Darkest Star Games is one of the many boutique figure manufacturers I support by buying too many of their toy soldiers.
Producing an excellent range of 6mm scale miniatures, Darby has also been expanding his 15mm line. Recently, he has been "upscaling" a number of his 6mm vehicles to 15mm - such as the Talin IFV and the S'orhan LODAN GIFV.
The Talin Infantry Fighting Vehicle (IFV) has a nice Low/Mid-Tech vibe about it. Civilianized, it would make a great ATV.
The S'orhan Low Orbit Drop Assault Vehicle, Grav Infantry Fighting Vehicle is a Ventauran Grav Assault ship and is a huge model - over 12cm long.
So it really wasn't a surprise when Darby announced a Kickstarter to accelerate the "biggification" process. Initially aiming at getting two new vehicles - the Ventauran Kh'erian Main Battle Tank and the Federation Scorpion Light Armoured Combat Vehicle into production, one of the stretch goals is the release of a new batch of Ventauran Infantry.
Sculpted by the gentleman who produced the original 25mm Ventaurans, these new 15mm sculpts can be seen as an upgrade on the excellent Ventauran Infantry produced by Eureka Miniatures.
So, if Ventaurans are your thing or if, like me, you see Zhodani, check out the Kickstarter and help get these little guys onto a battlefield near you.
Note - all photos lifted from either Darkest Star's website or the Kickstarter page.
Showing posts with label Kalar-Wi. Show all posts
Showing posts with label Kalar-Wi. Show all posts
Thursday, 1 May 2014
Sunday, 2 February 2014
Armed Forces of the Outrim Alliance
The Outrim Alliance is a collection of at least seven small, non-Imperial Interstellar Polities lying to Spinward of Gamelea and Miazan Subsectors in Per Vulia, Entorth, Lymethius and Cabria Subsectors. Coalescing as an alliance during the late 8th Century, the disparate states were united in their opposition to Imperial expansion to Spinward. While membership has fluctuated over the course of two and a half centuries, the current alliance consists of: the Geithurian Republic; Huiha Esoyatre; Hand of Ssra'Ka Aissr; Khedivate of Nutharal; Huiha Khysokhou; Hunt of Rronurl; and the Johdari Association.
Initial skirmishes along the Spinward-Rimward frontier of Daltharmai Subsector led to a state of undeclared war as Imperial colonists moved into the Trailing end of the Tallu Cluster in Lymethius Subsector. During the 2nd Rimward War of 793 - 794, Sector Duke Liarb I launched a series of reprisal raids against the Geithurian Republic which galvanized that state to ally with the neighboring Aslan of the Huiha Esoyatre. Following the end of the Rimward War, Sector Duke Liarb II sought to pacify the Geithurians with a rapid campaign of deep Cruiser strikes against their trade and starport facilities. Unfortunately for Liarb II, the Ko of Huiha Esoyatre had been actively recruiting allies from amongst the scattered minor polities to Spinward and these responded to the Imperial raids with overwhelming force. Duke Liarb II's death in a skirmish in the outer system of Anar in 810 resulted in a temporary peace that lasted for over a century as the Imperial Sector Government became distracted by its own internal upheavals.
By the early 10th Century, the Imperium began to push into Lymethius Subsector again, only to find that the Outrim Alliance was still firmly opposed to their expansion. A series of four wars fought between 925 and 1085 have resulted in stalemate, with the political borders essentially unchanged. A Black War run against the Geithurian Republic by Siridar-Lord Elmar Hendrian, Head of Imperial Intelligence under Sector Duke Kanus II, during the decade prior to the outbreak of the 4th Outrim War in 1080, effectively paralyzed the Republic politically for nearly twenty years after the Battle of Anthorann and the end of the war in 1085.
Since the end of the Kalar-Wi War in 1105, and the accession of Konzevr Ashtebr Edlchtel of Appaer/Lymethius as President of the Geithurian Republic, the Outrim Alliance has shown increasing signs of a resurgence. This development is beginning to worry Imperial Officials, especially as relationships with the Kalar-Wi, who were instrumental in the military defeat of the Outrim Alliance at the end of the 4th Outrim War, are still at a low ebb.
It is against this background that I take a look at the Ground Forces of the Outrim Alliance.
As before, I am using GURPsTraveller: Ground Forces by Douglas Berry as my guide. As with the development of figures for Imperial armed forces, it seems logical that non-Imperial planets above a certain population and Tech Level will produce "Battalion Equivalents" from a percentage of their population. These "Battalion Equivalents" can either be grouped into Battalions and higher formations at the producing planet's tech level, or traded-in/amalgamated into Elite formations, or higher Tech Level formations. In the latter case, the assumption is that the planetary Government imports higher Tech equipment, which makes individual formations more efficient, and permits the Government to enlist fewer soldiers.
In the case of non-Imperial planets and polities, it would seem unlikely that they would be able to import Tech Level 15 equipment as I have yet to generate a non-Imperial Tech Level 15 planet. This indicates that the degree to which local armed forces may be upgraded is more limited than with the Imperial Unified Army.
As previously, to determine the number of Battalion Equivalents each planet produces, the Battalion Equivalent Table is used. This table is my adaption of the original Classic Traveller table that appeared in Journal of the Travellers' Aid Society Issue 10, rather than the one from Ground Forces as I find it easier to use.
Working with these figures and applying them to Lymethius Subsector, we begin to see the following emerge:
Since the end of the 4th Outrim War in 1085, both the Huiha Esoyatre and the Geithurian Republic have been upgrading the equipment and training of their respective Ground Force Lift Formations as well as Planetary Defense units. Much of the High Tech equipment is being sourced from the Hand of Ssra'Ka Aissr and the Johdari Association to Spinward.
Initial skirmishes along the Spinward-Rimward frontier of Daltharmai Subsector led to a state of undeclared war as Imperial colonists moved into the Trailing end of the Tallu Cluster in Lymethius Subsector. During the 2nd Rimward War of 793 - 794, Sector Duke Liarb I launched a series of reprisal raids against the Geithurian Republic which galvanized that state to ally with the neighboring Aslan of the Huiha Esoyatre. Following the end of the Rimward War, Sector Duke Liarb II sought to pacify the Geithurians with a rapid campaign of deep Cruiser strikes against their trade and starport facilities. Unfortunately for Liarb II, the Ko of Huiha Esoyatre had been actively recruiting allies from amongst the scattered minor polities to Spinward and these responded to the Imperial raids with overwhelming force. Duke Liarb II's death in a skirmish in the outer system of Anar in 810 resulted in a temporary peace that lasted for over a century as the Imperial Sector Government became distracted by its own internal upheavals.
By the early 10th Century, the Imperium began to push into Lymethius Subsector again, only to find that the Outrim Alliance was still firmly opposed to their expansion. A series of four wars fought between 925 and 1085 have resulted in stalemate, with the political borders essentially unchanged. A Black War run against the Geithurian Republic by Siridar-Lord Elmar Hendrian, Head of Imperial Intelligence under Sector Duke Kanus II, during the decade prior to the outbreak of the 4th Outrim War in 1080, effectively paralyzed the Republic politically for nearly twenty years after the Battle of Anthorann and the end of the war in 1085.
Since the end of the Kalar-Wi War in 1105, and the accession of Konzevr Ashtebr Edlchtel of Appaer/Lymethius as President of the Geithurian Republic, the Outrim Alliance has shown increasing signs of a resurgence. This development is beginning to worry Imperial Officials, especially as relationships with the Kalar-Wi, who were instrumental in the military defeat of the Outrim Alliance at the end of the 4th Outrim War, are still at a low ebb.
It is against this background that I take a look at the Ground Forces of the Outrim Alliance.
As before, I am using GURPsTraveller: Ground Forces by Douglas Berry as my guide. As with the development of figures for Imperial armed forces, it seems logical that non-Imperial planets above a certain population and Tech Level will produce "Battalion Equivalents" from a percentage of their population. These "Battalion Equivalents" can either be grouped into Battalions and higher formations at the producing planet's tech level, or traded-in/amalgamated into Elite formations, or higher Tech Level formations. In the latter case, the assumption is that the planetary Government imports higher Tech equipment, which makes individual formations more efficient, and permits the Government to enlist fewer soldiers.In the case of non-Imperial planets and polities, it would seem unlikely that they would be able to import Tech Level 15 equipment as I have yet to generate a non-Imperial Tech Level 15 planet. This indicates that the degree to which local armed forces may be upgraded is more limited than with the Imperial Unified Army.
As previously, to determine the number of Battalion Equivalents each planet produces, the Battalion Equivalent Table is used. This table is my adaption of the original Classic Traveller table that appeared in Journal of the Travellers' Aid Society Issue 10, rather than the one from Ground Forces as I find it easier to use.
