• 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.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

X-Boat Link To Five Sisters

Vargas

SOC-14 1K
I have a feeling this has been discussed a few time in the past but I'll ask this question anyway: Why does the X-boat link to the Five Sisters subsector run through the Sword Worlds? Why not link Olympia (1728 SM) to Tenalphi (1826 SM) or even Adabicci (1824 SM) and then run a route from Olympia to Caladbolg (1329 SM)?

I know the layout of the routes is wonky anyway but I've always kind of wondered about this.
 
I know the layout of the routes is wonky anyway but I've always kind of wondered about this.


The routes are wonky because they were rolled up on a table rather than "hand fitted". The route to the Five Sisters is odd for the same reason.
 
Given the perpetual cold war status between the Imperium and the Sword Worlds, and the astrography of Five Sisters, I might suggest that while the listed run is an "XBoat" route, it may not be covered by normal XBoats...
 
IMTU there is a Mertactor - Collace - Inchin - Wonstar x-boat route linking the Duchy of Glisten and the Five Sisters. X-boat operations in the Collace system are just like those in the Imperium. People and organizations in Collace use the x-boat system just like people and organizations in the Imperium do.

In contrast, operations in the Inchin system are conducted off that system's most remote gas giant. No regular contact occurs between Inchin's mainworld and x-boat system. Also...
Spoiler:
... Imperial Navy warships and logistic ships from the 208th Fleet in the Five Sister subsector can often be found in the area around system's link station. Their presence is seemingly at odds with the Imperium's announced policy towards District 268, a policy which is regularly reiterated at every level of imperial governance from the Duchy of Glisten up to the Iridium Throne.
 
Why does the X-boat link to the Five Sisters subsector run through the Sword Worlds?
Positive view: The Imperium wants to demonstrate to the Sword Worlds a practical advantage of membership in the Imperium.

Negative view: The Imperium is passive-aggressively trying to set up an international incident by operating facilities - in this case civilian-oriented and not obviously Bad Things - in Sword Worlds territory.

Out-of-character view: The Spinward Marches were created as a plethora of adventure hooks, not what somebody in-game would do that makes logical sense. "But the check is in the mail !" is a complication that can be fit into many different adventures.
 
IMTU there is a Mertactor - Collace - Inchin - Wonstar x-boat route linking the Duchy of Glisten and the Five Sisters. X-boat operations in the Collace system are just like those in the Imperium. People and organizations in Collace use the x-boat system just like people and organizations in the Imperium do.

In contrast, operations in the Inchin system are conducted off that system's most remote gas giant. No regular contact occurs between Inchin's mainworld and x-boat system. Also...
Spoiler:
... Imperial Navy warships and logistic ships from the 208th Fleet in the Five Sister subsector can often be found in the area around system's link station. Their presence is seemingly at odds with the Imperium's announced policy towards District 268, a policy which is regularly reiterated at every level of imperial governance from the Duchy of Glisten up to the Iridium Throne.

IMTU, Inchin is a bit more interesting than it's presented in the Wiki. For example, a persistently failing starport construction project makes for a terrific cover for a money-laundering machine. My vision of the place is slightly incompatible with yours though, as the Big Secret (second layer under the money-laundering) that I've set up relies on nobody paying the place much mind these days (1105-ish).

Also, that's a good point about Collace; it's 3I in all but name. That said, the world-level politics around that status could be interesting. It's a fairly high-population Representative Democracy with some resource constraints, making it a useful proxy setting for political science and international relations issues.
 
Last edited:
Positive view: The Imperium wants to demonstrate to the Sword Worlds a practical advantage of membership in the Imperium.

Negative view: The Imperium is passive-aggressively trying to set up an international incident by operating facilities - in this case civilian-oriented and not obviously Bad Things - in Sword Worlds territory.

Out-of-character view: The Spinward Marches were created as a plethora of adventure hooks, not what somebody in-game would do that makes logical sense. "But the check is in the mail !" is a complication that can be fit into many different adventures.

Now that I think about it, that X-boat station is no stranger than the US having a Navy base in Cuba . . .

And I realize that the Marches were created with a meta purpose in mind, it just seemed like a . . . dubious choice to me. Perhaps it's a lot like interpreting UWPs, it's meant to provoke thought.
 
Also, that's a good point about Collace; it's 3I in all but name. That said, the world-level politics around that status could be interesting. It's a fairly high-population Representative Democracy with some resource constraints, making it a useful proxy setting for political science and international relations issues.

Also interesting is that Collace is in a cold-war with anti-Imperial/Pro-Sword Worlds Trexalon.
 
