Gzukno (world)

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Gzukno/Thoeg (Knoellighz 2025)
Milieu 1116
StarportA Excellent: Starship Construction, Overhaul, Refined fuel
Size9 Large (14,400 km, 1.03g - 1.33g)
AtmosphereC Exotic (insidious)
Hydrographics0 Desert World 0%
Population7 Moderate (30 million)
Government7 Balkanization
LawA Extreme Law (no weapons)
Tech LevelB Average Stellar (large starships)
See also UWP
Jump map from Travellermap.com [1]
System Details
Primary K1 V D
Worlds 7
Gas Giants 6
Planetoid Belts 0
Cultural Details
Government Balkanization
Law Level Extreme
Cultural Extension 583E
Army Size (BEs) 12
Economic Details
Technology Level 11
Economic Extension
Labor6Moderate (3 million)
Infrastructure7 Generally available
Efficiency-4Very poor
Importance Extension 2
Resource Units 1
GWP (BCr) 49
World Trade Number 5
Trade Volume (MCr/year) 1,524
Starport Details
Classification Class-A
Port Size 4
Building Capacity (Tons) 17,000
Port employees 515
Port passengers (annual) 5,600

Gzukno has a tainted atmosphere and a lack of available surface water, making habitation by sophonts difficult. The system has a population of tens of millions of sophonts. The world has a colony on Dhoudhru (Knoellighz 2126). It is a Vargr dominated Non-Aligned world in the Thoeg Subsector of Knoellighz Sector.

  • This system hosts a Naval Base for support of military starships.

Description (Astrography & Planetology)[edit]

No information yet available.

Binary Solar System[edit]

Gzukno Binary Star System
Star Name Hierarchy Color Classification Remarks
Gzukno Primary Primary Orange K1 V
Gzukno Companion Secondary White Dwarf D

History & Background (Dossier)[edit]

Gzukno (Knoellighz 2025) A9C077A-B De is in a state of Civil War at 1105 stretching all the way until the Virus Era of the 1130s when Vampire fleets force the surface, territory wars to halt and stand against a common foe rather than over patches of desert or rocky mountains.

The system holding the Desert (De) world of Gzukno features a K1 V primary stellar body that has ‘captured’ a white dwarf. The two are co-revolving in an oblong orbit that plays havoc with the planets, three planetoid belts and the six tortured Gas Giants. The mainworld and the asteroids of the belts are subject to extensive mining to pay for survival needs of the 30 million, non-aligned Vargr in this system situated in a Quiet War zone on the so-called Bridge of Destiny.

Mining tunnels delve into the large and dense mainworld crust. The sandy deserts are sterilized by Corrosive atmosphere that is also machine-inhaled and compressed for its acids of various pH levels and applications. These imports measure about 30% of the entire system’s exports, the rest being mined ores from the belts and liquid hydrogen from the eccentric orbiting Gas Giants.

Territorial disputes, a stifling Law rating (no weapons except Infighting), and a lack of a Downport have synergized with the survival needs of this TL–11 world to spark a planet-wide Civil War where water and food dropped from the Highport are fought over. Such drops make the landing craft into temporary oases until supplies are depleted and the next drop is expected and ambushed.

The Balkanized mainworld is slightly less frustrating than the deadly space battles between Corsairs, Privateers and Navies of the Jump-2 and Jump-4 neighborhood. Privateers with political Letters of Marque engage in deadly combat with nearby Corsairs as well as doing battles with enemy Navies. Of the space engagements, only two opposing Navies trade minimal salvos at each other as per the Quiet Wars, just enough to incur some damage, reinforce borders and have something to report to Thoeg Subsector Admirals.

The battles above Gzukno Highport’s orbital altitude litter the region with starship derelicts of 1000 dT or less per wreck. Salvage operations out of the A-rated Starport can barely keep up with the battle zone accumulation in time for another encounter of piracy, merchant competition, privateering, naval or any combination thereof.

Classic Era: 1105

Gzukno system administration is offering salvage contracts to Scavengers and Junk Dealers to clean up the close orbital and far orbital zones around the mainworld as the debris is becoming a navigational hazard for supply dropships.

Rebellion Era: 1116

Space battles escalate at least once in this span of time when navies of the Ascendancy Pact, the Democracy of Greats, Corsairs and Privateers (accidentally?) simultaneously in the orbits about the mainworld and force the Highport to defend itself. Emissaries work overtime to return the escalation from full, outright war as opposed to the Quiet Wars. Debris about the mainworld is at its densest during this era.

Hard Times Era: 1120

This system gains a battleground reputation, causing Jump-2 capable merchant starships to bypass the chance for trade lest they become mercantile bystanders and collateral damage.

Virus Era: 1130s

Empress Wave: 1144

References & Contributors (Sources)[edit]

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  1. "Jump Map API" and map location from Travellermap.com