I like the idea of a late/ failing Rule of Man campaign. Right at the start of the Long Night.
I did a campaign setting in the Daibei/Reavers Deep region set as the ROM is falling apart. The banking crisis gets a mention in the DonM Timeline, and takes place in 2744AD. This is a synopsis of the setting that I posted in another forum.
Not currently playing, but I've started to build a Daibei/Reavers Deep setting around the fall of the Rule of Man.
This is a TL10-12 universe with a few key political entities. It's not too far off canon; I went through the events published in the Traveller Integrated Timeline and have more or less fitted it into that without having to significantly bastardise any published timeline. The game is set in the late 2700s (Gregorian Calendar), about 30 years after the 2744 banking crisis that brings about the collapse of the Rule of Man.
The region is somewhat independent from the ROM, so it had enough economic strength of its own to maintain a working interstellar economy. This also makes a good back story for the later genesis of the Reaver states that give grief to the Sylean Federation and early 3rd Imperium.
The region is a bit deficient in space travel, so many former colony worlds have been forced to develop (rather basic) quasi-independent economies, and there is some back story about a programme run by the ROM to assist with this through a transfer of low-high tech and tooling. However, there is no complete collapse of trade in the region as it contains several economies that are fairly independent of the Rule of Man.
The key political entities are:
Daibei Provisional Coalition
This is the former Daibei regional government of the ROM that has maintained a regional coalition after losing contact with the central ROM capital. A substantial naval and military presence had been established in the region (known in this setting as the Deep Fortification Programme) as a preventative buffer against the rise of the Yerlyaruiwo and Khaukheairl clans in the 2500s and 2600s. The Daibei has one of a handful of Class A starports in the region that are capable of manufacturing jump drives.
This region was a backwater in the Ziru Sirka and was largely bypassed by the Vilani wars. It had a more or less intact vilani population, although most worlds were sparsely populated colonies. Terran forces took over the region after the surrender of the Ziru Sirka.
With the fall of the ROM a rise of pro-vilani sentiment has triggered several Vilani political movements. The Daibei has also lost its subsidy from the central ROM government, so its naval and military budgets are a fraction of their former capability. There have been some secessionist movements and the DPC government is starting to show some instability.
Drexilthar
This is home to three minor human races, the Drex (pop 400m), Ilthari (Pop: ~1B) and Tring (Pop: 100m). plus numerous other smaller ethnic groups. Originally it was colonised under the auspices of Petty Emperor Zarissku (The Ziru Sirka regional governor of the Daibei region) ca. 2000 AD. This started to uplift the Ilthari tribes who, after a succession of colonial administrations, eventually industrialised and developed what is now the strongest planetary economy in the Deep.
Still a developing economy (think: something like a BRICS country), they now have the capacity to make jump capable ships and are a major economy in the Deep. A loose political bloc known as the Ilthari Commonwealth has formed as an economic and military alliance, although Drexilthar is still some decades off having a really substantial power projection capability.
I have deliberately avoided making Drexilthar into any sort of 'Evil Empire' and the Ilthari capital Vetawa is a sort of cyberpunk mega-city. It's modelled on Jakarta rather than Tokyo - think of something like a cross between a third world city full of street vendors and large slums, and the Neo-Tokyo trope from cyberpunk-themed anime.
Caledonian Federation
This was formed around Caledon and some neighbouring worlds settled by the Caledonian Society under Charles Stuart Scott in around 2300 AD. Caledon is now somewhat industrialised and has a population of around 150 million. The rest of the CalFed add another few hundred million in total population.
In the wake of the collapse of the Rule of Man the Daibei implemented a technology transfer and lend/lease programme to the CalFed to offset the rise of Drexilthar as a regional power. The CalFed is considered to be a few decades off developing a really effective starship building and power projection capability.
This has led to a neutral zone in the region between CalFed space and the Ilthari commonwealth. Neither side has the resources to effectively power project into the region, so it has become a sort of no-mans land and a haven for pirates and petty warlords.
The Saie
This brings a mysterious, dead race (in a 3I setting) back to life. Here we look at a race that were contacted by P.E. Zarissku and got jump drive technology. Their system has a (rare) source of naturally occurring Zuchai crystals so they can manufacture jump drives and starships to about TL9-10 level. They also sell jump drives to the CalFed, although the drives have to be tuned to the specific crystal and are somewhat maintenance intensive because of this.
The Saie had a massive civil war that rendered their homeworld uninhabitable, but a population survived in asteroid colonies. They have a treaty with the CalFed where they maintain large enclaves on habitable worlds in the region to raise breeding stock. The Saie have a parasitoid larval stage (a bit like xenomorphs or the Prawns from District 9), which grosses humans out, but the CalFed are still fairly dependent on the Saie for interstellar trade.
Saie merchants (and occasional raiding privateers) are an encounter in core-spinward regions of the sector.
Yerlyaruiwo and Khaukheairl clans
The two clans that collaborated to build Aslan jump drives have established colonies and an increasingly large economic presence in the rimward end of the sector. Occasional local land wars are fought against human settlers in a region, but neither clan has sufficient resources for large scale power projection. Note the consistent trope of a power vacuum - there is a land grab going on, but none of the powers has sufficient resources to effectively control the region.
Human-Aslan relations varies. There are some worlds with both human and aslan enclaves. Both clans sell some starships and components into the region, filling a gap left by the lack of support from the Rule of Man.
Others
There are a few minor races in the region (e.g. the Virushi).
Key Tropes
- Technology is distributed fairly unevenly. Some wealthy worlds have a TL11-12 industrial base, with a larger body of quasi-independent low-mid population worlds with TL4-6 fossil fuel economies and a few completely collapsed societies. A few worlds with developing economies sit in between.
- The fall of the Rule of Man has left a power vacuum in the area which none of the polities really have the resources to fill. This makes it a haven for petty warlords, pirates and adventurers looking to establish their own dominion (I have an NPC loosely based on Stamford Raffles, for example). The area is definitely the wild frontier - a region that Riddick, Han Solo or even Conan the Barbarian would not be out of place in.
- Pirates - ships are valuable, so a lot of piracy is about capturing working starships or other technology. There is an unwritten gentleman's agreement that if a crew surrenders they will be dropped off somewhere safe.
- Smaller ships - I've frigged the system to bring the sizes of starships down a bit. 100kt cruisers aren't a thing IMTU. Most starships range from a few hundred tons up to a few thousand with the biggest ships running to about 10-15kt or so. This was originally (many years ago) based on a re-balancing exercise that I did with High Guard to correct its balance issues with smaller ships. HG was good for large capital ships, but it's too hard for small ships with high agility and low factor batteries to hit other similar ships,1 and the damage from turret weapons is far too attritional. While big battleships and small fighters make a good cinematic combo, it doesn't work all that well for actual game balance.
- No evil empires - I didn't want to make any no-go areas on the map. None of the polities have been set up as purely an antagonist. You could have a party come from or adventure in any of the regions.
- Low and Low-High tech - there are relatively few large, wealthy economies in the region, so low and low-high tech is quite prevalent.