IMTU, Inchin is a bit more interesting than it's presented in the Wiki. For example, a persistently failing starport construction project makes for a terrific cover for a money-laundering machine.


Believe me, anything is better than what's found in the Wiki.

My vision of the place is slightly incompatible with yours though, as the Big Secret (second layer under the money-laundering) that I've set up relies on nobody paying the place much mind these days (1105-ish).

The Wiki's risible "Build it and they will come/Failed investment" story works up to a point. Having it start in the 1080s and last past the 5th FW does not, especially at the expenditure levels claimed. I could see a failed project passing through a number of different owners via bankruptcies and sales while beating a tambourine across the region for new and credulous investors. I could also see the project either starting out as or eventually becoming something like the railroad project at the center of Trollope's "The Way We Live Now"; a pyramid and stock manipulation scheme meant to enrich the one man or group rather than build the project. What I can't see is a 57th Century of Ford, Hammer, or Hughes running through billions across decades on a whim without the brakes eventually being applied by market forces.

There are three levels of wealth. At the first level, you work for your money. At the second level, your money works for you. At the rarefied level of the third, the money works for itself. In the late '20s, Ford set up a rubber colony in the Amazon. He had all the money it needed or would ever need, but the plug was pulled on the colony by the mid-30s because Ford's money worked for itself. Even someone as eccentric and tyrannical as Hughes couldn't spend forever without reason because his money worked for itself too.

The Wiki's laughably simplistic story doesn't work to the extent and duration it claims because the eccentric billionaire's money should be working for itself.

As for money laundering, that requires the front company having an income stream. That needed income, preferably a predominately cash income, is why businesses like laundromats, bars, strip clubs, auto body shops, junkyards, restaurants, and the like have been traditional favorites for money laundering. Having a "pet" bank, preferably overseas, is another method. The port on Inchin doesn't have an income stream and I seriously doubt any bank located there is big enough so Inchin can't be used.

Also, that's a good point about Collace; it's 3I in all but name. That said, the world-level politics around that status could be interesting. It's a fairly high-population Representative Democracy with some resource constraints, making it a useful proxy setting for political science and international relations issues.

IMTU, the "geopolitical" (interstello-political?) climate of the District is drive by the geopolitical climate of the Marches and that, naturally, relies completely on my personal interpretation of canon. As such, my take on the District works for me and may very well not work for others.

That being said, we've been told as far back as CT that Collace has already started whatever process there exists for Imperial membership. How long that process has been going on is anyone's guess. Collace is already a client state and hosts an IISS base so, when I looked at the maps to "fix" the "problem" with the Five Sisters' sole x-boat link passing through Biter for MTU, Collace was a no-brainer. IIRC, Inchin was only chosen because it had a gas giant and a low population. (Given jump4 Avastan, Mewey, and Ochecate could have worked too, but the first two had large populations and the last has no gas giant.)

The reasons for the low key 208th deployments to Inchin are also part of MTU. I never went into great detail in order to keep flexibility, but IMTU Texalon, Forine, and Kwai Ching are part of a vague anti-Imperial bloc. Perhaps it would be better to describe their thinking as anti-Imperial membership or anti-annexation than strictly anti-Imperial. Anyway, as such they receive various levels of backing on various issues in various times and places from the Swordies and Zhos. Like I said, this lacks specific details on purpose.

IMTU on the Imperial "side" is Collace, the Imperial member wannabe, and to a much lesser extent the Ag Worlds Combine, Motmos, and Elixabeth. What little influence the Imperium usually exerts passes through them. The Imperium generally "walks small" in the District and maintains a strict "hands off" for reasons having to due to the centuries long "hangover" from the 3rd Frontier War - something which belongs in another thread entirely. The Imperium's adherence to those policies it not uniform because the Imperium has factions too.

IMTU for obvious reasons, the Duchy of Glisten has long been the Imperium's "point man" for the District. It doesn't just follow Imperial policy, it created most of it. The 208th Fleet is the other Imperial player in the District. It not only sees things differently, it acts differently too. The 208th has a more "muscular" outlook and not simply because it's a military organization. The Five Sisters is a redoubt of sorts. It's separated from the Imperium facing threats from Zhos and Swordies, plus whatever comes out of Foreven, the Beyond, and the Trojan Reach. Annexing or otherwise absorbing the District in the Imperium would help the Five Sisters' strategic position. These two factions each work their respective "sides" of the Distict, Glisten to trailing and the 208th to spinward, meaning Imperial influence is expressed differently in those regions, more "overt" to spinward and more "covert" to trailing.

