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Trojan Reach

Welcome to the Reaches, Thierry! I have not seen stats for the Leviathan, but you might get onto the Fleet Board and look for Tanuki or one of the other gearheads. Falkayn has an excellent spreadsheet on his site for building ships. Also, I have heard that CT designs work almost exactly for T20, but this may not be true.

Care to add something to the Trojan Reach Project? Eliot's outline on the first page of the post highlights lots of areas for development.
 
This boat is the entire navy of Fist/Tobia.

T20 Starship Design Sheet Output

Hammer - Golf Class Close Planetary Defense SDB
Designed by: Mythmere

Statistics:
300-ton Hull (Sphere) - Partially Streamlined
AC: 28 (12 vs. Meson Guns) AR: 12 (TL-12) SI: 130 Initiative: 6
Starship Size: Medium Cost: 235.96 MCr (294.95 MCr without discount)
Model/4 Computer Avionics: Less than 600-ton Sensors: Long Range Communications: Long Range
Cargo: 13.2-tons
Annual Maintenance = 23.596 KCr (11.798 KCr if routinely maintained)
Routine Maintenance = 5.899 KCr/Month (58.99 KCr per year)

Performance:
Jump-0 (enough fuel for )
Acceleration: 6-G Agility: 6
Power Plant: TL-12 Fusion (42 EP output, enough fuel for 2.76 weeks)
Atmospheric Speeds: NOE = 875kph Cruising = 2,625kph Maximum = 3,500kph

Weapons:
Hardpoints: 3
2x Triple Missile Rack Turret TL-7 (2 missile magazines)
Missile +3 To Hit, 3d6 (18/x1), Range: 90,000km, Ammo: 40 missiles
Nuclear Missile +3 To Hit, 8d6 + 3d12 Radiation (17/x2), Range: 90,000km, Ammo: 40 missiles
1x Triple Beam Laser Turret TL-7, +3 To Hit, 3d8 (20/x1), Range: 30,000km


Accomodations & Fittings:
5x Double Occupancy Stateroom (10 People)
5x Double Occupancy Small Cabin (10 People)
1x Airlock

Crew Details:
1x Pilot
1x Astrogator
4x Engineer
3x Gunner

Description:
The Golf class close planetary defense SDB is built in Tobia System, Tobia Subsector, and is a common sight in the navies of the non-aligned systems beyond Imperial borders in the Trojan Reach. The Golf class delivers considerable bang for the buck, focusing on speed, armor and weaponry at the expense of jump drives and computer power. With only a Model 4 computer system, the Golf class is usually deployed in a mainworld's orbit where it can receive sensor data from the planet's more powerful sensor arrays. The boat can carry a small contingent of marines, but its primary function is to engage and destroy ships in engagements close to the mainworld.
 
Aliens of the Trojan Reach
Source http://www.mu.org/~joe/traveller/archive/General/Alien_List3.txt

No true native aliens are listed for the Reaches, and two minor humaniti.

Floriani Floria/Trojan Reaches 0213 (Yggdrasil)

Race made up of two castes, basically brain (the Barnai) and brawn (the
Feskals), which cannot interbreed. Another Ancient geneering experiment.
The Florian League is an independent state outside of the Imperial border.
See TD20.

Halkans Halka/Trojan Reach 0510 (Menorial)

Halkans appear to be slightly built albinos, but they are not. Their eyes
are pale grey (nearly white) Their hair color ranges from white to ash-pale
blond. Discovered by Floriani explorers in -50 ti, they were held as
slaves until 1000s. See TD19.
 
The Trojan Reach Fleet
----------------------
201st(C), 202nd(D), 203rd(G), 204th (at Tobia)(H)

Each numbered Imperial Fleet is supported by a colonial fleet with the same number. Data is as of 1116. Source same data archive as above post, posted by John Banagan.

"Numbered Fleets are composed of squadrons (2-10 squadrons per fleet based
on its mission). Each squadron is composed of 10-50 ships. Fleets
therefore may range from 50-200 ships."
 
