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AMBER ZONE
VICTORIA X697770-4
Victoria is a moderate-sized planet measuring 11 000 kilometers (8 000 miles) in diameter at the equator; equatorial circumfurence is 34 400 kilometers. The atmosphere is dense, with a natural taint at low altitudes (below 1 000 meters) which is apparently not effectively dealt with by filter masks. Individuals must wear oxygen masks, or remain above 1 000 meters elevation. Hydrographic coverage of the world is 70%, most of which are shallow seas.
Estimates place human population of Victoria at ten million, with a range of error of plus or minus 20%. Nearly all humans live in the Mesas, at altitudes above 1 000 meters. There is no single world government, resulting in a classification of balkanized: typical government types include representative democracy, bureaucracy, and monarchy. There is no established law level for all locations. Technological level is 4 external combustion engines, but severely hindered by lack of metal resources on the world.
Geological and geographical evidence show Victoria to have once been bombarded with asteroids in some sort of conflict. Many seas and much of the terrain are central island formed by the remains of the asteroid. Point C is similar, with the circular crater completely submerged.
Extensive commerce between communities on Victoria depends on airship transport. Point B indicates a major airship route over open sea; it connects the major mesa settlements on the east and west shores of the Barrier Seas.
Victoria was rediscovered by the Imperial Scout Service in 901 and declared interdicted after a short period of clandestine observation and contact. The stated purpose of the interdiction was to shield the developing culture as it coped with its lack of metal resources.
WHEN the bombardment hit Victoria, it actually did crack the crust in several places, creating as a result one of the most interesting geological phenomenon on the planet; the Mesas. Closely spaced asteroid hits caused magma to well up in isolated locations. On solidifying, the magma created an area of high tablelands averaging 1200 to 3000 meters above sea level. On most such mesas, their tops are reasonably flat, ranging in size from one kilometer by one kilometer to extensive mesas 100 by 100 kilometers. They boast varied terrain, occasional lakes and rivers. Their soil supports agriculture, and transplanted domesticated livestock thrives.
Mesas are close set, separated by chasms ranging from 500 to 2000 meters wide. These chasms are fed by waterfalls and mesa top watershed, and nearly always contain rivers or lakes draining toward the sea. In some cases, the chasms are filled with rubble from collapsed walls or contain the entrances to caverns cut by erosive action over the centuries. Indeed, land bridges between various mesas are common. Long stretches of natural tunnel, some sharing river surface, and others either dry or choked with vegetation, are known to exist within the chasms.
VICTORIA'S atmosphere exhibits a peculiar variety of taint. At high altitudes (above 1000 meters, varying slightly depending on barometric pressure), the atmosphere is normal and supports human life without apparent problem. Below 1000 meters, the atmosphere shows a concentration of a carboxyl radical which accumulates in the human bloodstream. For humans, this accumulation acts as a slow poison, affecting the nervous system, especially muscle control. In general, human dexterity deteriorates in direct proportion to the length of time spent in the presence of the poison. Ultimately, long exposure (two to three months) will result in permanent coma, and death. Fortunately, the poison is shed by the body when in clean air again; thus, a simple recovery period gradually counteracts the effects of the poison.
The mesas have served as an ideal colonial location because they provide living areas above the carboxyl poison's lethal range. The lowlands remain a forbidden land for the human settlers of Victoria, although limited hunting or mining expeditions into other areas have proved possible, when proper precautions are taken. In addition, some natural highlands and mountain valleys have been found which provide land for agricultural use or which allow mining in a relatively safe environment.
VICTORIA is a metal-poor world, and all local technology has grown to depend on non-metallic resources, including wood, gazelle bone (locally known as ivory), and ceramics. Naturally, this has kept technological development at a rather low level. Metal, what precious little there is, is used for vital fittings, fishhooks, and very expensive weaponry such as knives or simple projectile guns. In point of fact, any ordinary iron or steel implement commands an exhorbitant price. Unfortunately, there is little in the way of foreign exchange on the world, and most commerce with outsiders is by barter. And there is little of value for export purposes.