Working with these figures and applying them to Lymethius Subsector, we begin to see the following emerge:
| Lymethius Subsector Worlds | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Planet | |||||||||
| Bilas | Nil | ||||||||
| Geithur | 1 TL12 Elite Armoured Division, 1 TL12 Elite Armoured Regiment, 2 TL12 Elite Infantry Divisions, 1 TL12 Elite Infantry Brigade, 2 TL12 Armoured Divisions, 1 TL12 Armoured Brigade, 2 TL12 Infantry Corps, 1 TL12 Infantry Brigade, 1 TL12 Regiment (overstrength) | ||||||||
| Evvikkim | 1 TL6 Infantry Battalion | ||||||||
| Welthor | Nil | ||||||||
| Lysarnor | 1 TL12 Elite Armoured Regiment, 1 TL12 Elite Infantry Regiment, 1 TL12 Infantry Regiment, 1 TL12 understrength Regiment (4 battalions) | ||||||||
| Tian | 1 TL10 Infantry Battalion | ||||||||
| Vermorzol | 1 TL7 Brigade | ||||||||
| Appaer | 1 TL14 Elite Armoured Field Army, 1 TL14 Elite Armoured Division, 1 TL14 Elite Armoured Regimrnt - the Konzevr's Guard, 2 TL 14 Infantry Field Armies, 2 TL 14 Infantry Corps, 2 TL14 Infantry Divisions, 1 TL14 Infantry Brigade, 27 TL12 Armoured Field Armies, 54 TL12 Infantry Field Armies. | ||||||||
| Hiona | Nil | ||||||||
| Yuwe | Nil | ||||||||
| Atlasiykh | Nil | ||||||||
| Jul'ni | 1 TL14 Elite Armoured Division, 1 TL14 Elite Armoured Regiment, 2 TL14 Elite Infantry Divisions, 1 TL14 Elite Infantry Brigade, 4 TL14 Infantry Divisions | ||||||||
| Faiwawhwe | Nil | ||||||||
| Yuakteisye | 5 TL13 Elite Armoured Field Armies, 10 TL13 Elite Infantry Field Armies, 10 TL13 Armoured Field Armies, 50 TL13 Infantry Field Armies | ||||||||
| Dysa Metharoth | Nil | ||||||||
| Fiona | Nil | ||||||||
| Coroson | 1 TL8 Infantry Battalion | ||||||||
| Tallu | 1 TL12 Infantry Battalion | ||||||||
| Auru | Nil | ||||||||
| Kidan/Yaitlaorail | Nil | ||||||||
| Kalar-Wi Empire | |||||||||
| Masaad | Nil | ||||||||
| Kalar-Wi/Gamelea | 1 TL12 Armoured Brigade, 2 TL12 Infantry Divisions | ||||||||
| Loa-Wi/Cabria | 1 TL12 Armoured Regiment, 1 TL12 Infantry Division | ||||||||
| Gaidon/Cabria | 1 TL12 Armoured Corp, 2 TL12 Elite Infantry Divisions, 1 TL12 Elite Infantry Brigade, 2 TL12 Infantry Corps, 2 TL9 Elite Armoured Corps, 2 TL9 Elite Armoured Divisions, 1 TL9 Elite Armoured Brigade, 1 TL9 Elite Infantry Field Army, 10 TL9 Infantry Field Armies, 2 TL9 Infantry Corps, 1 TL9 Infantry Division, 1 TL9 Infantry Regiment | ||||||||
| Yolurlund/Cabri | Nil | ||||||||
| Geithurian Republic Expeditionary Force - Ingeki Kargesu | |||||||||
| Personnel for the Geithurian Republic Expeditionary Force are recruited from all member worlds of the Republic | 2 TL14 Elite Infantry Corps, 2 TL14 Elite Infantry Divisions, 1 TL14 Elite Infantry Brigade - Geithurian Republican Marines, 2 TL14 Armoured Corps, 2 TL14 Armoured Divisions, 1 TL14 Armoured Brigade, 5 TL14 Infantry Corps, 1 TL12 Armoured Corp, 3 TL12 Armoured Divisions, 1 TL12 Armoured Regiment, 3 TL12 Infantry Corps, 1 TL12 Infantry Division, 1 TL12 Infantry Brigade | ||||||||
| Huiha Esoyatre Expeditionary Force | |||||||||
| Personnel for the Huiha Esoyatre Expeditionary Force are primarily recruited from E'kho Oakhwohkyal of Yuakteisye | 1 TL14 Elite Armoured Corps, 1 TL14 Elite Armoured Division, 1 Elite Armoured Regiment, 2 TL14 Elite Infantry Corps, 2 TL14 Elite Infantry Divisions, 1 TL14 Elite Infantry Regiment, 3 TL12 Armoured Corps, 2 TL12 Armoured Divisions, 1 TL12 Armoured Brigade, 7 TL12 Infantry Corps | ||||||||
| Kalar-Wi Empire Mobile Force - JKW/Orsh | |||||||||
| Personnel for the Kalar-Wi Empire Mobile Force are recruited from all member worlds of the Empire | TL12 | 1 TL14 Elite Infantry Brigade, 1 TL14 Infantry Division, TL14 Infantry Brigade - Kalar-Wi Marines, 2 TL12 Armoured Divisions, 1 TL12 Armoured Brigade, 1 TL12 Infantry Corps, 3 TL12 Elite Infantry Battalions | |||||||
Since the end of the 4th Outrim War in 1085, both the Huiha Esoyatre and the Geithurian Republic have been upgrading the equipment and training of their respective Ground Force Lift Formations as well as Planetary Defense units. Much of the High Tech equipment is being sourced from the Hand of Ssra'Ka Aissr and the Johdari Association to Spinward.
Tuesday, 17 December 2013
Website Update #26
I keep being told that "things are winding down towards Christmas. If anything, I'm getting busier. At work, I'm deep in planning for moving buildings in February - we have three live on-air TV channels to relocate and the easiest ways of doing it have been stymied by a lack of budget.
I seem to have hit a bit of a dry spot, Traveller-wise, at the moment but I have managed to do some painting. The latest update is here on my website.
A chap over on The Miniatures Page is trying to drum up support for an expansion to the 15mm Ventauran range of figures produced by Eureka Miniatures. The Ventaurans are my primary choice for Zhodani and fill the role of Kalar-Wi in my Traveller campaign, so I'm in. A couple of Officer poses wouldn't go amiss, in my opinion.
I seem to have hit a bit of a dry spot, Traveller-wise, at the moment but I have managed to do some painting. The latest update is here on my website.
A chap over on The Miniatures Page is trying to drum up support for an expansion to the 15mm Ventauran range of figures produced by Eureka Miniatures. The Ventaurans are my primary choice for Zhodani and fill the role of Kalar-Wi in my Traveller campaign, so I'm in. A couple of Officer poses wouldn't go amiss, in my opinion.
Monday, 25 February 2013
The Tunnels of Tonivar - Design Notes
Amongst my left over notes from the Tunnels of Tonivar game was a little section on the Kalar-Wi and their motives.Group Leader Tur’vak Hrak’lar (the leader of the Kalar-Wi party) is the son of Senior Group Leader Gir’kla Hrak’lar who served in the Kalar-Wi Ground Force which occupied part of Tonivar during the war. Tur'vak's father was killed, allegedly after the Kalar-Wi surrender, at the end of the war. Tur’vak has organised a covert mission to recover his father’s personal Honour Chest as well as the Honour Chest of the 1st Groupment of the 12th Regiment in which Group Leader Hrak’lar served.
Accompanied by five of his unit brothers and with two veterans of the 1st Groupment as guides, Tur’vak has also brought 12 Kiang retainers as muscle and extra security. He has also managed to gain the use of a 200 ton armed freighter for a brief amount of time, as well as two sealed G-vans for local transport.
I think that when I started writing this, and the other material on the Kalar-Wi, they stopped being the remorseless evil bad guys of old and became - to me - people. Inspired, in part, by accounts of the relatives of World War II Japanese soldiers and airmen seeking to find just an item of equipment or clothing of their lost relative, it made me think a bit more about the Kalar-Wi, about their society, and how they might act and react.
While it's a pity I wasn't able to reveal this piece to the players, the discussion with the Antiquarian Ghorman Holk about the nature of the Kalar-Wi Honour Chest, and its importance in Kalar-Wi society did give the players a little insight into what motivates the Kalar-Wi.
Labels:
Cabria Subsector,
Design Notes,
Kalar-Wi,
Kalar-Wi War,
Traveller Games
Saturday, 23 February 2013
The Tunnels of Tonivar
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| Kiang allies of the Kalar-Wi |
Tonivar/Cabria C-200544-8 Non-Industrial/Vacuum
Tonivar, or Kalbia I, Downport has two tractor tugs. The Imperial Scout Base has a repair tug. Tonivar has two small moons – the larger, Ie, is 121 miles in diameter. The smaller, Fleck, is 16 miles in diameter.
Settled by a Vargr mercenary unit that the Imperium paid off with land, the 830,000 inhabitants have been growing restless as their resentment to being forced into becoming miners has increased. Parts of Tonivar were attacked by Kalar-Wi forces during the Kalar-Wi War and a number of warrens were damaged or destroyed. The survivors of the small Kalar-Wi occupation force were repatriated after the defeat of the Kalar-Wi in 1105, though rumors persist that the Tonivargr massacred a number of Kalar-Wi and their Kiang allies after the Kalar-Wi surrender, but before Imperial authorities could completely take control of the situation. A large number of Kiang now live and work on Tonivar, mainly in menial or dangerous low status jobs, sending money home to their families on Gaidon.
After getting caught out a little by the prep (or lack of it) I did for the Secrets in Sulphur sessions, when the opportunity came to run a little side game for John and Chris, I decided to approach this scenario slightly differently. As I mentioned in my last post, I initially used my “bang-two-ideas-together” method to suggest an over-arching theme for the adventure. Coming up with “abandoned base” and “treasure”, and then selecting Tonivar/Cabria as the location got me thinking about the next level down – who lived there, what was or had happened (“abandoned base”?), what was going on.
The library data entry, above, expanded on notes in my system book and, in turn, prompted me to expand my notes on the Kalar-Wi – as noted in my previous post. One thing that came through from thinking about the Kalar-Wi was that a “treasure” for a Kalar-Wi might be a different thing from a “treasure” for anyone else. And this, in turn, allowed me to work a couple of little wrinkles into the scenario to give the players an “aha” moment.
