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Duke Craig and Daibei question

Hey all, I am once again trawling for information for an upcoming game. This time I was wondering if anyone could give me the lowdown on Duke Craig and Daibei?

I don't even know which Megatravller sourcebooks to try to find to get info on them. I'm also a little broke so I was hoping someone on the boards could give me some info?

Like: Was Duke Craig a decent ruler? I get the impression from Survival Margin that he wasn't out to seize the Irridum throne, but was he a decent chap?

Any details or general background info on that region would also be greatly appreaciated.
 
From Arrival: Vengeance, you get the idea that he just happened to be the senior guy on duty when the balloon went up. In his case, it was a good thing. He's very loyal to his people, his prime concern is getting as many of them through the Rebellion/2nd Civil War in one piece as possible.

Craig wasn't a claimant on the Throne, he was holding his region 'in trust' for the eventual winner. He managed to not get into a shooting war with either Dulinor or Lucan, but the Solomani had other ideas. Most of Daibei's combat is with them.

Background - that's most of it, except for the odd TNS item in Challenge magazines. In the Rebellion Sourcebook, they had a picture of some lizzard guy on the same page they gave the lowdown on Daibei, so later "April Fool's" issues of Challenge had jokes about Craig whining, "I am not a lizzard!"

If you can pick up Arrival: Vengeance, that's the most info you'll get about Craig & the region [and it's a folio, so it shouldn't be as much as a book]. Otherwise, that sector was left unsupported by MT, like most of the Imperium.
 
Wasn't the lizard supposed to represent some local Vegan (or other non-human) population in that end of space?

Anyway, my impression of Craig from MT was this:

He's the guy I'd have wanted to replace Lucan. Quite simply, he always seemed to put his people first, and thus understood the primary duty of noblese oblige which works in both directions. He was the kind of upper-crustian who made a bunch of rich autocrats into 'Nobles'. He tried to lead, to do what was best for his people, and personal grandeur wasn't the important thing (I liked him a wee bit better than Norris for that, as I feel Norris was a bit too into preening).

And if I recall correctly, I've heard some mysterious allusions to the Sons of Craig in times that follow on from the Rebellion. Craig may not have survived (I don't know, did he personally survive?), and his polity may not have, but certainly his efforts reminded a lot of us of *what* the 3I was supposed to have been about at its best.
 
There is a fair amount about what happen in Deibei and what became of the Sons of Craig in 1248. Not huge amounts, but compared to prior sources a veritable motherlode!

Shane
 
Oh yeah - in Arrival:Vengeance he's only in one short adventure. Student protesters on his capital are worried that ARCHduke Norris is trying to claim the territory of DUKE Craig. He makes a personal appearance at a university to say that is not the case - and Evil Solomoni Minion #331798-B tries to assasinate the Duke. The PCs get to stop the assassin - don't miss that task roll!
 
One day, we'll actually get to see an adventure with Solomani in which they aren't busy trying to kill people or spread a bigoted philosophy about...

...but I'm not holding my breath.
 
IMTU the Solomani are like one big, honkin, interstellar, super-balkanized state. One hand doesn't know what the other is doing, and the bad seem to cause more chaos than the good seem able to patch up.
 
Originally posted by daryen:
In 1248 there is a major moderate Solomani state. It is even centered on Terra.
I remember an idea I tried to foist on various TNE authors to the effect that following the Rebellion Terra would have become pro-Imperial.

My reasoning went like this: The Solomani Confederation, led by the big boys on Home liberates Terra. But then what? Are they going to meekly turn over the reins of the confederation to the Mother World? Big Fat Chance! Instead they're going to instigate a witch-hunt for Imperial sympathisers and keep it up until they've alienated most of the population of Terra. By the time the Virus strikes, the locals are going to view the Imperium through rose-tinted glasses.

Ah well. I still think it would have been a deliciously ironic turnabout.


Hans
 
Originally posted by Elliot:
Cad Lad - what Imperial year will your game be set in?
I'm thinking of setting it around 1207-15. Still firmly within the TNE, but late enough that I can use some of the 1248 material should I ever pick up the playtest files or if its released during my campaign.

