Saturday, 21 April 2012

A to Z: S is for Sector Duke

A Sector Duke is the Duke in charge of a Sector. This is a title that, in my opinion, arose as Traveller – the roleplaying game – ran into Traveller – the roleplaying game setting.

As I have stated before, originally in Traveller – the roleplaying game – there was no formal background setting. Every Games Master was free to create whatever Universe they liked and then get on and have fun in it. The sixth characteristic that defines a character’s physical and mental existence within the game is called Social Status and in Traveller – the roleplaying game – there is a small section that states that a character with a Social Status of 11 or higher is a noble, and then gives a list of ranks up to 15 – Duke/Duchess. This section then goes on to say, “Ranking above duke/duchess are two levels not reflected in social standing: prince/princess or king/queen are titles used for actual rulers worlds. The title emperor/empress is used by the ruler of an empire of several worlds” – Traveller Book 3: Worlds and Adventures pg 22.

Strangely enough, Traveller Book 3: Worlds and Adventures also includes an 8 hex by 10 hex map sheet and the discussion on mapping the universe describes this map as a “subsector”. The connection between the “map” and boardgames (the creators of Traveller had released a space war boardgame called “Dark Nebula” just prior to the release of Traveller) is rather obvious, and the two-dimensional mapping of space has been one of Traveller’s endearing quirks ever since – even if it drives hard science-fiction aficionados nuts.

Within a year or so of the release of Traveller in 1977, the concept of the Third Imperium spanning 11,000 worlds was firmly established, and with it the rather vague idea that the Imperium was subdivided into Sectors (a term with a very long association with science fiction). Around the same time, or a little later, each Subsector came to be ruled by a Duke. By the early-to-mid 80’s, the concept of Sector Dukes seems to have been established and then we see the division of the Imperium into Domains under Arch-Dukes and the information that the Sector Duke is actually the most powerful, or the most popular, of the Subsector Dukes within each sector.

The implication of the later concept was that whichever Subsector Duke could muster enough support would then be confirmed as sector Duke by both his/her peers and the Emperor. This “democratic” feudalism initially struck me as rather odd until I began to do some reading on Medieval German History and the History of the Holy Roman Empire.

Thus, when I came to form the ideas behind how my Traveller campaign area – the RimWorlds – was settled, I already had the concept of comitatus. The driving force behind the establishment of the RimWorlds, Kolin Venuraski, was a scion of a Noble House in the Spinward March. Seeing the opportunity to establish settlements in a newly mapped area of space, he gathered relatives and friends – usually siblings of heirs to various titles – who either had resources, or access to resources, and little opportunity to use them.

With this initial comitatus gathered around him, Kolin Venuraski was able to accumulate further resources, build the deep space refuelling stations that enabled colony ships to cross Rifts, and launch the colonisation of the RimWorlds. As the momentum of settlement grew, Venuraski was able to secure Imperial recognition of both his colonisation effort, and his position as first Sector Duke of the RimWorlds. This in turn, gave him the ability to distribute patronage and continue to attract resources and people to his comitatus.

Anyone interested in reading about this part of the History of the RimWorlds is welcome to peruse the history section of my campaign notes here, under the Imperial History link at the top of the page.

Friday, 20 April 2012

A to Z: R is for Rift

A Rift is an area of low stellar density. Rifts act as impediments to interstellar travel in that starships with short range Jump Drives find it difficult to cross them. The chief reason for this is a lack of fuel sources in the Rift.

As Jump Drives require hydrogen as fuel to operate, Jump Drive-equipped starships tend to jump from star system to star system, refueling at a local gas giant (fuel skimming) or planet with free standing water, if they possess on-board fuel refineries, or from local starports. It is possible to extend a ship’s range by carrying extra fuel-tankage, either externally in a drop tank, or internally as a refrigerated and pressurised bladder rigged in the cargo bay.

External tanks increase the mass of the ship, and reduce the efficiency of its Jump Drive. The usually method of operation when using drop tanks is for the ship to use its external fuel load for its initial jump, discarding the, now empty, external tanks as it transits to Jump Space. Upon returning to Normal Space, the ship will use its internal fuel load to make a subsequent Jump. While there are pros and cons with using this Jump method, it does extend the range of the ship while increasing the running costs in expendable tankage. The Gazelle Class Close Escort is a small warship that uses this method of operation. It is relatively unusual to come across a civilian vessel using Drop Tanks, unless it is working a regular route with some form of government subsidy.

