• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Non OTU: Visions of Empire Redux!

Golan2072

SOC-14 1K
Admin Award
Marquis
I have decided to unite both "visions" of my Visions of Empire setting idea into a single setting: both These Stars are Ours! (relatively near-future Terra vs. the Reticulans in galactic politics) and Ashes of Empire (far future post-collapse of the Terran Empire). The thing is that: These Stars are Ours, AKA Vision #1, will be an earlier milieu, while Ashes of Empire, AKA Vision #2, will be a later milieu, both of the same setting. So, without further ado, I present the unified history of my Visions of Empire setting!

2082-2232 Reticulan Conquest and the EFA
Humanity has missed its chance to start its own interstellar state. In the hyper-consumerist 21st century, apart from a few privately-owned space tourist outfits and several abortive attempts at belt mining, we Humans did not pay much attention to space, preferring instead to focus on our day-to-day lives here on Earth. Space programs were cut back, and the single manned Mars landing in 2043 was never followed by any further exploration. But then the Reticulans came.

In 2082, several Reticulan (more particularly, House Thiragin) capital ships appeared in Earth orbit, sending a wave of smaller saucers to hover above Earth's major cities. Soon enough, through promises of advanced technology and access to vast wealth through interstellar trade, most Earth governments signed pacts with the alien visitors. In a matter of months, Earth was transformed from a chaotic collection of independent states into one big client-state of the Reticulan House Thiragin, ruled by the Earth Federal Administration (EFA). A few Earthlings did resist this economic and political takeover, however, under the umbrella of the hastily-formed Terran Defense Committee (TDC), which, for several years, launched covert operations against the aliens and their collaborators, until hunted down and defeated by the EFA's bio-augmented Federal Security Apparatus (FSA), better known as the Men in Black.

While self-administered and allowed to build its own armed forces - mostly to serve as auxiliary troops for House Thiragin - Terra was under the alien thumb, its economy and resources exploited by the alien Thiragin, some of its people used by Thiragin scientists as lab-rats for various bio-tech experiments, and its soldiers send off to fight distant wars on the behalf of its alien masters. the EFA allowed relatively little freedom to its citizens, but, on the other hand, developed its own sphere of space around Earth with nine major colonies settled by Mankind, exporting goods to the Thiragin monopoly and the larger Reticulan Empire.

2232-2258 Terran Liberation War (the First Reticulan War)
But then, in 2232, Humanity had enough. After a century and a half of subjugation, massive protests against the EFA's unfair tax burden and tyrannical practices turned into open rebellion on Terra and the nine major colonies. Out of the chaos, rose the United Terran Republic (UTR), which declared itself an independent state, and, soon after, called for the Reticulans' other thralls and client states to rise up in rebellion as well, towards a free Interstellar Republic.

The Reticulans responded by trying to crush this impudent uprising, sending their own Thiragin Huscarls as well as Cicek mercenaries and many other alien auxiliaries. Thus began the Terran Liberation War. Stubborn Terran military resistance, as well as diplomatic efforts, found, however, their success, as parts of the Cicek hordes broke off from their own, Reticulan-dominated client-state, forming what was first known as the Cicek Democracy and later as the Cicke Confederacy. The combined might of Terran troops and allied Cicek dissidents crushed, in 2239, House Thiragin's might, breaking through the defensive lines and approaching Zeta 2 Reticuli, House Thiragin's Sector Capital. Until then, however, the other Reticulan houses, content to see their Thiragin competitors embroiled in what was seen as a minor rebellion of barbarians and thus weakened, have not intervened. Only when UTR and Cicek Confederation troops were two jumps away from Zeta 2 Reticuli, the Empress herself sent her Legions, supported by numerous to crush the rebellion.

Ultimately, they failed. Fighting raged for two more decades, with the lines moving back and forth between the Terran-Cicek alliance and the Reticulan Empire, but, in January 2258, the fabled Terran Guard, supported by Colonial Troops and a heavy Cicek fleet, crushed through the Reticulan lines, captured Zeta 2 Reticuli and thus declared the entire Reticuli Sector (now Terra Sector) their own.