The reason I need info on Duke Craig is that I think my campaign is going to center around a slight modification to Stepheron's jumpstart plans instituted by Duke Craig. In Survival Margin, it is made clear that Norris is the only noble with a map of all of the jumpstart caches, but I'm thinking that if he was a decent fella, Craig may have been given some knowledge of the caches within his sphere of influence.

If your interested in more details (I know I'm always interested in sharing adventure/campaign ideas) let me know.
 
Originally posted by Cad Lad:
</font><blockquote>quote:</font><hr />Originally posted by Elliot:
Cad Lad - what Imperial year will your game be set in?
I'm thinking of setting it around 1207-15. Still firmly within the TNE, but late enough that I can use some of the 1248 material should I ever pick up the playtest files or if its released during my campaign.

The reason I need info on Duke Craig is that I think my campaign is going to center around a slight modification to Stepheron's jumpstart plans instituted by Duke Craig. In Survival Margin, it is made clear that Norris is the only noble with a map of all of the jumpstart caches, but I'm thinking that if he was a decent fella, Craig may have been given some knowledge of the caches within his sphere of influence.

If your interested in more details (I know I'm always interested in sharing adventure/campaign ideas) let me know.
</font>[/QUOTE]Sounds interesting! I'd love to hear more about what you have planned and maybe trade some ideas.

AFAIK we don't know much about how widely Strephon distributed knowledge about Jumpstart, but it doesn't seem inconceivable that a noble he knew to be a good steward of his people would be given the locations of some of them. The problem with Craig knowing about where the cache is, of course, is explaining why it hasn't been used up by the early 1200s.
 
Alright, if I have time this may be a long post.

One of two campaign ideas I'm developing will start off with a variation on the Blake 7 premise. The players will begin on a Guild slave ship somewhere in Promise. Preferably the PC's will begin as slaves headed to market, but I am willing to allow one of them to start as a member of the slaver's crew. I'm hoping this premise will allow the party to make a diverse bunch of characters that could, in theory, range from RC operatives to barbarians.

While refuelling between jumps, the Guild ship's sensors pick up a battle damaged, seemingly derlict ship that still has minimal power running. (I do plan to run a bit fast and lose with what traveller tech is capable of, I like my Sci-fi like my ice cream: soft). The captain of the slaver, always on the look out for a new ship or at least salvagible parts, sees this as a potential oppertunity. Wary of a vampire attack and unwilling to risk a large portion of his crew, the captain will keep his distance and send the party and one of his crew in a ships launch to investigate the derlict and evaluate its value/threat. The captain will tell them that, should they not return in a couple of standard hours he will assume the worst and blow the ship out of the stars.

Gist of it is the ship is a damaged, less homicidal, vampire in dire need of a crew to repair it. It will cut a deal with the players who it will be up to to dispose of their guild chaperone (unless he is a sympathetic PC) and make the necessary repairs to flee.

Craig and Daibei are relevant to the admittedly far-fetched backstory for the ship. The ship itself was built during the first phases of the rebellion as part of a scheme on Craig's part to improve upon Stepheron's jumpstart design. I infered from Survival Margin that, although Norris has a complete list, other nobles, probably those Stepheron saw as competent or trustworthy, were given more partial lists (perhaps not even covering all of the caches in their territory). This was probably done as much out of pragmatism as anything else ("The Emporer has sent a construction crew where to do what?") Craig was one such noble.

Thing of it is, Duke Craig, while appreaciating the logic behind Stepheron's caches, felt that they were designed with the Imperial Core in mind. That is to say that a cache containing nothing but a few technological samples and preserved information, while fine for a region of space without any external enemies, was less useful in a domain beset by the Aslan and Solomani. So fearing a repeat of the Long Night, Craig set about to 'improve' Stepheron's design.

Crud, got to run to a meeting. Part two to follow...
 
So, where was I...

Anyrate, in my TU Craig figured that if things got bad enough that the caches were necessary than he also needed to prepare for the possibility that his Aslan and Solomani neighbors may not have fallen quite so far or as fast. To this end, he built a second cache in some of the systems he knew had imperial caches.