I then wrote up my ideas, making sure that I actually stretched myself and named all the minor characters – just in case someone asked an awkward question.
John decided to create a Merchant character from Book 7: Merchant Prince. I haven’t used Merchant Prince very much – it was published late in my first Traveller cycle – so we had a bit of fun working our way through the character generation process. John’s character, Akira Valdez, started out working for a subsector-wide shipping line. Through a series of bad assignment rolls, he found himself being progressively down-sized – from subsector-wide line to interface line to fledgling line. I suspected that if this trend had continued, then Valdez would have ended up running a concession stand at a D Class Starport. Eventually, after an exciting late career on a free trader, Akira Valdez mustered out after failing a reenlistment roll.
Chris’ character, Nimrod ‘Nim’ Higgins, on the other hand, was a more standard Book: 4 Marine, though he ended up with a rather truncated career – after transferring to the Commandos, he got parked in Staff College, got bored, and mustered out.
Characters:
John – Akira Valdez, Ex - Merchant
Chris – Nimrod ‘Nim’ Higgins, Ex- Marine Commando
Backstory:Akira Valdez had spent the last couple of years working as a broker for Maash Freight, a fledgling line out of Celephais/Miazan. Injured on Naird/Cabria during a trade deal that went bad, Valdez was let go from his ship and transported back to Tonivar/Cabria in Imperial Space. While recuperating in a hospital at Tonivar Down, he managed to get word to an old friend on Miazan/Miazan, Osiris ‘Ossi’ Higgins, that he needed help. Ossi was committed to a trading voyage to Rimward and so sent his son, Nim Higgins – recently returned home after quitting Marine Staff College – in his place.
Game Play:
Akira Valdez was pretty much on the mend after his adventures out in the Outrim so he decided to take young Nim Higgins out for a night of cards and fun in the Tonivar Down bar district before they shipped out for Miazan/Miazan and home. While playing cards with a group of locals in a bar called Uesze’s, a drunken one-legged ex-soldier called Wai Toi threw a map into the pot. He swore that the map was authentic and that it showed the location of a Kalar-Wi Ground Force payroll in the ruined Laghdha warren, left over from the war four years ago. Wai Toi was in Ordinance Disposal after the war and took part in the sweeps of Kalar-Wi occupied warrens, looking for booby-traps and unexploded ordinance. He says that he never had the opportunity to go back to the Laghdha warren to pick up the pay tokens – he lost a leg to a booby-trap in a later warren clearance – but he knows of a collector on Celephais/Miazan called Ghorman Holk, of Holk, Garstil and Vorshu Antiquarians, who pays top rate for Kalar-Wi military memorabilia.
As Toi describes it, the pay tokens were in long, sausage-like, silk bags in a locked and armoured box. He repacked the contents of the strongbox in a plain Imperial storage box and stacked it in a pile of equipment in the warren administration office. Toi estimates that there were about Cr500,000 – the monthly pay for a battalion sized formation known to have occupied the Laghdha warren – in Kalar-Wi pay tokens, worth about Cr15,000 – Cr25,000 on the collectors’ circuit.
Sneaky GM note: Toi does not realise that what he has found is actually a Kalar-Wi Groupment’s Honour Chest – the tokens represent the various honours and awards that the Groupment (a battalion sized unit) has received during its existence. An intact Kalar-Wi Groupment Honour Chest is worth probably in the order of MCr 5 to MCr 10.Nim did a little asking around and learnt that the Laghdha warren was indeed bombed out during the war, and only partially resealed after the war – four years ago – and that the authorities have still not got around to effecting more substantial repairs. Wai Toi is broke, and an invalid after his injury. Due to an administrative mess-up, instead of being Medivacced to Miazan, he was dishonourably discharged on Tonivar instead. He only discovered this when he woke up in a local hospital and found that his unit had pulled out. He has barely the funds for a Low Passage ticket back to Miazan where he will try and get a Veterans Affairs Lawyer to take his case. Nim also learns that Wai Toi has a reputation as a liar and a drunk. And that all that is known about him for sure is that he was in the Army, his unit was deployed to Tonivar and, it is said, he was Absent Without Leave when his unit was suddenly redeployed.
![]() |
| Kalar-Wi in Combat Armour |
The Laghdha warren lies about 100 kilometres west of Tonivar Down in a valley. It was once an ancient lava cave and now consists of two main tunnel levels with various branches and smaller lines. Toi’s map shows the main entrance and the route to the administrative office, as well as sketchier details of the lower level and a secondary entrance further along the valley.
As Valdez and Nim prepare to head off to hire some transport, the friendly barman at Uesze’s suggests that they be careful. He’s seen some strangers around recently who remind him of the Kalar-Wi who were on-planet just a few years ago.
After hiring a sealed surface vehicle, as the subsurface monorail system has not been reconnected to Laghdha warren, Nim and Valdez set out, heading along the main northbound roadway in an effort to throw off any casual followers. About forty kilometres north of Tonivar Down, they turn off the main highway onto a secondary road heading west towards the range of hills lining the Laghdha valley. While climbing up the hillroad, they see two grav vans sail overhead, coming from Tonivar Down and heading towards the Laghdha valley and the Laghdha warrens. Assuming that Toi may have sold his map on more than one occasion, Nim and Valdez are not too surprised to crest the rise and spot the two grav vans parked outside the dome entrance to the warrens. As they watch from the crest of the rise, they see a number of vacc-suited people enter the dome.
Realising that they have competition, Nim and Valdez hastily head south, just below the ridgeline. Reaching the southern pass, they come down into the valley near the southern entrance dome. Hidden from the main entrance dome by the curve of the valley, Nim and Valdez are able to drive right up to the Southern Dome. They discover that the vehicle lock door has been breached but the pedestrian lock is still functioning. Once their vehicle is hidden inside the vehicle lock, Nim and Valdez manage to access the pedestrian lock. There is no power for the lifts but emergency lights are still running. Locating a stairwell, they begin climbing down a series of flights of steps until they reach a subway line on the lowest level.As the stairwell and corridors contain a breathable, if rather stale, atmosphere, and there is some power on, Nim and Valdez are able to doff the helmets of their pressure suits. One of the subway cars is still working, so they set it in motion. Exiting the subway tunnel, the track continues northward along the main lower tunnel. The lower tunnel is about 40 metres wide with various smaller tunnels running off to the east and west. The “rail line” runs along the centre of the main hall and consists of parallel guide grooves for the wheeled carriages of the train. Riding the train north, both Nim and Valdez become very conscious that the only sound, in the dimly lit and abandoned hall, is the susurrus of their train’s tyres.
After what seems a very long ride through the gloomy main tunnel, Nim and Valdez locate a service stairwell that their map tells them will bring them out near the administration offices on the upper level. Leaving the train, they carefully ascend the stairs, emerging in a narrow corridor. Moving cautiously along it, they check the side rooms as they go. Then, they hear noises and see the flicker of flash lights coming from a side corridor, ahead.
Carefully peering around the corridor corner, Nim and Valdez find themselves looking into the central administration office suite for the warren. Various desks and other items of office furniture are in the process of being pushed aside and otherwise investigated by twelve small humanoids. While each is wearing a light pressure suit, all have their helmets off, revealing the dark blue skins, bald heads, and long ears of Kiang.
As Nim and Valdez watch the Kiang sifting through the stacks of office furniture, two taller figures emerge from one of the partitioned offices. As they step into the light, Valdez recognises them as two Kalar-Wi, wearing Kalar-Wi issue combat armour.
One of the two Kalar-Wi issues a stream of orders to the Kiang, sending them scurrying around the office, obviously looking for something, while two of their number are picked out and dispatched to explore further.
Nim and Valdez suddenly realise that the two Kiang are heading right towards them. They quickly scoot back into an empty office and wait as the Kiang pass by. After lying quiet for a few minutes, they hear the two Kiang coming back from their errand. The Kiang hesitate before turning into the corridor towards the administration centre, and then start arguing with each other.
Both Valdez and Nim come to the conclusion that these two Kiang are not very happy with the situation they find themselves in, nor with their Kalar-Wi masters. Getting the drop on them, Nim and Valdez question the Kiang further. Their names are Tak Tal Nok and Von Dat Goh and they are retainers of Group Leader Tur’vak Hrak’lar, the leader of the Kalar-Wi expedition. Tak and Von are also members of the Phagouran Nak Prah - or FhNP – the Kiang Separatist Movement known of the Harmonious Path.
Nim and Valdez persuade Tak and Von that they are the local FhNP cell’s best hope of defeating these Kalar-Wi and aiding the revolution. After some quick planning, Tak and Von enter the office suite and report to Group Leader Hrak’lar. As he dismisses them, they shout out to the other Kiang in Udah Gol Pranh – the Kiang native language, suppressed by the Kalar-Wi – to take cover.
As most of the Kiang drop to the floor, Nim and Valdez step in the room and open fire. A spectacular fire fight erupts as the rest of Group Leader Hrak’lar’s party of Kalar-Wi spill out of the offices and the Kiang join in, either firing on each other or at their overlords.
When the smoke clears four Kalar-Wi and five Kiang are down and the two surviving Kalar-Wi have fled. Along with Tak and Von, Nim and Valdez quickly check the offices and locate the pile of containers Wai Toi left behind during his team’s sweep of the warren. There is an obvious gap where a box has been removed.
