case the IISS would
offer to assign advisors as part of its support.
Support is much of the routine of Scout exploration activities within the
Imperium. Explorers on a world's surface are seldom alone. Scout couriers
regularly visit to ferry hardware, supplies, data, or personnel. One or two
couriers might also remain in orbit to do supplemental survey work in
conjunction with the surface activities.
The Scouts also conduct exploration beyond the Imperial border in the
form special or war missions. War time exploration most often is associated
with intelligence gathering. Special missions, on the other hand, involve
special circumstances, which include exploration of extra-Imperial worlds.
Although usually near the Imperial border, special missions technically may
reach any distance, even into deep space.
Since the end of the Antebellum period (210 to 604), the Scout Service
itself has sent none of its own expeditions into deep space. Instead, it
lends its support to institutes that sponsor such missions. The Scout
Service aids in planning and often loans the expedition surplus hardware.
The IISS also opens the Scout bases to the expeditions, the most
important of these being the Scout exploration bases at Pautho (Theta
Borealis 1506) and Geokha (Zhiaqrqiats 3210). Outside of Imperial space,
the Scouts usually provide escort for expedition ships through potentially
dangerous territory. This is often unnecessary, though. If the expedition
plans to use ships stored at the exploration base, the Scout Service needs
only to transport the mission members (usually in low berth) and their
equipment to the base.
The expedition members and scout assistants make final preparations
at the remote base. For safety reasons, at least two ships are always sent,
and generally more. The usual Imperial pattern is for all expedition ships to
be the same design.
When preparations are complete, mission specialists re-enter low berths
for the long voyage along with much of the crew. After the routine of star
travel is established, nearly all the rest of the crew enter cold sleep
leaving the ship to robots. Only one or two humans are left as "care takers",
rotated periodically. They command the robots, direct field overhauls, and see
to robot maintenance.
Crews on Imperial deep space missions are made large because of the
extremely long travel times. Deep space missions during Antebellum
occasionally carried three sets of extra crew in frozen watch to allow for
rotation. Since the 1000's, however, Imperium expeditions regularly use robots
in the routine of crossing vast stretches of space. Still, human crews are
somewhat large if only to assure that potential crew losses don't leave the
expedition critically short if it cannot depend on the robots.
Missions from the Imperium generally follow the same routes into deep
space taken by earlier expeditions. This way, commanders can take advantage of
prior experience in planning. Additionally, if faced with catastrophe,
disabled ships can at least hope for eventual rescue by a later passing
Imperial ships also carry a supply of small "bread crumb" space beacons
to mark their trail. These satellites remain "asleep", only to awaken upon
receiving a radio command. They record the mission commander's log and the
ship's planned route. Other ships passing by generally do not expend
satellites of their own, but add their own logs to the original satellite's
With few exceptions, Imperial missions to unknown space pursue goals
important to astronomy as their primary objective. Astronomers can detect
interesting objects from their observatories and call for deep space
missions. But scientists from other fields, such as biologists and
geologists, cannot know what new directions will yield interesting finds.
These scientists still join missions, but only with the hope of doing
worthwhile studies. Fortunately, they are seldom disappointed.
Expeditions do pause periodically, usually to allow mission astronomers
to conduct observations from their new vantage point in space. But
interesting worlds are also encountered on occasion, in which case other
scientists might be awakened for impromptu exploration. If a world proves
interesting enough, a base could be set up and a team left behind to be
picked up when the expedition heads back.
By the time a mission returns from deep space, years, if not decades,
have passed for the explorers. Their homes have changed and the people
they had known aged or died. However, they are usually rewarded with a
measure of prestige. Returning explorers are often knighted into the
Honorable Order of the Arrow. The scientists among them are regularly
offered grants or important positions at universities or institutes.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = SHIPS AND EQUIPMENT Rev: 1.1

Ships travelling among the worlds of the Imperium have the ready
convenience of starports where they can see to their particular needs.
Expeditions in deep space, however, must depend only on what they bring
with them. For this reason, consumables are a great concern.
Missions that do not extend for much more than a year can endure by
carrying extra supplies. For human needs, the usual overhead for life
support is Cr1000 per person-week, and is paid in advanced before leaving
"civilization". This cost not only represents food, but other things as well,
from toilet paper to air filtration chemicals. Each additional person-week
takes up 0.09 kl and 0.09 metric tons.
For longer missions, the extended life support system of a ship may
be upgraded into a closed system at a cost of Cr1000 per kiloliter of hull.
Each unit requires 0.050 Mw of power, 0.1 kl, and 0.1 metric tons. Relying
on technology developed to support large populations on inhospitable
worlds, a closed system eliminates the need for a stock of consumable
life-support supplies.
While the products of a closed system come free, except for power
and maintenance, they are not as desirable as products that can be
purchased at starports. Food from shipboard synthesizers is usually
unfamiliar in taste and lacking in variety. Higher tech synthesizers are more
sophisticated and can compensate for this. However, the added complexity
make them temperamental and can generate amusing, and sometimes
alarming, malfunctions on occasion. Designs that create less appealing
products are usually preferred in exchange for reliability.
For missions that extend beyond one year, the crew must face the
danger of ship system failures. After the point when annual maintenance
comes due, faults will occur with increasing regularity. One strategy for
dealing with this is to carry backup systems used only when the need
arises. Early Imperial merchant cruisers, for instance, relied heavily on
A second strategy is to perform annual maintenance in the field. This
requires a stock of spare and replacement parts be brought along. The
cost for each year's worth of spares is the same as for annual maintenance
(0.1 percent of the cash price of the ship), but halved to exclude labor. The
spares take up 0.025 kl and 0.025 metric tons per Cr1000 spent.
In addition, one unit of shop space is required for every 100 tons of
hull. Each unit takes 0.007 Mw (when in use), 27.0 kl, 2.0 metric tons, and
costs Cr70,000. This includes the tools and equipment to do field
maintenance. The time required for an overhaul is still two weeks. But the
number of shop units may be halved or quartered, lengthening the time
required for the overhaul to four or eight weeks.
A third strategy is to design the ship for maintenance without
depending on expendable parts. At least a year's worth of spare parts are
still needed, along with the full units of shop space (which may not be
halved or quartered). As parts are rotated out of service however, they are
completely refurbished in the shops for later use. The shops are therefore
in regular use by at least the end of the first year of flight.
Designing the ship under this third strategy increases the overall cost
by 10%. No additional shop units are required. But the extra cost gives the
shops such quality that, given enough time, could potentially fabricate any
component of the ship even from raw materials. Also, the design assumes
the ship systems and ship itself are kept simple. It all but abandons any
attention to aesthetics for the sake of maintainability and durability.
Ships travelling deep space also include dedicated sickbays.
Because of the long flight times, the full spectrum of medical care must be
provided for, including surgery, dental, and psychiatric care. A well
equipped ship can generally provide medical services, in effect, equal to
that on world of a tech level one less than that at which the ship was