THE flora and fauna of Victoria show apparent influences of reseeding and genetic manipulation. Many of the varieties of animal and plant life appear to have been placed on the world after the bombardment; in fact, several distinct types of life-forms are present, obviously originally evolved on other worlds. The ivory gazelle (see the Bestiary, page 26) is an example of genetic manipulation; evidence indicates that these examples were placed on the world in the course of the reseeding.
Most striking is a unique plant form locally known as the balloon or gas plant; it prefers moist, jungle-type terrain. Unknown elsewhere in the explored Imperium, the gas plant appears in the depths of the chasms. Each plant has a central taproot and ground-hugging runners which hold the leaves and gas sacs.
Each gas plant produces, on a continuing basis, a crop of 10 to 60 sacs which gradually fill with hydrogen in practically pure form. Chemicalanalysis has shown this hydrogen to be pure mono-atomic hydrogen, with no presence of deuterium or tritium. Explanation of this phenomenon awaits further research and investigation.
The sacs each carry one large seed, surrounded by pulpy edible meat, considered a delicacy by the locals. When ripe, the balloons break free and drift on the wind. Because each ripe sac has a capacity of nearly 1 cubic meter, these plants serve as a ready source of hydrogen. Originally, locals used this gas as a fuel, but this was abandoned as the sacs proved too rare. Early on, however, a local entrepeneur turned the hydrogen to transportation; he built a tethered balloon to cross a chasm separating two settled mesas. The idea caught on immediately, especially as the balloons do not require much metal for construction.
At this point, the true benefit of the mesas and the chasms became apparent. While the atmospheric winds of Victoria are relatively normal, the chasms form a vast maze of intricate passages below the normal range of wind action. As a result, they form an immense convoluted windbreak which results in calm air throughout the chasm network for most of the time. Dirigibles were found to operate in this calm air with great efficiency; they soon grew to form the major inter-mesa transportation network. Of course, balloons also fly above the mesas and in the open air, but such activity is dangerous (primary dangers are wind and squalls) and is generally held to a minimum. Therefore, much of the settled area on the mesas is near the edges (the shores, so to speak), close to the dirigible ports and routes.
Balloons, as well as other wind machines, have been pressed into service on Victoria for a variety of tasks. Tethered balloons, both hydrogen-filled, and hot-air, have been constructed for use as base stations in a heliograph system linking several of the mesas in a commercial message network. Individual hang gliders are used for fast transportation of small-sized shipments and for hunting; often several hunters will operate from a single mother-dirigible which provides the altitude necessary for launchings.
THE dirigibles themselves are remarkable constructions specifically tailored for the dense local atmosphere, having the experience of centuries to guide their building. A typical airship is a simple gas bag, often multi-celled, which contains the hydrogen lifting gas. Underslung on the craft is a basket, built long and slender, for the crew. In the calm air of the chasms, wind can be ignored much of the time, and the crew propels the ship by air rowing. Long, feathered sweeps project from each side of the ship, much like the oars of a galley. Experienced crews provide power on the backward stroke of the sweeps, and then feather the vanes 90 degrees to quickly push them back into position for another power stroke. Speeds of up to 30 kph have been achieved in calm air. In close quarters, the sweeps are used as guides which steady the craft near chasm walls or as poles which propel the ship by pushing against the rock faces.
Recent declines in the quality of crew personnel (due to the time required for training, and do to increased needs for crews to meet the growing colony's demands for transport and communication) have forced advances in dirigible technology. The most important advance has been the propeller-driven dirigible. A central crankshaft extends through the underslung basket to a geared propeller mechanism set in vanes for steering; the traditional sweeps are retained in abbreviated form to allow close-quarters maneuvering, but rarely figure in long-distance operations.
For strength, the shaft must be carved from local wood or produced from laminated constructions. It is nearly 400mm in diameter, and operated by opposing pairs of crew who push on the shaft with the flats of their hands. While clumsy, the skill required to operate such a ship is much less than with the old sweep-propelled versions.
