Mugheen't Sector

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Ogadogorz Sector
Ktiin'gzat Rfigh Grinkr!ng
Ogadogorz style="width: 250px; height: 350px; border: solid 1px black;"
map from Travellermap.com
Gn'hk'r
Subsectors
Unknown Unknown Unknown Unknown
Unknown Unknown Unknown Unknown
Unknown Unknown Unknown Unknown
Unknown Unknown Unknown Unknown
Sector Data
No. of Worlds 453
Population 249,513 million
Majority Control Hezeraek Connective - 23%
Secondary Control Mazaroegh Dominion - 17%
Tertiary Control Other - 60%
Domain Vargr Extents
Capital ?
Gross Sector Product BCr958,633
Trade Volume BCr579
Imperial Coordinate +4 / +3
This sector has a trade map
This sector has economic data
This sector has sector data
This sector has a climate file
This sector has sector data

Ogadogorz style="width: 250px; height: 350px; border: solid 1px black; float: right; clear: left"

A part of the Vargr Extents; more specifically the Vargr Enclaves, where Suedzuk Vargr settled after being forced trailing by consolidating Gashikan might.

Description (Specifications)[edit]

The sector was first settled (albeit sparsely) as the Hezeraek Cultural Region in the latter days of the First Imperium. More a motley collection of vaguely scandalous types who didn't quite fit than a true cultural movement, these were Vilani pioneers pushing beyond the actual boundary of the Ziru Sirka in Amdukan Sector, "tidying up" in the shadow of adventurous Vargr. Some of these chaos-trailing Vilani settlements weathered the upheaval of the Rule of Man and the trials of the Long Night in their isolated region of space. Over the centuries, through several "false dawns" they were joined by ever more packs of Vargr and members of minor human races like Yileans, in waves of migrations that saw not a little violence.

For a long time the aggressive Suedzuk ("red Vargr") ravaged freely, but were eventually forced to settle into more defensible, sustainable star nations by the rising threat of the K'kree. Pushing into the region to secure a bridge over the Lesser Rift, forces of the Two Thousand Worlds established the semi-autonomous but staunchly loyal K'kree Outpost in Gn'hk'r Sector (to rimward). Now the K'kree and local Vargr nations like the Hezeraek Connective stand warily vigilant, each ready to defend against any concerted military effort by the other but unwilling to launch such an effort and risk weakening their own defence. This doesn't stop Corsair bands, Suedzuk hunter packs and (on the K'kree side) particularly fanatical herds from launching small and bloody "wars" around the edges.

Humans -- now largely a blend of Vilani and Yilean with a little Solomani -- generally try to keep their heads down, as do the Ovaghoun and Irilitok Vargr who emigrated from Julian Protectorate space after various political upheavals in its membership (including incorporation of the initially hostile Hhkar and Lorean Hegemony).

Toponyms: 1116[edit]

This sector has been known by different names to different groups over its existence including the following:

Mugheen't Sector Names
Culture Toponym Polity
Third Imperium Gaasher Third Imperium
Aslan Ogadogorz Aslan Hierate
Droyne Droyne Oytrip Yatroy
Hiver Ogadogorz Hive Federation
K'kree Mugheen't Two Thousand Worlds
Solomani Mugheen't Solomani Confederation
Vargr Ogadogorz Vargr Extents
Vilani Gaasher Third Imperium
Zhodani Ogadogorz Zhodani Consulate

History & Background (Dossier)[edit]

The Vargr Enclaves are overall lightly populated when compared to spinward regions, and on top of this the clannish Suedzuk, forming tight packs from adolescence, rarely trust non-kin enough to allow for large stellar nations. The Hezeraek Connective reached its impressive size by a combination of factors; notably the need to match a concentrated K'kree force, but also (less advertised by the Suedzuk) the residual network of very old Vilani cultural threads still tying these worlds together.

