Tuesday, 23 November 2010

Design Notes

RimWorlds Sector map c. 1984
The series of basic overviews of the six developed subsectors of the RimWorlds, collectively known as “Accidents in Astrography”, has been a lot of fun for me to write. I have taken the opportunity of both revisiting these subsectors after many years, and gleaning information for my website – in particular Languages and Library Data – as well as creating some new material, such as some historical and Astrography details.

What is interesting is that I can still see the early development layers, and what Science Fiction was influencing me, as I wrote up the three original subsectors of Gamelea, Nolgor and Miazan. Gazul Subsector came next, but was only partially developed (and only one game was set there, from memory). Lymethius Subsector was developed to provide a little background for the Outrim Wars, and for a late period Esra Weinbach game – so named for the longest serving character in the RimWorlds - while Cabria Subsector was fleshed out to provide a bigger battleground in which to resist Imperial expansion. A recent, abortive, attempt to run a PBeM game resulted in me expanding the Hunt of Rronurl and Huiha Khysokhou.

One of things that enrich a campaign, in my opinion, is a deep background. Things on the surface happen for a reason; and the reason, or reasons, lie back in time. Like creating a character for a novel, a lot of this material will never see the light of day, but if the novelist or Referee has worked out this detail, he/she will know why things are happening that effect the Player Characters.

I’m a firm believer that a campaign needs both a chronology and a macro-map. The former can be just a series of bullet points collecting together significant events, or it can be an in-depth account of all events that have gone before, while the latter can just shows a high-altitude view of the campaign area, or a meticulous survey of the all regions surrounding the campaign area.

A chronology fixes the game in time, and gives reference points for the character – if the players know that the Imperium defeated the Kalar-Wi Empire in 1105, and they encounter a Kalar-Wi warship in the Border Worlds in 1109, it is possible that this ship is a relic of the war. The Kalar-Wi lost three systems to the Imperium in that war, as well as having their homeworld occupied. If the ship is wrecked it might have a treasure horde, looted from one of the worlds the Kalar-Wi lost, but if it is cruising, it could be an “unsurrendered” raider bent on revenge attacks. Likewise, a sector map showing subsector capitals allowed me to write up the likely course of the Sarkul Wars of 842 – 906 when I came to that section of the Imperial History of the RimWorlds. Up until that time, I had no idea what the Sarkul Wars were about; except that they were some form of civil war and that they disrupted the RimWorlds for sixty years. The character of Principle Secretary Lissa Sarkul only emerged as I began to write that section – and my love of Byzantine History allowed me to create the Byzantine levels of that conflict – where the clannish Subsector Dukes and Admirals actively resisted the centralising Sector Duke. The seeds of the war were planted two centuries prior to Lissa Sarkul, but her policies in the name of her Sector Duke revived the centrifugal nature of the original ‘gentleman-adventurer’ nature of settlement of the RimWorlds.

For my next series of articles on the RimWorlds, I’m going to look at the history of the region, and possibly do a little exploration into the Outrim Void to map the worlds I’ve hinted at in my accounts of Lymethius and Cabria subsectors.

Monday, 15 November 2010

Accidents in Astrogation – Cabria Subsector #2

Cabria Subsector - where languages collide. Image used without permission from GURPS Traveller: Alien Races 1 by Steve Jackson GamesCabria Subsector is home to four Minor Races; the Kiang of Gaidon, the Ly-ly of Gyven's World, the Gdemiar of Naird, and the Ta'tero of Wyern; as well as systems settled by migrant populations of Aslan, Vargr, Purvions, Tsalur, Kalar-Wi, Solomani sub-lighters, Zhodani merchants, Darrian exiles, a Hiver Society, Sword World miners, general misfits and Droyne. With such a collection of divergent races within such a small amount of space, a variety of languages are spoken within the Subsector:

Aerrghvi: – Vargr dialect of Gvegh, one of the major Vargr language groups, spoken by the Vargr mercenary clan settled on Lo-Taisang/Cabria and who trade regularly along the Miazan Main.
Arrghoun: – Ancient Vargr language, spoken by Vargr of the Hunt of Rronurl, indicating that their ancestors left the Vargr Extents some 2,000 years ago.
Dwerk: – Dominant language of the Gdemiar Minor Race of Naird.
Fahlok: – Dominant language of the Ly-ly Minor Race of Gyvern’s World.
Igzgal – Vargr dialect spoken by the Vargr mercenary clan settled on Tonivar/Cabria and who trade regularly along the Miazan Main.
Kassuriik: - Main language of the Purvion Minor Race of Lithia/Miazan and spoken on the Purvion colony worlds of Pythor and Klearo.
Khasikha: - Vilani dialect used as the official language of the Geithurian Republic in Lymethius Subsector.
Mersim: – Vilani/Solomani language spoken by the inhabitants of the Khedivate of Nutharal, settled on Nutharal and Brol.
Miazan Imperial Basic: - Dialect of Imperial Basic spoken along the Miazan Main, and on worlds to trailing of the Uedhkinthuez nakhae Rift.
Oynprith: - Main language of the Droyne colony of Yuar/Cabria.
Rur’ur’lm: – Main language of the Ta'tero Minor Race of Wyern/Cabria.
Shtanzhret: – Dialect of Zhodani spoken by the small Zhodani enclave settled on Eurl/Cabria.
Te-Zlodh: - Main Darrian language as spoken by the Darrian exiles settled on Withor/Cabria.
Trade Lingo: - A pidgin language commonly used by merchants moving to and fro across the Imperial Border. Using base words from Imperial Basic, Gvegh and Trokh, Trade Lingo can convey basic concepts around buying and selling goods and passing news.
Trokh Khysokhou: - Dialect of Trokh spoken by Aslan of Huiha Khysokhou of Awakea, Khekheawaoh and Heaohwiy in Cabria Subsector and Salau and Kahuai in Entorth Subsector.
Trokh Esoyatre: - dialect of Trokh spoken by Aslan of Huiha Esoyatre in Lymethius Subsector.
Tsalui: - Native language of the Tsalur Minor Race of Xcothal/Nolgor and of the Hand of Ssra'Ka Aissr Pocket Empire in Cabria and Entorth Subsectors.
Vriok: - the main Kalar-Wi language spoken on Kalar-Wi/Gamelea and the worlds of the old Kalar-Wi Empire such as Loa-Wi, Gaidon and Yolurlund.

Saturday, 13 November 2010

Aslan and K'kree

GURPS Traveller Alien Races 2 - Aslan and K'kreeGURPS Traveller: Alien Races 2
by Andy Slack, David Thomas and David L. Pulver

The second in the GURPS Traveller line of Alien books examines the Aslan and K’kree Major Races in some detail. Having recently read the Mongoose Traveller Aslan book, I was interested to compare the two works, particularly as I still refer to the original GDW Aslan Alien Module for guidance for the Aslan character I am playing in a Classic Traveller PBeM.

Of the three works, the sketchiest is the original Aslan Module – the Aslan were still in a state of development and, consequently, were treated in a broad-brush fashion. Andy Slack appears to have been the lead writer on the GURPS version and, as he says in his notes on the Steve Jackson Games support site, he was very conscious of both the Classic Traveller Aslan, and the reworked Aslan of Digest Group Publications MegaTraveller. With the latter material subject to copyright issues, the GURPS material had to walk a fine line between regurgitation and rewriting, while still offering something new for players who had moved on to GURPS Traveller from the earlier versions of the game.

And I think Andy and his co-writers pull it off. There is a warmth about the telling of the Aslan story that indicates to me the writers know their subject well and have an affinity for it. There are nice, new little cultural touches, as well as broad-brush considerations of the Hierate, its politics and why Aslan in this book may differ from earlier accounts. Some nice starship deck plans round out the Aslan section.

The K’kree section, in contrast, feels a little more mechanical. A species of militant claustrophobic vegetarians who dislike technology but who are bent of galactic conquest does take a pretty big hit on the believe-o-meter. While the material from the original GDW Alien Module is worked over nicely, and there are some good tips for Refereeing K’kree (like being careful the K’kree player doesn’t treat his compulsory entourage as a skills grab bag), I find that I would probably only use K'kree in my campaign as NPCs as there are a number of downsides to them that could make them very frustrating to play as Player Characters.

This book concludes with two minor races, the Inyx and the Devi Intelligence. Of the two, the latter – a dimorphic intelligent fungoid species – actually interests me the most and is a race I would seriously consider adding to my game. The Inyx, on the other hand, a race of aquatic ergovoric parasites, don’t interest me as much. In some aspects, they are so alien that I can see very little scope for interaction between them and Humaniti or any of the other Major Races, which for me lessens their usefulness as characters in a Traveller game.

