Trin (SM 3235) (world)

From Traveller Wiki - Science-Fiction Adventure in the Far future
Jump to: navigation, search
Trin/Trin's Veil (Spinward Marches 3235)
Milieu 1116
A894A96-F
StarportA Excellent: Starship Construction, Overhaul, Refined fuel
Size8 Large (12,800 km)
Atmosphere9 Dense (tainted)
Hydrographics4 Wet World 40%
PopulationA High (10 billion)
Government9 Impersonal Bureaucracy
Law6 Moderate Law (no firearms except shotguns)
Tech LevelF High Stellar (anagathics)
See also UWP
jumpmap?sector=Spinward+Marches&hex=3235&options=8451&jump=3&scale=32&junk=junk.png
Jump map from Travellermap.com [1]
System Details
Primary G0 V
Worlds 8
Gas Giants 1
Planetoid Belts 0
Cultural Details
Government Impersonal bureaucracy
Law Level Moderate
Cultural Extension 9F4E
Army size (BEs) 5000
Economic Details
Technology Level 15
Economic Extension
D9H+4
ResourcesDVery abundant
Labor9High (1 billion)
InfrastructureH Very comprehensive
Efficiency+4Advanced
Importance 5
Resource Units 7,956
GWP (BCr) 210,000
World Trade Number 6.5
Trade Volume (MCr/year) 537,494
Starport Details
Classification Class-A
Port Size 6
Building Capacity (Tons) 11,500,000
Port employees 77,955
Port passengers (annual) 2,011,850

Trin is an industrial world with a tainted atmosphere. The system has a population over one billion. The world serves as the capital for the subsector. It is a member of Third Imperium in the Trin's Veil Subsector of Spinward Marches Sector and in the Domain of Deneb. Trin, as a member world of the Third Imperium, holds the estate of an Imperial knight and the feifdoms of a count and the Subsector duke. All three are members of the Imperial Nobility charged with overseeing the world. This world has a nearby Imperial Naval Base, capable of handling warships and an Imperial Scout Base, capable of handling Scout Service starships and personnel. 

Trin/Trin's Shroud (Spinward Marches 3235)
New Era
C894861-6
StarportC Routine: No Construction, Major Repair, Unrefined fuel
Size8 Large (12,800 km)
Atmosphere9 Dense (tainted)
Hydrographics4 Wet World 40%
Population8 Moderate (100 million)
Government6 Captive Government/Colony
Law1 Low Law (no explosives, poison gas)
Tech Level6 Pre-Stellar (nuclear)
See also UWP
Cultural Details
Government Captive government
Law Level Low
Cultural Extension 9747
Army size (BEs) 300
Economic Details
Technology Level 6
Economic Extension
D7B+3
ResourcesDVery abundant
Labor7Moderate (10 million)
InfrastructureB Very extensive
Efficiency+3Improved
Importance -1
Resource Units 3,003
GWP (BCr) 89
World Trade Number 4.5
Trade Volume (MCr/year) 6,544
Starport Details
Classification Class-C
Port Size 4
Building Capacity (Tons) 100,000
Port employees 490
Port passengers (annual) 700

Era: New Era

Trin is a moderate population world, too many sophonts to be an agricultural world but not enough to be an industrial world. Government control of this world is by an external military force. It is a member of Regency of Deneb in the Trin's Shroud Subsector of Spinward Marches Sector. This world has a nearby Regency Naval Base, capable of handling warships.

Description (Astrography & Planetology)[edit]

Trin itself has a dense, tainted atmosphere, and relatively low water coverage. There is no moon, but the reflective ring of debris of the moon that once orbitted Trin, and gives the name to the subsector, still gives an impressive light show at dawn and dusk.

The bright supergiant star Deneb is visible in Trin's sky even during the daytime.

Many of the tens of billions of people on Trin live in arcologies surrounded by farmland. The intense, well-regulated and high tech farming methods allow Trin to be almost fully self-sufficient, and the standard of living in Trin is well-known and respected throughout much of Charted Space.