Convinced that Tur’vak Hrak’lar, who survived the shoot out in the offices, has their treasure, Nim and Valdez give chase, with Tak, Von and the rest of the FhNP Kiang racing along behind. Reaching the main elevator at the Northern Entrance, Nim and Valdez see that the passenger car is heading towards the surface. Forcing the lift doors open, they fire up the lift shaft, damaging the lift and bringing it to a halt. Piling into the vehicle and freight elevator, Nim, Valdez and the Kiang make their way to the surface.
As the lift doors open, Nim and Valdez rush around the lift core to the passenger elevator. Bursting through the airlock separating the two halves of the entrance dome, Nim and Valdez see that the elevator door has been wedged open. It would appear that Hrak’lar and his companion managed to climb up the emergency ladder in the elevator shaft and made their escape in one of the two grav vans their party arrived in.
Piling into the other grav van, and with Tak driving, they chase off after Hrak’lar. Soon, they work out he’s heading for the starport and his ship. After a crazy chase through the hills east of the Laghdha valley, Tak manages to manoeuvre their grav van close enough to Hrak’lar’s van that Nim is able to shoot it down before they reach the Tonivar Down city limits.
Doubling back to the wrecked van, Valdez is able to recover the storage box containing the loot. Then, after some discussion with Tak and Von, a brazen plan for seizing the Kalar-Wi ship is hatched.
Driving discretely up to the starport gate, Tak and Von talk their way past security while Nim and Valdez keep out of sight in the rear of the van. En route to the landing pad, Von calls ahead to the ship. Claiming that “one of the Masters” is wounded, he implores the duty Kiang to open the cargo hatch so they can bring the “Master” aboard the ship in the grav van. After some off-mic discussion, the duty Kalar-Wi officer orders the van brought aboard.
As soon as the grav van is aboard and the cargo hold is restored to full atmosphere, Tak pops the lock on the van as the two Kalar-Wi officers enter the hold. As they approach the grav van, Nim and Valdez pop out of the back. “Surprise!” they say as they open fire.
The FhNP Kiang pile out of the grav van and quickly overcome their compatriots aboard ship. A number of heads are banged together and then the shipside Kiang see the wisdom of joining the revolution. Unable to believe their luck, Nim and Valdez settle back as Tak and Von get the ship ready for a quick take off.
Given the way that the Kalar-Wi have run the ship up until now – only interacting with Imperial authorities through their Kiang agents – Tonivar Down Traffic Control does not suspect anything is amiss when their Kiang “guests” abruptly request departure clearance. Once cleared, the ship, now renamed the “Harmony” by Tak and Von, heads for the Jump point. On board, there has been some debate about where to head as Tak and Von want to aid the FhNP’s cause against the Kalar-Wi. Valdez suggests that taking the loot rescued from the Laghdha warren to Wai Toi’s contact, Ghorman Holk the Antiquarian, on Celephais could realise a lot of cash that could be converted into supplies that could aid the revolution. After some thought, Tak and Von agree. As the “Harmony” is only a Jump-2 ship, they are obliged to plot a circuitous route via Masaad and Kalar-Wi to reach Celepahais. While risky, the relationship between Kalar-Wi and Kiang is such that Kalar-Wi officials see only what they expect to see – Kiang going about their Masters’ business. The alternate route via Ektra and Kamperelian space is considered more dangerous as the Kamperelians are going through one of their periodic xenophobic phases.
Three jumps and six weeks later, the Harmony, with a little extra cash aboard from some speculative trading, reaches Celephais. As suspected, as long as Nim and Valdez kept their heads down, there was no interference from Kalar-Wi authorities at either Masaad or Kalar-Wi – Group Leader Hrak’lar’s little mission to Tonivar had not generated an information wave across Kalar-Wi space that would raise a flag when the Harmony docked. On Celephais, Valdez and Nim track down Ghorman Holk and discover, much to their surprise, that he is both an honest dealer and knowledgeable about Kalar-Wi militaria and culture.
Ensuring that Nim and Valdez lodge their loot at a local bank where he can examine it under controlled conditions, after six weeks Holk is able to tell them that their loot is not low value pay tokens but the Honour Chest of a Kalar-Wi Groupment, a battalion-sized combat formation. In Kalar-Wi society, Holk explains, guilds and military fraternities are extremely important – substituting for kinship groups and lineages in many cases. Every Kalar-Wi soldier who wins an achievement or bravery award contributes this to the Honour Chest of the Groupment. Individual actions and excellence become part of the Honour of the corporate group, increasing both the standing of the group, and of the individual members of that group, within Kalar-Wi society. The Honour Chest that Nim and Valdez have recovered belonged to the 1st Groupment of the 12th Regiment, a unit with an honourable history stretching back over two hundred and fifty years. Very few Honour Chests of a Kalar-Wi formation of either this size or this age have ever been recovered intact by non-Kalar-Wi and Holk estimates that such an Honour Chest is worth between MCr5 and MCr10. He offers Nim and Valdez MCr7, which he believes is a fair price, as well as the authentication documentation that he has compiled from his studies, and thanks them for the opportunity to study such a fascinating find.
After a little thought, Nim and Valdez take Holk up on his offer, as they feel that it is the best deal they can make. With cleared funds, they meet with Tak and Van to decide on the next stage of their operation to aid the Harmonious Path.
Saturday, 2 February 2013
A Look at the Kalar-Wi
I ran a little side game for John and Chris in between sessions of Secrets in Sulphur and we finished the scenario pretty much as I had hoped – a positive result for the players and a nice open end to the story that could lead to later adventures. I also got the chance to explore and expand a little upon background elements of my campaign.
Having a deadline is always good for making me focus, and as the days to the game counted down, and I realised that I still didn’t have any idea what I was going to run for the game, I fought through blind panic and fell back into the creative process I used to use in the 80’s and 90’s.
Essentially, I studied my campaign master map, looking a planet I had never developed beyond the paragraph or so in my subsector note book. While looking at the map, I was also brainstorming for two ideas, as two ideas always seem to make a scenario. The first idea to pop up was “abandoned base” and the second idea was “treasure”, and the planet I hit upon was Tonivar – an Imperial world located in Cabria Subsector, though administered from Miazan/Miazan.
Tonivar is one of two Vargr-populated worlds along the Imperial Border. Settled by personnel from a demobilised Vargr military unit – paid off with planetary holdings - over recent years there has been growing discontent amongst the younger generation, born onworld. After enduring a siege and ground assault during the Kalar-Wi war of 1103 – 1105, the Tonivargr (as they are known) feel that their loyalty to the Imperium has been especially poorly rewarded, in that they are expected to remain as low-prestige miners on an airless world, rather than serving as higher prestige warriors in the service of the Imperium.
With the scenario idea, I also had a more in-depth look at the Kalar-Wi.
The Kalar-Wi are a humanoid species native to the planet Kalar-Wi/Gamelea and are characterised by blue skin, green hair and a strong martial culture. Following the fall of the Thongaloros Empire, Kalar-Wi was wracked by several centuries of bitter wars as various cultural groups sought to gain planetary, and then system, dominance. By the conclusion of these consolidation wars, which went nuclear at least twice, Kalar-Wi was controlled by the Savouur - Jaasouss Moieties, from the eastern part of the northern hemisphere, under the iron rule of Malathu’kal Sourka Afghar.
The Savouur Moiety is characterised by an aggressive, expansionistic outlook. The moiety Patriarch is titled Afghar which, while usually translated as “Warlord”, has implications of “Tower”, “Defender” and “one who strikes”. Malathu’kal Sourka, the great Warlord of the Savouur and the first Warlord of the Kalar-Wi, remains a popular figure in modern Kalar-Wi society as he embodied the prized Kalar-Wi attributes of courage, boldness, honour and resourcefulness. The annual festival of Puranthea Malathu celebrates his life and achievements and reminds the Kalar-Wi of the attributes they should cultivate in their own lives. The Jaasouss Moiety is characterised by an analytical, diplomatic and manipulative outlook and while the Jaasouss Matriarch’s title of Delhanaghar is usually translated as “Peacelord”, it has implications of “webspinner”, “patient waiter” and “unexpected”. While the attributes of long range planning, patience and persistence are generally agreed to be worth cultivating, Kalar-Wi culture prefers action to passivity. Interestingly, the Peacelord, in Kalar-Wi popular culture, is usually a sinister character who wins in the long game. There is no festival celebrating the life of any of the Jaasouss Peacelords, and most Kalar-Wi would be hard pressed to name even one of the current Peacelord’s predecessors.
The Kalar-Wi gained Jump Drive technology after the conclusion of their planetary Consolidation Wars. It is likely that Mi’yargin or Danshihabi traders passed through the Kalar-Wi system during the early 5th Century, Imperial Reckoning while the Savouur-Jaasouss Moieties were rebuilding their shattered economy and ecosystem and developing their dual rulership. Both the Mi’yargin and the Danshihabi were willing to trade technology with the relatively insular Kalar-Wi to boot-strap the latter to the point where they began to spread out through the Kalar-Wi Cluster.
Initial clashes with the Huiha Esoyatre and then with the Geithurian Republic pushed the Kalar-Wi to Trailing where they soon encountered the advancing Imperium. Sensing the potential power behind the Imperial Scouts and explorers, the Kalar-Wi aligned themselves with first the House Tressuiir and then with the House Juharl-Zarquestuir Dukes of Gamelea Subsector, providing ships and auxiliary ground troops for Ducal campaigns within the Subsector and against the Outrim Alliance during the Outrim Wars.
