The Remote, Centralized Government Pt. II - Enough to Start, and No More
Remember that the original concept for Traveller was very GURPS-ish: a generic system that could emulate every possible part of SF. And in the first year, we did very little support beyond the basic rules. It was only after we started writing adventures that the Imperium started taking shape as a real background.
--Q&A with Marc Miller
This is a rough list of notes about Alandia [ah-land-yah], the interstellar kingdom that is the Remote, Centralized Government off the edges of the subsector map where play will take place.
The Characters grew up in Alandia and served in the forces of the Royal House. Alandia is the default culture of the rules and the setting. While character creation, skills, and more work as a default within Alandia, one cannot assume them as defaults for worlds or peoples beyond its borders.
A note on the names and titles: I'd like to pull a Tolkien here and say that all the name and titles you are about to read are translated from the actual names and titles of the actual setting into words and titles that correspond to words and titles we are used to.
Overall...
1. Mankind settled the stars, countless, countless stars, thousands upon thousands of years ago.
2. There have been many expansions and contractions over these thousands upon thousands of years.
3. History has been created, forgotten, re-written, lost, and reforged by countless, scattered, interstellar societies.
4. Earth has been forgotten and lost from memory, a myth to some, non-existant to others. But the key thing is this: Earth doesn't matter at all to this setting. Alandia has its own origin myths and pride in itself. It doesn't look to humanity's past for its value. It looks to itself.
ALANDIA
5. Hundreds of years ago several isolated worlds began parallel development of technology. For some of the systems it was rebuilding clues from technology lost in wars centuries ago, others built from scratch. These world (about four in number, scattered across four subsectors) had fallen into pre-Interstellar travel. Each had traveled different technological routes and histories to begin building the lost technology of Jump Drives.
6. As these four civilizations began sending out exploratory craft (some lost, some coming back with reports of other inhabited worlds, some coming back with reports of devoid of sentient life but full of ruins of lost civilizations), they eventually encountered each other.
7. This was a time of great excitement and cross-pollination of cultural, trade and technology. Each civilization began filling in information the other lacked, making the Jump Drive technology more reliable and more efficient.
8. In time, however, the worlds around them (full of people and resources that could be exploited) became prizes to valuable to resist or share. Claims were made, and those claims rejected. Ships that had once been used for trade and sharing of information were transformed into warships. Technology advanced as one war after another broke out along ever shifting borders.
9. To help keep worlds conquered but parsecs away, one of the civilizations instituted a tradition of feudalism to keep reign up on the distant holdings. Family members of the royal family were groomed and shipped off to loyally keep control of its growing empire. As battles were won and lost, alliance made and broken, boundaries shifted back and forth, the other civilizations followed suit in an effort to keep control of their holdings as well.
10. Each of the four civilizations developed the concept of "Right of Starship." That is, the right of controlling both the facilities to produce starships and the starships themselves. Right of Starships was the prerogative of nobility, and the ability to make starships was the mark of nobility. A and B class starports were the prerogative of the Noble Houses that had grown up in the intervening years of warfare and expansion. Starports were issued as charters (much as royalty once issues charters for medieval cities). Any world or commercial interest attempting to make an A or B class starport with out a charter would find itself the target of an assault by one or more of the Noble Houses. These Houses often fought amongst themselves, but on one point they all agreed, no one else could weaken their monopoly on the manufacture of starships. Industrial spying, subterfuge, industrial espionage, and open warfare, back and forth between the Noble Houses and those who wanted to claim their own royal right to starships was, and remains, part of periodic conflicts in Alandia.
11. Over several hundred years several worlds did manage to make starports in secret facilities, hidden from the spies, sabotage, and naval assaults of the Noble Houses. In this way, new Noble Houses were born (if they could keep their hold in the interstellar community). By the same token, several Noble House were wiped out when their starports were destroyed, the ships falling into disrepair, plundered.
12. All of this took several hundred years of migration, the advancement of starship technology, the building of new colonies, negations, and conquest. Over this time the most powerful Houses would rise, then fall, some rising, again, some falling.
13. Of the original four Noble Houses, one is now wiped from the rolls of nobility completely. The others married and intermarried and new names came into play.
14. Thee hundred years ago House Brandwell, having just formed an alliance with House Somerond by marriage, began a campaign to take the Alandia Cluster from House Aldrake. Alandia and its surrounding worlds were both the breadbasket and the safe haven for two A class starports. The war, fought in several campaigns over a century, ended with Brandwell deposing the ruling family and taking control of Alandia and its surrounding worlds.
15. House Brandwell then spent one hundred years doing what no one had done for some time--making peace. Through diplomacy and threat and great deal of subterfuge to get several key worlds to go into rebellion against their Noble House masters, House Brandwell manage to weaken the other houses
just enough to form new treaties and alliances. Not every House was happy about this. But they saw the writing on the wall and new that to blunt go to war right now, when a majority of the worlds and Houses were war-weary would make them a target. They would lose more than they could ever gain.
16. The period of peace lasted approximately 100 years, allowing a new period of exploration, trade, and colonial investment to take root. But several wars have broken out again, with several Houses working together in concert to bring House Brandwell down. The war ranges from cold-war efforts to open hostilities. But so far House Brandwell has held strong.