The use of a fuel bladder rigged in the cargo bay is the other method for extending the range of a starship. The most obvious disadvantage in this method is that the more fuel carried, the less room there is for cargo, and the less likelihood that a particular voyage will cover costs. This method is commonly used by short range starships wishing to move between Mains or Clusters to follow the trade. The ship will leave its current Main and jump to a point in Deep Space. The ship’s fuel tanks are then refilled by pumping the hydrogen slurry from the bladder in the cargo bay into the tanks. Once the refueling is complete, the ship Jumps to its destination.

Rifts, by their nature, funnel trade and travel and, if sufficiently wide, make for relatively secure borders. Ships that can cross Rifts will command a premium as to go around the Rift can add months to travel time. Systems astride Rift crossing points tend to either be tense conflict zones or heavily defended as neighbouring polities attempt to control the choke point.

In the Rimward portion of the RimWorlds, there are two major Rifts: the Perrsherrik Rift and the Uedhkinthuez nakhae. While neither is anything close to the vastness in size of the Great Rift that isolates the Spinward March, both Rifts have had effects on the way trade and populations have moved in the RimWorlds.

The Perrsherrik Rift is a Jump 3 Rift running 13 parsecs to Trailing from the Tallu Cluster in Lymethius Subsector to Lotarf/Nolgor. This Rift effectively divides Gamelea and Nolgor Subsectors in two, and delayed Imperial expansion Rimward for decades. Jump 3 crossings can be made at Leminkainen – Anthorann, Leminkainen - Kalath, Solaris – Gilanda, Solaris – Xcothal and Thrisk – Lotarf. Only the Leminkainen – Anthorann, Leminkainen – Kalath and Thrisk – Lotarf routes have proved commercially viable, and the Thrisk – Lotarf route has fallen under the control of the Theocrats of Lotarf.

In the Cabria Subsector, the Uedhkinthuez nakhae ("The Black Beast" in Arrghoun – the language of the Vargr of the Hunt of Rronurl) is a Rift running 9 parsecs to Rimward from Gyffd and Gaidon in Cabria Subsector into Kfukskho Subsector. The main crossing point is at Yuar, a Droyne world. The Yuar Droyne run a regular Carryall service from Yuar to Brol, Nutharal and either Juchis or Gyven’s World – a Carryall is a massive spar with an oversized Jump Drive and anchor points for up to a dozen ships in the 200 – 400 ton range. The smaller ships are effectively carried as cargo by the Carryall. The Droyne service is prone to cancellation with little notice for particularly inscrutable Droyne reasons.

During the Outrim Wars, the Uedhkinthuez nakhae saved the Imperial-held Miazan Subsector from the worst of the Outrim Alliance’s initial assaults as the Alliance’s fleets had to either stage through the Hunt of Rronurl to Rimward, or move Coreward through Gyffd before they could engage Imperial targets. Even when Yuar sided with the Alliance, it took time for the Carryalls to bring sufficient of the slower Alliance ships across the Uedhkinthuez nakhae to open a front.

While rumours abound of secret Deep Space refuelling stations being built or established on wandering planetoids, deep in the Rifts, there has been no evidence that such facilities exist.

Thursday, 19 April 2012

A to Z: Q is for Quer'lharto

Quer'lharto Psion (Uhul)The Quer'lharto are a Minor Race descended from large nocturnal avianoid ground hunters. First encountered as prisoners of the Vargr of Suarya by Imperial Scout Antheas Golus in 832, the origins of the Quer'lharta remained obscure. The Vargr had acquired their prisoners from traders to Rimward as status symbols and exotica, but had little interest in where their homeworld was located.

Nearly a century after her first encounter with the Quer’lharto, Antheas Golus, having rescued and befriended the elderly Quer’lhar Ishrehk Rahkhar, finally located Klarekhek, the Quer’lhar birthworld.

She discovered a decaying technological society that had torn itself apart sometime in the mid 7th Century. Part of the population had left the planet, following a charismatic spiritual leader called Lherakhar Irrek. The Irrekites progression swiftly splinted after his death and his followers scattered, some eking out a living as mercenaries, others as labourers, but all apparently losing the wish or the will to return home.

Of those that remained behind on Klarekhek, most had abandoned their cities and returned to the countryside. Quer'lharta society, Antheas Golus discovered, had suffered an enormous trauma that had broken kin links and lineages. This trauma appeared to have its origins in the rise of a Psionic caste of leaders, both spiritual and political.

Golus’ studies were interrupted by the outbreak of the Sarkul Wars and the near-collapse of the RimWorlds Sector.

