• 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.

Unmapped parts of the OTU

My players fled up the length of a cluster before hitting a world that was well suited to survival: enough population to provide an industrial base that the advancing Solomani could use, a habitable and cheerfully balkanized mainworld, and a "smarter than your average bear" Imperial element that provided only token defense before bugging out, in the hopes of provoking the Solomani to keep moving. Of course, the PCs wouldn't have stopped there voluntarily, so I had a desperate local bushwack them and take the ship they'd been on. Not a one of them didn't drop their dice when I said those magic words "When you wake up...", since they *had* been helping this same local pack that same ship for a *reasonable* escape. They haven't seen or heard from the ship or its NPC captain since...

(One correction. It's an MT era game, but we're using T20.)
 
I'll probably go to a place about four sectors to the Rimward of the SolConfed border, unexplored to hell, but still within the Ancients' sphere (IIRC). The known sentient life in the relevant 4-subsector cluster would be a 'lost' Aslan STL colony, atleast one Ancient-transplanted Human variant race (called "Celirans"; small-bodied, slender tree-dwelling-modified people with prehensile tails [?]) and a 'lost' Solomani colony, created either by early STL or by a misjump (of what ship?). Another possibility is a jump-capable refugee ship running from the Solomani Rim War and then breaking down on one of the worlds.

Human variant? Small-bodied? Hmm, I don't suppose they're related to the folks who built the ANNIC NOVA?
 
Heh... So my old version of the Celirans, back when they where bio-modded Humans with prehensile tails and not a race of their own, are useful for the OTU? Hmm...
 
A nice big misjump and they start at the other side of the galaxy

I have 2 different adventures that I have run using this concept of uncharted sectors/galaxy.

One jump is on the other side of the core and trys to make the long trip back taking over 300 years (lots of drug and berth time).

The other takes them to a system where many years ago another ship misjumped (a colony sleeper ship) and became a well established system.
But the residents have no knowledge about jump drives and where the Empire is.

Dave Chase
 
The old Space Opera game had a group of Terran Colonials using a Forerunner Stargate to travel to a sector that was way out of the way of any of the other Political groups. They were stranded there when the Gate was destroyed.

I've been thinking about doing the same thing with my Traveller game. Forming a sector outside of Known Space that is accessible by a Wormhole, Stargate etc. Have another group like the Sword Worlders or maybe a group of Terrans and Vilani fleeing from the Interstellar Wars that discover the passage and use it to colonize the sector. Then, something went wrong, and the passage closed. Now in 1107 the gateway has opened again and the players stumble across it.

Nothing else would change since you would still need Jump Drives to explore the sector, though there might be other gates out there.

Who knows what else inhabits the Galaxy besides the Known races of the Imperium?
 
I've been thinking about doing the same thing with my Traveller game. Forming a sector outside of Known Space that is accessible by a Wormhole, Stargate etc. Have another group like the Sword Worlders or maybe a group of Terrans and Vilani fleeing from the Interstellar Wars that discover the passage and use it to colonize the sector. Then, something went wrong, and the passage closed. Now in 1107 the gateway has opened again and the players stumble across it.

Nothing else would change since you would still need Jump Drives to explore the sector, though there might be other gates out there.

Given that gates are canonical (See Adv. 12)... this is a nifty idea.
 
The old Space Opera game had a group of Terran Colonials using a Forerunner Stargate to travel to a sector that was way out of the way of any of the other Political groups. They were stranded there when the Gate was destroyed.

I've been thinking about doing the same thing with my Traveller game. Forming a sector outside of Known Space that is accessible by a Wormhole, Stargate etc. Have another group like the Sword Worlders or maybe a group of Terrans and Vilani fleeing from the Interstellar Wars that discover the passage and use it to colonize the sector. Then, something went wrong, and the passage closed. Now in 1107 the gateway has opened again and the players stumble across it.

Nothing else would change since you would still need Jump Drives to explore the sector, though there might be other gates out there.

Who knows what else inhabits the Galaxy besides the Known races of the Imperium?