IMTU the Duchy does hold the trump card in this because the Imperium's military is under "civilian" control. (Actually noble control, but most should understand what I mean.) If the 208th gets too bumptious on it's "side" of the District, the Duchy can "snitch" or complain up the chain of command to the Delphine or Archduke. Of course, the more the Duchy plays that trump card, the weaker it becomes.
 
Last edited:
Also interesting is that Collace is in a cold-war with anti-Imperial/Pro-Sword Worlds Trexalon.
It gets even more interesting when you realize that Mertactor/Glisten would lose their status as proxy capitol for District 268 should Collace be granted accession into the Imperium. And they're ruthless merchants that deal with everyone.
 
It gets even more interesting when you realize that Mertactor/Glisten would lose their status as proxy capitol for District 268 should Collace be granted accession into the Imperium.


Mertactor should be another one of the Imperial factions I mentioned at work in the District.

IMTU, Grote, or more accurately, a mercantile clan/zaibatsu based on Grote is another such faction. When Grote was admitted to the Imperium in the wake of the 3rd Frontier War, that group started acting as a plausibly deniable cutout for the Ducal House of Glisten. That relationship hasn't kept them from following their own agenda most of the time, however.
 
Believe me, anything is better than what's found in the Wiki.
The idea I had for money-laundering is that it shouldn't have lasted this long. The failure is part of the con. Construction and shipbuilding equipment bought as new (but actually fenced stolen goods) and resold as used/surplus/obsolete. Kickbacks to the "Baron" as license fees or something. Services paid for but not delivered, again covered by kickbacks under the table. And so on.

And something else going on (hey, there's actual progress being made on construction again -- what happened? And where's the money for it coming from?)

Re: Collace (IMTU)
The IISS there has "gone native". They really like the world and its people, and want them in the Imperium as soon as possible. It's mutual.

On the other hand, the Navy would prefer they didn't, at least not yet. First, it'd throw the conflict with Inchin into a hot war, and they really don't want to have to do their patented Fist of an Angry God routine to shut it down if they can avoid it. Second, if Collace gains accession all of D268 will soon follow, and committing to a full defense of the subsector would stretch their resources uncomfortably thin.

Then there's the internal conflict on accession. [I haven't nailed down the faction names; consider them placeholders]

There are at least two pro-accession factions and one opposed. The two pro-accession factions are divided on what being an Imperial world means: Idealist, favoring a token nobility (similar to the 21st C. Terran parliamentary nominal monarchies in Northern Europe), and Royalist, favoring an empowered nobility drawn from existing elites (eventually this is to become hereditary, but they don't talk about that part much). The anti-accession populist faction tends to align with the Idealists as both are anti-elitist, but this may change if/when accession becomes a viable option.

Collace has a strong democratic tradition. It has had a Representative Democratic government (Gov 4) for 116 years, since the “Great Population-driven Democracy Noodle Incident of 989”*. [The reset enabled construction of arcologies, which had been stalled by factionalism and NIMBYism.] Prior to that, it had been a Participating Democracy (Gov 2) for 135 years. The governance structure is persistent and resists rapid policy changes (suggests constitutional government, majoritarian (and perhaps supermajority thresholds or veto points) rather than pluralist).

There are three major issues in Collacian democratic politics. These are Imperial Accession, Economic Inequality (broadly, liberal vs. conservative), and Starport Development.

[More to follow if anyone's interested. Key variances from canon are that population pressure isn't as severe as presented in the Wiki (there is actually enough land to go around), and there's an ongoing terraforming project that's partly to blame for the atmospheric taint.]



*Ran the population growth numbers backwards to determine how long ago Collace hit its current Pop code, and the one before that, then adjusted the +DM for Gov based on Pop to work out the government type progression. Still haven't figured out exactly what the Noodle Incident was, but it marked the point where Direct Democracy became unworkable.
 
Last edited:
The idea I had for money-laundering is that it shouldn't have lasted this long. The failure is part of the con. Construction and shipbuilding equipment bought as new (but actually fenced stolen goods) and resold as used/surplus/obsolete. Kickbacks to the "Baron" as license fees or something. Services paid for but not delivered, again covered by kickbacks under the table. And so on.


What you described isn't money laundering. It's just plain old fraud, misappropriation of funds, bribery, corporate malfeasance, and stock manipulation among other things.

Money laundering "washes" the profits from illegal or illicit activities through legitimate businesses or accounts so that the "illegal" money can then be used legally. Let's say you sell drugs and you earned a million bucks last year. The trouble starts when you can't deposit that million in the bank or use it in other ways without the government asking questions about why no taxes were collected while you "earned" that million. You got to make it look like you earned the money legitimately so you can use it legitimately.