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

Tech Level 15 Long-Range Science Vessel (LF) 12/27/88 Rev: 1.1

CraftID: Long-Range Science Vessel, Type LF, TL 15, MCr429.079
Hull: 1080/2700, Disp=1200, 6SL, Armor=40G, Unloaded=9305tons,
Power: 2/4, Fusion=5940Mw, Duration=30/90
Loco: 22/44, Maneuver=1, 76/152, Jump=6, NOE=190kph,
Cruise=750kph, Top=1000kph, Agility=0
Commo: Radio=System, Laser=System, Maser=System
Sensors: PassiveEMS=Interstellar, ActEMS=FarOrbit,
Densitometer=HighPen/1km, Neutrino=10kw,
PassiveEMS=Substellar, ActEMS=Planetary,
ActObjScan=Rout, ActObjPin=Rout, PasObjScan=Rout,
PasObjPin=Rout, PasEngScan=Simp, PasEngPin=Rout
Off: Missiles = x02
Batt 1
Bear 1
BeamLaser = x05
Batt 2
Bear 2
Def: DefDM = +9
Control: Computer=9/3, Panel=HolodynLink x75, Special=headsUpHolo
Environ = basic env, basic ls, extend ls, grav plates,
inertial comp
Accom: Crew = 12 (Bridge=2, Engineer=1, Gunnery=1, Flight Crew=6,
Command=1, Medical=1), Staterooms x 50
Other: Cargo=729kl, Fuel=7808kl, Scoops, Purification Plant (12hr),
ObSize=Large, EMLevel=Moderate

If time permits, this science vessel should be redesigned. It makes
better sense to assume the science vessel is actually a reconfiguration of
the IISS charting ship. These were used to chart the outer reaches during
the Second Survey, and became surplus thereafter. Organizations, such as
the Imperial Science Union, bought quite a few and converted them for use
as long-range science vessels.
The original charting ship carried a large number of low berths so as to
provide crew rotation. Full state-rooms were installed for each crew
member on-duty for comfort in deep space. The ship had a 100 ton bay in
which it carried a special deep space sensor array. This could sense gas
giants as far as 5 parsecs (subsector range). It had a modular cutter and
spare module. That craft was an alternate means of refueling, and
permitted incidental planetary landing and exploration. The ship was as
long on tankage as is possible under the rules (enough to cross from 7 to
10 parsecs?). This way, it could more easily cross rifts and voids. Also, if
it jumped 6 parsecs only to find no source of fuel, it was not in serious
The science vessel, on the other hand, did away with the extra tankage,
leaving only enough for a 6 parsec crossing. The sensor bay was reduced
to 50 tons, replacing the routine charting array with a refined astronomical
array. (The main component of the array was a huge densitometer in each
case, still with subsector range.) These modifications permitted additional
subcraft, probe storage and launching bay at least double that of the
Donosev, accommodations for ALL ship occupants at time of encounter (at
double occupancy), supplies and special equipment (eg. large sophiticated
probes) and lab space (biological, geological, survey pit, astronomical, etc).
A holopit is associated with the 50 ton array. Each astronomical lab is
usually dedicated to a highly specialized instrument, apart from the 50 ton
array, mounted on one of the ship's hardpoints.
Although the size of the vessel for which figures are given here is 1200
tons, I anticipate the redesign will be larger. The important thing in the
redesign is to balance the figures for the charting ship against that for the
science vessel.

Imperial Long Range Science Vessel (Worksheet)

Hull Section Power Volume Weight Price
UCP Disp=1200 tons 0 16200 370 0 1,620,000
Config=6SL 0 0 x0.9 x1.2
Streamlining 0 0 x2.0
333 3,888,000
Armor Type=G 0 0 x0.14 x1.0
46.62 3,888,000
Armor Rating=40 0 0 x33 x33
1538.46 128,304,000
Hull Section Total 0 +16200 1538.46 128,304,000

Locomotion Section Power Volume Weight Price
Jump=6 0 13.5 27.0 3,000,000
84 units 0 1134 2268 252,000,000
Jump Fuel (drive x5) (5670)
Maneuver=1 (Thrusters) 70 13.5 35.0 700,000
24 units 1680 324 840 16,800,000
Avionics (NOE 190) 0.02 0.10 0.05 17,000
Locomotion Total -1680 -324.1 840.05 16,817,000

Communication Section Power Volume Weight Price
Radio, system range 0.007 0.014 0.007 150,000
2 units 0.014 0.028 0.014 300,000
Laser, system range 0.015 0.030 0.015 180,000
2 units 0.030 0.060 0.030 360,000
Maser, system range 0.045 0.090 0.045 250,000
2 units 0.090 0.180 0.090 500,000
Communication Total -0.134 -0.268 0.134 1,160,000

Sensors Section Power Volume Weight Price
Primary Array
EMS Pas (Interstellar) 0.16 0.032 0.016 320,000
EMS Active (Far Orbit) 0.30 0.060 0.030 600,000
Densitometer (High) 0.40 7.000 1.500 1,500,000
Neutrino (10Kw) 0.20 0.200 0.095 110,000
Secondary Array
EMS Pas (Substellar) 0.12 0.024 0.012 240,000
EMS Active (Planetary) 0.28 0.028 0.014 280,000
Densitometer (Low) 0.08 0.300 0.100 205,000
Sensors Total -1.06 -7.292 1.641 3,255,000

Weapons Section Power Volume Weight Price
TL-13 Missile Turret (1) 1 13.5 2 750,000
TL-13 BLaser Turret 250 13.5 4 1,000,000
4 x 3 (12) 3000 162 48 12,000,000
Weapons Total -3001 -175.5 50 13,750,000

Environment Controls Power Volume Weight Price
Basic Environ 16.2 81 81 162,000
Basic Life Sup 16.2 810 810 4,860,000
Ext Life Sup 32.4 48.6 48.6 3,240,000
Grav Plates 810 162 324 8,100,000
Inertial Comp 324 162 324 4,050,000
Environ Total -1198.8 -1263.6 1587.6 20,412,000

Power Supply Section Power Volume Weight Price
Fusion 6 0.090 2 200,000
Scale efficiency x3 18 0.090 2 200,000
330 units 5940 29.70 660 66,000,000
Power Plant Total +5940 -29.70 660 66,000,000

Fuel Section Power Volume Weight Price
Fuel Purification 0.005 0.20 0.40 150
2835 units (Jump) 14.175 567 1134 425,250
1069 units (PwrPlnt) 5.346 214 428 160,350
Fuel Scoops 0 0 0 75
370 units 0 0 0 27,750
Fuel Tankage (Jump) 0 5670 0 0
Fuel Tankage (PwrPlnt) 0 2138 0 0
Fuel Section Total -19.521 -8589 1562 613,350