World: Imisaa
Subsector: Tobia
Sector: Trojan Reaches
Coordinates: 2916 (H0506)
UWP: B520867-6
Starport: Good
Size: Medium (7200-8800 km)
Atmosphere: Very thin, tainted
Hydrographics: No liquid water
Population: 100 million
Govt: Captive Government
Law Level: Moderate
Technology: Pre-Stellar
Planetoid Belts: 1
Gas Giants: 3
Allegiance: Domain of Deneb
Bases: None
Trade Codes: Na Po De
Travel Zone: Green
Gross World Product: 71,600 MCr

Stellar: Binary
Primary: F8 D (Light yellow dwarf)
Secondary: M8 D (red dwarf)




Planetary Conditions and Geography:Imisaa is a hot, parched desert planet. The atmosphere is very thin, and is tainted with a high carbon dioxide component.

Politics: Imisaa was originally colonized by General Development Company GeDCo as a base for exploiting the planet's massive deposits of Uranium Tellurite (UTe3O9), a yellow-colored radioactive crystal. Cliffordite (the Solomani name for the mineral) is extremely useful as a component of industrial radioactive ceramics due to its high specific gravity (relative to other translucent minerals), translucency and octahedral crystalline form. GeDCo contracted the management of the planet to Argostel Management Gesellschaft LIC (AMG), which contracted with independent "ute" miners to replace employee miners, who had been threatening labor disputes. The cities of independent miners are poor, and operate at a low technology level. Miners or small mining teams rent their prospecting territories from AMG. Although actual instances of radiation poisoning are rare, frequent accidental exposures have had a profound effect on the genetics of the planet's native miner population (see below).

Culture, Dress and Religion: The corporate representatives of AMG who run the planet are usually Tobians or Eshadians, and they conform closely to interstellar cultural norms. The ute miners, on the other hand, are quite insular. In ute miner culture, women and men eat at separate tables, and the rich (distinguishable from the lower classes by their lack of mutations) are treated with fawning deference by the rest of the impoverished population. Mutations are very common due to the frequent mistakes in handling radioactive minerals, leading to a very high infant mortality rate and a plethora of deformities in the adult population, though the most common effect of genetic poisoning is sterility. Independent reporting denied by AMG indicates that IQ rates in the ute miner population have been falling steadily for the last hundred years. Indeed, incidences of serious industrial accidents have been on the rise for decades. Richer families visit the AMG medical facilities for genetic normalization, but such expensive services are beyond the budget of most middle and lower class ute miners. Most offworld sociologists observing ute miner culture have described them, in the words of one observer, as "a pathetically optimistic breed lacking the intelligence to perceive that their culture is locked in a gradual slide toward an intellectually retarded barbarism. The ute miners, with their thick-rimmed eyeglasses and omnipresent deformities, are inordinately proud of their educational prodigies, who could barely graduate college on most civilized worlds."
The favorite sport of the ute miners is drag racing across the endless desert flats of the world, on courses that run hundreds of miles. Off-world technology is often incorporated into the racing vessels, and often in unorthodox ways. Champions of the "rocket runs" are treated as royalty, but usually don't survive many races. Betting on these races is heavy, and sabotage has been detected in more than one race.
 
Mythmere - alot of good work above - i will take it all in and have a think!!!!

Here is my write up of Thebus/Sindal: I believe I have only Ace to finish the Sindal side of the Sindalian Main. After that I will detail the Imperial worlds of the Albe cluster.

Thebus: World: Thebus
Subsector: Sindal
Sector: Trojan Reaches
Coordinates:
UWP: B534320
Starport: Good
Size: Large (Medium 8000 km)
Atmosphere: Vacuum (Very Thin)
Hydrographics: 40% water
Population: 8000
Govt: Participating Democracy
Law Level: No Law
Technology: Pre-Stellar (c.1950)
Planetoid Belts: 2
Gas Giants: 3
Allegiance: Independent Human State (Aslan from 1118)
Bases: None
Trade Codes: Po; Ni; Lo
Travel Zone: Green

Thebus was settled in the 700s by Thebus Development Ltd, a now defunct company set up to profit from transrift trade, on the site of an old starport left by the Sindalian Empire. In 739 TDL went into liquidation and its employees bought the the company's assets (i.e. Thebus) from its liquidator. Thebus’ 8000 citizens are the descendants of those original employees and their mentality is still very much a shareholder mentality.

The government is an lose system of citizen debates and votes; because of Thebus' small population and the prevalence of weaponry among citizens this near-anarchistic system rarely descends into bickering and violence. Added to this, the stakeholder mentality of Thebans leads them to seek co-operation in the common interest rather than hostility and competition amongst one another.