And somewhere out in the wilderness beyond the rim of the Imperium, the Quer’lharto are still trying to make sense of their society and why it collapsed.

Note: The figure pictured above is a Uhul, sculpted by Eli of I See Lead People and cast by 15mm.co.uk. I have modified it by giving it a Force Sword – an energy sword similar to a light sabre.

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

The Outrim Wars are a series of four wars fought along the Spinward borders of Miazan, Gamelea and Daltharmai Subsectors as Imperial expansion to Spinward in the RimWorlds Sector has run into an increasingly resistant alliance of small, non-Imperial polities.

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 – 1038
The 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.

Monday, 16 April 2012

A to Z: N is for Noble

The Official Traveller Universe views the 3rd Imperium as a quasi-feudal political structure. There’s an Emperor, and a bunch of nobles, and then the planetary governments. Basically, the system, as described, is a monster-mash mess of Space Opera feudal romanticism and a late Twentieth Century Western Political World View terrified of concentrated power.

I think this mess came about because parts of the structure – the planetary governments – were designed before the in-house test game became the “Official” background.

The basic main world creation rules from LBB Traveller Book 3 assign a governmental system to each planet based on a roll of two six-sided dice on a table of results. The number rolled on the two dice can be modified by the population of the planet. This has a neat effect in that as the population rises, the governmental structure moves across the political spectrum from Anarchy to Totalitarianism, indicating that as societal interactions become more complex, governmental complexity also increases to cope with all the issues that a growing population needs resolving. This has the side-effects of constraining the amount of individual involvement in the political process, as well as curbing individual freedoms through the increase in associated Law Level.

For a fast-and-dirty Politics 101 structure, this game mechanic works well and immediately gives the Games Master a basic feel for what a particular planetary society is like.

Two things have remained constant through every version of Traveller. A Jump takes one week, whether you are moving one parsec or six parsecs (I looked at Jump Drives in my previous post on the letter J), and there is no Faster-than-Light Communication. Immediately, we have a game universe that is an Interstellar equivalent of Earth in the Age of Sail. If the Emperor wants to communicate with the Duke of Bladiblah, he has to record the message, put it on a starship heading towards Bladiblah (and being Emperor does have its advantages here, he has access to both Imperial Couriers and the Imperial Navy to carry his messages), and then wait for it to reach Bladiblah, the Duke to read it and respond, and the response to travel all the way back to the Emperor.

As the 3rd Imperium contains something like 11,000 systems, the frontiers of the Spinward March (one of the earliest official campaign settings) are something like a year’s travel time from the Imperial capital, or a two-year round trip. This is equivalent to the travel times involved in administering most of the major historical Naval Empires – the Spanish, the Portuguese, the Dutch and the British – and many of the land Empires, such as the Russian, the Mongol, the Moghul, and the Roman, on Earth.

In all cases, Empires coped with the lag in communication by creating administrative sub-units. These sub-units were administrated by local commanders, acting with the delegated authority of the central government. In many cases, these administrative posts became hereditary and either created administrative dynasties, or passed into the hands of existing dynastic power groups. In the Official Traveller Universe, the 3rd Imperium is divided into seven Domains – Deneb, Vland, Antares, Sylea, Gateway, Ilelish, and Sol – each under an Archduke. Each Domain consists of four Sectors – each under a Sector Duke – and each Sector consists of 16 Subsectors – under a Subsector Duke.

Nobility can be hereditary or awarded for service – honour nobles. We are familiar with honour nobles as these are the people who appear in the Queen’s Honours list, published twice a year, who become a knight for “services to the community” or “services to banking and international finance”. Apart from getting a place on the Board, and appearing as a patron of a charity, honour nobility is just that, an honour, and of little political significance. Hereditary Nobility, on the hand, recognises an accretion of wealth and/or power that is passed down through a family line. It is also a matter of personal and familial honour and service to the ideal and person of the Imperium and the Emperor.

This is something we find difficult to understand these days, with transient political leaders who seem more interested in self-promotion and self-enrichment, than in genuine service, but if you read the letters and diaries of members of the nobility up into the early Nineteenth Century, you find a caste of people who literally believed themselves born to rule, and to serve, and the service part of the equation was as important as the rewards that we tend to focus upon nowadays. Yes, there were idiots, and schemers, and rogues, and thieves amongst them, and these people seem to get all the press in our post-revolutionary present day, but there were also countless members of the nobility who served at home and abroad doing those things that career military officers and diplomats do today. And part of their education was to act as the representative of the King or Emperor in every situation they found themselves in.

