• 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.

Verge Sector

Verge Combine

TNE Survival Margin mentions the Verge Combine seceding from the Federation of Ilelish on 172-1122 "over Dlan's recruitment policies and mandatory 'mutual defense tariffs.'" Out of Turin (Verge 2023), with the 42nd Fleet and 1300th Reserve on their side.

Tiawan (Verge 2828) was part of this.

By 342-1122, the Verge Rebellion had "spilled over into the Ilelish sector." The TNS update mentions worlds "changing allegiances as fast as they change governments." Dulinor responded with economic sanctions and commerce raiding, not military force.

062-1123, cease-fire agreement between Federation of Ilelish and the Verge Combine.

1125, Dulinor loses control over Tripolis and his territory has shrunken to a small circle, 12-13pc diameter.

268-1127, Dulinor showed up at Tripolis with a large battle fleet.

186-1130, Dulinor wins, broadcasts seemingly from the Iridium Throne. He was killed by a combine machine a few weeks later (240-1130) in Gakhu/Ilelish.

The map for The Shattered Imperium 1123 has Dulinor controlling 9 full subsectors around Dlan and Tripolis, with a 4-5pc ring of frontier around him, including the "coasts" of Verge. By 1125, the frontier ring is about 10pc thick and Tripolis and Cyril/Moibin (Reft 2738) has fallen into it. By 1125, there is an additional "non-Imperial space ring 3-4pc wide around the frontier ring; this includes the "coasts."
 
The Vilani and Suerrat go waaaay back, and the relationship is not a happy one. The Suerrat reached space about the same time the Vilani did, ten thousand years ago. While the Vilani would develop Jump-1 a few centuries later, the Suerrat spread by massive STL generation ships. A thousand years later, they encountered each other, and jump was sold to the Suerrat in -8100 or so. The Suerrat spread slowly, but were trading and exploring in competition with the Vilani and the Geonee. All three were selling jump drives to others they encountered. The Vilani did not like the competition, particularly when they might arrive in a region for the first time and find aliens or other humans already using *their* jump drive to compete. They could do nothing about it, though.

Until, thousands of years later, they figured out Jump 2 circa -5400.

THAT launched the Consolidation Wars. The Vilani suddenly had strategic dominance via faster jump, and they used it to chase down every race, colony, or pirate using jump drive and put the heel to them. This would drag them across many sectors and take over a thousand years of subjugating one drive thief after another, but the result was the Ziru Sirka. It's borders mark where the Wars stopped.

The Vilani kept Jump-2 to themselves in order to control their empire. They didn't know, however, that their borders were leaking even with their efforts to prevent it. Vilani, and likely some subjects, explored beyond their borders. While they (officially) missed or avoided Terra and had trouble getting very far to spinward through Corridor, they spilled over their coreward border in sufficient numbers to genetically drown the Yileans in Gashikan, and were slowly settling into the many isolated niches available in the Gateway. There is no indication that the Ziru Sirka was aware of the expanding K'kree or the Hivers, though their wayward explorers certainly encountered them.

No one had Jump 3 until the Terrans came along, if I recall correctly. Unlike the Vilani, who used technology to launch wars, the Terrans tended to use wars to develop technology, and would, several centuries later, defeat the Ziru Sirka. Many of the Subject races were delighted with the change, as the Vilani lid came off. The Suerrat were just one example, and had even aided the Terrans during the later wars (GT:IW).

The Terrans, just starting to think of themselves by a new name, the Solomani, spread throughout their new empire with gusto, and were received with the full range of possible social responses (I suspect a few were also shot at). Their Rule of Man would not last long, even at Jump-3 (and possibly 4), before falling into the Long Night.

Significant to Verge, the Aslan emerged as a power during the Long Night. They were not spacefaring at all during the first and second empires.
 
I think there's interesting fodder there. Worlds with Vilani contact but not Vilani control, suddenly meeting Solomani oppressors. Maybe old deals and treaties nullified or forgotten. Bitterness about the Empire.