One method is to open or gain control of cash-heavy businesses like bars, car washes, strip clubs, restaurants, and other service industries. That business will have it's own bank accounts so you add bits and pieces of your drug money to the deposits of the business' own cash receipts thus "cleaning" the money and allowing it to be used by for legitimate purposes. Another method involves using banks. You find a bank with a "No Questions Asked" deposit policy, deposit your cash, and then move it in chunks of various sizes through a chain of more and more respectable banks until it's some place where you can use it without question.

Inchin can't launder money using first method because everyone knows none of the businesses there are earning a profit. A drug dealer on Collace can't plausibly claim the strip club they own on Inchin is doing well enough to deposit a million bucks in a bank on Collace each year. Inchin might be able to use the second if there is a Bank of Inchin, but every planetary government worthy of the label "government" is going to look long and hard at "big money" wire transfers coming from a bank on a world with a population of only 8,000.

Let me recommend Hammett's short story "Nightmare Town" for some ideas about the many things the Baron and his cronies could really be doing on Inchin.


Re: Collace (IMTU)

All very good ideas and nifty details. I'll be stealing some of them if you don't mind!
 
Last edited:
Positive view: The Imperium wants to demonstrate to the Sword Worlds a practical advantage of membership in the Imperium.

Negative view: The Imperium is passive-aggressively trying to set up an international incident by operating facilities - in this case civilian-oriented and not obviously Bad Things - in Sword Worlds territory.

Out-of-character view: The Spinward Marches were created as a plethora of adventure hooks, not what somebody in-game would do that makes logical sense. "But the check is in the mail !" is a complication that can be fit into many different adventures.

From looking at the write up on Biter in the Wiki, the planet might want to keep some options open with the Imperium. In a war with Hofud, they were thoroughly clobbered. The Imperium would be very interested in Biter, as that world, if part of the Imperium, would to a degree pinch off the Metal worlds from the rest of the Sword Worlds.

Against that, the X-Boat link may have been added simply to add a potential for chaos to the game.
 
In a war with Hofud, they were thoroughly clobbered.

We first see the Biter x-boat route in S:3 which shows the Marches circa 1105. The war you're referring to occurred seven centuries and several Sword Worlds governments before that period.

Suggesting that Biter mistrusts Hofud enough in the Classic Era to want to leave the Confederation because of a war which took place 700 years prior is like suggesting Brandenburg mistrusts Mecklenburg to such a point that it wants to leave the Federal Republic of Germany because Henry II beat Waldemar in a war which took place 700 years ago.

Against that, the X-Boat link may have been added simply to add a potential for chaos to the game.

That's the meta-game reason. Any in-game reason can work and which ones which do work will depend on you and your players levels of credulity.
 
What you described isn't money laundering. It's just plain old fraud, misappropriation of funds, bribery, corporate malfeasance, and stock manipulation among other things.
...
Thanks for clearing that up! Guess I'm not the criminally-minded type... LOL
All very good ideas and nifty details. I'll be stealing some of them if you don't mind!
You're welcome to them!
To bring some of the factions to life, consider who might be backing each of them, and to what ends. And whether that support is open, or covert.
 
Thanks for clearing that up! Guess I'm not the criminally-minded type... LOL


The fact that I knew that stuff isn't exactly to my credit! :D

I'm going to further explain the Nightmare Town example I mentioned because I know you'll get great use from it. I'm going to put what I write in spoilers to avoid bunching up anyone's panties and causing them to clutch their pearls.

Spoiler:
It's Prohibition and the town is called Izzard. It's in the desert along the California-Nevada border and the official reason for it's existence is a factory boiling nitrates out of the soda niter dug out of the desert. That's a lie, of course.

The factory is really making booze in tanker car lot sizes and shipping it by rail all over the country. People you'd think were above reproach invested in the scheme and some trustworthy types were recruited to run things. Everyone from the mayor to the judge to the doctor, postmaster, telegraph office, banker, police, and even the clergy are "bent". The general population is made up of criminals from around the country who were tipped off that an "open" town existed. They're all there to help keep up the factory's cover. With help of bribes, the tiny administration of the county the town is in has been sewn up. The sheriff, county DA, and others are all paid not to look too closely at Izzard.