Controls Section Power Volume Weight Price
Computer 9 0.010 17.5 4.4 30,500,000
3 units 0.030 52.5 13.2 91,500,000
Holo Link Ctl Panel 0.002 0.030 0.020 1000
75 units 0.150 2.25 1.50 75,000
Heads-up Holo Display 0.020 1.0 0.5 100,000
Controls Total -0.200 -55.75 15.2 91,675,000

Accommodations Section Power Volume Weight Price
Staterooms 0.003 54 4 400,000
x 50 0.150 2700 200 20,000,000
Modular Cutters x2 0 1350 1700 34,120,000
Modules x2 0 810 1000 2,000,000
Survey G-Carrier 0 (148) 82 10,630,600
Enclosed Air/rafts x4 0 162 68 20,342,400
Cargo 0 729 0 0
Accommodations Total -0.150 -5751 3050 87,092,600

Totals Power Volume Weight Price
Hull Section Total 0 +16200 1538.46 128,304,000
Locomotion Total -1680 -324.1 840.05 16,817,000
Communication Total -0.134 -0.268 0.134 1,160,000
Sensors Total -1.06 -7.292 1.641 3,255,000
Weapons Total -3001 -175.5 50 13,750,000
Environ Total -1198.8 -1263.6 1587.6 20,412,000
Power Plant Total +5940 -29.70 660 66,000,000
Fuel Section Total -19.521 -8589 1562 613,350
Controls Total -0.200 -55.75 15.2 91,675,000
Accommodations Total -0.150 -5751 3050 87,092,600
Net Total +39.135 +3.79 9305.085 429,078,950

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Tech Level 15 LSP Trade Explorer (A3) 1/29/90

CraftID: LSP Trade Explorer, Type A3, TL 15, MCr293.173
Hull: 540/1350, Disp=600, 1SL, Armor=40G, Unloaded=4854 tons,
Loaded=5684 tons
Power: 16/32, Fusion=4230 Mw, Duration=30/90
Loco: 27/54, Maneuver=2, 22/44, Jump=3, NOE=190 kph, Cruise=750
Top=1000 kph, Agility=0
Commo: Radio=System x 3
Sensors: PassiveEMS=Interstellar, ActiveEMS=FarOrbit,
Densitometer=LowPen/250m, ActObjScan=Routine,
ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine
Off: Missiles = x04
Batt 1
Bear 1
BeamLaser = x05
Batt 1
Bear 1
Def: DefDM=+10
Sandcaster = x05
Batt 1
Bear 1
Control: Computer=9 x 3, Panel=HolodynLink x 24,
Special=HeadsUpHolo x 4, Environ=basic env, basic ls,
extend ls, grav plates, inertial comp
Accomm: Crew=4 (Bridge=2, Engineer=1, Gunnery=1), Staterooms x 8,
Labs x 4, SubCraft=air/raft, rovers x 3, trailer
Other: Cargo=611kl, Fuel=3143kl, Scoops, Purification Plant,
ObjSize=Average, EMLevel=Moderate

Ling-Standard Products has frequent involvements beyond the bounds
of the Imperium for which it maintains a fleet of rugged trade explorers.
These vessels roam the backwaters and distant worlds to seek out raw
resources, new products, and markets. Its employed by LSP's two main
extra-Imperial divisions, one extending into the Scattered Client States to
trailing, the other well established in the Human Client States far to
spinward. Many more are also in private hands, making it frequently
encountered along the Imperial frontier.
The first of this line was produced in the mid-700's. Beyond the
bounds of the Third Imperium, trade explorers might be away from starport
support for many months or even years. LSP needed a design that was
reliable, durable, and easily maintained. The result was a vessel with
remarkable longevity. Ships from the first production run survive even
today while new ships of the same class are periodically returned to
production constructed under tech 15.

LSP Trade Explorer (Worksheet)

Hull Power Volume Weight Price CPs
Disp=600, 1SL, 40G 0 8100 877.8 31.878
Hull Total 0 8100 877.8 31.878 4781.7

Locomotion Power Volume Weight Price CPs
J=3, 24 units 0 -324 648 72
M=2, 30 thr. units -2100 -405 1050 21
Avionics (NOE 190) -0.02 -0.1 0.05 0.017
Locomotion Total -2100.02 -2349.1 1698.05 93.017 13952.55

Communication Power Volume Weight Price CPs
Radio (system) x3 -0.021 -0.042 0.021 0.45
Communication Total -0.021 -0.042 0.021 0.45 67.5

Sensors Power Volume Weight Price CPs
Pas EMS (Intrstllr) -0.16 -0.032 0.016 0.32
Act EMS (Far Orbit) -0.3 -0.06 0.03 0.6
Densitometer (Low) -0.08 -0.3 0.1 0.205
Sensors Total -0.54 -0.392 0.146 1.125 168.75

Weapons Power Volume Weight Price CPs
TL13 missile (2x3) -6 -27 12 4.5
TL10 sndcstr (2x3) -6 -27 12 1.5
TL13 b-laser (2x3) -1500 -27 24 6
Weapons Total -1512 -81 48 12 1800

Environment Power Volume Weight Price CPs
Full environ suite -599.4 -267.3 429.3 10.206
Environment Total -599.4 -267.3 429.3 10.206 1530.9

Power Supply Power Volume Weight Price CPs
18 Mw fusion x235 4230 -235 470 47
Power Supply Total 4230 -235 470 47 7050

Fuel Power Volume Weight Price CPs
Purifier -15.714 -628.56 1257.12 0.47142
Fuel scoops 0 0 0 0.6075
Fuel tankage (jd) 0 -1620 0 0
Fuel tankage (pp) 0 -1522.8 0 0
Fuel Total -14.97 -3771.36 1257.12 1.07892 0

Subtotal 3.049 1395.806 4780.437 196.75492 29351.4

Controls Power Volume Weight Price CPs
Comp 9 x3 -0.03 -52.5 13.2 91.5 x120
Holo HUD x4 -0.02 -2 0.8 0.08 200
Holo link x30 -0.06 -0.9 0.6 0.03 45
Controls Total -0.11 -55.4 14.6 91.61 29400

Accommodations Power Volume Weight Price CPs
Staterooms x8 -0.024 -432 32 3.2
Generic labs x4 -0.012 -216 16 1.6
Cargo 0 -611 0 0
Air/raft 0 -27 7 0
Two-man rovers x3 0 -20 2 0
Trailer 0 -7 1 0
Vehicle fittings 0 -27 0 0.0081
Accommodations Total -0.036 -1340 58 4.8081

Total 2.903 0.406 4853.037 293.17302

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

Zhodani BRAZHDINISHA Class Medium Explorer
By Geo Draft 1.2
Approx. Word Count This Document: 672