Thebus’s type B starport connects the trans-rift Aslan-Imperial trade corridor with the Sindalian Main, the J1 freetrader route that runs from Janus in the Dpres subsector to Noricum in the Sindal subsector. Thebus’ only city, Libertyport, serves as startown and home to the inhabitants of Thebus.

Libertyport is a fairly lawless place and pirates and smugglers often brush shoulders with 'honest' merchants. It is said that everything is for sale in Libertyport and the trade in men (sometimes literally!) and arms is particularly notable.

Thebus is 'protected' by the Aslan and human clans of Theev whose corsair squadron presents a formidible fighting force against any would-be raiders. Thebus is a
also the operational base of a number of J1 and J2 merchant lines who ply their trade on the Sindalian Main.

Libertyport itself consists of a netwok of large caverns and tunnels built by the Sindalian Empire in the planetary crust. The caverns are still not fully explored and archaeologist believe some of the mysteries of the Sindalian Empire might be found by a proper investigation of Thebus’ underground complex. The principal use the Thebans have for the caverns is to hide illicit cargo and further the running of the starport. Many caverns serve as hydroponic farms or as warehouses.

Travellers to Thebus often note the utilitarian fashions and style of Thebans.
 
Third Imperium No.6 lists an alien race native to the TR: the Blotches of Acrid/Borderland/Trojan Reach. The article was written by Mike Jackson and David New: Here is a summary:

Blotches are a chlorohydrocarbon based life form which have no fixed shape because they have a highly flexible 'skin' that it filled with neuro-fluid and organs (i.e. they are the Traveller equivalent of the AD&D gelatinous cube). Blotches evolved on a chlorine based atmosphere and thus absorb chlorine 'air' and their food through their skin. Blotches sense their environment via electrical and heat changes in their atmosphere (thus they see in IR). The blotch communicates by 'bleeding' electrical pulses, if pressed, they can defend themselves by discharging the electricity from their neuro-fluid.

Blotch society is formed by the 'group meld' where local blotches 'melt' into one another to share neuro fluid and thus information.

Neither the humans nor the aslan of Acrid accept the blotches as intelligent, blotches find both species to be amusing.
 
Here's a question about Thebus - why do the pirates protect it? Are they paid protection money, making Thebus a "safe" spot? This would make sense - I read an economic paper on piracy somewhere on the web that showed a pirate breaks even if he gets one ship every (1 or 3, I forget) YEARS. So pirates will actually range far afield for the good pickings. Getting a cut of trade nearby in exchange for protection money might be a good idea. Or is it a territorial thing? Or something else I didn't think of?

BTW Thebus is FANTASTIC. I love the employee buyout explanation of a small population. I'll put it onto the website soon - right now I have to take my children on a trip to their grandparents' house.
 
What do the Theev clans get for protecting Thebus? One thing, I think, is clear: there is no piracy in the Thebus system, not even from the clans of Theev. The way I look at it is this: the Theevians are feared by other pirates and criminals, they have the organisation, the skills and the manpower to hunt down transgressors. Yet they are also criminals who have an interest in a free port, a safe haven that intersects a major and a minor trading line. Imagine if you made pirates the harbour masters of the Florida Keys, it would be a pretty wild place and would be used for all manner of smuggling, freebooting and illicit behaviour. No doubt protection money would be levied against ‘merchants’ for using the service and the pirates would get first dibs on any trade they were interested in. In all it could be a very profitable business; in my view the Thebans have danced with the devils of Theev to make their little frontier world the place to get rich quick (the world has no real resources after all, hence the Po rating). The price: not so much money and the seceding of power to outsiders.

so its part protection racket part safe spot. That’s what I think, but its open to debate.
 
Myth,

Read it last night and really liked it! I've already scribbled lots of notes on the hardcopy, can't wait to play it! Keep 'em coming!
 
so its part protection racket part safe spot. That’s what I think, but its open to debate.
No debate here - I just wanted to clarify the relationship with Theev, since Theev looks like its a major player in the interesting storylines in the area. I agree, a second safe port in addition to Theev itself would be a bit plus to the pirates.

Hi, Ran! Yes, they will keep coming. Have a look at the developing web site for system maps and other stuff that isn't easily posted here.
 