Generally placed off planet or in hard to reach areas, these caches were set up in the 'deadman switch' fashion described in Keepers of the Flame. Once activated, the caches would transmit a signal that could be detected by any society that began to avail itself of the technology and knowledge contained in one of Stepheron's caches.

Craig's caches were, perhaps, a bit closer to the general perception of a jump start cache: a few weapons, schmeatics and, most importantly for my campaign, a small ship. These ships were designed to be multi-purpose exploration vessels intended to be used by a re-emerging society to make contact with any remaining remenant or new found inter-stellar societies. In the worst case scenario, they would at least provide the re-emerging society with warning if they were likely to be over-run by invaders.

The crafts themseleves were well armed enough to survive a firefight, but too lightly armed to be the foundation of a petty pocket empire. They were also designed so that lower interstellar tech level societies could repair and maintain them if they had to. Finally, the ships were heavily computerized in order to make up for the possible technical deficancies of anyone who found them.

Unfortunately for Craig's plan, Virus provided a bit of a monkey wrench. In at least one case, the population of the system containing one of these ships was totally decimated and when, around a year ago, the cache began to signal to survivors it was a small fleet of vampire ships that found it.

Now just to make things really complex, when the players encounter this ship it has suffered from damage incurred in firefight between the fleet that found it and another group of vampire ships that attempted to focibly infect it with the strain of virus that controls ships in the Black Sphere. What the heck is the ship doing in Promise, you may ask? I'm operating under the assumption that many vampire ships, after years of survival and reflection, choose to go on a pilgramage to Cymbeline.

Wow, I totally outdid Chaser's post on Oriflamme in terms of length. The crazy part is, although this backstory will be important to me if'n I run the campaign, my PC's will probably never here more than a third of it (I would plan to play it all mysterious like).

If you read most of that, my hat off to you. Any imput, suggestions, or comments to the effect of 'that fails sooo many plausibility tests' are more than welcome!
 
Actually, that's pretty interesting. I tend more towards hard-sci, but most of that storyline is even adaptable to that kind of world. I just have one question:

Craig has Sollies, Cats, and concievably Hivers or others to worry about. Plus he has that nutbar Lucan and the Usurper. So, why is he busy taking available manpower and money to build stuff for caches when he could be trying to stave off the collapse itself? That's like building a time capsule while your house is on fire, rather than putting out the flames.

The pilgrimmage aspect is interesting, though I don't think I'd say 'most' virus ships. Perhaps just some of the more interesting and thoughtful ones.

I do question computerized ships without autonomous or remote control service bots. Simply put, things will go wrong even on a heavily computerized ship (heck, I work in systems integration, things will go *more* wrong on heavily computerized equipment!). Some of these will be of the 'can't fix it with a bit of code' type of problem. So you'll need manipulators. Bots aboard make a good choice. Now, you can say they are destroyed, but the idea that they were there originally to let the ship self-repair makes some sense to me.

Thus, in essence, the ship is recruiting for a new team of bots. It might realize there have to be trade offs, but it essentially wants to be repaired.
 
Good stuff, Cad. If you really want to drop a brick on the PCs, after they've worked out some kind of truce with the vampire and gotten clear of the initial danger from the Guild, have them find out what damaged the ship.

"How did all your repair bots get destroyed, anyway?"

"They were infected with the Black Curtain strain of Virus, and I had to use my last remaining control to order them to suicide."

"Black...Curtain strain?"

"Don't you know about the Black Curtain?"

And then watch their faces as the ship explains that ten thousand insane copies of Lucan are, in fact, coming for their bacon. Now, they're the sole posessors of a piece of information that could spell the difference between Humaniti having enough time to prepare for the onslaught and being swept under. They're also aboard a potentially unstable Vampire ship with more broken-down systems than Billy Joe Bob's Far Trader, and just for extra points they misjumped and don't know where they are.

Have fun, kids.
file_23.gif


Originally posted by kaladorn:

Craig has Sollies, Cats, and concievably Hivers or others to worry about. Plus he has that nutbar Lucan and the Usurper. So, why is he busy taking available manpower and money to build stuff for caches when he could be trying to stave off the collapse itself? That's like building a time capsule while your house is on fire, rather than putting out the flames.
This would seem to be the worst plausibility problem, really. However, if we postulate that Duke Craig was able to manage a "long downward slide", in which his territory shrank bit by bit rather than being gulped away, you could imagine a point where he might decide that his regime is probably toast within a decade or two no matter what he does, so it's time to start thinking about his children or grandchildren picking up the pieces. Does that work?
 