Native Sophonts (NIL): 1116[edit]

The following races (sophont species) are believed to have originated within this area:

  • Non-Human Races
    • Upir Cusuri (extinct): A long-vanished culture. Never attaining the jump drive, their otherwise advanced society was thus limited to a handful of adjacent systems. Rumours of interesting technological relics still attract people to these worlds.
  • Terragens (Non-Human Terran Races)
    • None known

Demographics: 1116[edit]

Significant populations of the following races (sophont species) reside within this area:

Most local humans are a blend of the above, predominantly Vilani, with Yilean the most common addition to their genetics. Enclaves of pure Vilani or Yilean also exist.

  • Non-Human Races
    • K'kree (Major Race). They settled here for one reason -- to ensure that nothing could cross the Lesser Rift and threaten the Two Thousand Worlds. Typical K'kree paranoia and hatred of G'naak aside, this time they had a fair point, given the predilections of Suedzuk Vargr, who dominate this region.
    • Girug'kagh: The K'kree Outpost has some dealings with other locals, but the K'kree prefer to keep their distance and send in the staff. That way they don't have to risk smelling the blood. Some Girug'kagh communities here are practically expat, technically in K'kree service but rarely actually taking instruction.
    • Bwap: There are no sizeable Bwap settlements here, but where the Vilani went, Bwaps went. Of course, the harsh chaotic life of Mugheen't was tough on them, and so unlike in the Third Imperium or the Gashikan they didn't thrive, but some clans remain, as protected resources of major Human or Vargr Worlds.
    • Hlanssai: They get everywhere in the coreward regions, wherever Vargr go. Unlike Bwaps, they are perfectly at home in the chaos.
    • Hhkar: Also notable as wanderers, and bridging the turbulent, often violent politics of the Vargr and the reverence for ancestral traditions of the Vilani. A fair few are found here, and unlike most races can wander in Suedzuk territories quite confidently.
  • Terragens (Non-Human Terran Races)
    • Vargr (Major Race). Suedzuk especially, though more disciplined than is common for the Red Vargr, due to the need for steely restraint as they stare down the K'kree Outpost.

Historical Eras[edit]

No information yet available.

History: General Overview[edit]

No information yet available.

History-Era: Milieu 1100[edit]

No information yet available.

Major Historical Events Timeline: 1116[edit]

These are some of the more important historical events that have affected this sector:

  • No information yet available.

Politics & Diplomacy (Interstellar Relations)[edit]

The two major players -- the Suedzuk and the K'kree-- are steely-eyed and hostile in the extreme, glaring at one another in hatred across the parsecs. Each keeps a careful balance between maintaining its discipline on the one hand, unwilling to leave its protective,"hardened" stance, and on the other allowing pressure relief through smaller (but still bloody) campaigns and bursts of violence across certain rimward systems. Nothing large-scale ever happens, but on a lesser scale there is periodic carnage. Everyone else hopes the overall stalemate holds another few centuries, since being caught in the crossfire of a full war wouldn't be fun.

The sector is chaotic on the surface, with Suedzuk dashing about on raids, hunts, and restless migrations, sudden flares of combat in border systems, K'kree taking offence and cutting off trade relations, and Hlanssai being Hlanssai -- and yet paradoxically, underneath it is somewhat predictable in its economic and political patterns. Vilani, Yilean, and Girug'kagh cultures are all characteristically conservative, orderly and status obsessed. Many worlds have elaborate but well worn stratified caste systems and people find comfort in reliability and the expectation that they will find others in the "correct" place, socially. It makes it easier to pick things up and carry on after a sudden interruption of berserk dogs or fanatical herbivores.

Polity Listing: 1116[edit]

The following polities can be found within this sector:

  • Other Powers
    • None

Polity Descriptions: 1116[edit]

Here are several synopses of the polities found in this sector:

  1. Alleg: --: "Unknown"
  2. Alleg: Va: "Non-Aligned, Vargr-dominated"
  3. Alleg: VC: "Hezeraek Connective"
  4. Alleg: VM: "Mazaroegh Dominion"

Imperial Territory: 1116[edit]

This sector is not an Imperial possession.