The Reticulan Empire had to capitulate. In June 2258, they signed a treaty with the UTR, recognizing its sovereignty, as well as its conquest of the Reticuli Sector, Furthermore, Terra forced the Reticulans' hand into allowing the various minor races close to Terran space to secede, if desired, from the Reticulan Empire.

2258-2296 Ascendancy of the United Terran Republic
Out of the Terran Liberation War - later called the First Reticulan War - the UTR came with its upper hand, a strong polity with massive military might and an enormous popularity among its citizens. While the centralized state-run economic machine of the war was mostly privatized, the state still held a massive military machine, maintaining a universal draft and a strong offensive military arm. The initial post-war period saw much liberalization and demilitarization of the United Terran Republic, owing to the Dovish-Nationalist line held at the time by the ruling Terran Coalition party and most of the public. This, however, slowly changed as more Hawkish politics gained ground, especially as the massive military achievements of the First Reticulan War gave many Terrans a taste for conquest, which grew stronger as time progressed and the horrors of war were less remembered than its glories.

So in the late 2270's, the UTR became more and more active in interstellar politics, challenging the Reticulan Empire on many fronts, and, initially, gaining ground using aggressive diplomacy rather than the open force of arms. A major step in this direction was the establishment of the Reticulan Technate - then a pro-Terran state - in regions of the Reticulan Empire conquered by the UTR in the past war. The Terrans backed the Technate by force of arms and build and trained its military forces, openly supporting the Empire-wide Technocracy Movement, which, in the Reticulan Empire proper, was an illegal underground movement aimed at overthrowing the Great Houses and replacing them with a Technocracy - the meritocratic rule by scientists and engineers.

From lucky barbarians (in Reticulan eyes, that is) in 2258, the UTR became a force to be reckoned with, aggressively pursuing its interests along the Imperial border and arming the rebel Technate. Client species of the Reticulan Empire were encouraged to rebel against their masters, and these rebels were armed and trained by UTR "military advisers". By the 2290's, this led to mounting pressure, especially by House Thiragin on the otherwise prudent Reticulan Empress to counter these Terran moves. And, in 2296, this gave rise to a Second Reticulan War.

2296-2312 Second Reticulan War
In 2296, the Reticulan Empress, pressured by the Great Houses to counter the Terran aggression, finally declared war on the Reticulan Technate, and heavily suppressed the Technocratic movement within the Empire's borders. The UTR responded by declaring war on the Empire and sent its fleets and Terran Guard units for a massive counter-offensive. Several of the Cicek tribes also joined this war on the Terran side, typically in hope for plunder and planetary land-grants. The initial fighting was near Zeta 2 Reticuli, then the Technate's capital, but by the turn of the century, the Reticulan forces were pushed by by multiple parsecs, as Terran fleets gained the upper hand. Fires burned on a hundred worlds as the two superpowers fought for dominance.

The first decade of the 24th century was thus marked by war and slaughter on an interstellar scale. But the Reticulan Empire, ossified and wracked by internal strife between the Great Houses, proved weaker than the determined an aggressive Terrans. Despite a massive price in lives and lost materiel, the UTR gained the upper hand, and, in 2312, helped the Reticulan Technate to plant the Technocratic flag on the Reticulan homeworld moments after the last Empress committed suicide by jumping out of the Imperial Spire. The empire thus was no more; the Technate controlled Reticulan space, after massive concessions, of course, to its Terran allies. The species long held in thrall by the Reticulans were now free of Imperial control, though Terra moved to try and bring them under her leadership.
 
2312-2345 Terran Dominance and Rise of the Megacorporations
The first half of the 24th century saw the UTR as the dominant interstellar power. But soon after the great victory, once the major enemy of Terra, the Reticulan Empire, was gone, the massive Terran military, as well as the highly centralized nature of the Republic, came into question. At first, the vast post-war prosperity quieted this dissent. But, as the decades went by, the victorious UTR looked, to its citizens, more and more anachronistic, a military beast with no real enemies but with an insatiable thirst for budgets and manpower. Most Terrans became more interested in commerce and industry than in the old Terran Cause, not to mention the Galactic Liberation cause, and society slowly transformed itself into a more civilian-oriented one, chafing against the old military establishment. Having lost millions of lives to war, many Terrans became war-weary, and Dovish-Nationalist views rose to prominence once again.

