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Gone Dark: Hard Times in the Hinterworlds

These systems are all in the Hashi Subsector:

0137 EKI CHI (Non-aligned human)

D - Poor, unrefined fuel only
2 - 3,200km, Luna sized, 0.15G
0 - No atmosphere
0 - No surface water
6 - Population between 1 - 9 million
4 - Representative democracy
0 - No weapon restrictions
7 - Pre-stellar (current Earth tech)

This is primarily a mining colony. They mine and refine the ore here, and send one ship every two weeks carrying purified metal to Stad. The Stad government owns eight 40,000 dTon Cargo-Tenders each carry fourteen 2,000 dTon Cargo-Riders. The Cargo-Riders import food for the colony and export up to 1800 dTons of refined ore each. The miners use imported small craft for mining. They cannot maintain them locally. Maintenance is done on Stad (Old Expanse 3039, two jump-2 away).

They have a small Downport next to the largest town, the dome community of Eki's Lode (a massive nickel-iron deposit). The starport sees a reasonable amount of traffic as it is a key transit point for ships going to Stad. The system has no gas giants, so fuel is gathered from ice asteroids and comets or imported from Tonde Monai. Only unrefined fuel is available for sale. The town is full of hardworking, hard partying miners. Visitors are advised to stay within the starport unless they like it rough.

0238 AME (Non-aligned Human)

C - Routine quality starport, with unrefined fuel
8 - 12,800 km, Earth size, 1.0 G
7 - Standard atmosphere, tainted
6 - 56 - 65% water, large oceans
2 - Population between 100 - 999
2 - Participating democracy
1 - Poison gas, explosives, WMD banned
6 - 1960's dawn of space age

Ame should be a garden world. It is Earth sized, with 1G and lots of water. The main issue is the taint, the local vegetation produces Carbon Monoxide as a byproduct of its photosynthesis. It is odourless and tasteless and fatal. Because it is otherwise extremely desirable, there have been several colonization attempts over the years. The planet has proven very unforgiving and each has suffered a catastrophic failure and mass deaths. The current population are the remnants of the most recent attempted colonization from the Solomani world of Stad.

The rumour is that the Third Imperium sent agents to bypass the alarms and open the colonists' domes to the atmosphere to ensure the Solomani didn't get a foothold in the Hinterworlds sector. As a result, the few survivors will attack those they perceive as Imperials on sight. Fortunately, as their technology has collapsed, so has their ability to affect anything outside of their one remaining dome. There are more than twenty abandoned TL-14 domes. Most of them have been heavily picked over by the locals and salvagers, but there might be forgotten outposts.

0239 FAMERRA (Non-aligned human)

E - Frontier, no fuel
3 - 4,800 km, Mercury sized, 0.25G
1 - Trace atmosphere
0 - No surface water
4 - Population 10,000 - 99,999
9 - Impersonal bureaucracy
9 - All weapons are banned
7 - Pre-stellar (current Earth tech)

Famerra is a mining colony. It was settled several centuries ago from Franzweld. The system is ruled by a hereditary bureaucracy. There have been several attempted revolutions, which have been brutally suppressed. The government sells most of its mineral exports to private freighters from Stad.

Foreigners are not allowed anywhere on Famerra itself except the tiny patch of cleared rock they call their starport. The government has two imported system defence boats to enforce this. In order to force visiting ships to refuel from one of system's gas giants, they refuse to offer fuel at the port.

0337 TONDE MONAI (Non-aligned Human)

B - Good, refined fuel available
2 - 3,200km, Luna sized, 0.15G
0 - No atmosphere
0 - No surface water
2 - Population between 100 - 999
0 - No formal government
0 - No weapons restrictions
E - Average Stellar

Tonde Monai is currently being explored for potential future mining prospects. There is one small base with a decent starport on one of the moons of the largest gas giant. The system has multiple gas giants and is also being explored for atmospheric harvesting. The locals are open to visitors but very hostile to any perceived as "claim-jumpers."