As the House Juharl-Zarquestuir Subsector Dukes became increasingly lethargic and corrupt, the Kalar-Wi expanded their sphere of influence under a series of aggressive Warlords, occupying Varch in Gamelea Subsector, and Gaidan and Yolurland in Cabria Subsector. It would appear that the long range plans of the Kalar-Wi Peacelords – the preservation of the Kalar-Wi State from destruction by more powerful interstellar polities by aligning themselves with the most powerful local polity; the Imperium and the Gamelea Subsector Dukes in particular – had been modified by a misunderstanding of Imperial politics on the part of the Kalar-Wi Warlords. While staunchly defending their section of the frontier during the 4th Outrim War, and winning the Battle of Anthorann, during the post-Outrim War economic decline in the Rimward Imperial Subsectors the Kalar-Wi felt obliged to step into the power vacuum that began to develop and, through a series of police actions, occupied Rimbaud II and Anthorann in Gamelea Subsector. Growing alarm at the Sector level was met with indifference at the Subsector level until Warlord Vran’kal Youka launched the ill-advised Kalar-Wi War of 1103 – 05.
Held up by fierce local resistance in the Gamelea Cluster, the Kalar-Wi fleet was decisively defeated by Imperial Naval units breaking out of the Naval Base at Gamelea. Reinforced by fleet elements from Gazolan and Nolgor Subsectors, local Imperial forces drove the Kalar-Wi out and took their homeworld, late in 1105.
Warlord Vran’kal Youka and the Savoour leadership had withdrawn to Loa-Wi as Imperial forces penetrated the Kalar-Wi system and it was Peacelord Har’vuun Kalusi and the Jaasouss Oligarchy who signed the surrender documents and welcomed the Imperial garrison. Behind the scenes, members of Duke Adryos Urzov IV of Gamelea’s cabinet were hurriedly blurring details of the surrender to permit the Kalar-Wi leadership to save face amongst their own people. Duke Adryos Urzov’s death in late 1105 allowed these negotiations to be successfully concluded during the accession celebrations for Kolin II Andralistain, his son and successor as Duke of Gamelea. While accused of being in the pockets of the Kalar-Wi, Adryos Urzov’s cabinet ministers were very conscious that, in Realpolitik terms, the Gamelea government stood in need of Kalar-Wi support in the event that the Outrim Alliance should launch a fifth attempt to roll back the Imperial border. While the opportunist land grab of the Kidan system by the Huiha Esoyatre, now renamed Yaithorail by the Huiha, was tolerated as an object lesson to the Kalar-Wi, it was quietly made very clear to the Aslan of the Huiha that any further advances into Kalar-Wi space would not be countenanced by the Imperium.
The Imperial garrison of Kalar-Wi has been steadily reduced since the signing of the peace treaty that officially ended the war. It is estimated that the last Imperial garrison will evacuate Kalar-Wi in 1110 with the last of the system bases closed down in 1111. Kalar-Wi military phratries have started to parade again for the Puranthea Malathu festival and, it is believed, are actively recruiting on Kalar-Wi for the first time since the end of the war. There has also been an increase in the number of Honour Hunters crossing the Imperial border to examine old Kalar-Wi bases and installations. These Honour Hunters, acting for various military phratries, are primarily seeking to locate unit Honour Chests that were lost, abandoned, or captured during the war. To many Kalar-Wi watchers, all this activity indicates a growing confidence amongst Kalar-Wi and the possibility of a resurgent Kalar-Wi State.
Having a deadline is always good for making me focus, and as the days to the game counted down, and I realised that I still didn’t have any idea what I was going to run for the game, I fought through blind panic and fell back into the creative process I used to use in the 80’s and 90’s.
Essentially, I studied my campaign master map, looking a planet I had never developed beyond the paragraph or so in my subsector note book. While looking at the map, I was also brainstorming for two ideas, as two ideas always seem to make a scenario. The first idea to pop up was “abandoned base” and the second idea was “treasure”, and the planet I hit upon was Tonivar – an Imperial world located in Cabria Subsector, though administered from Miazan/Miazan.
Tonivar is one of two Vargr-populated worlds along the Imperial Border. Settled by personnel from a demobilised Vargr military unit – paid off with planetary holdings - over recent years there has been growing discontent amongst the younger generation, born onworld. After enduring a siege and ground assault during the Kalar-Wi war of 1103 – 1105, the Tonivargr (as they are known) feel that their loyalty to the Imperium has been especially poorly rewarded, in that they are expected to remain as low-prestige miners on an airless world, rather than serving as higher prestige warriors in the service of the Imperium.
With the scenario idea, I also had a more in-depth look at the Kalar-Wi.
The Kalar-Wi
The Kalar-Wi are a humanoid species native to the planet Kalar-Wi/Gamelea and are characterised by blue skin, green hair and a strong martial culture. Following the fall of the Thongaloros Empire, Kalar-Wi was wracked by several centuries of bitter wars as various cultural groups sought to gain planetary, and then system, dominance. By the conclusion of these consolidation wars, which went nuclear at least twice, Kalar-Wi was controlled by the Savouur - Jaasouss Moieties, from the eastern part of the northern hemisphere, under the iron rule of Malathu’kal Sourka Afghar.
The Savouur Moiety is characterised by an aggressive, expansionistic outlook. The moiety Patriarch is titled Afghar which, while usually translated as “Warlord”, has implications of “Tower”, “Defender” and “one who strikes”. Malathu’kal Sourka, the great Warlord of the Savouur and the first Warlord of the Kalar-Wi, remains a popular figure in modern Kalar-Wi society as he embodied the prized Kalar-Wi attributes of courage, boldness, honour and resourcefulness. The annual festival of Puranthea Malathu celebrates his life and achievements and reminds the Kalar-Wi of the attributes they should cultivate in their own lives. The Jaasouss Moiety is characterised by an analytical, diplomatic and manipulative outlook and while the Jaasouss Matriarch’s title of Delhanaghar is usually translated as “Peacelord”, it has implications of “webspinner”, “patient waiter” and “unexpected”. While the attributes of long range planning, patience and persistence are generally agreed to be worth cultivating, Kalar-Wi culture prefers action to passivity. Interestingly, the Peacelord, in Kalar-Wi popular culture, is usually a sinister character who wins in the long game. There is no festival celebrating the life of any of the Jaasouss Peacelords, and most Kalar-Wi would be hard pressed to name even one of the current Peacelord’s predecessors.
The Kalar-Wi gained Jump Drive technology after the conclusion of their planetary Consolidation Wars. It is likely that Mi’yargin or Danshihabi traders passed through the Kalar-Wi system during the early 5th Century, Imperial Reckoning while the Savouur-Jaasouss Moieties were rebuilding their shattered economy and ecosystem and developing their dual rulership. Both the Mi’yargin and the Danshihabi were willing to trade technology with the relatively insular Kalar-Wi to boot-strap the latter to the point where they began to spread out through the Kalar-Wi Cluster.
Initial clashes with the Huiha Esoyatre and then with the Geithurian Republic pushed the Kalar-Wi to Trailing where they soon encountered the advancing Imperium. Sensing the potential power behind the Imperial Scouts and explorers, the Kalar-Wi aligned themselves with first the House Tressuiir and then with the House Juharl-Zarquestuir Dukes of Gamelea Subsector, providing ships and auxiliary ground troops for Ducal campaigns within the Subsector and against the Outrim Alliance during the Outrim Wars.
As the House Juharl-Zarquestuir Subsector Dukes became increasingly lethargic and corrupt, the Kalar-Wi expanded their sphere of influence under a series of aggressive Warlords, occupying Varch in Gamelea Subsector, and Gaidan and Yolurland in Cabria Subsector. It would appear that the long range plans of the Kalar-Wi Peacelords – the preservation of the Kalar-Wi State from destruction by more powerful interstellar polities by aligning themselves with the most powerful local polity; the Imperium and the Gamelea Subsector Dukes in particular – had been modified by a misunderstanding of Imperial politics on the part of the Kalar-Wi Warlords. While staunchly defending their section of the frontier during the 4th Outrim War, and winning the Battle of Anthorann, during the post-Outrim War economic decline in the Rimward Imperial Subsectors the Kalar-Wi felt obliged to step into the power vacuum that began to develop and, through a series of police actions, occupied Rimbaud II and Anthorann in Gamelea Subsector. Growing alarm at the Sector level was met with indifference at the Subsector level until Warlord Vran’kal Youka launched the ill-advised Kalar-Wi War of 1103 – 05.
Held up by fierce local resistance in the Gamelea Cluster, the Kalar-Wi fleet was decisively defeated by Imperial Naval units breaking out of the Naval Base at Gamelea. Reinforced by fleet elements from Gazolan and Nolgor Subsectors, local Imperial forces drove the Kalar-Wi out and took their homeworld, late in 1105.
Warlord Vran’kal Youka and the Savoour leadership had withdrawn to Loa-Wi as Imperial forces penetrated the Kalar-Wi system and it was Peacelord Har’vuun Kalusi and the Jaasouss Oligarchy who signed the surrender documents and welcomed the Imperial garrison. Behind the scenes, members of Duke Adryos Urzov IV of Gamelea’s cabinet were hurriedly blurring details of the surrender to permit the Kalar-Wi leadership to save face amongst their own people. Duke Adryos Urzov’s death in late 1105 allowed these negotiations to be successfully concluded during the accession celebrations for Kolin II Andralistain, his son and successor as Duke of Gamelea. While accused of being in the pockets of the Kalar-Wi, Adryos Urzov’s cabinet ministers were very conscious that, in Realpolitik terms, the Gamelea government stood in need of Kalar-Wi support in the event that the Outrim Alliance should launch a fifth attempt to roll back the Imperial border. While the opportunist land grab of the Kidan system by the Huiha Esoyatre, now renamed Yaithorail by the Huiha, was tolerated as an object lesson to the Kalar-Wi, it was quietly made very clear to the Aslan of the Huiha that any further advances into Kalar-Wi space would not be countenanced by the Imperium.
