Menorb (world)

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Menorb/Regina (Spinward Marches 1803)
Milieu 1116
C652998-7
StarportC Routine: No Construction, Major Repair, Unrefined fuel
Size6 Medium (9,600 km)
Atmosphere5 Thin
Hydrographics2 Dry World 20%
Population9 High (3 billion)
Government9 Impersonal Bureaucracy
Law8 High Law (controlled blades)
Tech Level7 Pre-Stellar (electronics)
See also UWP
jumpmap?sector=Spinward+Marches&hex=1803&options=8451&jump=3&scale=32&junk=junk.png
Jump map from Travellermap.com [1]
System Details
Primary K2 V
Worlds 7
Gas Giants 0
Planetoid Belts 1
Cultural Details
Government Impersonal bureaucracy
Law Level High
Cultural Extension 9957
Army size (BEs) 20000
Economic Details
Technology Level 7
Economic Extension
B89+1
ResourcesBAbundant
Labor8Moderate (300 million)
Infrastructure9 Extensive
Efficiency+1Average
Importance 0
Resource Units 792
GWP (BCr) 3,432
World Trade Number 4.5
Trade Volume (MCr/year) 4,852
Starport Details
Classification Class-C
Port Size 4
Building Capacity (Tons) 3,449,999
Port employees 405
Port passengers (annual) 18,100

Menorb is a poor, high-population world with a billion or more sophonts in population size.

Menorb/Regina (Spinward Marches 1803)
New Era
C652998-8
StarportC Routine: No Construction, Major Repair, Unrefined fuel
Size6 Medium (9,600 km)
Atmosphere5 Thin
Hydrographics2 Dry World 20%
Population9 High (3 billion)
Government9 Impersonal Bureaucracy
Law8 High Law (controlled blades)
Tech Level8 Pre-Stellar (superconductors)
See also UWP
Cultural Details
Government Impersonal bureaucracy
Law Level High
Cultural Extension 9A56
Army size (BEs) 20000
Economic Details
Technology Level 8
Economic Extension
C89-2
ResourcesCVery abundant
Labor8Moderate (300 million)
Infrastructure9 Extensive
Efficiency-2Fair
Importance 0
Resource Units 691
GWP (BCr) 3,113
World Trade Number 4.5
Trade Volume (MCr/year) 8,678
Starport Details
Classification Class-C
Port Size 4
Building Capacity (Tons) 1,954,999
Port employees 715
Port passengers (annual) 27,300

Era: New Era

Menorb It is a member of Regency of Deneb in the Regina Subsector of Spinward Marches Sector. This world is an Interface world, with a quarantine inspection facility for all ships.

Description (Astrography & Planetology)[edit]

Menorb (Spinward Marches 1803) is a poor world on the fringe of the Imperium.

Monostellar System[edit]

Menorb Monostellar System
Star Name Hierarchy Color Classification Notes
Menorb Primary Primary Orange K2 V


History & Background (Dossier)[edit]

Menorb could be a good agricultural center, if the Imperium would increase the colony’s finances and allow the building of a better starport to attract trade from the heavily traveled Efate-to-Boughene route. [2]

Other Data[edit]

Non-canon: Approaching Menorb is simplicity itself. Most of the traffic consists of regular, 5000-ton cargo ships, coming in for Menorb's agroproducts, mild Vargr alcoholic beverages, and Vargr entertainment products. Only during the 30-day festive season of Kengrogarz (a Vargr religious occasion, celebrated every six years) does traffic become impossible, and many starships are forced to conduct operations in close orbit, instead of loading up at the starport.

Despite the low tech level, the port itself is well equipped (to TL-D standards) and well-run. Trade law is "8" – expect to get most of your lots past customs, but don't expect it to happen quickly. The local customs officials are well-trained Regency Vargr, and have a master's understanding of smuggling practices. If you are here strictly as a stopover, there is a nice TL-D hotel attached directly to the starport, with all the amenities. Because of high demand, though, lodgers may only stay for a week. If you can get in, though, the price is quite reasonable.

If one judges only by the population at New Menorb Starport, one would think that Menorb is a Vargr world. And one would be wrong: only about 22% of the population is Vargr, the rest is human [typically local-born, and vaguely Solomani-looking (Indonesian? East Indian?)]. However, the Vargr tend to be the progressive element on Menorb: they dominate local business interests, and are the main reason why Menorb's tech level has risen from TL-6 (back in 1050) to TL-7 (in 1116) to TL-8 (from 1180 to today).

There are several items to be checked off before one leaves Startown (locals use the Vargr term of Anosarr).