CraftID: Medium Explorer, Type ZX, TL 14, MCr 425.387
Hull: 450/1125, Disp = 500, Config = 1SL, Armor = 40G,
Unloaded=3772 Tons, Loaded = 5284 Tons
Power: 25/33, Fusion = 2250 Mw, Duration = 28/84
Loco: 13/18, Maneuver = 1, 34/45, Jump = 4, NOE = 40 kph,
Cruise = 750 kph, Top = 1000 kph, Mac Accel = 1G,
Agility = 0
Commo: Radio = System, Maser = System x 2
Sensors: EMMask, Passive EMS = Interstellar, Active EMS = FarOrbit,
Densitometer = HighPen/250 m, Neutrino = 10 Kw
ActObjScan = Rout, ActObjPin = Rout,
PasObjScan = Rout, PasObjPin = Rout,
PasEngScan = Simp, PasEngPin = Rout
Off: Missiles =X03, Beam Laser =XX3
Batt = 1 Batt = 2
Bear = 1 Bear = 2
Def: DefDM = +6, Sand =XX5
Batt = 1
Bear = 1
Control: Computer = 5Fib X 3, Panel = Holo Link X 162,
Special = HeadsUpHolo x 5
Environ = Basic env, basic ls, ext ls, grav plates,
inert comp, air lock X 2, food synthsizer
Accom: Crew = (Bridge = 2, Engineer = 2, Gunnery = 3, Flight = 6,
Troops = 2, Command = 2, Medical =1, Steward = 1),
Mission Specialists = 6, Small Staterooms X 16,
Staterooms X 8, Low Passage X 3
SubCraft = Fast Pinnace X 2, IAVCHIEQL G-Carrier,
ZQ1 Probes X 5, ZQ2 Probes X 5
Other: Cargo = 181 kl, Fuel = 2528 kl, Scoops, Purification Plant
(12 hr), Msl Store = 10 Btty Rnds (Nuclear), Sand Store =
20 Btty Rnds, Psionic Isolation Chamber, Geology Lab (1),
General Purpose Lab (1), Dedicated Computer = Model 5Fib,
Robotics Shop (1), Survey Lab (1), ECP, ObjSize = Ave,
EMLevel = Faint. (Values in parenthesis indicate lab
and shop capacity in persons)

The BRAZHDINISHA (Brave Wanderer) class medium explorer usually
accompanies large explorer vessels. They range ahead and aside of the
main line of travel to investigate systems, scout out routes, or perform other
tasks. Accordingly, these vessels are the workhorses of mission
specialists. These specialists are skilled in sciences, robot operations,
special talents, or other specialties required by the mission of the vessel.
Two of the holo displays are at probe control stations. Each of the
two stations can control one probe. Probes can operate independent of
control, but Zhodani custom usually does not allow this. Communication
with the probes is by tight bean maser link
This vessel has a psionic isolation chamber which separates the
person using the chamber from the minds of the crew. While this may
seem contrary to Zhodani society, such isolation is occasionally necessary
to allow certain special talents to work properly.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = EXPLORATION CAMPAIGNS Rev: 1.1

The essence of exploration adventuring is the confrontation of the
unusual, unknown, and unexpected. More conventional adventures, even
if science fiction based, tend to involve familiar situations. For instance,
player characters might have to recover their cargo, find a missing person,
infiltrate a base, smuggle goods or even get themselves out of prison.
Explorer adventurers, on the other hand, are more often in exotic
environments, dealing with strange encounters and enigmas perhaps never
before faced. As such, these adventures demand a great deal of
imagination, and a campaign based on exploration can prove particularly
Most exploration is mundane, charting systems, mapping worlds,
cataloging lifeforms, and analyzing the accumulated data. These activities
are well supported by the Referee's Manual and the World Builder's
Handbook. But while gathering this information can provide a staple of
activities for explorers, they are not adventures by themselves. It is not
enough for characters to perform the tasks and log the discoveries. The
adventurers must confront things that involve their special attention, things
that have an effect on the characters directly or indirectly.
En route events serve well as breaks in the routine of the mission. A
ship system could malfunction, a crew member fall ill, or a companion ship
fail to rendezvous. Problems serious enough to cause the characters to
amend plans tend to solicit interest. But troubleshooting of this sort cannot
sustain a campaign by itself either.
Explorers must encounter something previously not known and have
to deal with it in some way. Possibilities include new phenomenon, animals,
and aliens. These things should be novel. But more important, they need
to be more than mere discoveries made along the way. The player
characters must have plenty of interaction with them.
Stellar phenomena commonly draws the attention of research vessels.
While pulsars and nebulae excite astronomers, they do little for adventurer
explorers. On the other hand, if the stellar sphere was choked with
uncatalogued debris and radiation, this could give rise to situations player
characters can fully respond to.
Animals should be treated similarly. Strange and exotic beasts make
good discoveries, but poor adventures unless they interact with the situation
in interesting ways. For instance, a huge balloon creature might carry a
disabled air/raft to safety if controlled. And then, at 1000 feet, should
another balloon creature want to take the shiny prize for itself, the
situation can become quite exciting indeed.
As one would expect, alien contact offers perhaps the most ready of
opportunities for adventurers. Even the ruins left by vanished civilizations
abound with potential. Within the aged structures and tunnels, characters
can confront native animals, physical hazards, or perhaps even deliberate
traps and defenses. At the same time, the group can strive to uncover
information and resolve questions about the alien creators.
Such quests for knowledge need not always be rewarded with
answers. Often, the better reward is more questions, weaving a tapestry of
mystery into the adventure. As discussed in the Referee's Manual, enigmas
are an important element in regular Traveller campaigns. In campaigns
emphasizing exploration, the importance of enigmas is elevated.
Exotic worlds with special phenomenon and unique lifeforms also offer
many possibilities. But a problem usually arises if the characters are too
well equipped and protected. Hovering comfortably in a g-carrier offers little
challenge. Ways must be arranged to expose the characters to the
elements important to the adventure.
The best way to handle this is through prevention by keeping the
group equipment poor, but not so poor as to be unreasonable. Do arrange
the availability of the items they must have for the mission ahead. But
non-essential items, especially things that would make the adventures less
challenging, should either not be available or beyond their means to
Apply this rule to exploration adventuring in general, not just the
exploration of exotic worlds. This taxes the resourcefulness of the players,
offering more enjoyment in the adventures. While players might well appreciate
a set of gleaming new grav cycles, these could result in less enjoyment in the
long term for allowing the group to over fly many encounters and obstacles.
The referee devising the campaign must carefully weigh the overall benefits
and penalties of including particular items in the adventures.
Minimizing player equipment, however, is often not the answer by itself.
For instance, use of grav cycles might serve well in an adventure exploring
one world, but not the next world on the route. The referee could devise an
accident or circumstance that disables the cycles, removing them from play
when the time comes. However, there is a risk of this sounding contrived.
Non-player mission members are an especially useful referee device in
controlling equipment. Those in authority over the player characters can
dictate what they can and cannot use. However, use of NPCs can allow the
referee to manipulate the adventure with more subtlety. In the above example,
the commander might commit an NPC team to explore a planet with the grav
cycles, then send the PCs on a separate mission elsewhere without them.
NPC characters with the mission also provide interpersonal encounters for
the adventures. Because exploration usually takes place far removed from
civilization, there are fewer such encounters otherwise. In adventures where
the characters are likely to encounter no one other than mission members, the
referee should give extra attention to developing and orchestrating the NPC
personalities so as to support role playing.
Despite the age of Imperial space, exploration regularly takes place
within the borders of the Imperium. There are plenty of backwater worlds of
which the Scout Service has but minimal information. And star systems
generally have many more planets than just the main world alone. Some can even
be hospitable, but still largely unexamined. However, more and richer
opportunities for discoveries are found the further explorers travel from the
Imperial core.
Unfortunately, the age of Imperial exploration has long passed, having
peaked in the years between the First Survey (420) and the Imperial Civil War
(604). Backdating the campaign to this era presents an excellent option.
However, for referees that prefer to use the standard Traveller time period,
opportunities for exploration beyond the Imperium are still present. Margaret
is sending her scouts into the regions trailing, notably into the
Hinterworlds. In a similar fashion, Norris is directing Denebian attention
spinward. The Fulani campaign, which is described better elsewhere, relates
directly to Deneb.
Exploration may also take place in deep space, regions too far out to
have been formally charted by the Scout Service. Missions are few. But when
they occur, they are usually sponsored by institutes scattered around the
Imperium, only partially assisted by the Scout Service. Such missions involve
many years of travel. And as such, characters can expect to spend the vast
majority of their time in low berths.
In fact, for a campaign focusing on deep space exploration, it's entirely
possible for a character team to wait out the time between missions still in
low berths. Such teams may have formed about the time of the First Survey. If
they are free lancers, agents might arrange for their employment as
opportunities arise and install them directly aboard ship without reviving
them. More likely, such characters are members of the Scout Service
Exploration Office. The characters can be shipped to whatever institute is
in need of experienced explorers and depart from there. Such a campaign would
be highly episodic with the characters skipping a lot of the monotonous
routine of travel.
Deep space has a particular advantage in that a referee has much
liberty in what he creates as discoveries, adventures, and encounters. The
region around the Imperium, approximately 500 parsecs in diameter, is the
province of the official literature. When official publications involve topics
outside of charted space they will usually focus on the Zhodani Core
Expeditions. But the galaxy at large will remain the province of individual
Each referee is free to make the rest of the galaxy as mundane or
strange, quiet or active as he wishes. As recommendation, it may be best
not to include a major empire within 2000 parsecs of the neighborhood of
Imperial space. Neither include a starfaring civilization more technologically
advanced on the whole than the Imperium anywhere in the Orion Spur.
Major human empires in deep space are possible if the referee wishes to
create such. The Ancients could have transported humans any distance,
even though most of their activities fell within 500 parsecs of the Spinward
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = FULANI CAMPAIGN BACKGROUND Rev:1.1

