Proctonir (world)

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Proctonir/Gadde (Dagudashaag 2521)
Milieu 0
D424000-0
StarportD Poor: No Construction, Minor Repair, Unrefined fuel
Size4 Small (6,400 km)
Atmosphere2 Vacuum (very thin - tainted)
Hydrographics4 Wet World 40%
Population0 Barren (0)
Government0 No Government structure
Law0 No Law
Tech Level0 Pre-Industrial (primitive)
Classic Era (1115)
C424258-C
StarportC Routine: No Construction, Major Repair, Unrefined fuel
Size4 Small (6,400 km)
Atmosphere2 Vacuum (very thin - tainted)
Hydrographics4 Wet World 40%
Population2 Low (800)
Government5 Feudal Technocracy
Law8 High Law (controlled blades)
Tech LevelC Average Stellar (robots)
See also UWP
System Details
Primary M1 V M4 V
Planetoid Belts 2
Gas Giants 3
jumpmap?sector=Dagudashaag&hex=2521&options=8451&jump=3&scale=32&junk=junk.png
Jump map from Travellermap.com [1]

Proctonir is a low-population world with a population of less than 10,000 sophonts in size.

Description / Astrography & Planetology[edit]

This world has yet to gain any real significance to interstellar merchants. Apart from a place to buy fuel, the world holds little else of interest to the vast majority of merchants and travellers.

Binary Solar System[edit]

Proctonir Binary Star System
Star Name Hierarchy Color Classification Remarks
Proctonir Primary Primary Red M1 V
Proctonir Companion Secondary Red M4 V


System Data[edit]

There are eleven worlds in this system.

Mainworld Data[edit]

The planet has a surface gravity of 0.47 Gs and an atmospheric pressure of 0.5 atmospheres. There is a high concentration of iron in the core which produces a density of 5.11 g/ml. The climate is a little cooler than normal as the planet orbits 0.27 AU from its primary.

Mainworld Geography & Topography[edit]

No information yet available.

Native Lifeforms[edit]

Some of the alien species that were introduced as parts of other species colonization arks have persisted. Most non indigenous species became extinct, relatively quickly, without the technical support from their vectors of invasive introduction. The ones that lived are really tough, mean and generally unpleasant to deal with. Many were former domestic species that have gone feral.

History & Background / Dossier[edit]

This world was a lost colony during the Long Night. However, little record and fewer relics of archaeological evidence remain to explain the fate of the earlier civilizations.

Imperial High / Landed Nobility[edit]

Proctonir, as a member world of the Third Imperium has a member of the Imperial Nobility overseeing the world.

World Starport[edit]

Proctonir has a routine quality starport.

  • A Class-C Starport Facility has minimal if any shipyards and can only perform extremely limited repair work.
  • This facility has many very skilled personnel who can perform surprisingly sophisticated repair work despite the limited facilities.
  • This facility has refueling infrastructure and limited refining capabilities. One may purchase unrefined fuel here.
  • Starports of this class rarely have both a Lowport and a Highport.

World Technology Level[edit]

Proctonir possesses a Technology Level of TL-12 or TL-C in Hexadecimal Notation.

World Government[edit]

Proctonir has a Feudal Technocracy government.

  • It is a government by specific individuals for those who agree to be ruled. Relationships are based on the performance of technical activities which are mutually-beneficial.
  • The typical power source of this government is an Oligarchy.
  • The typical power structure of this government is a Hegemony.
  • The law level reflects the strict, no nonsense approach to law and order. Regulations and rules for conduct and behavior are rigid. Appropriate decorum and military bearing is expected. Subsequent generations still hold to these values. Unit directors just wish for a bit more genetic diversity and worry what is being selected for here.

World Military[edit]

No information yet available.

World Economy[edit]

The world has an underdeveloped local market and little to no true industry.

Trade Data[edit]

No information yet available.

World Demographics[edit]

It turns out that several different species, from the assortment native to this region of space have occupied this world over the ages. Some evidence supports a S'mrii presence, long ago. Several coalitions of aliens apparently were working on the planet at the same time. There is some evidence of conflict and some suggests cooperation over the years.

Some of the tainted aspects of the atmosphere of an artificial origin. It is theorized that weather control was attempted and things were added to alter the way the atmosphere trapped heat. Some of the tainted particulates are from biochemical traces, others are remnants of nuclear, chemical and biological weapons. Air compression and filtration units run nonstop on all current settlement buildings.

World Culture[edit]

The local nobility, at one time, decided that this planet needed to be redeveloped. To that re-utilization end, a military unit was selected and sent, to get the job done. It turned out, not to be so simple. The local subsector forces, were suffering from some budgetary cutbacks. A few units were selected as being non essential. These units were informed that they were being demobilized. They were given an option, they could elect to be cashiered and muster out, or they could go as colonists and planetary engineers to develop a planet. If they selected for colonization they could bring their families for free. From the available pool of applicants, small groups of robotics experts, information systems warfare and combat engineers were selected. A few years later, the colony ships were disassembled and converted into settlements. Huge fleets of construction and terra-forming robots in vast master/slave networks are managed by each settlement for their assigned area. Each department and each parent unit has colonization and development goals. The governmental structure reflects this division of labor and tasks.

The pathfinders were supposed to have luxury homes built, clean cities prepared, farms full of food waiting for the follow on colonists. The boon population is needed to bring the colony up to economically productive levels and to provide relief for some of the more over crowded worlds in the subsector. Development deadlines have come and gone, companies hired to attract settlers have gone bankrupt. It looks like no help is coming. The development units are still slaving away trying to get everything ready, its just that, it looks like no one really wants to come here. So ironic showrooms and colony models stand empty, dusty and unused, with old stained move in special signs being overgrown. The hard working camps, drone on, workers mount up, head out into the wilderness building infrastructure. Local leaders assure them, that really soon, the big pay off, the great arrival is just around the corner. The former military mind set of never give up and never surrender still permeates this tiny culture. Quit isn't really part of the local lexicon.

Urbanization[edit]

The world has one major settlement and a number of smaller feeder cities that have yet to attract more than token populations.

Historical Data[edit]

No information yet available.

World Timeline[edit]

No information yet available.

UWP Listing[edit]

No information yet available.

References & Contributors / Sources[edit]

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