Thanks for the positive feedback Kaladorn!

Actually, I had already thought of answers to a few of your questions but feared that my last post may have become a book length rant.

I will try to answer your questions one at a time.

Craig has Sollies, Cats, and concievably Hivers or others to worry about. Plus he has that nutbar Lucan and the Usurper. So, why is he busy taking available manpower and money to build stuff for caches when he could be trying to stave off the collapse itself? That's like building a time capsule while your house is on fire, rather than putting out the flames.
Two things:

1) I envision Craig's actions taking place during the earliest phases of the Rebellion, back when a collapse seemed possible but not likely. Hell, he may even have justified the expenditure by thinking that these caches would be good for the next crisis to develop, should the rebellion end.

2) The ships themseleves are fairly small and likely cheap to build in comparison with whatever else he is building at his naval yards. Further, I imagine that only a few of them, less than ten, actually got built and installed.

The pilgrimmage aspect is interesting, though I don't think I'd say 'most' virus ships. Perhaps just some of the more interesting and thoughtful ones.
I would agree with that. I think the empire builder strain that found the ship was of that variety and that these tendencies may have been increased by the gearing of the ship's computers towards activities like exploration and re-establishing contact with pockets of civilization. (I envision the ship as having had, at least before it was damaged, pretty extensive pre-final war navigational information. And as a plot hook, I think it might have the location of another cache buried deep within it)

I do question computerized ships without autonomous or remote control service bots. Simply put, things will go wrong even on a heavily computerized ship (heck, I work in systems integration, things will go *more* wrong on heavily computerized equipment!). Some of these will be of the 'can't fix it with a bit of code' type of problem. So you'll need manipulators. Bots aboard make a good choice. Now, you can say they are destroyed, but the idea that they were there originally to let the ship self-repair makes some sense to me. Thus, in essence, the ship is recruiting for a new team of bots. It might realize there have to be trade offs, but it essentially wants to be repaired. [/QB]
I had been flip-flopping on this issue. Having bots would also explain why there is no sign of a human crew aboard. I'm thinking that most of the bots were destroyed in its first and only battle. The few remaining, that may be damaged themseleves, have done what repairs they could but a few delicate touches require the fine manipulation skills of the party.

I want to tie it to the Jumpdrive somehow. In my imagination the ship managed to (mis)jump when the battle was clearly lost. Although this misjump allowed it to survive it did a number on the jump drive itself.

Oh, and couple of other hooks-

-The ship wants the players to repair several damaged computers... one of which is infected with the Lucanic Black Sphere strain.

-The second adventure is totally going to be the 'who's in charge here' session. It's all going to be in jumpspace with the ship trying to assert its control over the situation.

-Eventually, I think I'll steer them towards the pilgrammage, although chasing after other jump caches and enounters with an RC just beginning to recognize virus as a life form could be fun along the way. Heck, even just convincing the virus to hide while the party tries to barter for repairs/get repairs done at local space port could be fun.
 
Originally posted by ChaserCaffey:
Good stuff, Cad. If you really want to drop a brick on the PCs, after they've worked out some kind of truce with the vampire and gotten clear of the initial danger from the Guild, have them find out what damaged the ship.

"How did all your repair bots get destroyed, anyway?"

"They were infected with the Black Curtain strain of Virus, and I had to use my last remaining control to order them to suicide."

"Black...Curtain strain?"

"Don't you know about the Black Curtain?"

And then watch their faces as the ship explains that ten thousand insane copies of Lucan are, in fact, coming for their bacon. Now, they're the sole posessors of a piece of information that could spell the difference between Humaniti having enough time to prepare for the onslaught and being swept under. They're also aboard a potentially unstable Vampire ship with more broken-down systems than Billy Joe Bob's Far Trader, and just for extra points they misjumped and don't know where they are.