Grav technology was available at the founding of Trin, and the arcologies and other architecture tend toward tall, graceful structures surrounded by recreational areas and parkland. Living space is generous for the size of the population, and Trin citizens generally think of their environment in three dimensions, the idea of being confined to ground level being an alien concept.

Monostellar System[edit]

Trin Monostellar System
Star Name Hierarchy Color Classification Remarks
Trin Primary Primary Yellow G0 V


History & Background (Dossier)[edit]

Colonized not long after Mora, Trin is viewed as the back door to the Marches. Reachable by Jump-2 ships from a rich trade route in the Deneb Sector, from where it is possible to reach coreward and join the Spinward Main or spinward towards Glisten.

Large quantities of goods move through Trin's excellent highport. The Highport is host to many brokerages and commercial dispute resolution firms. While many of the facilities are geared toward larger ships, generally for the larger transshipment/trading corps and megacorporations, the repair and dockyard facilities are available to smaller ships, if they can afford the fees.

The Highport is also Home to the Imperial Trin Institute of Commerce or ITICk, a large facility for training spacer crews, as well other merchant activities such as brokerage and law. It is a common destination for those who seek higher learning in a merchant career, and many of the spacers also join the Naval Reserves, undertaking training at the Imperial Navy base within the system.

The Naval base serves as HQ for the subsector fleet and as a base for the heavy squadrons of the Sector Fleet. Local ground defenses are controlled groundside on Trin, but many of the System Defense Boats berth at the naval base.

Elements of the 207th Fleet are based at Trin, but like the rest of the fleet it is under-strength and reliant on its reserve enlisted and commissioned officers for any major deployment or action.

The Scout base is an X-boat logistical and service base, and does little exploratory work.

Ling-Standard Products has a major facility within the Trin System, a rockball world called Ling Standard Products Spinward. Originally planned as the regional HQ for LSP, to replace the facilities at Mora, it instead became an R&D and manufacturing site.

Ground vehicles are rare on Trin, other for industrial or agricultural use. Maglev trains and grav buses provide the bulk internal city and inter-city transport, with some grav vehicles for rapid city to city transport.

The education level in Trin is very high, and upward mobility is available through work promotions as normal, but there are also government sponsorships for people working in the arts or sports, or pursuing interesting ideas in technology or business.

There is a robust social safety net for those who find themselves on hard times, and the standard of living for the poor is higher than that found on frontier or most industrial worlds.

The efficient social system, coupled with Trin's high Tech Level, means that Trin is an industrial powerhouse and exporter of goods to a wide range of markets. This is facilitated by its location, with access to the Spinward Main and Deneb Sector.

Imperial High (Landed) Nobility[edit]

Trin is the home of a member or members of the Imperial Nobility, a narrow class of persons at the upper strata of Imperial society who hold noble rank.

See: Nobles of Trin

Rape of Trin (1139)[edit]

In 1139, Trin was attacked by a vampire ship, the former Ziru Sirkaan battleship Kishkii, which destroyed much of the orbital facilities, then bombarded the surface for several hours before crashing itself into the surface. Kishkii was the sole survivor af a vampire fleet of 60 to 80 ships, which seemed to have crossed four sectors with the sole aim of destroying Trin.

Three billion people died in the initial assault, however, 10 million more died from the effects of radiation. With all surface and orbital infrastructure decimated, the world could not maintain its surviving population, and many of its citizens where forced to emigrate.

The subsector was renamed Trin's Shroud as a result of the attack.

History-Era: Regency Era[edit]

The naval ship reserve was relatively untouched by the attack of the Kishkii, as was the Naval base, which was based around the orbit on the far side of Trin. The Naval HQ was moved due to the loss of dirtside resources, but the inactive fleet station, NavInacShipFac was quickly repaired.

Trin Lives[edit]

That is the first thing that hit's you as you come out of jump, and hear the enormous amount of radio traffic that all busy ports have. Freighters and scouts, yachts and warships, all of the typical retinue of a major port is here.