Here is the detail for Ace/Sindal:

Ace: World: Ais
Subsector: Sindal
Sector: Trojan Reaches
Coordinates: 1719
UWP: E7A08B9-5
Starport: Frontier
Size: Medium
Atmosphere: Exotic
Hydrographics: Desert World
Population: 700,000,000
Govt: Non-Charismatic Dictator
Law Level: 9
Technology: 5 (1950s)
Planetoid Belts: 0
Gas Giants: 0
Allegiance: Independent Human State (Aslan from 1118)
Bases: none
Trade Codes: De
Travel Zone: Green

Ace was first surveyed by detached duty scout Mercedes Ais in 419 and the name that she gave to this world was soon corrupted by an editor of the First Survey (who was a personal friend of Ais) to Ace. The joke has stuck on Imperial star charts; the inhabitants of Ace’s inhospitable environment still call their world Ais.

Ace’s exotic atmosphere is not as harsh as other atmospheres of the exotic class and a light protective suit and filter mask is all that is needed to survive outside of the cities for any period of time. The cities themselves are protected by filter technology imported by the Aslan and Imperial corporations who are the principal investors in Ace's industrial works.

The Aisan economy relies on the extraction and processing of trace metals and elements essential for use in starship communications arrays. The ores and elements are plentiful in Ace's environment and the Aisan industrial works provide valuable cash for Ace's otherwise barren economy. Aisans live in large cities near mines and industrial works where food and resources can be better distributed. Although many Aisans are cursed to live in shanty towns, the cities contain fantastically rich districts that are home to business leaders and high ranking military officials.

Ace is ruled by a military junta under the leadership of General Manuel Karagoz. The regime is relatively cruel and political dissidents regularly 'disappear'. Many believe that that the slavers who plague the Sindalian Main are the likely explanation for the unexplained disappearances. IISS comentators have formed the view that, but for the junta's stranglehold over essential offworld resources, Ace would be a political powderkeg and would soon descend into a bloody civil war. However, neither the Imperium nor any other government have thought it fit to intervene. Political activists and gun runners are thought to have other ideas, however.

The starport is maintained by offworld corporations and is little more than a collection of prefabricated buildings located near the main industrial centre. It mainly serves carriers of Ace’s processed metals, other visitors are rare.
 
This is the reason I have not posted for a while: I have been working on a timeline for the trailing and coreward portion of the Reaches. Canon sources are indicated, and the rest are mine. Some material on the Spinward Marches is included to evidence general sentiment or politics on the frontier portions of the Domain of Deneb.

Does anyone have comments, criticisms, suggestions?

148 Imperial Scout explorations begin in Pax Rulin, Gazulin, and Tobia subsectors of the Trojan Reach.

220 Wave of Imperial-culture settlers begin colonizing worlds in Pax Rulin, Gazulin and Tobia.

355 Tobia enters Imperium. Independent systems to Rimward of Tobia refuse to join.

461 Zhodani discover Aslan in the Trojan Reach. Alien Module 1 - Aslan, GDW, 1984, p. 35.

504 Imperial scouts contact a minor human race on 971-852 (2814 Tobia/Trojan Reach), who subsist on some plants and cannibalism; the scouts introduce livestock, but the natives continue to eat old and crippled humans. Travellers' Digest #20, DGP, 1990, p. 30.

525 Habitable worlds of Gazulin, Tobia, Borderlands, and Sindal have been colonized and contain small human settlements. Lack of funding renders further expansion pointless, and colonies on marginal worlds begin to fail.

589 Empress Jacqueline I establishes the Domain of Deneb during the first year of the First Frontier War; however, no Archduke was ever designated. Supplement 11 - Library Data (N-Z), GDW, 1982, p. 06.

610 Imperial protection formally extended to Districts 267 (later the Five Sisters subsector) and 268 by Emperor Nicolai. Spinward Marches Campaign, GDW, 1985, p. 19.


620 Captain Argon Kevin Beauregard flees the Imperium, ultimately founding the world of Belgard (1106 Trojan Reach) and the Belgardian Sojourn. Adventure 04 - Leviathan, GDW, 1980, p. 12, 39.

631 Imperial funding for colonization and establishment of the Trojan Reach frontier begins to flow into Tobia subsector. Naval base at Tobia completed. Patents of nobility are granted for the systems opening to new development are granted by Empress Arbellatra. The independent systems of the Tobia Main join the Imperium between 631 and 640.

650 The Glorious Empire, an Aslan separatist state centered in Goertel subsector of Trojan Reach, founded by Tokouea'we clan. Travellers' Digest #20, DGP, 1990, p. 30.

640 to 660 The Frontier Land Grab. Settlers explode from Tobia Subsector into the Borderland, Sindal, and Tlaiowaha subsectors, anticipating Imperial expansion into these area.