The crews for dirigibles are of several types. Conventional military ships tend to have highly trained, cohesive crews, most of whom man the sweeps, plus a captain, mate, and helmsman. In the few wars fought on Victoria, conscripted crews have manned all available warships; these crew are rotated often to keep the ships in operation while minimizing the effects of carboxyl poisoning. Commercial ships have a variety of crew types, in some cases even penal crews virtual slaves who are worked until they die of carboxyl poisoning or fatigue.
Nearly all dirigibles are armed in one way or another, generally with crossbows or harpoon guns. These weapons are used against flying predators or to puncture enemy gas bags. Hang glider launches from dirigibles are commonplace, and free-fall drops (at very close quarters) to other dirigibles have been recorded. Flame weapons are rare, if only for the problem of preventing explosion aboard the attacking ship; when used, they are mounted on hot-air dirigibles, which have short range and limited maneuverability.
VICTORIA was probably settled by sublight colonial ships in the early pre-lmperium era, around 1450 PI. Initial development was impeded by the bad atmosphere which inhibited settlement except on the mesas and by the resulting communications problems created by the chasms. The original colonial government balkanized rather quickly, although true rivalry between governments has rarely emerged. In many ways, Victoria can be considered to have several state or province governments without any central national government binding them. The development of balloon technology produced a surge in commerce and communication, sparking a renaissance for the world about two centuries ago, approximately at the time of Scout Service rediscovery. The interdicted designation was applied by the Scout Service to shield the world from potential exploitation and to allow experimental observation of a non-metal technology in process.
Strangely, the Navy has concurred in the interdiction for the same reasons. An alternative explanation for the Navy's position concerns jump routes. Victoria/Lanth 0308 lies four parsecs from Ivendo/Lanth 0709 and from Asgard/Vilis 0709. Four parsecs further on from Asgard is Garda-Vilis/Vilis 0308, a major subsector hub (these worlds are more fully covered and subsector maps provided in The Spinward Marches/Supplement 3). Messages from Ivendo to Garda-Vilis via xboat service take ten weeks, while the Navy has been known to route messenger task forces through Victoria and Asgard for a trip-time of slightly over three weeks. This response has been described as a representative attitude on the part of the Imperial Navy, showing (on the one hand) a preparedness for potential unpleasantries with the nearby Zhodani Empire and their allies, the Sword Worlds, and (on the other hand) a definite penchant for intrigue and interservice rivalry.
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The following information is intended for the use of Traveller referees in administering Victoria in adventures and campaigns. If you are not a referee, do yourself and your fellow travellers a favor, and refrain from reading this section.
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CARBOXYL POISONING
Exposure of humans to the atmosphere of Victoria at altitudes of less than 1000 meters results in carboxyl poisoning, which stems from absorption of a carboxyl radical into the bloodstream. The process is slow, but quite sure. Any individual exposed to the conditions is automatically affected.
In game terms, an individual receives a reduction in his or her dexterity characteristic at the rate of -1 per week of exposure. Upon moving to a location above 1000 meters, recovery occurs at the rate of +1 on the dexterity characteristic per week (never to exceed natural dexterity, of course). Extreme exposure, where dexterity declines to zero, produces an unconsciousness which is considered to be a coma. Death will follow in 1 to 6 days (one die roll) without medical treatment and removal from the low altitude environment.
Oxygen tanks or independent air supplies provide protection from carboxyl exposure; filter masks and respirators do not.
A very intensive research operation (extending to several months of work, a Model/4 or better computer, and at least two characters with education 10+ and intelligence 10+) could be mounted to determine the cause and source of the radical in the Victorian atmosphere. Such an effort will show the source to be a genetically modified plant similar to the balloon plant. This species is nearly ubiquitous, and occurs in both land and sea varieties. Its miniature gas sacs (only a few centimeters across) release the carboxyl radical with explosive force as a byproduct of a seed release mechanism.
It appears that elimination of these plants is a monumental and probably hopeless task.