The Imperial garrison of Kalar-Wi has been steadily reduced since the signing of the peace treaty that officially ended the war. It is estimated that the last Imperial garrison will evacuate Kalar-Wi in 1110 with the last of the system bases closed down in 1111. Kalar-Wi military phratries have started to parade again for the Puranthea Malathu festival and, it is believed, are actively recruiting on Kalar-Wi for the first time since the end of the war. There has also been an increase in the number of Honour Hunters crossing the Imperial border to examine old Kalar-Wi bases and installations. These Honour Hunters, acting for various military phratries, are primarily seeking to locate unit Honour Chests that were lost, abandoned, or captured during the war. To many Kalar-Wi watchers, all this activity indicates a growing confidence amongst Kalar-Wi and the possibility of a resurgent Kalar-Wi State.
Wednesday, 18 April 2012
A to Z: P is for Puranthea Malathu
Festivals are a time of celebration in all cultures. Prior to Christmas 2011, ChrisK on Dropship Horizon suggested a mini-campaign idea which he called ‘The Christmas War’. I liked the idea, and wondered how I might do a ‘Christmas’ conflict in my Traveller Universe. It was then that the Festival of Puranthea Malathu was born and was written up in the Library Data as this:Puranthea Malathu
Annual Kalar-Wi political-religious festival observed for a seven day from day 359 and recalling the birth of Malathu’kal Sourka, the first Warlord of Kalar-Wi who united the clans and turned them outwards into space. Traditionally, a time when Kalar-Wi military units stand down and celebrate their lineage and battle honours.
The Kalar-Wi are, as I have mentioned, consummate warriors with a long tradition of honour, and honourable behaviour. Theirs is also a very Spartan and serious culture, not much given to the arts except in what they might teach the warrior, either in battle skills, or in examples of honourable behaviour. It seemed fitting that when they do relax, the Kalar-Wi celebrate the life of one of their own who united them and lead them outwards to glory amongst the stars.
Tuesday, 17 April 2012
A to Z: O is for Outrim Wars
1st Outrim War 925 – 930
In the face of rising resistance, Imperial forces launched an attack upon the Geithurian Republic in Lymethius Subsector. After some initial successes, the war bogged down. In 929 Sector Duke Leonid II was killed at Jul’ni/Lymethius. As the Imperial Fleet was wracked by mutinies, his successor, Leonid III, arranged a hasty peace.
2nd Outrim War 954 – 962
Seeking to avenge the death of his father, Sector Duke Alexuv II, brother and successor to Leonid III, began preparations for a second campaign against the Outrim Alliance. Upon his sudden death in 954, just weeks into the campaign, his son Karl succeeded to both the Sector Duchy and to leadership in a war that he had little understanding of. The sudden succession caused a command crisis as Karl switched the main theatre of operations from Daltharmai Subsector to Gamelea Subsector. Following his grandfather’s invasion plan, Sector Duke Karl took Jul’ni/Lymethius, but was killed in the Alliance counterattack.
This war was to claim the lives of four members of Alexuv’s family – Alexuv, himself; his sons Karl and Leonid IV; and Leonid’s son Joln-Karl – as well as the careers of two Sector Admirals and five Fleet Admirals. In 962, Sector Duke Alexuv III, son of Leonid III, concluded a peace with the Outrim Alliance that restored the pre-war borders. Major weaknesses in the Imperial Armed Forces, and particularly the command structure, were identified – some dating from the mutinies in 930 and others due to weak oversight of the officer corps – and Alexuv’s reforms were to stand the Imperial Navy in good stead over the next forty years.
3rd Outrim War 1025 – 1038The Imperial colonisation of Auru/Lymethius alarmed the Geithurian Republic. While the Geithurians were actively attempting to revive the Outrim Alliance, they launched a massive shipbuilding programme. This, in turned, alarmed the Imperium. The assassination of Sector Duke Mah’radys I at Auru unleashed a raider war as Geithurian forces attacked into Gamelea Subsector and Huiha Esoyatre forces battled the Kalar-Wi. Other Alliance task groups eventually crossed the Uedhkinthuez nakhae Rift and swept into Miazan Subsector. The Imperial forces could beat the Alliance Fleets, but they couldn't stop the raiders and commando units. After their initial successes, the Alliance discovered that they could seize low population worlds but could not take high population worlds. Eventually, the Alliance forces were worn down by Yuri Sethlemarl, Admiral in Command, Celephais/Miazan’s policy of Hold and Wait. A negotiated peace brought the war to a close in 1038.
4th Outrim War 1080 – 1085
It was brought to the attention of the President of the Geithurian Republic that there had been an alarming increase in the number of secessionist movements on various Republican worlds over the preceding decade. It was later revealed that this was part of a plan by Imperial Intelligence to force the Geithurian Republic into a war they were not ready for and let them wreck their Navy against prepared Imperial positions. The political implosion in the aftermath of such loses, it was reasoned, would tear the Republic apart and allow the Imperium to absorb systems at leisure. The death of the Sector Duke and the Duke of Gamelea in quick succession almost derailed the plan as the new Sector Duke, Edenar of Nolgor was much more cautious than his predecessor. Dragging on longer than planned, the 4th Outrim War eventually ended in an Imperial victory, largely due to Imperial Intelligence persuading the Kalar-Wi to reactivate their alliance with the Imperium and enter the war. While the Geithurian Republic was not destroyed outright, it was paralysed from within by dissention. With one of the driving forces of the Outrim Alliance neutralised, the Alliance itself lost focus and direction.
Four different campaigns, each with a slightly difference twist, that have influenced the current Border Worlds area of the RimWorlds.
Sunday, 22 January 2012
Jump Transitions
I have started marking some of the trade links I generated, using GURPs: Far Trader, onto my sector map. So far, I’ve worked through all the Main and Feeder Routes for Lymethius, Gamelea, Cabria and Miazan Subsectors. I have a feeling that I’m not quite doing it right as I’m working off the BTN numbers, rather than the WTN numbers, as these seemed more logical to use.The thick red lines, such as between Yuakteisye/Lymethius and Gamelea/Gamelea, are 10.5 BTN Main routes. This represents GCr50 – GCr100 (GigaCredits), or 5 – 10 million tons of trade per year, or 100 thousand – 500 thousand tons of trade per week.
The thinner red lines represent the 10 BTN Main routes, which see 50 thousand – 100 thousand tons of cargo per week and are worth ‘only’ GCr10 - GCr50 per annum.
The thick blue lines represent the 9.5 BTN Feeder routes while the thinner blue lines represent the 9 BTN Feeder routes. 5000 – 10 thousand tons of cargo needs shipping along the 9 BTN Feeder Routes each week, while 10 thousand - 50 thousand tons are shipped weekly along the 9.5 BTN Feeder Routes.
These numbers make interesting reading when trying to work out how many ships, and of what size, might be plying the trade routes of the sector. When the numbers are plotted on a map, we begin to see places where ships of a considerable size might be required just to move the available freight economically.
For example, if 100 thousand – 500 thousand tons of trade per week needs to be moved between Yuakteisye/Lymethius, in the Huiha Esoyatre, and Gamelea/Gamelea, in Imperial Space – or Bryak/Gamelea, as this system is part of the 10.5 BTN route – then how many ships ply this route? And looking more closely at the route, I see a problem. In this case, trade is supposed to stage through Nearo – Jump-3 from Yuakteisye – except there is a small problem. Nearo is a dead system; all higher life forms on its primary world were destroyed in a nuclear and biological attack during the 1st Outrim War, 200 years ago. Oh, and there are no gas giants for refuelling in the system, either.
Bother.
It looks like I will have to swing the Yuakteisye – Bryak route rimward through Kidan, Kalar-Wi and Varch. This has the advantage of reducing the stages to Jump-2 as well as ensuring refuelling is available, but exposes Huiha Esoyatre/Imperial trade to the vagurities of Kalar-Wi factional politics.
More thought required, as well as a map redraw.
Monday, 26 December 2011
Christmas War – Off with his head!
The Harook from Mad Robot Miniatures are undercoated and ready for their transformation into Rimbaur; I have ten Ventaurans from Eureka Miniatures painted up already as Kalar-Wi; and I’m thinking that the Kalar-Wi might also deploy some of their Kiang allies, for which I will use Rebel Miniatures Kurgan.
This evening I successfully completed my first head-swap as I converted a Ventauran trooper into Inspector-Lieutenant Adra’kal Dreseka.

It was rather easy to remove the Ventauran’s head and then I drilled a small pilot hole where his neck would have been. Widening the hole, the neck plug for one of the pointy-eared heads I bought from Astro Miniatures just dropped straight in. Easy peasy.

I bowled the base of the Ventauran’s head/helmet and glued it to the figure’s waist, so Dreseka has his helmet hooked to his belt. Nice, simple conversion, and it looks really good.

Painting day tomorrow - I hope!
This evening I successfully completed my first head-swap as I converted a Ventauran trooper into Inspector-Lieutenant Adra’kal Dreseka.