Finally, comparing GURPS Aslan with Mongoose Traveller Aslan, I find myself wishing to graft the cultural elements of the GURPS version onto the Mongoose Version, and this is simply for story telling reasons, as I do like what Mongoose has done with Aslan.

Sadly, GURPS Traveller Alien Races 2 appears to be out of print from Steve Jackson Games – I seem to recall that I picked up my copy through eBay UK – though it is available as a pdf from Steve Jackson Games’ e23 e-shop and would make a valuable addition to a Traveller Referee's toolkit of ideas.

Monday, 8 November 2010

Accidents in Astrogation – Cabria Subsector #1

Cabria SubsectorSpinward of Miazan Subsector and Rimward of Lymethius Subsector, Cabria Subsector consists of the Tonivar and Suarya Clusters, the Crown of Brol and the Par Vera Main constellations.

Lying across the Trailing border of Cabria Subsector, and Jump-2 from the Kalar-Wi Cluster, the Tonivar Cluster consists of the Imperial controlled system of Tonivar, the Kalar-Wi colony world of Yolurlund, and Gaidon, homeworld of the Kiang Minor Race and a member world of the Kalar-Wi Pocket Empire. At the Rimward end of the subsector the six-system Suarya Cluster, controlled by the Vargr-dominated Hunt of Rronurl, sprawls over the Rimward border into Kfukskho Subsector. Suarya, capital of the Hunt, and Breknor, colonised within the last century, lie within Cabria Subsector while Akhvooel, Ingvouks, Rigvinghue and Taghdo lie further Rimward. The four-system Crown of Brol runs in an arc from Pythor on the Spinward border of the subsector, through Klearo, Naird – homeworld of the Gdemiar Minor Race, to Brol, part of the Solomani dominated Khedivate of Nutharal.

The most dominant astronomical feature of Cabria Subsector is the Par Vera Main. From Wyern, homeworld of the Ta'tero Minor Race, on the Rimward border, the Main passes through Heaohwiy, Khekheawaoh and Awakea (with a side spur to Hteiwekhoi in Entorth Subsector), member worlds of Huiha Khysokhou; then the independent worlds of Gyvern’s World, homeworld of the Ly-ly Minor Race, Juchis, Eurl and Withor; before looping through Nutharal, capital of the Khedivate of Nutharal; and Par Vera and Anoth, member worlds of the Tsalur-dominated Hand of Ssra’Ka Aissr. From Par Vera and Anoth, the Par Vera Main turns Spinward, running into Entorth Subsector for six parsecs before terminating at Sh’tok.

The second most dominant astronomical feature in the subsector is the Uedhkinthuez nakhae – the Black Beast – a Rift running to Rimward from Gyffd and Gaidon into Kfukskho Subsector. At its narrowest, the Uedhkinthuez nakhae is Jump-3 across, and this has historically restricted trade and communication across the subsector.

Cabria Subsector contains twenty-seven worlds with a total population of 13.198 billion sophonts. The highest population, 9, is at Par Vera, Yuar and Gaidon, and the highest Tech Level, E, is at Par Vera. Only two systems, Lo Taisang and Tonivar, are under Imperial control and are administratively part of the Duchy of Miazan; thirteen worlds belong to no interstellar polity – either due to choice, as in the case of the Droyne colony world of Yuar or the mixed-race colony of Waystar, or due to poverty or lack of technology; and twelve worlds belong to either the Aslan-dominated Huiha Khysokhou, the Vargr-dominated Hunt of Rronurl, Kalar-Wi, the Human-dominated Khedivate of Nutharal, or the Tsalur-dominated Hand of Ssra'Ka Aissr. Most systems in Cabria Subsector have been, or are still, members of the Outrim Alliance and have been involved in the various Outrim Wars against the Imperium.

Cabria Subsector is home to four Minor Races; the humanoid Kiang of Gaidon, the octopedal desert-dwelling Ly-ly of Gyven's World, the diminutive Gdemiar of Naird, and the hexapedal Ta'tero of Wyern.

Purvions from Lithia/Miazan established colonies at Pythor and Klearo during the Long Night, while Kalar-Wi colonies were established on Loa-Wi and Yolurlund within the last eight hundred years. Darrians, Zhodani and Hiver have also established relatively small and weak colonies at Withor, Eurl and Julchis, while the ancient Droyne settled world of Yuar enjoys both population and tech level superiority over many neighbouring worlds.