Have fun, kids.
file_23.gif


</font><blockquote>quote:</font><hr />Originally posted by kaladorn:

Craig has Sollies, Cats, and concievably Hivers or others to worry about. Plus he has that nutbar Lucan and the Usurper. So, why is he busy taking available manpower and money to build stuff for caches when he could be trying to stave off the collapse itself? That's like building a time capsule while your house is on fire, rather than putting out the flames.
This would seem to be the worst plausibility problem, really. However, if we postulate that Duke Craig was able to manage a "long downward slide", in which his territory shrank bit by bit rather than being gulped away, you could imagine a point where he might decide that his regime is probably toast within a decade or two no matter what he does, so it's time to start thinking about his children or grandchildren picking up the pieces. Does that work? </font>[/QUOTE]Whoops, I've been responding, off and on, to Kaaladorn's post while doing other work. Truthfully, I like your Black Curtain scenario better.
 
So, having bots is more plausible than not. Having had to destroy them (or be destroyed) is also plausible for the Virus ship itself. Obviously this might also contribute to it realizing maybe organic (non-infectable) assistants, though prone to free will, are less of a security hazard to its wellbeing.

Why repair a black curtain infested computer? You'd better make it contain some vital data or something that justifies the risk....

One way to justify these caches and their not being used up:

1) They are done as a typical gov't sneaky project (ie few know about them and rarely anyone in the local system they are situated in... they might know something was done, but not what and wouldn't know about the cache)
2) They are small - small ships, small sets of supplies. Useful, but small. More informational in nature than anything. Consequently, easily bureaucratically overlooked years later when the real excreta hits the rotary air impeller. Consequently, maybe Craig just forgot about these small caches in light of his larger problems. They wouldn't have solved them anyway. And the people who built them were mostly killed or scattered during the Final War and the aftermath, so there really aren't many opportunities for them to be resurrected.

That lets you give the PCs some kit, give them small chunks of gear that can be useful, lead them on adventures across sectors as they search out these small caches, and each one gives them a little more, but it also puts them in contact with more people needing help and more people wanting to take the materiels away from them.

This also means that, with your aforementioned early start, they do not represent a big diffusion of resources. Maybe there are 1 of these for every couple of subsectors. Then, you'd only be talking about maybe 8 or so per sector, and 30 or so in a domain. 30 small ships isn't going to make much difference in Craig's overall situation, and assuming some of them were found or just never finished, there might only be 20 scattered across a domain. But in the aftermath, if you can get the stuff out of all of them, you've got a nice little fleet and resource base!
 
Okay, sounds like this is coming together from a plausibility perspective. Really, all the ideas we've come up with can work together- the PCs could find out near the beginning about the Black Curtain (either from the main computer or from the secondary computer infested with the Black Curtain strain), and then be faced with a sucession of obstacles to their attempt to get back to the RC, their home PE, or somewhere to warn people about this. The Virus is unlikely to want to go where they want it to, the ship itself is probably badly worn, and then there's the usual pirates, breakdowns, and Puppeteer vamp fleets.

Random ideas:

1) The reason the characters have to repair the computer infested with the Black Curtain strain is that the other computers aboard have corrupted data bases, and only that computer still has the location of the ship's home cache. Once they figure out where they are, that cache should have enough spare parts to restore the ship to something like working condition.

2) Adventure: the ship jumps into a system to refuel and encounters a system-bound vampire ship infected with a Puppeteer strain. The Puppeteer attempts to take over the PCs ship, and they must assist the Virus in fighting it off- by cutting connections, deleting infected sections of memory, and figuring out some way to stop the other ship from renewing its attacks.

3) Any thoughts on how big these ships should be? I'd suggest 400 tons for a baseline, the size of a Fat Trader or Patrol Cruiser. Anything smaller isn't going to be much of a nucleus, and it can haul a respectable amount of cargo and still be able to defend itself. Obviously, stats and deckplans are going to be needed here, since it sounds like pretty much the whole campaign will be centered around the ship.

Edit: Speaking of deckplans, I've heard of some kind of software package that allows deckplans to be generated from pre-made objects, which sounds like it would streamline the process by quite a bit. I've heard it called GRIP or something like that, but I can't seem to find any details. Anybody know anything?
 
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