660 Imperium stabilizes at present size and turns attention inward, devoting resources to internal development and consolidation. Travellers' Digest #18, DGP, 1990, p. 26.

662 The Frontier Land Grab ends with crash of '62 on Tobia as real-estate ventures in the Land Grab begin to collapse. Many fortunes are ruined on the Tobia Main and in the vicinity, and many colonists of smaller worlds emigrate to Tobia as jobs in the hinterlands evaporate.

665 Land-grabbers from Tobia encounter Aslan land-grab colonies in Tlaiowaha subsector.

670 Imperial Scouts establish deep recon base in Tlaiowaha subsector to monitor Aslan border and activities.

678 Imperial funding and authority for "stabilization" of the border frontier between Aslan territory in Tlaiowaha and Imperial border in Tobia.

679 Negotiation of the Tobia Accords begins in Boulder and Wildeman. Duke of Tobia asserts Imperial status of Fist and New Moscow based on failed prior colonies that joined the Imperium, and nobles are installed to maintain order. Fistines initiate lawsuit on Tobia, which is annulled by the Duke.

681 Imperial attempt to create client confederacy of Torpol, Clarke, Blue and Exocet fails; one of the nations of Torpol seeks support from Aslan clans.

683 Human settlements are established on planets in the Aslan part of Tlaiowaha.

685 Aslan clans begin policy of establishing human-aslan "mixed clans" in border areas to combat Imperial influence and promote trade with the Aslan regions.

690 Shots fired in accidental confrontation between Imperial fleet and Aslan clan warships. The Imperial Navy stands down before the incident results in the destruction of the Aslan ships, but several are badly damaged.

691 Human settlement on Ohaualr is evicted by Tlaukhu forces before massacre at the hands of local Aslan infuriated by human occupation of land. Tlaukhu demands explanation of the fleet incident of 690 and demands Imperium cease patrolling the Tween with warships. Tlaukhu warships are sent into the Tween to emphasize the demand.

693 Ihatei begin moving into the Aslan Tween, noting that the Peace of Ftahalr applies only to Imperial regions.

694 Numerous land conflicts between Ihatei and human colonists on systems in the Tween.

695 Fledgling trade and passenger lines relying upon trade across the Tween begin folding as banks and insurers completely cease taking risks on Aslan and Tween trading ventures.

697 Aslan traders operating in the Tween (the border region between Aslan and Imperium) influence local Aslan clans to negotiate with the Duke of Tobia for a resolution of the tensions in the Aslan Tween.

700 The Camoran Accords establish a border zone of systems (the Tween) into which Imperial and Aslan ships larger than 1,000 dtons will not trespass, and in which neither Tlaukhu nor Imperium will annex systems.

700 Nobles settled in the Trojan Reach and Reft sectors by Empress Arbellatra merge a number of bankrupt fledgling lines to form the General Development Company (GeDCo). Travellers' Digest #20, DGP, 1990, p. 30.

707 The Camoran Accords are amended to permit warships of 4,000 dtons or less to patrol for pirates in the Tween.

740 Emperor Paulo I opens the Five Sisters subsector in the Spinward Marches for development and colonization. Supplement 03 - The Spinward Marches, GDW, 1979, p. 10.

742 Imperial funding in the Trojan Reach for naval forces, subsidies for Tween systems, and colonial financial support begins to decline as Imperial attention shifts to development of the Five Sisters.

750 Duke of Tobia releases Fist from Imperium. X-Boat system reaches Tobia.

750-850 Stagnation Years in the Tween. Aslan and human settlers continue to trickle into the Tween systems, but there is little appreciable population growth. In the early 800's, Theevan pirates begin raiding Imperial trade as far as Usher and Gazulin subsectors. Aslan colonization on the Aslan side of the Tween continues rapidly as Ihatei populate the region.

851 Aslan traders on Inurin are lynched by pro-Imperial paramilitary. The government on Inurin refuses to cooperate with Tlaukhu investigators.

852 Several clans mount a joint invasion of Inurin, and the planet is occupied while an investigation of the murders is brutally carried out. Resistance is crushed, with many deaths in the human population. The duke of Tobia responds by sending a fleet of cruisers, all considerably in excess of the 4,000 dton limit (which had been respected by the Aslan in their invasion - all of the Aslan ships fell within the limits established by the Camoran Accords).