Saturday, 23 October 2010

Accidents in Astrogation – Lymethius Subsector #2

Konzevr Zdiea Edlchtel of Appaer, President of the Geithurian RepublicThe Fourth Outrim War (1080 – 85) was the last major conflict along the Spinward Frontier of Gamelea Subsector prior to the Kalar-Wi War of 1103 – 1105. Once again, Outrim Alliance fleets penetrated Imperial Space, wrecking havoc in the Jump Zones of lightly held Imperial worlds and, once again, Imperial and Subsector Task Forces stopped Alliance Fleets cold in the approaches to High Population worlds. Once again, Alliance Ground Forces were landed on individual Imperial worlds and, once again, they took Low Population worlds and were defeated on High Population worlds.

Konzevr Zdiea Edlchtel of Appaer/Lymethius, acting in his capacity as President of the Geithurian Republic, forced the war vote through the Republican Council in early 1080. In the months leading up to the war vote, Edlchtel and his advisors had become increasingly alarmed at reports from Republican Intelligence - Iqro' Zhdable. Iqro' Zhdable Section 4 (IZd 4) - Counter Intelligence - had noted the trending upwards of separatist actions and activities on various member worlds of the Republic. Investigations indicated possible Imperial Intelligence involvement as agents provocateurs or in providing material assistance and training. As the separatist movements gathered strength and sought to paralyse the Republic’s military forces, President Edlchtel felt driven to strike back against them and against their Imperial masters.

Assured of the support of the Esoyatreko Tlehiui V of Yuwe/Lymethius and of the Huiha Esoyatre, President Zdiea Edlchtel moved quickly to bring other member states of the Outrim Alliance into the impending war. While Huiha Khysokhou remained neutral in the ensuing conflict, the other members of the Alliance began to mobilise.

The deaths in quick succession of Imperial Sector Duke Kanus II and Duke Pahran of Gamelea in 1080 should have paralysed the Imperial defence as Alliance Fleets crossed the border but, in both cases, Imperial forces were much better prepared than had been predicted. This state of readiness was no accident. Sector Duke Kanus II and his Head of Imperial Intelligence, Siridar-Lord Elmar Hendrian of Pashur/Gazolan, had been actively working to neutralise the Geithurian Republic by encouraging the centrifugal political forces suppressed by President Zdiea Edlchtel to tear the Republic apart. Part of their planning factored in Edlchtel’s possible need for an external war to retain power, and to this end the bulk of the RimWorlds Imperial Naval units were already on-station in the Gamelea Subsector when war was declared.

Kanus’ death in 1080 on the eve of the war threw the Subsector Fleets into turmoil as various political factions began jockeying for influence with his uncle and successor, Edenar of Nolgor. Lord Elmar managed to keep Kanus’ plan on track by pulling squadrons into Gamelea Subsector from Gazul, Gazolan and Thurgandarn Subsectors but Duke Pahran’s death was a complication unplanned for. Fortunately, Lord Elmar’s brother, Duke Akansair of Thiroor/Gazolan, persuaded Duke Pahran’s son, Adryos Urzov, to move faster than required by protocol. Ordering the Gamelea Subsector Navy under his brother, Admiral Lord Talarman Juharl-Zarquestuir, into action, Adryos Urzov went personally to meet Duke Edenar’s Nolgor Subsector Fleet at Canblyne to urge them on towards the crucial first battlegrounds at Julnar.

Sector Duke Edenar was far more cautious and far less imaginative than his nephew, Kanus II, and so the war ground on with Imperial Forces grimly attempting to hold the border while Alliance raiders attempted to cut their supply lines. During this time, Lord Elmar continued his secret war in the Geithurian Republic, while trying to provide the intelligence that Sector Duke Edenar demanded, yet never paid any attention to. Elmar’s greatest coup of the war was the reactivation of the alliance with the Kalar-Wi which had fallen away after the Klorin Asteroid War of 1022.

In 1085, Kalar-Wi Grand Admiral Odg’tal Alveuk lead the Kalar-Wi Planetary Navy to a crushing victory over a predominantly Geithurian Republican fleet at Anthorann/Gamelea. The member governments of the Republic, sick of the war, promptly recalled President Zdiea Edlchtel’s Council and the Republic was effectively out of the war. Sector Duke Edenar’s Fleet Admiral Colleen von Aachol-Kalan-Salvan defeated an Outrim Alliance fleet at Gaidon/Cabria a month later and Admiral Chi’leur Baron Culvenia led the mopping up operation that chased the last of the raiders out of the Border Worlds by 1086.