Only as you near the white orb of Trin - with it's thin, sky blue belt - can you spot the carnage. Several large impact craters which dot the northern hemisphere. Black scar marks, which pepper hundred's of square kilometers of the Von Herrio Glacers. Above all, the orbiting hulk of dead cities, once home to 800 million people, now fly in a twisted, ghastly dance over the fair world of Trin.

Docking at New Sorrom Highport, the visitor is accosted with rules and regulations. While necessary in the Quarantine Zone, the rigor and harshness of the Navy seem more apparent here than anywhere else.

The actual starport itself is ample for any need or service. The inhabitants of high ports are famous for living a world apart from the folks dirtside, and the 80 million inhabitants of New Sorrom are no different. The famous Trin friendliness, patriotism and love of travel still flourishes here, but is slowly giving way to the Trin Survival Movements. The local Naval base, home of the 207th fleet, is known as the last one to see a major action against piracy, in 1159.

Non-Trin starships can land only at Sorrom Down. It is a must to apply for a permit before going dirtside, as _any_ unauthorized craft will be blown out of the sky. Without warning. Fortunately, the Authorization procedure is quite simple, merely a battery of tests to insure that your ship and equipment is Virus-free. Moreover, they will install a "Slaver", that will insure that your ship will dock under the control of Sorrow Down, not the pilot.

At Sorrow Down, the local government will board your craft as soon as you dock. Before the HEPlaR is cooled, armed Investigators will be onboard, combing every electronic gadget, computer, wrist comp, and every piece of every lot of cargo onboard.

If any non-Trin ship is caught carrying Infected merchandise, the ship is seized: only Noble influence can return it. If they are caught Smuggling merchandise (Infected or not), the entire crew is shot, on the spot. The penalties are less harsh for Trin citizens: simply a massive fine and "personality reshaping", respectively.

O.K., so you pass inspection. It will still prove impossible to sell electronic merchandise to anyone but another trader. Even harmless goods from anyplace but Trin's neighbor, Hazel (Trin's Veil 3236: C645747-5) will be viewed with suspicion. Three billion died because of a batch of Infected scribble tablets, after all.

About the only thing going for you is that you can defend your cargo and person from any Survivalist attack: There are no weaponry laws. None. You probably won't need to draw your weapon, though: the days of the Night Hits, when Survivalists and the Union of Merchants & Traders would attack each other with fusion rifles have been over for 20 years. Just make a good acquaintance with the Union, and pay your dues, and the Union will look after your ship and cargo.

If you are a member of the Regency Navy or the Quarantine Service, it would be wise to leave your uniforms in your cabins. The Trin blame those groups, especially the Regency Quarantine Service, for the Rape of Trin. While physical violence is not out of the question, the Trin - especially the old-timers - are more likely to spit on your shoes or make obscene remarks.

About the only place where foreigners are welcomed is at Leormen's Point, an undersea settlement of 25 million refugees of the Aslan Incursion. The locals, Akimen and Glistenites, remain favorably disposed to traders since their religion insists on hospitality to strangers from the stars. Even here, though, don't expect anyone to ask to borrow your hand comp.

Trin culture tends to revolve around the themes of Survival and Rebuilding. The young, especially, are considered the responsibility and the future of the entire community. They tend to be spoiled shamelessly, and have a rather high view of themselves. Trin art also emphasizes the theme of rebuilding from the ruins, and many refugees of the Wilds admit to a attraction to the entrancing LightDances and mournful, graceful Thinsong of modern Trin art. Indeed, the upper classes all strive to patronize the best of Trin art, as prestige is measured in the number of notable artistic works you can own.

Although the dominant culture of Trin is generally vehemently anti-foreigner, there is still a soft spot for nobility and a strong sentimental attachment to the Regency government, especially to Norris and his heirs; and unlike many Infected worlds, Trin has retained its technology, using it to create the best anti-Viral programs in the sector rather than retreat into a anti-technological never-neverland.

Still, these are but candles in the dark, and as long as the people and government of Trin focus on nursing their wounds, they cannot truly give local trade and subsector government the leadership needed for the New Era.

References & Contributors (Sources)[edit]

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