That's the thing. Without either the Vilani or the Suerrat actually moving in or us adding other natives, there *isn't anyone* in Verge aside from some lonely Chirpers on one world, busy Droyne on another, and a lot of dead Kachiya on a third. The sector was empty. Those worlds outside the ZS border along the rift shores are likely silent and empty until the Rule of Man, and possibly through the Long Night in some cases. They are all accounted for during the Third Imperium, at least.
 
Verge Sector themes:

  • Fringe
  • Restless, Unsatisfied, Disloyal
  • Self-Sufficient
  • Oppression

Maybe. You'll certainly find all of these things there, but not necessarily in the same places or people.

It is implied that Dulinor was granted the Arch-Duke title instead of inheriting it, so his predecessor may not have rubbed the Verge Dukes and populace the same way Dulinor did. Verge may see him as an intrusive upstart. He garnered the support of the Suerrat by feeding them lies about better treatment of their populations and homeworld, then used them thoughtlessly during the Rebellion. He deserved what he got, in the end.

That Verge's Nobles, local governments, and populace would rise in defiance against Dulinor the Rebel is ultimately not a surprise.

--

As an outgrowth of this, You may find the Verge Dukes, and likely the Counts and Viscounts, have put aside prior differences in the face of Dulinor's (pre-Rebellion) behavior. Perhaps they've all met amongst themselves, agreed to cautiously follow his lead as he began to look at loyalty building, and got burned like everyone else did. Depending on how long your game runs in-universe, you might be able to make use of the high nobles of Verge realizing they've been suckered.
 
Last edited:
That's the thing. Without either the Vilani or the Suerrat actually moving in or us adding other natives, there *isn't anyone* in Verge aside from some lonely Chirpers on one world, busy Droyne on another, and a lot of dead Kachiya on a third. The sector was empty. Those worlds outside the ZS border along the rift shores are likely silent and empty until the Rule of Man, and possibly through the Long Night in some cases. They are all accounted for during the Third Imperium, at least.

Is the ZS border the boundary of absolute expansion or the limit of Vilani control? I imagine that folks with starships are going to those worlds -- especially the ones that are still low pop -- and that the ZS border represents Vilani cleanup. As you say, "where the Wars stopped." Maybe systems outside that border had been colonized but the Vilani hadn't stripped them of their jump drives yet before whatever forces stopped the growth of the ZS boundary.
 
The Vilani and Suerrat go waaaay back, and the relationship is not a happy one.

Super useful stuff in that post. Thank you.


Significant to Verge, the Aslan emerged as a power during the Long Night. They were not spacefaring at all during the first and second empires.

Oh, I had entirely ignored the rimward-spinward corner of Verge. I suppose that there's an occasional brave J-3 ship making a double jump across that last leg into Ksandi on the way to Tiawan.

Do you see Aslan as a major influence to Verge? How so?
 
I see what you mean about Iedde. No real starport means:

  • They make all their own food and energy for 90 billion people
  • They make a ton of manufactured goods that they don't export
  • They reached TL-13 largely on their own
  • They really don't want to be a part of the larger community
  • They don't even want to socialize the the 5 billion people next door (1pc) at Uranion

I find that all hard to fathom.

On the other hand, if they had a port that supported 90 billion people and something happened to it, why haven't they built it back?

They're a Civil Service Bureaucracy, and not something weird like a Dictatorship or religious theocracy.

Another option is that the UWP data is just wrong, and they have level-A starport capabilities as expected.
 
Another option is that the UWP data is just wrong, and they have level-A starport capabilities as expected.

They may get around it by being completely self serve. There is no Imperial Port. They build no ships, have no consistent repair facilities, no Customs, no fuel for sale. You land at the arcology you were given as your delivery point, suck fuel out of the water you're sitting in, take or leave your cargo, and depart.
 