METAL
The low availability of metals and heavy elements on Victoria has proven a definite roadblock in the march of progress. Prospecting has been conducted mainly in the mesas, in the chasms, and in the mountain ranges above 1000 meters. Strangely, no one has seen the most obvious source of metal on-planet: the asteroid strikes. In all probability, at least one third (if rock, frozen gas, and nickel-iron asterOids were used in equal proportions), and possibly one-half (if frozen gas asteroids were omitted from the strikes), of the strikes were by nickel-iron bodies. Most of the strikes are now situated underwater, but at least one crater has a raised central island which could be a nickel-iron deposit amounting to several thousand tons.
Once a metal source has been located, however, the technological level of the world must be considered, as must the fact that there is no local experience in metal-refining, metal-casting, or metal-working except perhaps at the jeweler's level.
THE SEAS
The seas of Victoria are both shallow and extensive. Of particular note-worthiness are the ice-capped polar seas; their shallow seabeds serve to anchor the ice-caps in place.
ALBERT
The single satellite of Victoria is listed in the Imperial navigation charts as Albert, E251000 - 0. No further information is given.
The surface of Albert is pock-marked with craters; nestled in one such crater is a small city easily detected from space. The remainder of the satellite has patches of forestation and some evidence of small animals, although nothing of any import. The city, however, is a center of major interest.
The city, not mentioned on the charts, and without a readily available name, is a constructed settlement made of cast stone (no metal visible), with irregular and angular towers and spires. In many respects, it appears crystalline, and reflects light in sparking showers at certain times of the day.
Characters entering the city will find the entire area stripped of any movable objects. A slight amount of litter indicates that the Imperium has already been here, and found everything there is to find.
When entering any structure, adventurers will find large, high ceilinged rooms with tall triangular doorways without doors. The doorjambs are each embossed with an irregular hexagon having the appearance of a seal or crest. Interlevel connections include broad sloping ramps and no sign of lift shafts or elevators. There is some indication that some ramps may at one time have been moving surfaces like very advanced escalators, but they do not function now, and are solid-state: even destruction will not show their internal structure. There are many upper level balconies without railings; in fact, no railings are evident anywhere in the city. All balconies do extend over clear areas on the ground level, as if people could always jump to the ground, perhaps with grav belts. There is no evidence of working interior lights or of power or water connections within the buildings. The interiors are lit only from outside light coming in through broad doorways or balconies. The walls of the buildings are homogeneous stone, although many areas show a veining of white, yellow or orange metal flecks.
A determined exploration may yield additional results. There are approximately 100 buildings in the city; all of varying sizes and floorplans. Exploring a single building generally takes one person-day (one person exploring for a full twelve hours). In addition, familiarity and boredom gradually degrade the quality of exploration. The referee must determine which building holds the command center by selecting and noting a number from 1 to 100. In addition, a second number should be selected as the building housing the tool shop. For exploratory purposes, adventurers each select the building (or buildings) they wish to investigate; individuals may team up for greater quality of search.
The referee should roll dice for each building as it is explored, but the result is important only if the correct building is being investigated. Throw 11 or less to find the command center; apply a DM of +1 for each building previously explored. Throw 12 or less for the tool shop to be found; apply a DM of +1 for each two buildings previously explored. In any case, apply a DM of -1 of more than one individual have joined as a team to explore. Once a building has been explored, others will respect the results obtained by the adventurers concerned, and they will not recheck the building.
The Tool Shop is a small room half-concealed at the end of a long twisting corridor. The room is easy to miss, and it is understandable, in a city as extensive as this, that it could have been missed by previous explorers. The walls of the room are of stone flecked with grains of orange metal. Wall racks usable by apparently humanoid individuals standing 1.1 to 1.3 meters tall line the room, with pegs (of stone integral with the walls) apparently for tools or instruments. One set of pegs forms a shelf at slightly above eye-level; concealed on the pegs is a dull red metal rod with a contoured end of convoluted shape. The use or purpose of this tool will not be immediately obvious, but detailed examination may spark a memory that the convoluted shape matches the irregular hexagon embossed in each doorway. Matching the tool to the doorway will cause a previously unnoticed panel to begin slowly closing, shutting the doorway. As this disrupts the embossed hexagon, the tool cannot be reinserted, and the door cannot again be opened.