By the early 24th century, immediately following the Terran victory over the Empire, ten stable megacorporations, each owned by a single family, arose from the continued growth, and privatization, of the United Terran Republic, the so-called Zaibatsus. Each laid claim to a major slice of explored and unexplored space, or, in some cases, occupied Reticulan space. Each developed a vertical, as well as horizontal, monopoly over the majority of goods produced and consumed in that slice inter-corporation trade was mostly in rare earth elements, radioactives and specialized technologies. Concurrent with this monopolization of the economy, the UTR itself became more and more bureaucratic, ossified and authoritarian, bordering on an outright military regime.

2345-2626 The Terran Empire
Contrary to many predictions, the United Terran Republic did not fall in a violent coup or an alien invasion. Rather, it was (mostly) peacefully dissolved into the Terran Empire. Why so? The main reason was that the old UTR was a very militarized state, born as it was out of the struggle for Terran independence from the Reticulan Empire. In its early years, the citizens of the UTR were very happy with that - they were proud of how their small, backwater state kicked out a much more powerful and much older polity and brought freedom to the Terrans. But as time progressed, and, especially, after the Second Reticulan War, these military-centered policies and attitudes became less and less popular, with their greatly inflated military budget (requiring high taxes), universal draft and strong political power held by the military.

Meanwhile, the corporations, growing rich and powerful in the wake of the Second Reticulan War and the conquest of massive swathes of Reticulan space, found this militarized setup to be a burden on their profits. So, eventually, Karl Durnhal, heir and owner to the massive Durnhal Enterprises and richer than any man in recorded history, proposed in the 2340's the Imperial system, ironically enough inspired by the conquered Reticulan Empire; it would be a mercantile society, a polity run by businessmen, by people who produce, who sell, who provide services, and not by militaries and their insatiable thirst for war. This charismatic vision of peace and prosperity was too much for the majority of the war-weary Terran public to resist. So, in 2345, the Act of Dissolution was passed in Parliament, dissolving the republic and installing an Empire in its place, with the ten greatest and richest megacorporation-owning families becoming Great Houses and governing space, Durnhal on top, of course. Only a relative minority bemoaned what they saw as a gross betrayal of what their forefathers fought for a century before. But the majority of Terrans rejoiced as the universal draft was abolished, the military cut back and the taxes greatly reduced. And so the Republic became an Empire. At its very heart, the Terran Empire was a glorified price-fixing scheme, a deal amongst monopolies to divide known space between their interests.

Some resisted, and, for several decades, a low-intensity insurgency was carried out by those loyal to the old Republican ideals against the Empire, but the vast wealth of the megacorporations, and the brilliant future of plenty and prosperity they promised, prevented the opposition from gaining much ground. For 43 years, the republican holdout, officially called the United Terran Republic - Emergency Administration but unofficially called the Terran Freehold, lingered on, becoming more and more authoritarian and eventually totalitarian, only to collapse under its own weight in 2388 and be absorbed by the Empire.

For three centuries things went well, with the empire growing and expanding, becoming the largest, richest state in the entire history of the Human species. The era between the Empire's stabilization in the mid-24th century and the Great Stagnation beginning in 2626 was called the Terran Golden Age. While Great House nepotism and bureaucracy made scientific discoveries slow, trade with the alien neighbors brought new ideas to Terra, and technology progressed (up to Traveller TL15), albeit in a conservative fashion. Apart from the occasional border skirmish with alien polities, such as the weakened Reticulan Technate and the various Cicek Tribes, as well as the growing threat of piracy, the single greatest military threat to the Terran Empire was the Matriarchate, a posthuman polity formed by dissident belters in the far reaches of space, and embraced cybertechnology to the hilt (unlike the conservative Empire), up to an including creating a synthetic shared consciousness of their group. And, indeed, the threat of the utterly alien (though of Human origin) Matriarchate served as a whip to keep Imperial citizens in line for several generations.