It was rather easy to remove the Ventauran’s head and then I drilled a small pilot hole where his neck would have been. Widening the hole, the neck plug for one of the pointy-eared heads I bought from Astro Miniatures just dropped straight in. Easy peasy.

I bowled the base of the Ventauran’s head/helmet and glued it to the figure’s waist, so Dreseka has his helmet hooked to his belt. Nice, simple conversion, and it looks really good.

Painting day tomorrow - I hope!
Labels:
5150: NB,
Gamelea Subsector,
Kalar-Wi,
Kiang,
Rimbaud II,
Rimbaur
Saturday, 24 December 2011
Christmas War - backgrounding
Over on Dropship Horizon, Chris K has posted the skeleton of a Christmas War campaign and invited all readers to join in. Several things have come into alignment for me, and I suddenly thought, "I can do this." Recently, I finished painting a squad of Eureka Ventaurans. With the proof-of-concept uniform details finalised, I can probably knock out another squad fairly quickly.
And then, two packs of Harook arrived from Mad Robot Miniatures a couple of days ago. These are lovely, crisply cast miniatures, and one of the few avian alien races available in 15mm.And finally, I have almost finished reading through my copy of 5150: New Beginnings from Two Hour Wargames.
I was already thinking about playing some 5150: New Beginnings within the existing frame work of the RimWorlds. The concept for that game is to follow the career of a shady young man making his way through the twists and turns of the criminal underworld. His adventures take place in the years following the death of the Boss of Bosses of an interstellar criminal network, the Black Comet Organisation in 1097 – some 12 years before the current campaign date.
While I’m tempted to play this game for the Christmas War, the arrival of the Harook figures reminded me of another incident in the history of the RimWorlds – the conquest and liberation of Rimbaud II.The Kalar-Wi have been enthusiastic supporters of House Juharl of Gamelea, Fleet Admirals of Gamelea Subsector, in their struggle with House Zarquestuir, Siridar-Dukes of Gamelea. Playing a key role in the defence of Imperial space during the 1st and 2nd Outrim Wars, Kalar-Wi ambition fell afoul of Imperial policy, and the union between Houses Juharl and Zarquestuir, in 1022 during the brief, yet hard-fought, Klorin Asteroid War. Kalar-Wi remained in possession of the Varch system following the war, though out of Imperial favour, in spite of service during the 3rd Outrim War of 1025 – 1038.
Kalar-Wi intervened in the Rimbaud War of 1042 – 1044, occupying the devastated planet of Rimbaud II and endured veiled Imperial threats of retaliation for the attempted genocide of the native Rimbaur Minor Race. From the Kalar-Wi point of view, their intervention on behalf of one of two Rimbaur factions ended a bitter civil war that had already turned biological and which actually briefly went nuclear. Kalar-Wi was to continue to occupy Rimbaud II until 1105, and defeat at the end of the Kalar-Wi War. By this time, Kalar-Wi and Rimbaur Climatic Engineers had stabilised the shattered Rimbaud climate, and had even decontaminated small areas of the equatorial continent, though the bulk of the surviving Rimbaur population still dwelt in the high northern latitudes. In these settlements, some Rimbaur still waged a ‘war of liberation’ against the Kalar-Wi ‘oppressors’.
The Christmas War campaign I’m thinking of playing involves a Rimbaur Liberation Army (TkUK – Tre’kuorm Ureekai Kho) cell seeking to locate a captured TkUK leader and freeing her, and then staging an all-out attack on a Kalar-Wi garrison.
The first scenario takes place on the Eve of Puranthea Malathu, a Kalar-Wi religious festival recalling the birth of Malathu’kal Sourka, the first Warlord of Kalar-Wi who united the clans and turned them outwards into space. Traditionally a time when Kalar-Wi military units stand down and celebrate their lineage and battle honours, on this Eve of Puranthea Malathu Inspector-Lieutenant Adra’kal Dreseka of the JKW/22 (Jourlaki Kalar-Wi Unit 22 – Kalar-Wi Command Force Unit 22, or Kalar Wi Military Intelligence) has been tasked with interrogating a captured TkUK leader in an effort to roll up a local TkUK organisation.
Meanwhile, TkUK Cell leader Vras Srakaal has been ordered to rescue the recently captured Region Overofficer Kouss Shubar who is being held in the local town by the Kalar-Wi oppressors. Srakaal must locate and capture JKW/22 Inspector-Lieutenant Dreseka and extract Shubar’s location from him.
Well, that gives us the first scenario, so things to do include painting up some Harook as Rimbaur, converting and painting up a figure for Inspector-Lieutenant Adra’kal Dreseka, painting up some more Ventaurans as Kalar-Wi, and prepping up a play area. I might also have a look at some of the PEF tables and see if I need to modify them for my Traveller campaign.
What fun!
Wednesday, 7 December 2011
On Still, Clear Waters ...

... ducks drift, while beneath the surface little webbed feet are flailing frantically.
Feels a bit like that, at times. I have managed to finish some figure painting, including the first squad of Ventaurans from Eureka Miniatures. I have painted up my Ventaurans as Zhodani proxies/Kalar-Wi.
I have managed to finish a couple of other little painting projects as well as move a few closer to completion - and have finally made some more scatter terrain from some rocks I picked up at Maraetai nearly a year ago. All this should be up on my website over the next few days.
I'm still plugging away at trade figures for the RimWorlds and have had some further thoughts on Gazolan Subsector. If Real Life slows down, I might even be able to write something about it.
Monday, 15 November 2010
Accidents in Astrogation – Cabria Subsector #2
Cabria 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.
Monday, 8 November 2010
Accidents in Astrogation – Cabria Subsector #1
Spinward 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.
Labels:
Aslan,
Astrogation,
Cabria Subsector,
Crown of Brol,
Droyne,
Gdemiar,
Kalar-Wi,
Kiang,
Ly-ly,
Outrim Wars,
Par Vera Main,
Purvions,
Suarya Cluster,
Ta'tero,
Tsalur,
Uedhkinthuez nakhae,
Vargr
Monday, 18 October 2010
Website Update #9
Finally 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.
Sunday, 2 May 2010
Accidents in Astrogation: Gamelea Subsector #3

Gamelea Subsector consists of 17 systems, 16 of which are part of the Duchy of Gamelea and under Imperial control. The 17th system, Kalar-Wi, while nominally under Imperial occupation, is in the process of being returned to local rule under the terms of the treaty that concluded the Kalar-Wi War of 1103 – 1105.
The subsector has a population of 142.7 billion (1.427 x 10^11) sophonts of which 99% are human, or of human descent. The three minor races native to the subsector; the Kalar-Wi, the Rimbaur of Rimbaud II, and the Julnari of Julnar, only number some 92.3 million, of which 91 million are Kalar-Wi.
The most densely populated world in the subsector is Bryak with a population of 99.9 billion. The next most populous world is Gamelea, the subsector capital, with a population of 29.3 billion. The highest tech systems are Gamelea and Julnar with a Tech Level of 15 (F). Syndon IV is a Red Zone and an Imperial reservation. Interdiction satellites, deployed to protect the Tech Level 2 native culture, orbit the planet. The Kerak system was abandoned in the 1080’s, and its main starport mothballed, when the marginal mineral deposits paid out. This retrenchment caused the fragile economy of neighbouring Tulvan to slide into a three-decade long recession.
There are two main language groups within the Gamelea Subsector, Vriok - the main Kalar-Wi language spoken on Kalar-Wi and the worlds of the old Kalar-Wi Empire, such as Varch, Anthorann and Rimbaud II – and Imperial Basic – the standard language form of the third Imperium. Imperial Basic is further divided into regional dialects that are drifting apart through the natural evolution of living languages.
There are three main dialects of Imperial Basic:
1) Gamelea Imperial Basic: - spoken in the Gamelea Cluster (Kalath, Feor, Vanvlack VII, Gamelea and Ventura), and on Varch, Anthorann, Rimbaud II and Bryak. Both Anthorann and Bryak have strong local accents and the Anthorannis have picked up a lot of Vriok loan words after some 70 years of Kalar-Wi rule.
2) Cassingal: - a dialect of Gazolin Imperial Basic, Cassingal has spread over the coreward border of the Gamelea Subsector and is spoken on all the worlds of the Julnar Reach. Gamelea Imperial Basic speakers and Cassingal speakers can understand each other, though quietly laugh at each other’s accents and spelling conventions.
3) Nolgor Imperial Basic: - spoken on Canblyne and Gilanda and indicative of these two worlds cultural links to the populations of the Nolgor Run to Trailing of Gamelea Subsector.
Other minor languages include Kalton, the native language of the Rimbaur Minor Race of Rimbaud II; Arkord, the native language of the primitive humanoid Arkordi of Syndon IV; and Oloro, the native language of the amphibian Julnari of Julnar.
Labels:
Astrogation,
Gamelea Cluster,
Gamelea Subsector,
Julnar Reach,
Kalar-Wi,
Nolgor Run,
Rimbaur
Tuesday, 6 April 2010
Uzlatsizurtou? How do you pronounce that?

Some thoughts on Languages in Traveller
I still fondly recall the Cantina scene from the movie Star Wars (or Star Wars: A New Hope). Aside from the plethora of aliens in the taproom, there is the famous encounter between Han Solo and the Rodian bounty hunter, Greedo. While Solo speaks “English”, Greedo answers him in an alien language (Huttese, I believe), but both can obviously understand each other. The reason for this may be as simple as that they are both running translation programmes on their handcomps and listening to the translation through an ear bug.