Deneb is alone. War, as a result of the Rebellion, has fragmented the
Imperial interior and Vargr raiders have severed Corridor to traffic. With the
domain nearly surrounded by enemies, Norris must turn his attention from
trailing to spinward in his bid for Denebian survival.
Centuries earlier, colonists streamed in from the Imperium to settle
virgin worlds in the Domain of Deneb. This process ended in the 400's for
Deneb and the Spinward Marches. But the wave of new colonies continued
past into sectors as distant as the Far Frontiers. This region came known
as the Human Client States, a group of several states settled by Imperial
descendants. They've followed their own course and maintained few ties
with the Imperium, if any at all. Trade reaching the Imperium has been
modest, and political dialogue limited in the context to the Zhodani threat.
Now, in the face of the Rebellion, Norris seeks to change this.
While the Navy fights the conflicts closer at home, the Scout Service
swarmed into the Human Client States. Repeating their role at the
Imperium's founding, the Scouts carry their services to those friendly to the
Imperium and endeavor to find new friends.
This is supported in no small part by the megacorporations. Cut off
from their headquarters and principle markets in the Imperial interior, they
too have had to spread spinward or risk stagnation and collapse. In a bold
move, they've expended their reserves of capital to establish themselves in
the Client States, as well as fund scout bases and expand the scout fleets.
Although many welcome the Imperials, others resist their arrival as an
unwelcome intrusion. The move has alarmed many commercial concerns,
some even engaging in active trade war. But the Zhodani Consulate is
perhaps the most displeased of all. Having fought for centuries to keep
Imperial expansionism in check, the Imperium threatens to sweep across its
rimward frontier. Unfortunately, much of the Consulate's resources are
demanded elsewhere. It must rely on its allies, and its intelligence and
frontier services to deal with the crisis.

Fulani is at the extreme fringe of this new activity. During the Second
Survey, the IISS merely charted these distant worlds, seldom surveying them
better than class I. The tide of Imperial colonies stopped at the Vanguard
Reaches leaving the majority of Fulani systems barren. The few settlements
in Fulani that trickled spinward were more often permanent base camps
rather than formal colonies.
The Imperial megacorporations see potential for Fulani as their
spinward foothold in securing themselves permanently in the Human Client
States. A group of new resource colonies, established as a terminus, could
serve as a solid anchoring point for a network of Imperial trade routes
throughout the region.
But, so little is known of the sector. Trade explorers from
Ling-Standard Products and Imperial client states have entered the area.
Information brought back was often shared, supplementing Second Survey
charts. But much of it is in the form of rumor rather than tangible data.

Six thousand years ago, the Vlazhdumecta, a human race from the Far
Frontiers, were the first to settle worlds from outside the sector. They
visited Fulani using technology given them by the Zhodani. A Zhodani client
state, descendant of the Vlazhdumecta, straddles the Fulani coreward border. A
dozen other isolated Vlazhdumecta worlds dot the sector.
Droyne and chirpers reside in the sector, as well as several minor
races and worlds harboring ruins of dead civilizations. All of this, however,
is mostly rumor, supported by little actual investigation. The Aslan also hold
a world. A group of ihatei from Touchstone Sector traversed The Beyond
and Vanguard Reaches to found a Fulani colony in 1105. However, the
world was already occupied by humans, who are still bitter over their arrival.
The Zhodani, ever exploring their frontiers, are also in Fulani. Yet, for
its distance, the Zhodani regard it with a surprising degree of interest. The
scattered outposts extend to the sector's rimward extreme, and traders find
little surprise in a chance encounter with a Consulate ship. Two or three
worlds are said to be protected by Zhodani interdictions.