853 The Trojan Reach is on the brink of war. The Tlaukhu and the Imperium have not formally entered into a state of war, but vassal clans and client states have been encouraged to test the defenses of the other side as heavier warships are brought to the frontier in preparation for a definitive resolution of the Tween territories.

854 The year in the Trojan Tween is marked by deep strikes by privateers (especially the Theevans, who played both sides of the coin and may have been paid bounties for their kills as well) into enemy territory, abortive invasions of one "non-aligned" system into another, and ihatei raids. Neither side violates the 4,000 dton rule.

855 Imperial diplomats from Core successfully defuse tensions in the Trojan Tween with a letter from Empress Tomutova II carried via the x-boat network.

856 Aslan/Imperial politics settle into a cool war in the Tween, with both sides aware that the Treaty of Ftahalr may not apply in border areas or, indeed, outside the Reavers' Deep region (where strict delineations of borders were drafted).

1105 World war breaks out on Feri (2005 Spinward Marches) between pro and anti-Imperial factions. Behind the Claw, SJG, 1998, p. 82.

1105 The absence of the Kinunir-class was felt as piracy began to rise after a decline over the previous 20 years. Behind the Claw, SJG, 1998, p. 08.

1105 The starport and other facilities on Efate (1705 Spinward Marches) are closed temporarily after a major disturbance believed to be connected with some terrorist organization. Behind the Claw, SJG, 1998, p. 08.

1106 Research Station Gamma on Vanejen (3119 Spinward Marches) is damaged in a terrorist raid. Behind the Claw, SJG, 1998, p. 09.

1110 End of Fifth Frontier War.

1111 TNS - Dentus (2201 Spinward Marches) - A group of renegade Vargr freebooters in the Spinward Marches continues to elude capture. Insurance rates for vessels operating in the Spinward Marches remain at war levels. JTAS #24, GDW, 1985, p. 04.

270-1111 Institution of the Deneb Reconstruction Tax in the Domain of Deneb and the appointment of a Dominion Minister of the Reconstruction Finance Fund.

150-1112 Complaints arise in the Trojan Reach and in Reft that the allocation of Reconstruction Finance Funds are being disproportionately allocated in Deneb and the Spinward Marches.

240-1112 Scandal in the Ministry of the Reconstruction Finance Fund, with accusations of nepotism and bribery.

270-1112 Interest rates behind the claw soar in response to the Finance Fund Scandal and rumors of the devaluation of the Imperial credit.

300-1112 Several minor banks in the Spinward Marches fail from interest rate speculation.

60-1113 Farms on Berg begin failing payment on loans. Speculators on Tobia begin buying up Berg land but not operating the farms.

120-1113 Analysts on Tobia predict that food production on Berg may fall below the minimum required to feed the population on Tobia. Food prices skyrocket in response.

150-1113 The "False Famine" on Tobia results from food hoarding by speculators; starvation threatens poorer segment of Tobian population. The planetary government nationalizes warehoused food supplies, resulting in the failure of several commodities trading firms.

180-1113 Thomas "Paine" Warren speaks to packed halls in Berg, asserting that the economic crisis in the Trojan Reach is due to the autocratic and distant government of the Imperium. He advocates rulership of Tobia subsector by a democratically elected congress with only nominal ties to the Imperium.

180-1113 The New Moscow Rebellion. Crushed by Imperial Marine landing. Baron Ustrol appointed as Imperial governor of the planet pending determination of reparations in Imperium vs. New Moscow Revolutionary Congress et. al. in the Tobian courts.

188-1113 A warrant for the arrest of Thomas Warren issues from Tobia.

22-1114 Saurus Convention convenes to discuss piracy and ends with discussion of democratic reform, home rule, and even secession.

60-1114 Imperial Minister of the Treasury, Imperial Duke Denahali, announces that the economy in the Domain of Deneb has suffered recession during the year 1113, according to preliminary analysis of tax and other data. The Minister attributes the recession to inflation caused by war debt and derivative speculation on commodities.

1114 Increased concerns about piracy cause the Imperial Navy to restore funding on the "Sydkai" class cruiser project; "Sydkai" finally launched. MegaTraveller Journal #3, DGP, 1992, p. 44.

360-1114 Second Saurus Convention held on Fist. Articles of Saurus II signed, advocating non-payment of Imperial taxes until certain improvements are made in Imperial government of Tobia subsector.

66-1115 Berg system joins New, Sabruse, Saurus, and Darchona systems in Saurus II tax rebellion.