The locals do a good business skimming and refining fuel from their gas giants and shipping the high-quality purified fuel to Eki Chi. Their customers keep the "good stuff" to fuel their own ships and (imported) fusion reactors and sell the crappy unrefined fuel to visitors (at a significant premium). Tonde Monai has more than a dozen 2,000 dTon cargo-riders that skim and purify fuel. A 40,000 cargo-tender visits every other week. It brings passengers and sometimes cargo to Tonde Monai and brings fuel back to Eki Chi.

0438 HAIIRO (Non-aligned, unoccupied)

E - Frontier, no fuel
7 - 11,200 km, slightly smaller than Earth, 0.9G
9 - Dense, tainted atmosphere
9 - 86 - 95% water coverage (a few islands)
0 - No permanent population
0 - No government
0 - No law level
0 - No technology

Haiiro is a decent size, with lots of water. The problem is its dense atmosphere. Because it is relatively close to its star, the planet gets a lot of solar energy. Combined with shallow oceans, this results in very warm seas at the equator. This, in turn, generates constant winds and frequent huge hurricanes. The dense atmosphere makes the winds and hurricanes deadly. Fortunately, the Hairro system has several gas giants limiting the need for anyone to enter the atmosphere.

Haiiro is primarily a refuelling stop for ships going somewhere else. Traffic is very light.

0439 YORK (Non-aligned human)

B - Good starport, refined fuel
1 - 1,600 km, size of Triton, 0.05G
0 - No atmosphere
0 - No surface water
3 - Population 1000 - 9999
0 - No government
3 - Military weapons are banned
A - Early stellar, jump-1 drives

A small, independent settlement made up of political refugees from the Solomani world of Altus III. They bought a Jump-1 ship and headed out to found a new home. They succeed for a while, but are now under the thumb of their neighbour, Franzweld. Franzweld has assigned a small squadron of four 400 dTon patrol corvettes to "guard" the system. They have also established a small military base in orbit around York. The ships board all ships entering and leaving the system and take a "protection" tax.

The Yorkists loath the Franzweld presence. They fled Altus III to get away from these sorts of bullies, but their vessels are simple merchant vessels and so they are outgunned. They are actively looking for someone able to deal with this issue.

0440 FRANZWELD (non-aligned human)

B - Good starport, refined fuel
6 - 9,600 km, smaller than Earth, 0.7G
5 - Thin atmosphere
7 - 66 - 75% water coverage, large oceans
4 - Population 10,000 - 99,999
7 - Balkanisation (multiple factions)
A - All weapons and armour banned
A - Early stellar, jump-1 drives

Franzweld also started out as a colony of Altus III. However, multiple ships each started their own settlement. As a result, the planet has several competing factions jockeying for power. The lead power, the Island Domes, controls about 60% of the population. They also control most of the planet's ships and have built a small fleet of 400 dTon patrol corvettes using components imported from Stad. They aggressively intercept any vessels entering their system.

While this system has not formally been upgraded to yellow sone status. Visitors are warned that the locals are not very friendly, and if you don't need to go there, you would be wise to bypass the system.
 
Waves of change (certain ideas to open things up a little more).
Ral Ratha is now the Rathan Empire, as Imperial refugees have helped one clan become dominant, their Emperor is called the "Khûn": the "First among Kings" or "King of Kings". They are advised by an Imperial Admiral whose title is "Strategist". The Empire has a Byzantine feel.

The Anubian Trade Coalition has fallen into civil war, with Anubis becoming the "People of Anubis Collective" or PAC after their society capsizes; this happened two years ago, and there are holdout ATC systems, however the greater population of Anubis will probably tell in the end.
I'm sure the Ral Rantan clans would respond with something like...

rr cuniform.png
Or, translated, "Death to the empire!"
 
I'm sure the Ral Rantan clans would respond with something like...