Alternatively, Solo may very well understand Huttese (described elsewhere as a criminal dialect) but can’t, or won’t speak it, while Greedo, for similar reasons cannot, or will not, speak “English”.I am not a linguist, but I admire the work of those who are, especially those who have chosen to invent their own languages. An imaginary language that has been conceived of as a series of vowel, consonant and syllable sounds, and that follows logical rules for grammar and structure, can add depth to a story or a roleplaying game. Anyone can call a planet ‘Myxpltic’, and the name may even look okay on the page, but roleplaying games are essentially language games and if you can’t pronounce the name you’ve created, or can’t imagine how the word sounds, then it might as well be called ‘Mud’ as far as your players are concerned.
Traveller has a number of Alien Major Races, and innumerable Minor Races. And just as it is important that these aliens should “look” alien, and not just ‘people in rubber suits’, so they should have languages that reflect both their culture and history, as well as how they physically form sounds to communicate. Several of the Classic Traveller Alien Modules – Aslan, Vargr, K’kree, and Droyne – explored the concept of languages for these races and even went as far as defining the frequencies of vowel and consonant sounds which, in turn, suggested how these languages would sound. Handy little random tables were included in the original Modules that allowed players and referees to construct syllables in the various languages and, by stringing these syllables together, to construct words.
As far as I’m aware, it was only in Alien Module 3: Vargr that we saw extensive treatment of an alien language – in this case Arrghoun, an obscure Vargr dialect – complete with rules for grammar and a Vocabulary. While working on scripts for The BurrowWolf webcomic, I decided that I wanted to have some Vargr characters speaking a Vargr dialect, with English subtitles. Therefore, I shamelessly borrowed the Arrghoun Vocab and converted it into a searchable document. I then added words to the Vocab, as I needed them for my story, by simply generating blocks of one, two and three syllable words with Space Corsair’s Traveller Alien Language word generator, stacking the word blocks in another file, and then using the words I liked the look of.
When a certain critical mass of words had been generated and defined in my vocab, I began to notice two effects. The first was that I was consciously trying to put myself into the mind of a Vargr and think how he might describe something, what expressions or turns of phrase might be Vargr cultural shorthand for expressions we use such as “How’re you going?” or “What’s happening/what’s up?” The second effect was that faced with the need for a new word, I would carefully look through my Vocab for synonyms. Could an existing word have two meanings, depending upon context, or could there be a root word that, with a different ending, would become the new word I needed? For example, vonutoea is Arrghoun for ‘star’, vonutoe dzourrgh is ‘starship’ and vonutoevargr is ‘starfarer’. Therefore vonutoelouthghu is ‘starport’, and my contribution to the work of Messers Keith, Miller and Harshman.
Arrghoun is a very simple language and pretty much works on a straight word substitution method – there a couple of simple rules for conjugations, person, adjectives, and plurals, but it is consistent, and fun to use. More importantly from my perspective, it allows me to introduce something a little exotic and alien into my Traveller campaign. The downside of this approach to language is the shear amount of work required to build a half decent vocabulary. With several other Major Races active in my campaign, as well as over half a dozen Minor Races I could quite easily spend the rest of my life fooling around with words and never have any time for playing.
Another approach to language is that which I’ve used for my Aslan character Ahkalhyo in the Reaver’s Deep PbEM game I’m playing in. From what I understand from Classic Traveller Alien Module 1: Aslan, Gurps Traveller: Alien Races 2, and the MegaTraveller Solomani and Aslan book, Trokh, the Aslan language, is a very complicated communication form, with layers of meaning, subtle status indicators and non-verbal components involving tail and ear positions and stance. I have found a very limited Aslan Vocab on-line, but it was not a lot of use for what I wanted to do.
Fortunately, Ahkalhyo is working as a pilot for a human crew. By attempting to use a formal narrative style for his in-character posts, I have tried to indicate that his grasp of Galanglic is not very broad or colloquial. I have also had a bit of fun creating Trokh words for favourite foods, holo-vid dramas and other such personal things that would leak through into his narrative. All new words, with their meanings, are noted in a list I keep on his character sheet so that I keep the references consistent, and can find the words again for later posts. With this collection of Aslan technical and personal terms I can, again, introduce something a little exotic and alien into the game I am playing in.
If your Traveller Universe has some form of the Third Imperium (or other large stellar Empire), then you probably already have some form of “standard’ language – be it Galanglic or, in my Traveller campaign, Imperial Basic. All citizens of the Stellar Polity will speak the main language but, to add a little colour and flavour to the campaign setting, they may very well speak it with a regional or cultural accent. In the Third Imperium there are various cultural areas, reflecting historical ethnic settlement, now rolled into the Empire. For your campaign, look for possible settlement patterns in the history of your subsectors, or for possible centres of economic power. A High Population world will probably dominate the worlds within Jump-2 of it by shear numbers, a High Tech/High Population world might dominate all worlds within Jump-4 of it, while a High Tech/High Population world with an A Class starport may extend its cultural domination up to Jump-6, or along a Reach or Main. By shear weight in numbers and by economic might, the world in question will act as a focus for culture and power, and possibly as a point of origin for the populations of smaller colony worlds.
For example, in the Gamelea Subsector of the RimWorlds all Imperial citizens speak Basic. In the Gamelea Cluster, which is dominated economically and by population by the Tech Level 15 system of Gamelea (something like 90% of the population of the cluster are resident in the Gamelea system), and where all the worlds within the Cluster are Jump-1 from Gamelea, the Gamelean dialect of Imperial Basic predominates. Both Ventura and Feor, with large populations of their own, have their own accents, but their populations still speak Gamelean Basic. Bryak, Jump-2 from Gamelea, actually has a larger population than Gamelea but is only Tech Level 9. Therefore, its ‘area of dominance’ is pretty much restricted to its own system – Bryakis speak Gamelean Basic but with such a heavy accent that Bryaki Basic is a strong contender to be considered as a separate dialect.
So, how might we reflect languages and dialects in game mechanic terms? How can languages be made to work in your Traveller game? Mongoose Traveller has a Language Skill and one can take levels in a language (becoming more fluent at the language), or acquire more languages. No such skill exists in Classic Traveller but I would be inclined to permit a player to convert one level of Steward or Carouse Skill into Language Skill. In this case I am interpreting Language Skill as ‘having a facility to learn languages’.
A character will have a native language to Level 3. Characters with Education of 9+ automatically increase their native language to Level 4 at no cost. Characters with Education 12+ automatically increase their native language to Level 5 at no cost.
Having gained a ‘facility to learn languages’, the character averages her Intelligence and Education stats to produce a point pool. This point pool can be used to buy languages, or to increase the character’s fluency in an already purchased language.Fluency levels are measured thusly:
Level 1: Basic Communication – “Where this?” “How much?” “Where food?”
Level 2: Average Communication – “ I needs hydropump for this many days” “You want how much for that?” A poorly educated native speaker (Education 3 – 5) with limited vocabulary. Otherwise, speaks with a heavy accent of origin and tends to mangle syntax or grammar.
Level 3: Good Communication – Native speaker with average education (Education 6 – 8) and vocabulary. Otherwise, speaks like a native, though still retains accent of origin.
Level 4: Excellent Communication – Native speaker with advanced education (Education 9 –11) and expanded vocabulary. Otherwise, speaks like a well educated native and able to debate history, art, poetry, politics, etc. Still retains a trace of accent of origin, though usually not noticeable to a native speaker.
Level 5: Superb Communication – Native speaker with superior education (Education 12 – 14) and extensive vocabulary. Otherwise, speaks like a well-educated native. Has possibly studied older forms of the language and can make allusions to classical authors, etc.
For example, Eeather gains Language Skill during character generation. She has Intelligence 9 and Education 8. Averaging her two stats, she has a point pool of 8 to play with. As a native of Feor, she already speaks Gamelean Basic (with a Feorian accent) to Level 3. Eeather is a Merchant and decides that picking up a couple of extra languages could be a good career move. Passage through Kalar-Wi space opens markets in the Cabria and Lymethius subsectors so she decides that taking Kalar-Wi to Level 2 for two points is a good starter. Beyond Kalar-Wi lies the Aslan Huiha Esoyatre in Lymethius subsector, so Eeather takes Trokh Esoyatre to Level 4 for four points, as Aslan, while pretty touchy about matters of pride and honour, respect someone who respects their language and culture. With her final two points, Eeather takes Trade Lingo, a pidgin language commonly used by merchants moving to and fro across the Imperial Border.
In summary, Eeather speaks:
Gamelean Imperial Basic Level 3 (Feorian accent)
Kalar-Wi Level 2 (Heavy Feorian accent)
Trokh Esoyatre Level 4 (Minimal Feorian accent)
Trade Lingo Level 2 (Heavy Feorian accent)
As a Merchant Broker or Factor, she will be an asset to any ship crossing the Imperial Frontier.
Characters without Language skill can learn a new language, but only at the same rate that they would learn any other new skill. Such characters also have a Language points pool of the average of their Intelligence and Education stats. They can only spend their pooled Language points as they have time to learn a level of language – this can be from a native speaker or from tape or wafer, and real time or through hypnosleep. The best time to learn new languages is obviously during the enforced idleness of a space trip.
If one of the first actions of your players when they hit dockside in your Traveller campaign is to check out the chipware markets for language chips for their handcomps, or to start haggling with the local chandlers in their own dialects, then language has become a flavour beyond vanilla in your story telling.
And Uzlatsizurtou is an Arrghoun word meaning ‘to be certain’ and is pronounced:
“uz-lo-sur-zur-tow” (the last syllable rhymes with ‘pow’).
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