REFEREE SECTION (initial notes)
The way I drew the limits of Zhodani settlements, there is a tongue that
extends straight down through Fulani. Something down there is of interest
to them. It might be scientific; it might be practical, perhaps related to
resources or psionics. I don't know. Maybe you can come up with something. My
primary purpose in drawing the envelope the way I did was to create a region
the Zhodani would contest.
The Zhodani were there for millenia before the coming of Imperials. The
migrations along their rimward frontier were unwelcome but eventually came to
a halt in the Far Frontiers. This might have been natural, or something the
Zhodani secretly worked to do so as to stem that tide.
In contemporary times, being sent to Fulani might be the Zhodani
equivalent of being sent to Siberia. The elite are assigned to support the
Core Expeditions. The dregs are sent here. These might be incompetents, but
also characters that are almost moral incorrigibles. Officers involved in
atrocities on the Zhodani side during the Fifth Frontier War might have been
sent to Fulani to finish out their careers. As such, scouts that fought in FFW
might again encounter their nearly forgotten nemeses when Norris sends them to
[Section incomplete. Ed Edwards recommends, "add notes for Imperium (i.e.
Denebian) visitors to the region - also Aslan. Concentrate on why outsiders
might be sent to the region: IISS crew to scout, Ihatei explorers looking for
new land to exploit, megacorp envoy to open new markets. ... For any referee
using an ongoing campaign, there would have to be some compelling reasons to
lure their campaign off to the Fulani Sector."]
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The following material is not offered for publication in GE, but intended
as reference material to GE adventure developers using the Fulani setting. The
race was first mentioned in the Group One publication, Theta Borealis

JAIBOK Rev:1.1

Also known as Zerp or Hammers for the traditional weapons they often
carry. The Jaibok originate from Vech (Mavuzog 2922 A7688B8-D), nine
sectors spinward of Massilia.

Jaibok average 2 meters in height and weigh between 140 and 150
kilograms. They are upright and homoiothermic. The head has two visual
organs in the front and an auditory organ mounted above them. The mouth
is large with many oversized teeth and is located below the eyes. The
Jaibok have two powerful arms that end in taloned hands. Their heavy,
wrinkled skin is a uniform gray-blue in color. Discolored patches are
common as a result of bruising from interpersonal combat.
The species is bipedal, but also possess a tripedal mode of locomotion.
For short distances, they usually waddle on two legs. For longer distances,
they also use a stocky, but flexible, tail possessing great strength as a
leg. The body is alternately supported by the legs then the tail in a motion
similar to a man using crutches. At faster speeds, the Jaibok relies entirely
on his tail in a continuous series of hops. This mode, however, is almost
never used on large worlds.
Jaibok hearing and eyesight are comparable to that of humans. They
can see in the normal light spectrum and in infrared. However, their ability
to distinguish color is relatively poor. The race is bi-sexual and give birth
to live young one at a time. Twins are extremely rare, and usually die soon
after birth. Children grow rapidly. They reach their full size by the age of
6 and achieve sexual maturity by the age of 8.
Although descendant of omnivore/eaters, Jaibok are extremely
aggressive and ill tempered. This has made them a warlike and
expansionistic race.

The Jaibok are a transplanted race, descendant of omnivore/eaters
from 923-085 (Fulani 1225 X656000-0 I K2 V). Their traditions name the
world as Teth, and know little more than it is somewhere in Fulani. As
animals, they roamed in bands and competed fiercely with one another
for the richest sources of food. They regularly used hand wielded
stones to aid them in killing animals or crushing the shells of
fruits. However, this "tool use" was strictly instinctive. They were
not particularly cunning, and conscious cooperation with one another
was also minimal.
During the Ancient Period, a grandchild of Yaskoydray, named
Fomatat, collected pre-Jaibok from Teth and manipulated their genes to
create sophonts. In most respects, they were identical to the original
animals except with the added capacity to understand and learn.
Fomatat used these creatures predominant to fight on his side of
the Final War. In the end, however, the Ancient was killed when his
base world, Batafak (Rasko/Fulani 1414 E000030-A I), was shattered.
Jaibok on other worlds were either wiped out by the war or later
became extinct. Only those on Vech survived.
After the war, the Jaibok quickly reverted to barbarism and took
to living in the wilds of Vech. The world was remarkably comfortable, in
essence paradise to the Jaibok. They even started to gradually return to
their animal state as more and more individuals began to appear without
intelligence. The Jaibok living nearest the Ancient base, however, kept a
minimal degree of civilization. They maintained a religious discipline that
demanded all children that do not prove intelligence be slaughtered.
Centuries later, the city-state of Grakoma formed around the base, and
down through the millenia thereafter, that served as the seat of minor
empires that periodically rose and fell. Finally, about -2300, Grakoma
achieve TL4 and began to take an interest in the base as other than a
center of religion.
Investigators found records and computers that still survived intact,
along with numerous examples of advanced technology. Educational aids
proved especially useful in transforming the society into an industrial one
and rapidly upgrading the technology. The ruler of Grakoma at that time,
Korsu, set out to conquer the entire planet with the new technology. When
all of Vech was under his dominion, he establish his Korsumug Empire and
gave himself the title of Zhan.
Shortly after this unification, the Jaibok attained faster than light
drive by studying the discoveries from the base. The rulers to follow Korsu
realized the vast riches the stars held and began a gradual expansion outward.
This expansion has only been interrupted by civil wars that occurred whenever
a new Zhan came to power. The Jaibok have encountered many races in space, but
have invariably attempted to dominate them with their warlike prowess. The
Korsumug Empire has always used any means to conquer a world and then
ruthlessly exploit it. Today, the Jaibok control over 80 worlds, many in Theta
Borealis Sector.

All Jaibok subscribe to the religion they call Wakshe. Its chief tenat
states that the Jaibok are the supreme race by declaration of the Victorious
God, Fomatat. The priests of Fomatat are the interpreters of Fomatat's word
and set down the principles by which the Jaibok lead their lives. They
purge the population of the weak and sickly, and make sure non-intelligent
Jaibok are eliminated at childhood. Priests are also the only ones that may
enter the Ancient base and have the task of disseminating the knowledge
from it to the rest of the race.
The Jaibok have a strong concern over superiority and inferiority. A
Jaibok strong enough to force his will upon another is superior. The other
is inferior and must do the bidding of the superior Jaibok. The system has
some resemblance to Vargr charisma. However, the superior Jaibok is not
a leader but a dominator. The Jaibok inferior to him are veritable slaves.
Inferiority is extremely distasteful to the Jaibok, who tend to oppress those
that are inferior as punishment for their status.
Status is generally established as a result of combat. Fighting is thus
very common in Jaibok society. It's usually spontaneous and informal, rather
than ceremonial and structured. The purpose is simply to force dominance.
This would seemingly make Jaibok society even more chaotic than that
found among the Vargr. But like the Vargr, there are also psychological
restraints preventing each Jaibok from making regular attempts at fighting his
way into a higher status. Before attacking a Jaibok of a higher status, he
must have strong motivation or a good sense that he could win.
Also, Wakshe has established practices that have promoted stability.
Levels of social classes are clearly identified by the garb worn, most
commonly in the form of stoles. These levels correspond directly to social
status. Fighting across social levels is permitted. But if an individual of
lower social status attacks one of higher, the higher is generally expected to
kill the lower if the challenger is defeated.
Jaibok of social status B+ are collectively referred to as lords,
corresponding to Imperial noblemen. Only the lords are permitted to carry
personal weapons, specifically hammers, which they are allowed to use in
social combat. This is to help keep Jaibok leadership in power to lend
additional stability to society.
Priests are also lords and are generally permitted to carry hammers.
Priests may additionally be entrusted with the Gifts of Fomatat (Ancient
artifacts). These are usually functional weapons, such as personal
disintegrators, which they are fully permitted to use when challenged by a
non-priestly inferior. The same rules about social combat apply to priests.
However, if a priest ever looses his status as a lord, he is ordered killed by
the hierarchy.