View attachment 4607
Or, translated, "Death to the empire!"
Civil wars are often good backgrounds. The wiki calls them the Ral Ranta Empire: "The current Ral Ranta Empire is the remnant of what was once a much more powerful state." Much like with the Meji restoration in Japan, the various groups used the power of outsiders to become pre-eminent. They sort of feel like the Mri as well from Faded Sun. Or not, though looking for reasons as to why adventurers would go to these places. Thinking of Anubis, maybe a Syndicalist League, as there already is a collective with the Gniivi. Who are not described, however. Don't want to step on anyone's toes though.
 
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https://wiki.travellerrpg.com/Menere's_Reach_Subsector This has two alien polities, though the Gniivi are not described. Crabs? Who knows. Some like their aliens more cuddly. Tren has the most pop, though at law level 16 ... wow. Treber has the best starport and TL, at least of Human worlds edit: Speehl also, though both are low pop. This completes the review of the coreward (upper) half of the sector.
 
Civil wars are often good backgrounds. The wiki calls them the Ral Ranta Empire: "The current Ral Ranta Empire is the remnant of what was once a much more powerful state." Much like with the Meji restoration in Japan, the various groups used the power of outsiders to become pre-eminent. They sort of feel like the Mri as well from Faded Sun. Or not, though looking for reasons as to why adventurers would go to these places. Thinking of Anubis, maybe a Syndicalist League, as there already is a collective with the Gniivi. Who are not described, however. Don't want to step on anyone's toes though.
This is where the tribal / clannish nature of the empire comes in. United against outsiders but divided within by political, economic, and tribal rivalries it stands against those that would destroy it by intrigues, guile, ruthlessness, and custom while having a never-ending series of internal disputes between the members.

Anubis is a brutal, business-oriented entity that represses its workforce while letting its elite live in ultimate luxury. It's sort of the Victorian era on steroids combined with a good dose of North Korea for historical comparisons.

Imagine a powerful Ral Rantan clan member runs afoul of a powerful Anubian business owner. The two settle things with a duel to either incapacitation or death.
 
This is where the tribal / clannish nature of the empire comes in. United against outsiders but divided within by political, economic, and tribal rivalries it stands against those that would destroy it by intrigues, guile, ruthlessness, and custom while having a never-ending series of internal disputes between the members.

Anubis is a brutal, business-oriented entity that represses its workforce while letting its elite live in ultimate luxury. It's sort of the Victorian era on steroids combined with a good dose of North Korea for historical comparisons.

Imagine a powerful Ral Rantan clan member runs afoul of a powerful Anubian business owner. The two settle things with a duel to either incapacitation or death.
If you like them that is cool, I was only thinking of ways to remove the Red Zones, so players could go to those systems. I will leave them alone.
 
If you like them that is cool, I was only thinking of ways to remove the Red Zones, so players could go to those systems. I will leave them alone.
With the Ral Ranta, it's more about if you have business there with the clan than anything else. Some are more aggressive than others. That's what the red and amber zones are about. Don't go if you aren't hiring the clan or have other nefarious business with them.
The Ral Ranta are great scenario generators for piracy, intrigues, assassinations, criminal enterprises, and every other trope involving something questionable or illegal. They're like the GTA of Traveller.
 
With the Ral Ranta, it's more about if you have business there with the clan than anything else. Some are more aggressive than others. That's what the red and amber zones are about. Don't go if you aren't hiring the clan or have other nefarious business with them.
The Ral Ranta are great scenario generators for piracy, intrigues, assassinations, criminal enterprises, and every other trope involving something questionable or illegal. They're like the GTA of Traveller.
I saw my kids playing GTA years ago, I mean I did play the top down map one, it was ok, get a tank and run over cars. :)
 
I saw my kids playing GTA years ago, I mean I did play the top down map one, it was ok, get a tank and run over cars. :)
That's the Ral Ranta. Pillaging and violence are entertainment to them. "Let's go burn the village!" is their idea of a night of fun after carousing...
 
Sounds almost like the Spartans and their idea of helot management.
There are lots of examples from history. They are a more settled version of the Mongols or they're Vikings. Loot and pillage, murder and mayhem are their life blood.
 
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