Further detailed examination will also show that the tool matches an indent near the stalled escalators, and will start them of applied to it.
The Command Center is accessed through a pivoted stone door, quite atypically set in the wall of an upper room. It is quite well hidden. It is at the end of a long, downward sloping and winding corridor 1.3 meters in height (allowing little headroom for most individuals). The room itself is a large, circular chamber lit by a glow from the walls themselves, although there is no evidence of radioactivity. In the center of the chamber is a raised circular dias formed from the same stone as the structure. Floating free in the center of the dias is a miniature representation of the Victoria system; the planetary models float as if above grav plates, without visible supports. The sparse asteroid belt is also represented as gravel or dust. A planet is shown in the sixth orbital position, and later investigation will confirm its existence, although missed by the initial detector scans.
Three asteroids in the belt are minutely visible as dull orange motes, as opposed to the black of the planets and other asteroids. In addition, close examination (requiring leaning over the dias and looking very hard) will show one orange asteroid orbiting the second planet in the system.
Attempting to move the pieces, or to alter their positions will generally not work; an explosion or fusion gunfire may do something, but will also destroy the display. If, however, any of the four orange asteroids are touched, they will easily move, although they cannot be shifted beyond the edges of the dias. When moved, each is replaced by a holographic image in its original location. As time passes, the holographic image will move to the location of the orange asteroid. And, detector data will show (if the adventurers look) that the real body corresponding to the mote is also moving within the Victoria system. If a mote is placed near a world, it will assume orbit; if placed on a world surface, the mote will cling to the model world, and the real asteroid will impact in that location.
There is a 50% chance that any specific asteroid (of the four which can be maneuvered) will be nickel-iron; if not, then it is rock.
Destructive investigation of the command center will disable the mechanism, and there will be no actual information gained from such an effort. Extensive destructive investigation will probably result in volcanic activity and a collapse of the structures in the city.
SCENARIOS
Naturally, most of the responsibility for a specific adventure lies with the referee. But, the following suggestions should prove helpful-
Metal Search: Approaching locals may produce any number of requests for metal in any quantity or quality. The adventurers may determine to assist the locals even though the payment for such labor will be in barter and of relatively small value (for example, meat, foodstuffs, or perhaps ivory scrimshaw).
Metal can be secured from the first planet of the system, although only in small quantities. A mine could be established to take advantage of the various asteroid strikes. Or, the command center on Albert could be used to direct a new asteroid strike to a convenient location.
At this time, there is little, if any, chance that asteroid strikes will crack the crust of Victoria.
Hunting: The animal encounter tables on pages 28 and 29 could be used to conduct a safari into the chasms. Transport might be by hired dirigible.
Marooned: As referee, you should not be adverse to unusual or even disastrous events. For example, an adventurer's ship could be attacked by a pirate ship in ambush, or an Imperial ship enforcing the interdiction, and a crash landing on Victoria could be the result.
The survivors are then faced with a time limit (the carboxyl poison), plus the necessity of obtaining metal or other material to repair their ship. Possibly, the survivors could be found by a roving dirigible, and helped, or press-ganged into service.
Evasion: Neither the Navy nor the Scout Service devote full time to enforcement of the interdiction of the Victoria system. Each does, however, maintain routine patrols through the system; an Imperial ship which discovers an intruder in the system will move to capture or destroy it.
-Marc W. Miller
VICTORIA is loosely based on the world Durrent in the novel Prisoners of the Sky, by C. C. MacApp, published by Lancer Books, New York, 1969.
Copyright 1979, 2001 Marc W. Miller. All rights reserved. Some material on this page is from the Traveller game system and is used with permission. Traveller is a registered trademark of Far Future Enterprises. ®1977-2001 Far Future Enterprises. Portions of this material are Copyright ©1977-2001 Far Future Enterprises.