  1. Stow all weapons away.
  2. Obtain a Murk vaccine shot.
  3. Obtain a Visitors' Identification Card.
  4. Change Imperial currency to local Verba Scrip ("Verba Currency" is a form of money used by the Verba Trading Block of Menorb, Yres, Pixie, and Boughene); local merchants do not use Regency credits.

Monorail lines can bring visitors swiftly to most important cities on Menorb; hiring a driver (taxi or chauffeur) is not recommended in the cities (too expensive), but they are vital in the countryside. Buses are the only alternative in the cities, but are usually crammed and – depending on the line – can be the site of thieves and hotheads. In addition to Menorb Startown, other major settlements on Menorb include Khalir, Monet, Indias, and Karmad Town.

In the countryside, trains (electric or steam) and helicopters (for those with money) are favoured. In the Rough, transportation is by foot, jeep, or by animals (Typically, the triped Bro-Ckok, capable of carrying one or two people, is favored as a riding beast. They are not very fast, but capable of enduring without water for three weeks.)

A large, influential minority of the Vargr are followers of Runetha Saetedz, a Odysseus-like figure of widespread fame among the Vargr of Regina Subsector, Uthe Subsector, and Firgr Subsector.

While there is a constant flow of about 500,000 visitors per year, the Kengrogarz (which occurs every six years) leads to an influx of 10–20 million pilgrims from Regina, Uthe, and Firgir subsectors. Once here, they go through various rituals (including a rigorous Hunt in the countryside), leading up to a mass meeting and blood sacrifices of various animals at the temple.

In contrast, the local humans – who mainly work in Vargr plantations, or in isolated, independent communities – tend toward two religious traditions. The larger religion revolves in a form of nature-worship, with a stress on the 'interconnectedness' of Menorbianti life, and the divinely-ordained place of humans in it. Most of the workers follow this faith, and tend to mix wise ecological practices with the purest superstition (the most prevalent being in the Evil Eye and Forbidden Phases). While there is no house of worship or formal prayers, there are many "holy days" and "feast days", which are strongly agricultural in nature. There is also the tradition of the "Holy Fool", usually an insane man who supposedly is "closer" to Menorb's World Spirit than normal mortals.

The isolated "Freeholder" communities – almost all desert tribes – prefer their household and tribal idols. Most of these idols are weapons of one kind or another – i.e. the "Holy Hand Grenade of Antioch" or "The First Machinegun of Aezo". Fusion guns are especially popular.

The top industries on Menorb is agribusiness (Menorb fruits and grains, marketed for Vargr tastes) and entertainment (Vargr recordings). Both are centered on Llil Suet, a city of 200 million set in the 2 km-deep Prince Martin Valley. Like most Menorbianti, the locals prefer to dress in simple togas and light, garish robes. They speak both Rark Vargr and Anglic fluently; a few of the humans even speak French! They tend to view visitors as "Funny folk", but can be easily coaxed into aiding the traveller, once their initial shyness is overcome.

Again, the city is dominated by Vargr. They tend to take a romantic view of life, believing that "Life is to be Lived to the fullest." Almost every Vargr has his own small clique, with similar social, political, economic, and spiritual interests. These cliques are set in a continual struggle for power, but they fight their battles using legal and bureaucratic methods, rather than fighting Vargr to Vargr. To get anything done – say, to obtain housing in a valued neighborhood – takes weeks of political maneuver and in-fighting. Connections with the government bureaucracy, lawyers, and political figures are highly valued, and dictate the amount of "pull" one has available (Money also helps... but in several situations, personal Charisma counts for more, especially if what one asks for entails major risks to get.)

City architecture is typically Vargr. Enormous sizes, bizarre and whimsical forms, and hard-to-find entrances mark the typical Vargr corporate building. While Solomani build to flaunt technical expertise, and Vilani build to last, the Vargr designers want "to express themselves"... in a riot of color. The streets are a maze of avenues, alleys, and large "asphalt football fields" that apparently exist for no reason at all. Those humans who take "the laws of the road" as a personal challenge will delight in Menorbianti traffic.

Personal buildings are generally built of pre-fab concrete slabs, of questionable stability. Of course, they are painted and garnished to the owner's taste. Strangely enough, they can look very beautiful in the deep red twilight of ol' Red Eye when he's setting. But don't stay out at night long: even though (at 35 deg latitude) the days are quite hot (at about 20 Deg Celsius in spring/fall), the nighttime temperatures can fall to −44 easily. [3]

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. "Jump Map API" and map location from Travellermap.com
  2. Martin DoughertyNeil Frier. Behind the Claw (Steve Jackson Games, 1998), 79.
  3. Citation Missing - RICE Paper by Peter Keel