2626-2651 The Great Stagnation and Civil War
The Great Stagnation was cooking, in fact, since the mid 26th century. Ossified, decadent and introverted, the Imperial Core saw innovation as an inconvenience and progress as a threat. An economy and a society which is not moving forward, however, is bound to start sliding back. In 2626, the first Great House was forced to declare bankruptcy, an unprecedented event in Imperial history. Recession set in, and the power struggles between the Great Houses grew bitter. When Empress Elena II died an early death in 2639, despite TL15 medical technology, and left the line with no clear heir, the Empire fell into disarray, with the Great Houses scrambling to place themselves on the Terran Throne instead of the dying House Durnhal.

The actual Civil War, and the Terran Revolution which followed, were actually relatively short. For eight long years, between 2539 and 2547, brief fire was exchanged between the major houses, and a major uprising had occurred in several parts of the Empire, including on Terra itself. But lacking economic strength to back up their war machines, the remaining Great Houses, as well as the New Republican rebels, were unable to claim a victory. When the dust settled in 2547, the New Terran Republic was unseated from Terra, and a weak Emperor, a puppet of the resurgent Reticulan Technate, found his way to the Terran Throne (ruling Terra itself and a handful of nearby worlds, which were in bad economic shape); only three of the Great Houses remained in any measurable strength.

Into this vacuum came new forces seeking to gain ascendancy from the chaos. First and foremost, Terran space was invaded by aliens, chief among them the Cicek, the Sselassians, the Zhuzzh and the Reticulans, seeking to expand their territories and grow rich from Imperial plunder; little or no Human forces were able to repel these invasions. Secondly, local warlords, as well as opportunistic Oligarchs - interstellar robber-barons feeding on the rotting carrion of the fallen Great Houses - rose and consolidated their local forces. The New Republican armada and its rag-tag civilian followers, fleeing prosecution and near-defeat in the Core and the Coreward-Spinward by the remaining Great Houses, crossed known space into the utter Rimward, where they found sympathetic locals and re-established the New Terran Republic- far from Terra itself.

2651 and on - Ashes of Empire
The year is 2651 and the former Terran Empire lies in ruins. But out of the chaos, new opportunities arise for the brave, the enterprising and the opportunistic. Whether they serve one of the old Great Houses, align themselves with a warlord or Oligarch, join the New Republican cause or strike out in their own, player characters have a chance for fame, glory and empire-building.
 
Definitely so. They are the factions at the Ashes of Empire milieu (2651 AD). Here are the sketchy details so far:

"Official" Terran Empire - the faction in control of Terra herself and a subsector or two around it. It has an actual Emperor who sits on the Terran Throne; he does not belong to any of the old Great Houses and is a very distant relative of House Durnhal who was not even in line for succession. As a Commodore in the Imperial Navy, he managed to draw a following of some Imperial officers, but to unseat the popular Republic from Terra it took much more than several carriers - so he allied himself with the Reticulan Technate and hired a good number of Cicek mercenaries. He did manage to conquer Terra, but the ones in charge are his Reticulan allies, as well as Flint-Claw, a Cicek warlord and mercenary boss hired by the "True Emperor".

Terran Kingdoms - from the three remaining Great Houses. each claims to be the legitimate and legal descendant of the Terran Empire. The most notable one is led by the "Black Countess", so called because of the dark powered armor that her elite troops wear. Not necessarily evil, but pretty much heavy-handed. But, on the other hand, where the Black Countess rules, there is almost no piracy or raiding and trade goes on schedule, unlike the Blight around it which is plagued by pirates, raiders and bandits.

New Terran Republic (NTR) - founded on Terra during the Terran Summer. Driven off from Terra by the people who now rule the "Official" Terran Empire and their Reticulan/Cicek allies/masters. Many republican supporters have left the Earth en-masse in a rag-tag fleet and, after a particularly long journey, reached a (relatively) safe area in the Rim. The NTR has its own Cicek allies (this is how Cicek society works - each tribe is an autonomous polity), the so-called Cicek Community led by Flame-Tail, a charismatic female Cicek.