1115 Aslan ihatei pushing into the Marches were defeated at Talos (1436 Spinward Marches) by an unknown force. Behind the Claw, SJG, 1998, p. 17.

1115 The Junidy (3202 Spinward Marches) Liberation Army, a Llellewyloly terrorist movement, begins working closely with the Kforuzeng Vargr corsairs. Behind the Claw, SJG, 1998, p. 104.

1115 Kwai Ching (1040 Spinward Marches) was raided twice this year, once at the starport and once at the city of Yin Vadi. Behind the Claw, SJG, 1998, p. 17.
 
I like, I like, I like

I think its good - it has canon to back it up and has the more fragmented flavour of the TR in comparison to the SM. I want the TR to be more frontier, but also more dark and gritty than the SM. I think seeds of this are in your timeline, I think we are developing a pretty cool place to travel (even if no-one else cares!). Lets keep it up!
 
It gets darker and grittier. This is a long one, but I think it's a very good one for establishing exactly how bad parts of the Trojan Reaches have been, and to a certain extent, still are.

World: Ardasii
Subsector: Tobia
Sector: Trojan Reaches
Coordinates: 2815 (H0405)
UWP: B650684-9
Starport: Good
Size: Medium (8800-10400 km)
Atmosphere: Thin
Hydrographics: No liquid water
Population: 1 million
Govt: Civil Service Bureaucracy
Law Level: Moderate
Technology: Early Stellar
Planetoid Belts: 1
Gas Giants: 0
Allegiance: Domain of Deneb
Bases: None
Trade Codes: Ni De Po
Travel Zone: Green
Gross World Product: 2,342 MCr
Stellar:F7 D (Light yellow dwarf)



Planetary Conditions and Geography: With no liquid water and no gas giants in the system, Ardasii relies upon ice mining in the Ardasii Belt for water and fuel. Fuel costs are 10% higher than normal, and for this reason not many ships with higher than jump-1 capability choose to stop here. If not for the fact that Ardasii is a required stop for jump-1 ships on the Tobia main, the planet would probably be an utter backwater.

History: Ardasii was one of the last systems of the Tobian Main to be colonized, due to its harsh climate and lack of water. The planet was first colonized in 525 by Kai Ikal, the "Mad Merchant Prince." Kai marooned ten crew members on the planet with their shuttlecraft full of water and building supplies, and ordered them by radio to construct a landing pad and outbuildings. Mad Merchant Starport survived for ten years until a brief economic downturn reduced traffic through the system. Between two shipments of water the planet's population died of thirst.
The system was recolonized in 556, when Baron Alvai de Vilan arrived from Capital with five hundred convicts and letters patent indicating that he had been granted Ardasii in fief by Emperor Cleon IV. The significance of the date of Cleon's assassination in 555 by Emperor Jerome, five months before the date of Alvai's letters patent, was not noted until after the tragedy. In 558, the entire population of Ardasii was found dead, killed by poison, exposure, or human sacrifice on the pyramidal castle Alvai forced the convicts to build next to the downport. Records indicate that Alvai, a master forger, had instituted a death cult on the planet that imploded when - again - a water shipment failed to arrive.

The Solomani historian Jacques Perrault described the history of Ardasii as being like the play Titus Andronicus - "Every time the curtain falls on Ardasii, it rises again to show a scene of woe and carnage." The planet now acquired a reputation as bad luck, and superstition prevented further colonization until 632, when an authentic baron was charged with the management of the system. Baron Mandarai von Sailii, son of an old noble house, received the dubious appointment as Baron of Ardasii after being "exonerated" of a heinous triple murder in a brothel. The new Baron took a page from the book of the false baron before him and requisitioned two hundred nervous convicts from Imperial and planetary prisons to build the necessary infrastructure for the planet's survival. For the third time, Mad Merchant City saw human activity. With the help of Imperial subsidies, Baron von Sailii established ice mining operations in the system's asteroid belt and formed companies to manufacture industrial components using convict labor. Though the convicts were technically free citizens after serving a period of eight years on Ardasii, the Baron forced his "graduates" to remain on planet, working for slave wages. In 641, the Baron died, and the Duke of Tobia put the planet up for auction, where it was purchased by a group of speculators. The Duke raised his son's fiancee's brother to baron, and a new phase in the history of Ardasii was launched. Over the next ten years, the speculators allowed a pharmaceuticals company to test a fertility drug on the planet's population, mixing the drug with the water supply. This resulted in a baby boom and in the presence of several chemists on the planet, developments that would shape the planet's future.