  • 0.00% is controlled by the Third Imperium.
  • 100.00% is controlled by non-Imperial powers.

Trade Routes (Economic Astrography)[edit]

The following astrographic features and trade routes can be found within this area:

Greater Mains (Blue & Cyan Lines: 51+ destinations)[edit]

  • No information yet available.

Lesser Mains (Green & Yellow Lines: 11-50 destinations)[edit]

  • Arterial Blaze
  • Vgrukhz Wave

Micro Mains (Red & Pink Lines: 0-10 destinations)[edit]

  • No information yet available.

Rifts, Voids & Jump Bridges[edit]

Traces & Clusters[edit]

  • Mazaroegh Cluster
  • Prince's Tangle

Other Astrographic Features[edit]

  • No information yet available.

Worlds, Systems & Sectors (Political Astrography)[edit]

SectorMugheen't.jpg

Subsector A=[edit]

The subsector is dominated by the five billion people (Vargr and Humans) on the garden world of Taenegzull (0607). Independent worlds in the subsector are targeted by Corsair raids out of Hezeraek border systems surrounding Taenegzull. (How to stand out from the billions? Hunt and raid to seize riches and reputation). The coreward part of the subsector is noted for the void area known as the Taenegzull Wilds.

Subsector B[edit]

The rimward half of the subsector is Hezeraek territory, the coreward half sparsely populated with independent settlements. The most important world by far is Gallo (1608), in a star system with a staggering 90 billion.

Subsector C[edit]

A large main begins in Hezeraek space but is largely unaligned territory. It is believed that there might be spacefaring minor races here. Expansion along the main is a likely release valve for Gallo's population pressures (Suedzuk like tight-knit clans, not large gatherings of strangers. Society here can be very violent).

Subsector D[edit]

A neglected region of unaligned space.

Subsector E[edit]

Heavily populated Hezeraek systems. The most important to the local economy is Engurzourekh (0618). Besides several small clusters and part of the main dominating subsector F, there is access to the Ktiin'gzat Cascade, a great main stretching coreward-rimward across that sector.

Subsector F[edit]

A large looping main connects many Hezeraek worlds. These systems are less important than those of subsector E, save for economically influential Khingfaeguel (1112).

Subsector G[edit]

A main, the Vgrukhz Wave, begins here and stretches across two subsectors of neutral space to connect the Hezeraek Connective with the Worlds of the Nine Starlords in Gnikr!ng.

Subsector H[edit]

Most systems are part of either the Vgrukhz Wave or a smaller jump-2 proximate cluster to coreward.

Subsector I[edit]

Notable for the Mazaroegh Cluster, controlled entirely by a Suedzuk coalition, the Mazaroegh Dominion. The key system here is Dazodalae (0423), the most populated and site of the primary naval shipyard. At the subsector's spinward edge is a terminus of the Great Mnoervrge Cluster. The coreward half of the Mazaroegh Dominion is more economically robust than the rimward, in part due to trade with the Hezeraek Connective through Gnoengthuth (0523).

Subsector J[edit]

Noted for one end of the Arterial Blaze, a great main across the middle of the sector, down which Mazaroegh Suedzuk can plunder. The coreward part of the subsector is largely void. On the rimward edge, Faerro (1130) was settled largely to allow services for travellers crossing between the Blaze and Dangoug (1035). Corsairs at Longagllaks (1230) attempt to rob these same travellers.

Subsector K[edit]

Most systems are on the Arterial Blaze, including "the Spurt", a coreward-reaching spur. Mugheen't 1723, meanwhile, is suspected to be the original Upir Cusuri homeworld. Ruins exist in several other adjacent systems, reached presumably by generation ships.