The town, like Kansas City used to be, is "open". Booze, gambling, whores, drugs, you name it and it's available. Nearly all the visitors are there to because of the "attractions" and those who aren't find themselves dealt with. There are a lot of side gigs in play too. There are insurance policies on people, buildings, and businesses that don't exist collecting on deaths, fires, damage, and losses which never happened. There are false credit reports from Izzard's bank which allow phony people and businesses to buy lots of stuff which is immediately resold. They even manage to queer the census report so they could sell the votes at the county, state, and national level. With the town and county controlled, plus influence at the state level, none of the alcohol, narcotics, or insurance agents sent to check on things have a chance. Their mail is opened, telegrams read, and phone calls listened to. They're either run out of town or end up in state prison on false charges because killing them would raise too many suspicions.

The people who started all this had an exit strategy from the beginning. They knew they couldn't keep it going forever so they planned on burning the factory and entire town as part of an industrial "accident" and collecting one last time on all the insurance policies. It's when news of that plans starts to leak out and when some of the "founders" don't want to end the party that the wheels come off.


I reskinned Nightmare Town for my Fixers campaign and placed it on Koenig's Rock in the Bowman System. The PCs were hired to look into things and, more by luck than anything else, helped prevent the kind of ending Hammett wrote about.

You're welcome to them! To bring some of the factions to life, consider who might be backing each of them, and to what ends. And whether that support is open, or covert.

Thank you very much. Speaking of factions, have you see the faction system in Stars Without Number? You might find it very interesting...
 
Last edited:
Haven't looked at SWN yet.

I'd planned to just do Collacian politics "freehand" based on canonical political actors (GSbAG, Baracai Technum, Mertactor's Merchant Academy, the Navy, the Scouts, plus Trexies and Swordies* engaged in political rodent-copulation). Other significant political actors include the construction sector, agriculture, life support, heavy industry aside from spaceships, and spaceship and starship construction and maintenance**. Individual arcologies may or may not vote as blocs. Unions from each of these sectors may be significant factors.

*who might happen to just be pawns of the Zhodani, willing or not...

** Collace has a nominal Class B starport, no starship construction. However, there is a Class A starport present: Scout Base Collace (10KTd shipyard capacity with access to TL 15 equipment). Collace could easily start building starships for themselves as well, but this would provoke Trexalon to match capabilities and at this point neither side wants to escalate matters. Besides, Glisten/Glisten is quite happy to sell them TL-15 ships.
 
Haven't looked at SWN yet.


Get the SWN core book. Trust me.

The RPG system is an OGL version of D&D, but you won't be using the RPG system. Kevin Crawford has crammed it FULL of setting and adventure creation tools.

The trade system, for example, uses a concept called "friction". Rather than "just" roll up freight and goods, lots sizes, prices, and the like while applying various DMs for various skills, Crawford added a mechanism which allows the players to use the results of their PCs' actions on the table top to influence the "trade table" results. Now that's something we were supposed to be doing ever since LBB:3 was released in 1977 because the trade system was meant as an adventure spur and not an economic model. Unlike LBB:3, however, SWN gives you a play mechanism and tells you how to do it.

SWN's sysgen has a d100 "world tag" table which gives you a quick thumbnail description of the system in question. It's recommended you roll two and then blend them in some manner. The tags are then further tailored by selecting various options for each of the unique Enemies, Friends, Complications, Things, and Places categories associated with each tag. Another set of rolls will give you linked for tags specific places like "Refueling station & Half-crazed hermit caretaker & Deep-space alien signal" or "Ancient orbital ruin & Trigger-happy scavengers & Meddling with strange tech".

As good as all that is, the Faction system is why I bought the core book. Think of it as a "strategic" turn. Your players won't normally be running factions, but the results of the "faction turn" will create events and incidents in you setting that the players can become involved in. The factions then interact with each other, succeeding or failing, and creating a "living setting" for the players. Just as with trade and sysgen, there are mechanisms which help you "translate" the results of the faction turn into adventures for your players. (Because it's a d20 game with levels, it's suggested PCs should start running their own faction around level 9 or so.)

Factions can be almost any group of almost any size; a single free trader or a megacorp, a group of rebels or a sector government, a merc group or a planetary navy, you get the idea. Each faction gets a tag to give it a "personality", a general goal, and is then given ratings for hits, force, cunning, and wealth. Faction buy various assets at various levels associated with those ratings, assets they'll both use against each and defend from each other.

A mercantile combine like Al Morai would be modeled as:
Attributes: Force 3, Cunning 5, Wealth 6
Hits: 29
Assets: Venture Capital 6, Shipping Combine 4, Hardened Personnel 2, Blackmail 2
Tag: Plutocratic

Rebels would be modeled as:
Attributes: Force 3, Cunning 4, Wealth 1
Hits: 15
Assets: Seditionists 4, Zealots 3
Tag: Secretive

The faction system is a real hoot to play around with, pretty much a solo game within the overall rules.
 
Back
Top