|Cod/Ebasha (Diaspora 0121)|
|Classic Era (1115)|| |
|Primary||G2 V M3 V|
- As a nonindustrial world, it requires extensive imports of outside technology to maintain a modern, star-faring society. The need to import most manufactured and high technology goods drives the price of these goods up in the open market.
- This world is very poor and has few prospects for economic development at this time.
- This is a temperate world, with a climate of pleasant, average temperatures, considered to be an ideal or near-ideal environment by many different sophont species.
- It is a member of the Third Imperium in the Ebasha Subsector of Diaspora Sector in the Domain of Sol.
Description (Astrography & Planetology)
Air pressure is 0.45 of normal, surface gravity is 0.42 Gs, it has a low iron core with a density of 3.68 g/ml.
- The world has a normal climate and is 1.07 AU from the primary.
- It is one of twelve worlds orbiting this binary star system.
Binary Solar System
Cod Binary Star System Star Name Hierarchy Color Classification Remarks Cod Primary Primary Yellow G2 V Cod Companion Secondary Red M3 V
History & Background (Dossier)
No information yet available.
Imperial High (Landed) Nobility
Non-canon: Beyond the fortified downport, the imperial knight and her retainers hold no sway. There is no palace or royal government buildings, only a crude headquarters and command bunker with watch towers, sentries and sandbags. There is no functional government beyond her immediate reach. The modest port is run by employees and contractors hired by the knight's colonial chartered LLC. Her grav mobile troops and mercenaries keep a handful of tiny business and service interests afloat in town.
Beyond, small bands of heavily armed nomads wander at will. Rank among the nomad survivors is determined by the number of people you can support. Leaders, masters and warlords are judged by their ability to feed and water their followers. There is little formal trade as they scavenge and take whatever they can. Warriors and trained fighters are prized and they are treated as highly valuable commodities, they swear oaths of loyalty to whomever can feed and lodge them. In the beyond, a small number of trained fighters can change the balance of power. There are no wars, just tiny fire fights.
Different group leaders use different tactics for offense, defense and survival. Some hide and avoid conflict seeking only to scour remote areas for fresh water and food. Others are aggressive and seek to intimidate and threaten others into giving them what they feel they are owed. One uses imported chemical weapons to dissuade others from attacking their holdings. Some use a series of scattered caches and hidden bases and roam in search of resources. Most oasis are guarded and booby trapped. Rings of mines are used to discourage visitors. One clan uses large armed wheeled vehicles with 2m tall balloon tires to keep ground pressure low, which allows them to cross the vast deserts. A few use aircraft of various sorts. A couple have submarines to hide in the tiny shallow salty seas. Wreckage from abandoned outpost domes and wind swept colonial efforts choked with sand, dot the landscape, failures from earlier more formal colonial efforts.
The survivors distrust fixed installations where raiders can pick away at your resources and no central authorities will ever come to help. Dry irrigation canals and broken pipelines bear witness that formal, large scale agriculture has failed. Survivors forage and hunt native and imported feral species to survive. COD once stood for colonial organized development. This was an old corporate charter under imperial noble supervision which sought to establish conventional settlements. Poor administration, graft and corruption led to the lawless wasteland seen today. The population dwindled and most tried to move on long ago.
The current iron lady, as she is called, seeks to hold on to what is hers. She knows there is little point in chasing nomads, so she keeps her thumb on interstellar trade, such as it is, and keeps the quaint if primitive starport working. She spared no effort to keep up civilized appearances in the port/capital. Most visitors realize all is not as it seems. Every visiting group gets a minder to ensure they see only what they are supposed to see. After the mandatory tour of the model hydroponics farm, "tourists" can marvel at the tiny wooden school house which features a sparse children's choir listlessly chanting a patriotic song, which hails the beautiful knight and her wise leadership. Then off for a quick peek at the progressive, if vacant "free" clinic. Soon the desolate empty streets and the eerie quiet, let most free traders know that almost no one really lives here.
References & Contributors / Sources
|This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.|
- Classic Traveller Atlas of the Imperium
- MegaTraveller Astrogators' Guide to the Diaspora Sector
- MegaTraveller Alien - Solomani & Aslan (dot map provided)
- MegaTraveller Alien - Vilani & Vargr (dot map provided)
- MegaTraveller Hard Times (Khavle and Pasdaruu Subsectors)
- TNE Path of Tears (Promise and Khulam Subsections)
- Periodical: TNE Traveller Chronicle 5 in Article: 'Astrogator's Update to Diaspora Sector'
- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
- Author & Contributor: Ronald B. Kline, Jr.