Yeah, this kind of idea had been discussed a while back - I still think it is a cool idea. I had two takes on it - one could be a group fleeing the Rebellion, thus making the travel and search for habitable places more of a classic Galactica kind of story, or a group fleeing the onset of the Long Night, thus having a more developed state if you wanted to keep things in line with the OTU (not like it would matter, as you could put the exact time and situation to your liking).

But yeah, my method of cross-galaxy transport was essentially the same - a lost Ancient portal that somehow started working again.

You could also use the T4 Jump Tunnel concept that was in a couple adventures from that time frame.
 
IIRC there was a practical limit of 36 or 72 light-minutes for the distance traversed by a teleportation portal.

Yup, looking at Adventure 12, its listed there.

But there are still the Jump Portals from T4's Long Way Home adventure, not to mention Jump Projectors that could be used as the basis for a directed forced jump device.
 
But there are still the Jump Portals from T4's Long Way Home adventure, not to mention Jump Projectors that could be used as the basis for a directed forced jump device.

Ah, that's the one! Thanks, Jeff - I couldn't remember the name of the adventure. The vast majority of my T4 stuff is all PDF and god knows where at this point....
 
There's also the "Sky Raiders" model: people flee the Vilani in a huuuge asteroid and (perhaps) set up a colony far away...
 
I used a similar idea (never explained how it actually worked). I had them emerge on the far side of the Pleiades Star Cluster. Since the Pleiades are beyond Solomani space and also outside Aslan space, I was set.

I developed the Pleiades Cluster sector over about 1500 years of history:

Milieu 0: The "Crossing" and initial exploration of the central sub-sector. Players are the crew of 1 of 3 Type S Scout Ships that accompanied the fleet.

Milieu 500: The main campaign. Several pocket empires and many single worlds loosely united under the "Endeavoran League". Players did what players did best, mess up my setting!

Milieu 1000: Encounter with another space faring race (the Droyne) that resulted in a huge war and Long Night. More of a military campaign, but also with some Dominic Flandry type missions. Democracy doesn't work well in Traveller on an interstellar scale and this setting showed that.

Milieu 1500: One of the main colony worlds re-develops the Jump Drive and begins exploring the old region. Empire building at it's best.

I may dust off my sector and adapt it to the new Mongoose Traveller.
 
Been wracking my brain, but isn't there an article in Security Leak magazine about stargates in Traveller?

That sounds interesting. Do you remember if it was stargate technology alongside Jump drives in the OTU, or rather in place of Jump drives?

The only place I have ever seen stargate tech discussed is TNE FFS.
 
one necropost deserves another (I think)


DIRECTLY Rimward of Solomani Rim (where TERRA is or did I need to say that) you have Aldebaran then Malorn (try info at www.travellermap.com or www.zho.berka.com ) for who originally did them.

I am currently doing (by hand) Amderstun Sector (directly rimward of Malorn). I will be releasing it one Subsector at a time in a PDF here (if file upload size is large enough) as I get each done (one per week staring next week, then slowing down when I get to F,G and J,K as they contain far more systems) Should start next week or by end of month at least.
The data I put up here will be for an unexplored sector although I am also working on a developed sector set about 1200 3I.
 
I ran an old game Canopus South which had a lot to do in the Canopus/Hanstone sectors of the edge of the map, and I have two more. One is about establishing a colony in the Bradbury subsector, and another is an all Federation game based in Darrett
 
oops!

I am currently doing (by hand) Amderstun Sector (directly rimward of Malorn). I will be releasing it one Subsector at a time in a PDF here (if file upload size is large enough) as I get each done (one per week staring next week, then slowing down when I get to F,G and J,K as they contain far more systems) Should start next week or by end of month at least.
The data I put up here will be for an unexplored sector although I am also working on a developed sector set about 1200 3I.

Well, the way things are going it going to be about one a month :nonono: instead of one a week. Hold-up is computer time at the library to use Adobe Illustrator to make the maps (It's the only program I like to use).
 
Asking because I'm clueless has Reavers Deep and the nearby sectors been covered anywhere? I see travellermap has data on it, but I don't know where from.

A head's up would be appreciated before I go haring off and recreate the area for my current campaign.
 
Back
Top