Terran Union for National Salvation (TUNS) - a united-front proposed by the NTR in order to kick out the Reticulans and their Cicek mercs from Terra. the NTR proposes a ceasefire and even temporary alliance with the various Terran Kingdoms for the purpose of liberating Terra from alien rule. Afterwards, it is proposed to convoke a Constituent Assembly and build a coalition government of all forces desiring Terran sovereignty. Note that not everyone in the NTR supports this policy, and most Terran Kingdoms are reluctant to ally themselves with the Republican Restorationists.
 
I'm trying to decide between my empires being 3x3 Sectors in size to my empires being 3x3 Subsectors in size. On one hand, having multiple sectors per empire is more epic and allows for a much bigger frontier and post-frontier, especially given centuries of Imperial rule (though both empires weren't very expansionist and expanded slowly). On the other, with 3x3 Subsectors, I can fit almost all known/relevant space in a single Sector and make everything manageable; even roll UWPs for all worlds in the "universe", which is tempting, and really, do you really need all these random/dot-mapped worlds for a campaign?

(Note that this setting uses mostly CT Books 2 designs and Book 3 drive TLs, so you can get Jump-6 early on).


The options I'm toying with are:

1) The entire known space is ONE sector, plus a beyond-frontier area, one subsector thick, all around it (so, 6x6 subsectors total). Manageable, but less epic.

2) Map ONE sector for the game, but have 15 other sectors as background (unmapped or dot-mapped).

Currently leaning towards option #1.
 
Last edited:
VERY rough outline of my Visions of Empire setting. I am leaning towards having the whole thing be a Traveller sector. Black are sector names; red are the alien species present in a sector I have not yet named.

Visions of Empire by golan2072, on Flickr
 
I have decided that the main setting would be a sector in size - VERY manageable, and also as Proto-Traveller as it gets (complete with 3x3 subsectors for each empire).

Also I'm going to embrace CT Books 1-3 to the hilt - with very few house rules - for this setting. UWPs? They're UTR survey shorthand code. Starport types? UTR classifications. Death during chargen? Your characters fought during the Terran Liberation War, and some services had 40% or more casualty rates. Drives use LBB2/LBB3 TLs - so smaller ships are faster and you can jump faster earlier than in canonical OTU.
 
Here I will present the general organization and taxonomy of the armed forces of the United Terran Republic from the middle period of the Terran Liberation War (circa 2240) to the Act of Dissolution (2345) and the formation of the Terran Empire with its attendant reforms of the Terran military structure. The main distinctive feature of the UTR armed forces when compared to that of the Empire was the lack of a dedicated Marine Corps in the UTR, and the dissolution of the Terran Guard - an elite ground-assault force with drop-infantry elements - by Emperor Karl I. Ever since, the Dissolution of the Guard was considered by pro-Republican patriots and rebels to be the one signature affront of the Empire against Terran legacy, as the Guard had a long, heroic history in both Reticulan Wars.

The Terran Navy
Founded in the stormy year 2233 out of defecting EFA security squadrons, rebel raider-craft and hastily-militarized merchants, the young UTR invested vast industrial resources into developing a modern war-fleet, and by the early 2240's it had a formidable space-going fleet. All Naval forces are under the command of the Terran Admiralty, which answers to the Ministry of War, though many forces are practically independent in their day-to-day operations on the deep frontier.

Starfaring Navy
As all large starfaring forces in the known universe, the Terran Navy is a carrier fleet, as waves of fighters can easily overwhelm any opposition which is not itself protected by a large number of fighter craft. Large operations are carried out by Carrier Groups, each including a 5,000-dton Carrier, several Missile Ships, multiple armed escorts, troop transports, auxiliaries and scout craft. The main difference between Terran and alien forces is the heavy use of Missile Ships by the Terrans to great effect, especially with mass barrages of missiles against enemy craft. Secondary forces include independent cruisers and frigates, as well as system-defense and local-patrol cutters and many transport assets.