If we consider the Imperial Nobility from this point of view, then the division of the Imperium into Domains, Sectors and Subsectors makes sense. Below the Subsector Ducal level, there are Marquis’, Counts and Barons as rulers of planetary systems or groups of systems (the term “fief”, though archaic, makes sense to describe these smaller subdivisions). And it’s at this point that the two governance design systems appear to run headlong into each other.

Thinking about the situation, I wondered if I was looking at it the wrong way. Rolling up a government in the usual, approved, way, gives one a feeling of “ownership” for the government – that the government is the legitimate authority on the planet. This feeling of ownership then becomes conflicted when one imposes a planetary noble over the heads of the government. Except ... what if we are assuming that the planetary government precedes the imposition of the noble house.

What if the granting of the world as a fief to a Noble House was the catalyst for the settlement of that world and, in the most part, the settlers of that world were either granted a form of government, or negotiated a government, with the Noble House holding the Writ or Deed of Settlement? During the establishment of the early British settlements in North America, King James, or the Crown of Britain, would issue a Writ to a consortium of noble Merchant Adventurers to establish a colony. It would then become their responsibility to secure sufficient funds and settlers to make the colony viable. When attempting to attract settlers, whether free or unfree, there had to be something in the deal for them as well. For small holders, it was a chance to improve their lot; for indentured servants, there was the chance to secure their freedom; and for the stakeholders and stockholders in the settlement company, there was the chance to make a fortune. This is part of the model I have used for my own RimWorlds campaign, as readers of my historical posts will be aware (the other part of the model is the bucellarii of Belisarius and/or the comitatus relationship structure practised by the Classical and Early Medieval Germans – both of which form the basis of what later became known as the feudal system).

I think that if viewed in this fashion, then the Science-Fiction-Feudal model of government, as suggested in Traveller, works – where you have planetary democracies, they function much like Constitutional Monarchies in that the Parliament can advise the planetary noble, but he or she makes the ultimate decisions on governance, while deferring to planetary law in matters where he or she is displeased. More totalitarian forms of government would indicate more direct rule by the planetary noble, while loser forms of government would indicate a “planetary moot”, everyone gets to make their point, and the noble is advised by a group of respected, and/or trusted, advisers.

And while the goal of the Noble is to rule wisely and well, ultimately, he or she is looking to the future of the dynasty. Houses can fall, by losing the trust of their people, or the trust of those that placed them where they are, but Houses can rise as well. Good service is rewarded by those who see the good.

Saturday, 14 April 2012

A to Z: M is for Meson Gun

Mesons exist. They are “hadronic subatomic particles composed of one quark and one antiquark, bound together by the strong interaction.” They form a family of subatomic particles about two-thirds the size of a proton or neutron. Mesons are not very long-lived, decaying in hundredths of a microsecond.

In Traveller, the Meson Accelerator is a dual particle accelerator, accelerating both electrons and positrons (anti-electrons). When the streams intersect, the colliding electrons and positrons create a pi neutral meson, as well as releasing a great deal of energy. The meson’s brief half-life can be extended by accelerating the meson to relativistic speeds, and by controlling the velocity of the beam, the precise point-of-decay can be set so that the meson decays within a target such as a starship. Mesons can pass through matter such as the armour on ships, and installations. They can also pass through matter such as planetary crustal material. Some planetary governments have taken to building large Meson Guns and burying them in deep sites. As long as they remain linked to surface detection systems, the Deep Meson Guns can engage hostile ships attempting to attack or land forces upon the planet.

Meson Guns are used as Spinal Weapons on Cruiser class and larger warships, or as massive bay weapons, on large destroyers. These starship-sized weapons are also used for planetary defence. At high tech levels smaller, vehicle mounted meson guns, are used as self-propelled artillery.

My knowledge of particle physics is pretty much what I’ve skim-read on Wikipedia today while trying to look at the science behind the Meson Gun. I’m a little sceptical of the Meson Accelerator as written – originally written up in Book 5: High Guard, this description is now recorded on the Traveller Wiki. From what I can gather, as a meson decays it actually produces electrons and neutrinos so the makeup of the original particle beams are more likely to be protons and anti-protons as it is the presence of quarks that determines the creation of mesons.

Even if the science as presented is a little wonky, it does appear that a weapon, that produces an effect similar to a Meson Gun as written, is possible. A gun that can shoot through walls, hills and starship armour is the ultimate AT&T weapon in that it can really reach out and touch someone – not so fun if you’re on the wrong end, though.