By 1115, the population of the planet has risen to over one million, largely due to the baby boom of 641-651. Small pharmaceutical manufacturing firms have evolved on the planet, mainly specializing in human-incubated pharmaceuticals, often dangerous ones. Drug manufacture with highly toxic byproducts is also conducted here at remote desert facilities, where the waste material can be left far from human habitation.

Politics: Ardasii is governed by the Bureau of Human Resources, which accepts top students into the Bureau and assigns others to work as chemists or in other posts (including that of human incubator).

Culture, Dress and Religion: The Ardassii value education highly, as it is the only way to avoid a risky career as a human incubator. Children are tested each year for scholastic aptitude, and each year the majority are culled from school to begin work. Perhaps because of the chancy nature of human incubation, the Ardasii are extraordinarily superstitious, but they are not particularly religious. They do not consider the chemists and incubators to be separate classes of society, but they do not like to discuss the fact that most of the population here risks its life growing toxins in their bodies, and usually die young.
 
Originally posted by Mythmere:
Does anyone have comments, criticisms, suggestions?
I have a few more dates, anyway:

-2074 Fleeing Vilani colonize Trojan Reaches. [IE:6]

-2074 Vilani colonies in Trojan Reach sector form the Sindalian Empire, based on Noricum (2018 Trojan Reach). [TD20:30]

-1441 Sindalian Empire in Trojan Reach collapses after 50 years of civil dissent, and a bacteriological war. [TD20:30]

-1370 to -1270 Darrians explore within a radius of 20 parsecs. [D:9]

-1270 Darrian space exploration reaches out to 20 parsecs. [RS:30, D:25] (This could have brough the Darrians down into Menorial)

-460 Zhodani trade with Aslans in Trojan Reach. [RC:64] (This may be a mistake. There is a similar entry for 461 in TD18)

-400 The Sword World ancestors pass through Trojan Reach. (My own.)

-170 Florani expansion in Trojan Reach begins after duplicating jump drive from an Aslan wreck. [TD20:29]

-50 Halka (Trojan Reach 0510), homeworld of a minor human race, colonized by Floriani settlers. [TD20:8]

148 Imperial Scout explorations begin in Pax Rulin, Gazulin, and Tobia subsectors of the Trojan Reach.
185 Contact between Florani and Imperium. [TD20:29]

220 Wave of Imperial-culture settlers begin colonizing worlds in Pax Rulin, Gazulin and Tobia.

355 Tobia enters Imperium. Independent systems to Rimward of Tobia refuse to join.
380 Aslan demand for dustspice from Spinward Marches causes trade growth. [MP:9]

Before 421 (see 380) Aslan ship from Riftspan Reaches misjumps into Spinward Marches and discovers dustspice. [TD18:24]

421 Aslans explore jump-4 trade route between Riftspan Reaches and Spinward Marches. [TD18:24]

461 Zhodani discover Aslan in the Trojan Reach. Alien Module 1 - Aslan, GDW, 1984, p. 35
(This may be a mistake. There is an similar entry for -460 in MT:Referee's Companion.)

Ca. 500 Aslan demand for dustspice lessens after development of synthetic forms. [MP:9]

506 Florian League established. [TD20:29]


610 Imperial protection formally extended to Districts 267 (later the Five Sisters subsector) and 268 by Emperor Nicolai. Spinward Marches Campaign, GDW, 1985, p. 19.
(My take is that Pax Rulin, Tobia, and Usher subsectors became Districts 269, 270, 271, and 272 at the same time. Thus I've put Imperial membership for those four subsectors later than 610.)

During 900's Expansion of Glorious Empire halted. [TD20:30]


Hope this helps.


Hans
 
Thanks, Hans! I didn't include everything from the big timetable - I will add these in, probably including your own material.

As to Imperial membership, I had to consider this; Tobia (the planet) is a population, technology, and economic powerhouse, and travel to it from the Imperial heartland is no further than travel into the beginning of the Spinward Marches. Thus, I extrapolated that early expansion reached Tobia and then stopped dead for some reason. (The only other explanation is that there were indigenes or Vilani survivors there already with a large population)

I'll have to think on the timing for Imperial membership, though. I have seen your theory propounded elsewhere on the net (maybe by you!). I'm going to think about that...
 
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