A character who wishes to join the Navy itself should pursue a Navy career as given in The Traveller Book (or Classic Traveller Little Black Book 1). The exact details of the service and branch of the navy can then be inferred from the events and skills of the character's Naval career.

Naval Infantry
For boarding actions, shipboard security and hostile environment ground operations, the Terran Navy operates a Naval Infantry. These men and women are sailors and follow the Naval rank structure, but are trained and equipped for ground operations. Apart from the Terran Guard the Naval Infantry is the only branch of the UTR military capable of deploying "Battledress" powered armor suits on the battlefield. Note that the UTR lacks a "proper" Marine force; instead, Marine functions are split between the Naval Infantry (used for boarding actions and on-board security), and the Terran Guard's Drop Troops (specialized elite forces for high-speed atmospheric insertion and beachhead formation). The Terran Imperial Marines were formed by Emperor Karl I by dissolving both the Terran Guard and the Naval Infantry and creating in their place a separate Marine Corps with its own rank structure, answering only to the Emperor.

A character who wishes to join the Naval Infantry should pursue a Navy career as given in The Traveller Book (or Classic Traveller Little Black Book 1) and try and gain Gun Combat and possibly also Vacc Suit skills, representing assault training and boarding-action equipment.

The Terran Army
The Terran Army was quickly created by re-organizing various rebel formations and EFA defectors into a proper military structure as early as fall-winter 2232. The Terran High Command answers to the Ministry of War and oversees all ground, air and close-orbit and wet-navy operations with the exceptions of those carried out by Naval Infantry troops. The Army is organized in three echelons. The lowest echelon is the Colonial Armies, out of which the better units are given starlift transport and promoted to the second echelon of Expeditionary Forces, and the highest echelon is the Terran Guard, an all-Republic force given access to the highest technology available to the Republic, that is early TL13 gear.

Colonial Armies
Every citizen, male or female, is required to spend at least four years of his or her life in the Terran military, from ages 18 to 22. In most cases this means a Colonial Army - a local force which, in addition to standard defense duties, also oversees disaster relief, operates large parts of the arms industry and helps out with education and welfare for the general population. Terra herself has a Planetary Army performing the same duties. Due to the limited starlift capacity, the vast majority of Terran ground forces are Colonial or Planetary ones. Equipment is usually procured on a local level and quality is not very uniform between colonies due to the difficulty of maintaining a united military force over multiple planets of varying tech-levels and population sizes. Most wet-navy, air and close-orbit forces belong to Colonial or Planetary formations.

Expeditionary Forces
The best units from each large colony, as well as Terra herself, are given starlift capacities on board Naval craft and thus become Expeditionary Forces capable of interstellar deployment. Usually planets of TL7 or below never form Expeditionary Forces, but military procurement is typically local so each Expeditionary Regiment has its own distinctive flavor and fighting style, as well as TL varying from 8 to 13 and different levels of mechanization. Much of the fighting during wars is carried out by Expeditionary Forces sent in en-masse after the beachhead has been secured by Terran Guard troops.

A character who wishes to join a Colonial Army or Expeditionary Force should pursue an Army career as given in The Traveller Book (or Classic Traveller Little Black Book 1). The exact details of the service and branch of the navy can then be inferred from the events and skills of the character's Army career.

The Terran Guard
The highest echelon of Terran ground military is the Terran Guard - a hardened force given the best training and best equipment (up to and including early TL13 weapons) to serve as the mailed fist of the Republic. Most Guard troops wear standard Combat Armor, but approximately one sixth of their forces are issued "Battledress" powered armor. The Terran Guard is the Elite of Terran forces - and the Drop Troops, trained and equipped to assault planetary targets from orbit, are the elite of the elite. They are given accordingly difficult tasks, the ones requiring the best soldiers to accomplish, so the mortality rate is ghoulish, though heroic.

A character who wishes to join the Terran Guard should pursue a Marines career as given in The Traveller Book (or Classic Traveller Little Black Book 1) but use Army ranks. The exact details of the service and branch of the navy can then be inferred from the events and skills of the character's Marines career; typically, a high Vacc Suit skill indicated service in the elite Drop Troops.
 