Is the starport designation in a UWP the Imperial port? So a system like Iedde can have an E port that is the official Imperium port, but have an A port that is just its own?
 
The UWP describes what a general visitor will find available. An "E" on land is typically interpretable as a flat spot that the Starport Authority (SPA) hasn't got 'round to yet. It may not even be within the world's Imperial Grant lands. Anything better than that is generally assumed to be the result of the SPA building something, adopting prior facilities into Imperial service, or similar.
 
The TSR setting that was a love letter to both Star Wars and Traveller?

They have one, too.

StarDrive's "The Verge" is more akin to Traveller's officially uncharted Foreven Sector with a bit of the Marches mixed in. Relatively few known worlds, fewer safe worlds, and a lot of unknown.

By comparison, Traveller's Verge Sector is mostly long settled and mostly civilized, but definitely not the middle of the empire. The evidence we're looking at suggests it is newer settled space, but only in a relative sense. Some fringe systems have only been settled for two or three thousand years, while others go back three times that. Not quite the thousand year upstarts found in the Marches, but with far fewer old station wrecks than average.
 
Last edited:
Iedda - E62AA88-D {2} (J9E+2) [AC5D]

Iedde is a water planet with a smattering of small islands on its surface and a small orange-red sun gently warming it. It's thin atmosphere is not suitable for comfortable breathing, though it isn't toxic. As a result, most of the planet's 90 billion citizens live underwater. The Ieddan government generally does not interfere with the islands at all, considering their territory to start at the water's surface.

The system was founded by an immigration of asteroid miners who call themselves the Children of Harmony, affectionately nicknamed "Charmers." Charmers are secularists who deeply believe in focusing on local community, living in balance with one's environment, taking only what one needs, avoiding violence, and making long-term changes through small, short-term actions. Their pacifism is renowned and they have a waiver for military service (they still must serve, but they take non-combatant roles). Their expression "don't make your children pay your debts" sums up their planning philosophy.

At TL-13, they are not technophobes, though they have a reputation for avoiding certain technology. Each group's local community bureau chief determines rules for adopting technology, usually based on what will keep the community close. Certain tech is eschewed by all Charmers: jump-capable starships, radio communication, weapons of all kinds, holographics, robotics and artificial life.

The Ieddans all understand a very complicated formula by which one determines the cost-benefit tradeoff for the food they consume. After years of practice, most Charmers can do this calculation instinctively, determining that it's better to eat this krill-paste than butcher this rabbit. Their math takes into consideration problems like level of consciousness and net environmental impact.

The Children of Harmony are infamous pacifists. Their feeling is that life is the most precious thing in the universe and everyone plays a part in avoiding loss of life and perpetuating creating of natural life (partly why they have 90 billion people here). In combat situations, they feel that many people play a part in an unbroken chain of actions that could prevent loss of life, and every single person bears full responsibility for not breaking the chain. If a Charmer is involved in the taking of a life, it deeply saddens them, and they will spend the rest of their life trying to pay that debt by saving lives, helping the family and friends (and even species) of the victim, and lobbying for policies that prevent the situations that started the "chain" to begin with.

Charmers also have a strict dress code. They wear a kind of uniform of a typical spacer's jumpsuit or coveralls, free of extra adornment. They do not wear jewelry or get tattoos. Their tradition says that no one should act like they are special or better than everyone else.

On Iedde, they discovered a world with abundant resources, but no land. The Charmers adapted their technology to create tidal-driven power generation and, lacking easy access to metals on the world, created new glass polymers for building. Their cities are made of ultra-tough glass with a coating that responds to electrical signals and can become opaque or transparent, as needed.

Charmers are famous for their friendliness to outsiders, despite being somewhat impenetrable to them. That is, they will embrace you as a friend, but rarely let you into their community. The community is to be protected from outside influence at all costs. When visitors violate the many taboos of Charmer tradition, the locals will smile and tolerate it and the most socially astute visitor might sense a bit of a feeling that the Charmers feel superior to you.