Sakliavr Edlchtel became Konzevr of Appaer/Lymethius in late 1085 and President of the Geithurian Republic two years later, but his tenure as President was marred by a political malaise that threatened the collapse of the Republic.

Lord Elmar’s secessionists had struck deep roots amongst some of the populations of the Republic, roots that IZd 4 could not pull out. Such were the divisions in the Republican Council that when the Kalar-Wi War broke out in 1103, nearly twenty years later, the Republic took four months to issue a political position on the war, and then couched in such terms as to be mostly irrelevant. With the Geithurian Republic’s attention focussed inward, Huiha Esoyatre has assumed defacto leadership of the Outrim Alliance. Esoyatreko Tlehiui V of Yuwe/Lymethius, 79 in 1109, remains firmly in control of the Huiha but has shown little interest in managing the complex relationships within the larger Alliance.

Monday, 18 October 2010

Website Update #9

Kurgan Infantry from Rebel Minis painted up as KiangFinally updated my modelling log on my website. With that done, I can get back to the article I'm writing on the Lymethius Subsector for this blog.

At present, I'm trying to match figures to the various alien races I have in my Traveller campaign. I'm pretty certain that I'm going to use GZG Alien Mercenaries SG15-X05 and X08 as Kalar-Wi. And now that I have painted up some Kurgan from Rebel Minis, I have a match for the Kiang, a Minor Race that the Kalar-Wi use as cheap ground troops.

More to come.

Tuesday, 5 October 2010

Visualising Characters

Ahkalhyo Ftaohkoi, a native of the Isalaiat Dominate of Reaver's Deep Over the last couple of years, I’ve had the opportunity to play in several PBeM Traveller games and at one stage I was playing in three games at the same time. PBeM games are very heavily dependant upon the enthusiasm and commitment of the Referee and two of the games I was playing in foundered when the Referee become distracted by Real World issues.

The most successful game, and the one that is still going, is the Classic Traveller campaign set in the Reavers’ Deep and is run by a friend of mine, Brett, who is based in Queensland, Australia. With players in New Zealand, the United States, and Europe, we have times when there is a lot of activity, and times when Real Life slows us down. Brett’s enthusiasm for the game keeps things moving and is such that he is even producing a Traveller Fanzine, Into the Deep.

PBeM games are, in reality, exercises in group creative writing. To help me settle into the character I have created, I enjoy creating a picture of that character. As I am not a very proficient artist, I have discovered the fun of compositing a character portrait from various Internet elements in MS Paint and tweaking the picture through PhotoStudio 2000.

The picture at the top of this article is of my character in the Reavers' Deep game, the Aslan pilot Ahkalhyo Ftaohkoi. The picture is constructed from a publicity still of Aslan from the film The Lion, the Witch and the Wardrobe (and my little pun), and the space suit from a Science Fiction film with the female occupant’s face removed – I can’t recall the film that the space suit came from but, again, I found a publicity still online.

Akaiin Esaarti, Agent/Rogue of Lunion in the Spinward MarchesAkaiin Esaarti was an Intelligence Agent/Rogue Mongoose Traveller character I generated for a game set in the Spinward Marches. We managed to get a little adventuring done before the Referee disappeared. He did attempt to restart the game some months later but by that time I had other commitments and couldn’t continue. Akaiin’s portrait is built up around a still of Al Pacino from the movie Scarface. The planet in the background is a piece of random Science Fiction art I found on the Internet while the monitor bank is actually from a still of a television control room – the monitor bank is copied and reversed for a longer run, with the join hidden behind the character. The gantries to the left and right are cut from some technical picture and fitted together.

Balziac GervaisorBalziac Gervaisor was a Classic Traveller Book 7 Merchant Engineer created for another PBeM set in the Spinward Marches. We had a lot of fun getting the party aboard a liner and then battling hijackers during Jump, and then the Referee just sorta got bored with the game and dropped out. One of the players sort of took over the game but the reboot didn’t work and that game fizzled out, too. Balziac’s portrait on the Engineering deck is built up around a still of the actor John Goodman. The background is built up from various stills of a ship’s engine room and various other industrial pictures. The text is actually a Vilani font I found on the Internet.

Balziac clears CustomsI had so much fun with Balziac that I created another picture of him from a still from the film The Big Lebowski with a background of a starport that I found on the Internet.

Like Scrapbooking and Sampling, compositing character pictures takes existing elements and presents them in a new light. It's lots of fun and adds another layer of enjoyment to a Traveller game.