VERY rough outline of my Visions of Empire setting. I am leaning towards having the whole thing be a Traveller sector. Black are sector names; red are the alien species present in a sector I have not yet named.

Visions of Empire by golan2072, on Flickr
Golan,

you might consider using 8 x 8 subsectors and randomly scattering your 10 populated subsectors within that space. Once that's done, then center that 8 x 8 space within 2 x 2 Sectors.

Just a thought...
 
Some thoughts about Battledress in this setting: expensive powered armor requiring significant training to use suits the Terran Empire very well, as the logistics lend themselves well to small, well-trained, well-equipped Imperial Marines and (Great House) Huscarl units kept on permanent retainer. Imperial Marines had Battledresses, Grav Belts and FGMP-15s, Huscarls Battledresses, Grav Belts and FGMP-14s.The old UTR for the most part used lighter armour - Cloth or Flack or a Combat Environment Suit for regular troopers (even the G-Carrier-mobile Terran Guard), with the power-armored platoons being the tip of the spear of their company or battalion.

Reticulans, on the other hand, use a lot of warbots as their front-line troops.
 
The Terran Empire lasted 294 years; quite a long time, but not too long in comparison to the life expediencies of well-cared-for nobles. So I am thinking of 9 Emperors total in its entire span - 5 with long reigns, 4 with short reigns. Long reigns are about 50-60 years, short reigns being a few years here and there.
 
I just had an idea after re-reading the anagathics paragraph in the LBBs. Once they are invented when the Empire reaches TL15 (it was early TL14 when funded), the Emperor will not die anymore, and neither will the Grand Dukes (head of the Great Houses) and their immediate families. This could be a massive contributing factor to the Empire's stagnation, as having one person in power for long means no new blood, few new ideas and a growing spirit of conservatism. So possibly Empress Elena II died unexpectedly despite Anagathics after being Empress for a century of more...

This means less Emperors than I've originally planned.
 
I am considering to import a few bits from my old (from 2009) "Shattered Federation" setting into this one. Especially the Zoo-Keepers (which would explain why many "alien" beasts resemble Terran ones - they have evolved from animals transplanted from Cretaceous Terra by the long-dead alien Zoo-Keepers), the Precursors and the Inheritors. The Theropod aliens - called "Celirans" in my old setting - might be the Precursors themselves, or one of the Precursor species; they might be alive as a current species, long past their former glory and now subordinate to the Reticulans (a bit like the Droyne in Traveller). The Inheritors would be the Zhuzz - atavistic opportnuist and scavenging insects.

This could give my setting even more interesting depth and xeno-archeological ruins and artifacts to dig.
 
Yes! Yes! There is method to my madness! It all 'clicks' together now!

You recall how the Reticulans are all females who reproduce by parthenogenesis? And that once in their evolutionary path they had males who died off? Now I KNOW when they died off!

You see, once there were the "Precursors", the previous 'wave' of civilization in known space, actually a bit to the Rimward-trailing of Terra. They were more than one species - for the very least the Chuwac (evolved from theropod dinosaurs transplanted by the Zoo-Keepers) and the Old Reticulans (previous incarnation of their civilization). This 'wave' ended badly, in a massive total war, either of Reticulans vs. Chuwac or both of them against some unspecified external threat (Cthulhuid beings, perhaps?), with their technological base shattered except for scattered ruins. The Reticulan males went extinct (prior to that they had males and females and could reproduce both by parthenogenesis and sexual reproduction) and their slid back to stone-age or near-stone-age technology, and the Chuwac were similarly regressed on the various worlds where they survived (their homeworld is now unknown). The Reticulans recovered first, then came to build their Reticulan Empire, and among other things, conquered the re-emergent Chuwac and made them a client-species. The Zhuziik, meanwhile, who are biologically unrealted to Terran life evolved to full sentience on a Chuwac world where all Chuwac went extinct but much of the technology remained intact...

And the Reticulans may or may not be descendants from transplanted Terran animals as well.

By the way I might rename the Zoo-Keepers into the Gardeners, a name given to them due to their numerous terraformation projects.
 