Another famous Charmer tradition is called the Wandering, where a young citizen who has just come of age is encouraged to go out into the wider galaxy and learn for themselves what they're giving up by staying on Iedde. The young Charmer will live among Outsiders, perhaps on a starship, for 1-10 years, then choose to return to their community. Once they come back, they must make the permanent decision to stay or go. Those who go -- the Severed -- are banished from their planet. Those who stay, must obey the regulations of their local bureau.

Iedde is organized into a hierarchy of bureaus. The wheels of progress turn slowly but continuously. Local bureaus make recommendations that filter ever upward to the proper level of decision-making and then the decision is passed back down to the local region for execution. There are thousands of regulations that govern who can make a decision at which level of government. This can be frustrating for visitors to the planet.

Do not mistake the homogeneity of government structure for a flat culture. Each bureau has its own ideas and rules, traditions and norms. The Charmers feel that each bureau can make its own rules, so long as they do not violate the broader regulations that come down from the top. A visitor who gets to know someone from one bureau may be shocked when meeting someone else from another bureau, as the differences can be stark and confusing.

Bureaus consider education to be vitally important, but they may limit the study pathways of each candidate. The best and brightest are chosen to advance to the higher bureau levels and visitors often are surprised at the quality of diplomats at the highest levels. That isn't to say that politics don't play a part in selection, but it is somewhat less than other societies.

Iedde has no highport, no planetary defense systems, no orbital defense platforms, not even satellites. There are a few small downports on islands. These are dirt or rock pads suitable for craft of less than 1000dT only. There are so few of them that a ship must wait 4D6 days in orbit before gaining clearance to land. As the world is otherwise covered by ocean, watertight ships are free to set down anywhere on the surface without clearance, and use submersibles to visit the underwater Ieddan communities.

The planet produces everything it needs without requiring imports. The Charmer civilization produces very high quality manufactured goods but does not export them, as a general rule. Yes, there are Severed who live on the uncontrolled islands and serve as brokers between Outsiders and Charmers. They'll happily set up trades. Charmers generally prefer to barter goods and avoid using any kind of Imperium currency, which is basically useless in the cities. Also, their idea of fairness requires deals to maximize the potential for everyone. If a one-sided deal somehow is closed, they will remember that forever and treat the "selfish" party poorly from that moment forward.

Travellers will be surprised to find there's not much of a global computer network on Iedda. The Charmers feel that the Net is destructive to their local communities and largely shun use of it. If they need something, they'll ask their neighbors for it. If it takes a while to get it, they'll wait. If they need to talk to someone far away, they'll go visit.
 
Went the Space Sardine Amish route, eh?

A few things come to mind:
-Even if only a tiny percent of 18 year olds Wander off-world, that's still millions of them in the subsector at any given moment.

-The upper echelons sort of passively conceal the true population of the world from the "simpler" members. Only a relatively small group is aware that Iedde is home to 90 billion Charmers. The local Scouts have a pretty good guess, based on their tendency to attract the "pacifist" Wanderers ("They're explorers? That sounds like something I could do...") and extract information about city of origin. All Scout bases and recruiters in the region know to pass information so gleaned along to regional Survey HQ.

-There is a Severed band of Star Mercs in the region who specialize in route protection, low threat security work, and surveillance. They maintain a quiet base in the Iedde system to keep watch over their relatives, but otherwise stay out of the system. The Bureau leadership is aware of their existence, but varies in its opinion of them.

-The leadership of the Bureaus evaluates those it approves for higher education for societal serenity as well. Those who score poorly are encouraged to Wander in the hopes that they won't come back.

-While the general populace doesn't have much use for Imperial money, the Severed brokers on the islands will accept it to some extent, as they DO have uses for it.