Subsector L[edit]

The Spatter. The Arterial Blaze comes to an end in a spray of "droplets". Suedzuk like their blood imagery.

Subsector M[edit]

Systems here are sometimes violently contested by more fanatical factions of either great power. Many systems are part of the sizeable cluster known as Prince's Tangle, parts of which are claimed by the K'kree and which extends into the Arzul and Ktiin'gzat sectors. Worlds here are not as populated as, for example, the Hezeraek Connective. Local Suedzuk packs and warbands are semi-nomadic, a lifestyle that also appeals to Hlanssai and Hhkar, who are scattered among them (along with a few humans of Solomani descent). The most notable world is Arsdzad (0440), a naval bastion against the K'kree, its leaders enjoying high charisma. The largest permanent populations in the subsector are at Katsuegazi (0139) and Kefaegoekaen (0239), which are heavily influenced by Vilani-Yilean beaurocracy.

Subsector N[edit]

Notable on its trailing rim for a cluster of proudly and dangerously Suedzuk worlds who gain much charisma through their daring proximity to the K'kree. Elsewhere, Dangoug (1035) and its A-class starport dominates. There are no major mains save the Arterial Blaze, accessed from the core-trailing region of the subsector.

Subsector O[edit]

Notable for a heavily settled cluster (by Mugheen't standards), with mixed societies of Vargr and Humans, plus Girug'kagh and occasional others. The cluster centres on the shared culture of the worlds Vedghor (2336) and Vorkse (2337). Trade is robust, including (via the Girug'kagh) with the K'kree. When expats of the Julian Protectorate migrate to Mugheen't, this is the primary destination.

Subsector P[edit]

A trail of bases form a corridor of supply between the main K'kree Outpost and the secondary Outpost in Gnikr!ng Sector. Vargr worlds here balance warily, trying to look too well armed to be worth a random trampling, and not armed enough that they read as provocative. (A contrast to the insane spurts of poor impulse control sometimes shown by more typical Suedzuk Vargr in, for example, subsector M...). In the subsector's core-trailing corner, a traveller could join a main connecting to the Perdumon Alliance.

Capital/s: 1116[edit]

  • None. Even with their subtly Vilani-influenced interstellar culture, Hezeraek Suedzuk are unable to create a large truly centralised state. The Mazaroegh Suedzuk and others have no chance.

Sector Summary: 1116[edit]

The Mugheen't sector has 453 worlds with an estimated population of 249 billion, a per capita income of Cr3,850, and a total economy is BCr958,713. These worlds originate an interstellar trade of BCr499 through 149 starports (13 Class A, 40 Class B, 71 Class C, 25 Class D) employing 54,275 people. Driving this interstellar trade are 27 Agricultural (Ag) worlds, 14 Non-Agricultural (Na) worlds, no Pre-Agricultural (Pa) worlds, no Pre-Industrial (Pi) worlds, five Rich (Ri) worlds, and nine Industrial (In) worlds. The governments in Mugheen't maintain 51 Naval bases, and 39 Corsair bases. The average technology level is 2 (with most between 0 and 6). The highest technology level is 16 at Engurzourekh (Mugheen't 0618).

The Mugheen't sector contains 690 stars and no identified planets; 256 monostellar systems, 176 binary systems, five trinary systems, and 16 systems with four or more stars. 359 of the 453 systems (79%) have native gas giants. There are 15 Asteroid (As) belts, 36 Desert (De) worlds, no Garden (Ga) worlds, ten Ice-capped (Ic) worlds, 70 Poor (Po) worlds, 31 Vacuum (Va) worlds, and 27 Water (Wa) or Ocean (Oc) worlds.

Mugheen't has an estimated population of 249 billion distributed across 11 High population (Hi) worlds, no Moderate population (Ph) worlds, 401 Non-industrial (Ni) worlds, 335 Low population (Lo) worlds, and 281 Barren (Ba) worlds. The highest population worlds are Gallo (Mugheen't 1608), Farzksough (Mugheen't 0813), Uekhaae (Mugheen't 0216), Engurzourekh (Mugheen't 0618), and Ruegou (Mugheen't 0128). The population consists of 1 sophont groups.