A kind person named Inku (Axel Loefving) posted a thread on RPG.NET offeriung to draw symbols and flags for people for free. So I asked him if he could draw a more professional version of my Visions of Empire setting for Classic Traveller; he agreed, and did some small changes to Oculus Orbus's UTR flag design, and also made me a Terran Empire standard and a New Terran Republic flag.

Updated UTR flag:
UTR-new by golan2072, on Flickr

Terran Empire, option #1:
Empire2 by golan2072, on Flickr

Terran Empire, option #2:
Empire1 by golan2072, on Flickr

New Terran Republic:
NTR by golan2072, on Flickr
 
I think I prefer the second, quasi-Roman flag. The one with the blue/green field is in danger of having the yellow and green blend into each other at a distance. It's not so bad on the simpler republican flag, but on the imperial designs it could be an issue.
 
One interesting point of divesrion from OTU norms in this setting - Major vs. Minor Races.

This is a Reticulan Empire distinction. A "Major Race" in this setting is an intelligent species which either had a multiple-world polity when first encountered by the Reticulans (such as the Zhuzz or the Chuwak), or alternatively an intelligent species which was biologically and culturally suitable of being organized into an interstellar client-state by the Reticulan conquerors (such as the Terrans and Cicek). The Cicek needed significant technological and cultural uplifting to do that, but that was a worthwhile investment for the Reticulans who desires to use them as shock troops. A "Minor Race" on the other hand does not have an interstellar polity and has some biological and/or cultural barrier preventing it from being organized into an Imperial client-state. This is why all (or most?) "Major Races" are "air-breathers" - capable of surviving in typical Reticulan (or Terran) environments unaided or with minimal assistance - while many "Minor Races" are much more exotic biologically and/or culturally.
 
A Quick Overview of the nine "Major Races"

Terrans - Humanity of the future. In the 23rd century, ruled by the United Terran Republic. Before that - a Reticulan client-species.

Reticulans - female-only rationalist/technocratic "Greys" who reproduce by parthenogenesis. Physically weak, in heavy work and combat they use robots and/or "client" alien species. Society is organized into castes. In the past they were one of the Precursor species.

Sselassians - highly religious "snakemen", with a humanoid upper body and a "snake leg" underneath. The dominant faith creates multiple assassin-cults. Quite ritualistic and atavistic. Reticulan client-species mostly used as assassins and special-forces troops.

Fanja-Kanja - individualistic, highly curious "felinoids". NOT a warrior species; egg-laying. Highly interested in trade and exploration, as well as scietific research. Reticulan client-species mostly used as researchers and ship crewmembers.

Phnunk - "Humanoids" with tentacled faces used for eating and manipulating objects; also have claws in their hands for further manipulation. Society is quite egalitarian and creative work is valued above everything else. Biologically related to fungi and reproduce by spores. High technical aptituide. Reticulan client-species mostly used as technicians.

Klax - "Insectoids" but much more similar to crustaceans; bear live young but lack sexes. Society is tribal and highly competitive between tribes. Quite aggressive in outlook. Reticulan client-species mostly used as shock-troops and snipers.

Chuwak - Possibly descended from Terran theropod stock imported to various Garden Worlds by the hypotehtical Gardeners approximately 70 million years ago. Feathered pack-oriented predatory "dinosauroids". Aggressive and proud. Reticulan client-species mostly used as front-line troops. In the past they were one of the Precursor species but were heavily hit by the fall of the Precursors and regressed even more than the reticulans.

Zhuzz - Opportunistic "insectoids" who evolved on the homeworld of a dead Precursor species. Evolved quite quickly due to easy access to relic technology. Highly interested in trade, but not always trustworthy and not above piracy, fraud and outright raiding. Reticulan client-species as ship crews and technicians.

Cicek - Anarchic tribal "Reptilod" warriors. Males are highly competitive, females are quite cooperative, but both are usually loyal to their tribe (and little else). Until recently a Reticulan client-species; now mostly liberated and organized into the (very loose) Cicek Confederation (which is allied with the UTR).
 
Back
Top