The ruler of the Jaibok is the Zhan who's authority is absolute. He
rules for life and is not subject to interpersonal combat. This is guaranteed
by the Wakshe hierarchy. When the Zhan dies, the responsibility of
government falls to them until succession can be resolved.
Jaibok society is divided into dominions, which are similar to Aslan
clans. Dominions, however, do not imply bloodlines as do clans, however,
and for this reason they tend to split or merge with greater frequency. Each
dominion has a social status ascribed to it that never changes. All
individuals belonging to a dominion are also of that social status, and if his
social status changes, he no longer belongs to that dominion, but must join
another. Usually he transfers to one of the dominions dominated by the one
he just left, or if promoted, the dominion above.
The uppermost dominions, of which there are always 2-12, perpetually
compete with one another. Occasionally they war, but usually this occurs
only when the Zhan dies. They fight until one clearly dominates the others,
and the victor may then declare their leader as the Zhan.

REFEREE SECTION (initial notes)
Jaibok character generate is identical to regular character generation
except strength and endurance are instead rolled on 3D with 20 as the
upper limit for each.
Racial pride and the belief in their own superiority will not permit them
to respect other races. All non-Jaibok are inferior even to Jaibok of the
lowest social standing. Their treatment of other races is ruthless, and can
only be checked by fear.

Imperial xenologists might have special interest in Fulani because here
is the best evidence that the Ancients fought a death struggle with another
race, perhaps resulting in the collapse of both sides. At least a couple of
Fulani sites clearly indicate they were used by beings much larger than
humans. There are even a few instances of perhaps statues and other
images, which are not in character for the Ancients. But whoever they were,
they left a relative abundance of personal weapons.
These beings are the Jaibok. Human explorers in Fulani could
encounter Jaibok explorers searching for their true world of origin. Jaibok
have much information and even ways of finding Ancient sites still unknown
to humans. But they do not know the specific locations of either Batafak or
Teth, only clues that lead them to Fulani.
The Jaibok know they fought in the Final War against creatures the
priests can accurately describe as Droyne (thanks to computer records still
in the base). The stories the priests can relay, although colored, mirrors
with remarkable accuracy a school of thought among Imperial xenologists
that the Ancients were destroyed by another race. The Jaibok claim to be
the race, although they almost perished also. Their valiant god/leader,
Fomatat, sacrificed himself in battle to assure victory in the last struggles
before returning to his heavenly abode. Since then, the Jaibok have worked
to restore their original technology and regain their past glory.
Their racial pride centers on this. They don't know that their ancient
leader was a Droyne. They don't know they were given all of their
technology. They don't know they were but brutish animals when the
draysask found them. Their homeworld indeed still exists in Fulani. And the
miserably stupid (but aggressive) animals that were the stock from which
Jaibok were derived still live and stalk the forests.
The truth of this will cause turmoil among the Jaibok. Unlike the Aslan,
they will loose heart and diminish as a threat in Theta Borealis. Until then,
the anguish in this alien culture will probably result in a great deal of
violence. They might make an all out effort to dominate other races to
prove their superiority. Forces might enter Fulani in an effort to obliterate
the records and evidence (destroying the prize Ancient site). But ultimately
they will wane.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The material that follows is not offered for publication in GE, but is
also intended as reference material to GE developers. A preliminary generation
of sector data for Fulani has already been done by James Holden, but is not
included here.


1. Roll for system presence as Scattered (5+ on 1D).
2. Roll for physical characteristics of the main world, size, atmosphere,
and hydrographics. (Skip starport.)
3. Roll for Imperial descended population. Use the following DMs for
the subsectors as giving in the table below for the population roll.
A -4 B -4 C -2 D -2
E -6 F -6 G -4 H -4
I -6 J -6 K -6 L -4
M -8 N -8 O -6 P -6
Negative results are automatically barren; do not roll for government or law
4. Roll for Zhodani descended population in a similar fashion. Apply
a DM+1 if the world has atmosphere 4-9.
A -6 B -6 C -6 D -6
E -7 F -7 G -7 H -7
I -8 J -8 K -8 L -8
M -9 N -9 O -9 P -9
At least one Zhodani world should be found in each of subsectors M and
P. Both Imperial and Zhodani populations may occupy the same system.
5. Generate government and law level as appropriate for the dominant
6. Worlds that qualify as barren (Ba) have no starports (X). Otherwise,
if the population modifier for the subsector was DM-2, roll for starports on
the backwater column. If DM-4, roll 1D+6 on the cluster column. (This
disallows A class starports and makes B class starports a tad less common
than from the straight backwater column.) For all else, roll 1D+6 on the
standard column. (Knocks out B class starports.)
7. Generate tech levels normally with a TL13 ceiling.
8. Carry on extended generation (asteroids, gas giants, stellar data,
etc). Devise system of allegiance codes. (Note the state that reaches
slightly into subsectors C and D on the Supplement 8 map of charted
space. Worlds that have native life (see WBH p68), use code (Lf). This is
one of Joe's suggestions.
9. Name or number worlds.
a. Roll 1D-1 for each world. If the result does not exceed the
population code, assign a name.
b. Number all remaining worlds with the standard Scout Service
identifier which consists of two groups of three numbers. The first group is
merely an arbitrary three digit sequence number. The second group is the
last three numbers of the year in which analysts reviewed the system data
prior to publication of the Second Survey in 1065. For systems discovered
later, or never reviewed till after the Second Survey, the Scouts use the date
of the first formal review instead. Use the following procedure to get the
second group of numbers:
Step 1 - Was the world surveyed and reviewed during the Antebellum
period? Most attention focused on hospitable worlds for colonization. Roll
2D-1. If it matches the UWP atmosphere code, generate an arbitrary date
between 350 and 604.
Step 2 - Most other worlds were reviewed during or after the Second
Survey. For 90% of the remaining worlds, roll an arbitrary date between
1000 and 1116 (000 to 116).
Step 3 - For all remaining worlds, roll an arbitrary date from 350 and
10. Consider special systems. This can include:
a. Ancient sites, known or as yet undiscovered.
b. Special stars (contact binary?) so as to attract scientific
interest. Charles Kimball plotted a real object, called Garnet Star, at Fulani
1914. Its an irregular variable near the constellation, Cepheus, magnitude
ranging between 4 and 5 (M0 III).
c. Scout exploration base (V), the base from which player
characters in Norris's Scout Service operate.
d. Other worlds used as "gateways" for the occasional trade
e. Alien and minor human races homeworlds.
f. Droyne/chirper worlds. (Gut feeling, they should not exceed
the number of other worlds with minor races.)
g. Ruins (Ru). About as many worlds that have minor races
once did have sophonts, but no longer. Half of these might still have
substantial ruins.
h. Worlds interdicted by the Zhodani (some left to automatics
as "problems elsewhere" draw resources off).
i. Zhodani outposts.
j. Exile camp.
k. Pirate base (coreward-trailing quadrant).
l. Imperial research station.
m. Budding new colonies.
n. One or two new Aslan colonies.