-The Charmers consider the religion and culture of Dlan/Ilelish, with its dedicated caste of warriors, a threat to regional peace. Dlan's dominance of the Domain and its politics is one reason the Charmers are isolationist.
 
Good additions.

Yeah, the space Amish route checks almost all of the boxes. I'm not sure I really checked the Heterogeneity A (Discordant) and Symbols D (Very Abstract) boxes all that well. I might put a second and third population mixed in with the Charmers but basically subject to their laws and culture from the side. That ought to make things far more Discordant?

Now I have to deal with neighboring Uranion, which is 5 billion people led by a tyrant on a desert world without a decent starport. Any ideas?
 
Good additions.
Now I have to deal with neighboring Uranion, which is 5 billion people led by a tyrant on a desert world without a decent starport. Any ideas?

The nearby worlds of Tournakh and Kizull have slightly better starports but poorer TLs. Uranion serves to supply these two worlds with some "advanced" TL 10 technology in return for agricultural goods (these are both Ag worlds). The Tyrant ruling Uranion controls company doing the import of the food supplies into world. The port used to be much better but has decayed from neglect and incompetence.

The leadership on Tournakh is one of the relatives of the Tyrant on Uranion, and the port there is still kept updated as they have the ship maintenance contract.

There is a power struggle between the three worlds, or rather their leadership. This has resulted in an ongoing low level rebellion, with more violent oppression than any real fighting on Uranion. Since the Tyrant's paranoia and aggressive policing has been sweeping up off-worlders and treating them badly, the IISS has assigned an amber zone. The Sector Duke on Tripolis endorsed this action hoping to keep this simmering trade war from spreading.
 
Each of the six Imperial subsectors has its own Duke, while Nuzuu also has a Short Duke in residence at Tlaq.

Subsector C - Mimiuudlika Subsector
Duke Gregor Gilazi (of Serrai) runs the Imperial presence in the subsector. A competent but not terribly imaginative man, he wrangles his subordinates bluntly but effectively.
Count Karisi ("Chris") Shakaaban of Kuma holds a great deal of sway in an otherwise sleepy subsector. As a member of the oldest Noble line (even counting the many Barons) in the subsector, notably charismatic, and trusted to know what the area needs from the wider Imperium, the Count holds the Moot proxies for the other high nobles here, and visits the Moot as often as he can manage.
Viscount Akarlar ("Akar") Billiams-Bimaash, known to his detractors as "Ahbeeb" (of Kokka) is perhaps the least liked of the subsector higher nobility.
Marquis Julian Migushmukim, (of Yalnob) the lowest ranked of the higher nobles, is the lone Marquis here, and would normally be suppressed by the astrography of the subsector, as Yalnob is in close company with the worlds of his superiors. The Marquis has managed to use this to his advantage, however, and is the most energetic of the higher nobles. He is also the youngest among them.

Subsector D - Nuzuu Subsector
Subsector Duchess Madalette Iimiishzam (of Khiniel) is a calm and competent leader.
Duke Tasike Siihuli (of Tlaq) is the lone Suerrat among the higher ranks in Nuzuu, and lets no one forget it.
Among the bumper crop of Counts and Viscounts here, Countess Lillandr "Lily" Agama (of Tier) stands out. She is one of the few who can regularly crack Duchess Madalette's calm, due to their lifelong friendship.

(other subsectors pending)
 
This stuff is cool. I'll probably end up running multiple campaigns in Verge Sector over a long period of time, so it's all ultimately useful to me.

My first campaign is a 3-5-session run in subsector O (Likagemika), which will probably spill into K and L because of the jump-1 main into there. I'm focusing on those three subsectors right now.

Still, it's useful to have the high-level overview of what's going on.

I need to understand which systems are under Imperium control at the start of 1116 (all of them in Verge, I think, at least on paper), which are under Dulinor's control after he assassinates Strephon (yeah, that timeline), and which break free as part of the Verge Combine and when and why.
 
Back
Top