1 identified sophont populations in Mugheen't


Polities[edit]

Unknown[edit]

The Unknown has jurisdiction over 279 worlds with an estimated population of less than 1 million, a per capita income of Cr0, and a total economy is BCr0. Driving this economy are no Agricultural (Ag) worlds, no Non-Agricultural (Na) worlds, no Pre-Agricultural (Pa) worlds, no Pre-Industrial (Pi) worlds, no Rich (Ri) worlds, and no Industrial (In) worlds.

The Unknown has no inhabitants.

Hezeraek Connective[edit]

The Hezeraek Connective has jurisdiction over 105 worlds with an estimated population of 225 billion, a per capita income of Cr3,788, and a total economy is BCr852,328. These worlds originate an interstellar trade of BCr446 through 86 starports (7 Class A, 26 Class B, 38 Class C, 15 Class D) employing 48,430 people. Driving this interstellar trade are 18 Agricultural (Ag) worlds, eight Non-Agricultural (Na) worlds, no Pre-Agricultural (Pa) worlds, no Pre-Industrial (Pi) worlds, four Rich (Ri) worlds, and six Industrial (In) worlds. The governments in Hezeraek Connective maintain 33 Naval bases, and 23 Corsair bases. The average technology level is 6 (with most between 3 and 9). The highest technology level is 16 at Engurzourekh (Mugheen't 0618).

The Hezeraek Connective has an estimated population of 225 billion distributed across eight High population (Hi) worlds, no Moderate population (Ph) worlds, 73 Non-industrial (Ni) worlds, 34 Low population (Lo) worlds, and two Barren (Ba) worlds. The highest population worlds are Gallo (Mugheen't 1608), Farzksough (Mugheen't 0813), Uekhaae (Mugheen't 0216), and Engurzourekh (Mugheen't 0618). The population consists of 1 sophont groups.

Non-Aligned, Vargr-dominated[edit]

There are 52 Non-Aligned, Vargr-dominated worlds in Mugheen't with an estimated population of 12 billion.

Mazaroegh Dominion[edit]

The Mazaroegh Dominion has jurisdiction over 17 worlds with an estimated population of 12 billion, a per capita income of Cr4,433, and a total economy is BCr53,324. These worlds originate an interstellar trade of BCr38 through 16 starports (3 Class A, 1 Class B, 11 Class C, 1 Class D) employing 4,175 people. Driving this interstellar trade are two Agricultural (Ag) worlds, no Non-Agricultural (Na) worlds, no Pre-Agricultural (Pa) worlds, no Pre-Industrial (Pi) worlds, one Rich (Ri) world, and two Industrial (In) worlds. The governments in Mazaroegh Dominion maintain seven Naval bases, and one Corsair base. The average technology level is 7 (with most between 4 and 10). The highest technology level is 13 at Thougorrg (Mugheen't 0627) and Khirrurrorz (Mugheen't 0725).

The Mazaroegh Dominion has an estimated population of 12 billion distributed across two High population (Hi) worlds, no Moderate population (Ph) worlds, 14 Non-industrial (Ni) worlds, six Low population (Lo) worlds, and no Barren (Ba) worlds. The highest population worlds are Dazodalae (Mugheen't 0423) and Dhuenthodh (Mugheen't 0924). The population consists of 1 sophont groups.

World Listing: 1116[edit]

The following systems and worlds can be found within this sector:

No world articles for this Mugheen't Sector

Subsector Listing: 1116[edit]

The following subsectors can be found within this sector:

  • No information yet available.

Territorial Overview: 1116[edit]

The following table details the subsectors within this area:

  • No information yet available.

Territorial Chart Key[edit]

No information yet available.

References & Contributors (Sources)[edit]

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