This is essentially a modified version from the article I wrote in THIRD
IMPERIUM #5. I looked at a number of alternate methods, but nothing was
as clean and elegant. This system will result in a living minor race with a
frequency that is just a hair short of that in GRAND CENSUS.

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = WILDERNESS WORLD GENERATION Rev: 2.1

The standard world generation system, and variations developed for the
alien realms, deal only with regions of space occupied by interstellar
civilizations. Fortunately, "civilization" has spread to almost all areas
frequented by adventurers. This makes it very easy to generate sectors of
stars for any place lying within the map of charted space.
However, campaigns involving deep space exploration are likely to enter
regions effectively untouched by interstellar settlements. In these
the populations encountered will almost always be indigenous. As such, the
regular world generation process is inappropriate. An alternate system for
wilderness areas follows.

STEP 1. Generate the physical characteristics of the world (i.e. size,
atmosphere, hydrographics) through the standard world generator.
STEP 2. Determine if the world harbors native life. Roll 2D for 10+
and apply the following DMs.
A. Basic rules:
if atmosphere 0, DM-3
if atmosphere 4-9, DM+4
if hydrosphere 0, DM-2
if hydrosphere 2-8, DM+1
B. Extended rules when using detailed world design (see WORLD
if base mean surface temperature is below -20C, DM-1
if base mean surface temperature is over +30C, DM-1
if primary star type G or K, DM+1
if primary star type F, A, or B, DM-1
The planetary temperature is largely dependent on referee assignment. For
referees that prefer to use a random method of generation planetary
temperature, use the following. If the world has an atmosphere of 4-9 and
is a wet world (3+), throw 1D+2. In all other instances, allow a wider range
by rolling 2D-2. Consult the the table below.

Roll Min Max Roll Min Max
10 60C + 4 0C 9C
9 50C 59C 3 -10C -1C
8 40C 49C 2 -20C -11C
7 30C 39C 1 -30C -21C
6 20C 29C 0 -40C -
5 10C 19C

If there is no native life, assume the world is barren, so assign zero to
population, government, law and tech level in the UWP, assign X to the
starport class, and skip the rest of the generation.
STEP 3. Determine if there is an indigenous sophont population. Roll
2D-9 (save this roll). For negative results, treat the world as barren and
the rest of the generation. A result of 0+ means there was a sophont
population at least at some point in world history, so go on to step 4.
STEP 4. Determine age and survival of the indigenous sophont
A. Roll 2D on the following table to find approximately how many years
ago the race came into being.

Roll Minimum Age Maximum Age
12 1,000,000,001 3,000,000,000
11 300,000,001 1,000,000,000
10 100,000,001 300,000,000
9 30,000,001 100,000,000
8 10,000,001 30,000,000
7 3,000,001 10,000,000
6 1,000,001 3,000,000
5 300,001 1,000,000
4 100,001 300,000
3 30,001 100,000
2 10,001 30,000

B. To determine if the race still exists, throw 2D again. If the roll is
higher than the first roll, it survives. If otherwise, the race is extinct, so
treat the world as barren. Ruins might be left and may be indicated in the
remarks by using the code, Ru.
STEP 5. Generate world tech level. If the race is dead, you may use this
step to determine the highest tech level the race rose to.
A. The roll saved from step 3 (2D-9) is also the initial roll for tech
level giving a result ranging from 0-3. This could go up as follows.
B. If the above roll is 3, reroll on 1D (1-6) and take the better of the
two results as the tech level.
C. If the result from B is 6, reroll on 2D-1 (1-11) and take the better
result. Although the civilization might have a very substantial tech level, it
will not have jump drive technology.
D. If the result from C is 11, reroll on 3D-2. If the 3D-2 is 8-, treat
the tech level as 11. If it is 9+, use that roll as the tech level instead and
give that civilization a chance to have jump drive (see step 6.C).
E. If the result from D is 16, leave the rest of the generation process
to referee discretion. This is an exceptional world.
STEP 6. Generate starport.
A. For a tech-5 world, roll on the standard starport table with a DM+8.
If a class E starport is indicated, they are still not spacefaring. Instead,
there are rare space travelling visitors for which they maintain a port.
B. For a tech-6 world, roll on the starport table with a DM+6. While a C
and D quality starport would be intended for rare space visitors, an E quality
starport could indicate an active local space program.
C. For worlds of higher tech level, roll on the starport table using a
positive DM of 12 minus the tech level. If the civilization does not have jump
drive, treat all results of A as B. If the civilization can potentially have
jump drive (see step 5.D), when an A results, treat it as A and assume the
civilization does indeed have jump capability.
STEP 7. Generate Population. Roll population on 1D+2. Apply DM+1 for tech
levels 4-7, or DM+2 for tech level 8+. If the race has colonized other worlds
(those with A class starports certainly have), roll the population for all
worlds in the sphere using 2D-2, assigning the homeworld the highest
population in most cases. The colonies may be regenerated using a standard
world generator, keeping the population roll.
STEP 8. Generate Government and Law Level. Once the population is
determined, roll these as described in the standard generator.
STEP 9. Base Presence. Roll for a non-Imperial military base (base code M)
only if the homeworld is tech level 5+. Roll for a naval base (base code J)
only if the homeworld has an A class starport.

By this generator, alien societies that have jump drive are extremely
rare, as is consistent for the Traveller universe. If the generator indicates
a population with jump drive within 2000 parsecs of the Imperium, it is
perhaps best to assume one of two things.

First, they learned jump technology from another race. The race of
origin could be contemporary, or the world may have picked up the
knowledge by studying Ancient artifacts as did the Geonee (see Library
Data, "Major Race").

Second, the population is of a species already established as having
invented jump drive. The best candidates are Droyne (especially if tech-16+),
human, or (least likely) Vargr. Any of these could potentially have arrived
during Ancient times.
As long as there are stars in the sky and dreams about the universe, as long as there are chronicles of high adventure to recount, there will always be Traveller.

Check out the calendar for active Toronto Traveller games:
Reply With Quote

To see more of this thread, please login or register.


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

This website and its contents are copyright ©2010-2013 Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.