Darzii (world)

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Darzii/Remnants (Dagudashaag 1026)
Milieu 1116
C674444-9
StarportC Routine: No Construction, Major Repair, Unrefined fuel
Size6 Medium (9,600 km, 0.60g - 0.81g)
Atmosphere7 Standard (tainted)
Hydrographics4 Wet World 40%
Population4 Moderate (20 thousand)
Government4 Representative Democracy
Law4 Moderate Law (no light assault weapons)
Tech Level9 Early Stellar (fusion)
See also UWP
System Details
Primary K3 V
Worlds 9
Gas Giants 0
Planetoid Belts 0
Cultural Details
Government Representative democracy
Law Level Moderate
Cultural Extension 2337
Army Size (BEs) 0
Economic Details
Technology Level 9
Economic Extension
632-3
Resources6Few
Labor3Low (2 thousand)
Infrastructure2 Extremely limited
Efficiency-3Poor
Importance Extension -1
Resource Units 25
GWP (BCr) 0
World Trade Number 3
Trade Volume (MCr/year) 0
Starport Details
Classification Class-C
Port Size 0
Building Capacity (Tons) 0
Port employees 0
Port passengers (annual) 0

Darzii is a world suited to becoming an agricultural world, but with a population between 10,000 and 100,000 sophonts it lacks the capability to produce or process sufficient resources to export its projected agricultural produce. It is a member of Third Imperium in the Remnants Subsector of Dagudashaag Sector and in the Domain of Vland. Darzii, as a member world of the Third Imperium, holds the estates of an Imperial knight (the Imperial representative to the world) and a baronet. Both are members of the Imperial Landed Nobility who oversee affairs regarding the world at an Interstellar and Imperial level. During the Long Night this world was named Miashduurnu.

Astrography and Planetology[edit]

Darzii is a member of the Dagudashaag Main.

Stellar Data[edit]

Darzii has a solitary primary star.
Darzii
Solitary K Type.jpg Type Category Mass (Sol) Temperature (K) Luminosity
K3 V Main Sequence (Dwarf) 0.78 4600 - 4830 0.41911
Unit Diameter Safe Distance Habitable Zone Jump Shadow M-Drive Limit
AU 0.007 0.0537 0.65 - 1.18 0.7 7
Orbit #  *  * 3 2 6
Remarks

System Data[edit]

No information yet available.

Mainworld Data[edit]

Mainworld Size (S)[edit]

Darzii is a Meso World between 8,800km and 10,400km in diameter. The world has a standard gravity between 0.6G and 0.8G. The horizon will appear about 4.4km away.

Mainworld Atmosphere (A)[edit]

Darzii has a pressure of 0.71 to 1.49 atmospheres. While a Standard Atmosphere does not require survival gear this atmosphere also contains an unusual taint such as disease, a hazardous gas mix, pollutants, or sulfur compounds which requires the use of a Filter Mask. Some taints may require more protective equipment. TL–3 or more advanced survival gear is required to settle this world.

Mainworld Hydrosphere (H)[edit]

Darzii has 35-45% of its surface covered by liquid water. There will be a number of small seas or one larger body of water. Wilderness refueling is possible.

Mainworld Geography & Topography[edit]

Native Lifeforms[edit]

No information yet available.

History and Background[edit]

Ziadd2-Osborne-Signal-GK 15-Sept-2019a.png

Darzii is a planet that apparently outlived its original usefulness. The world had been colonized during the First Imperium as a factory world. The majority of the workforce consisted of clanless Ziadd brought from Zeda and Shallows subsectors. The manufacturing sites produced electronic components for export to assembly on numerous other worlds. The planet was extremely wealthy until it was abandoned at the beginning of the Long Night.

Despite serious famine and plagues, a small percentage of the population managed to survive the entirety of the Long Night.

The Vilani corporations returned at the beginning of the Third Imperium. In an epic legal battle which ended in 177, the corporations succeeded in reclaiming the planet. The surviving population were given an ultimatum -- work for the corporations or leave. The majority elected to stay.

The factories continued to turn out high quality electronic components until the late 700s, when the planet was declared no longer financially viable. In an unexpected gesture of good will, the corporate owners handed the rights to the planet over to the Ziadd population. The raw materials used in the manufacturing, usually sourced locally, were no longer economically available.

In 801 the provisional government invited the Ziadd independent Guild of Assassins, the Zhi'laem Avr, to move its training facilities to Darzii. The guild had come to the realization that it needed to find space to train the Zhiavr away from the Ziadd clan influence, yet had experienced difficultly finding an Imperial world willing to accept their presence. Darzii was still recognizably of the Ziadd culture, but with no ties to the clan structure back home. In return for use of the planet as a training ground, the guild would ensure a supply of raw materials delivered by each applicant as part of the Guild fee.

The Guild set up its training facility in the deserted city of Pakha D'Ghuur. The city streets became the stalking ground of assassins-in-training. Local people agreed to live and work in the city to ensure the training experience was 'realistic'.

Darzii is currently petitioning the Imperial Court to be allowed to join the Zeda Alignment.

World Starport[edit]

Darzii has a Class C Starport, an average quality installation which features amenities including unrefined fuel for starships, some brokerage services for passengers and cargo, and a variety of ship provisions. There is a shipyard capable of doing maintenance and other kinds of repair. Ports of this classification generally have only a downport, unless this is a trade port or system with an hostile environment mainworld.

World Population (P)[edit]

Darzii has a population of 20,000 sophonts (tens of thousands).

  • This is a Nonindustrial World, too small to support the complete chain of production of most goods from start to finish.

Linguistic Topography[edit]

The following languages are among the most commonly used here:

World Technology Level (T)[edit]

Darzii possesses a Technology Level of TL–9.

  • Common Communication technologies for this TL include: Fiber optics and satellite communication and data networks.
  • Common Power Generation technologies for this TL include: Early fusion power.
  • Common Transportation technologies for this TL include:
    • Land: Ultra high-speed trains and early grav vehicles.
    • Water: High efficiency sailcraft, multihulled seacraft, improved artificial gills.
    • Air: Tiltrotorcraft, exotic VTOL's, PARWIG, and rocket-assisted suborbitals.
    • Space: SSTO spacecraft, early military spacecraft (System Craft), and interstellar STL starships
    • FTL: Prototype Jump Drive-1.

World Government (G)[edit]

Darzii is governed by a Representative Democracy where government leadership is by representatives elected by eligible voters. What determines an eligible voter varies. The representatives determine policy, including selecting members of the bureaucracy. There can be referenda, votes by eligible voters on specific subjects.

World Law (L)[edit]

Darzii has a moderate law level with laws covering many areas of government and interaction. These laws are simple enough that most people can act as their own advocate, though for serious issues a professional is recommended. Law enforcement officials will be present, but not in great numbers. Light assault weapons, and anything more destructive, are typically regulated or prohibited.

Historical Data[edit]

Timeline[edit]

Major events that have affected this world and the wider region that it lies within:

  • -2404 to -2215: To trailing and rimward, the Interstellar Wars are waged.
  • -2204 to -1776: The Rule of Man administers the worlds of the region.
  • -1776 to 0: The Long Night.
  • -642: War breaks out between the Ziadd and the Ushran Empire.
    • Outmatched by the Ushran navy, the war goes badly for the Ziadd.
  • -639: The Ushran capture Zeda after a long and bloody campaign.
  • -600: The Ushran Empire has conquered most of the former Ziadd worlds. Remaining Ziadd forces, now scattered, begin a campaign of corsair activity to support the ongoing rebellions on the Ziadd planets.
  • Circa -400: The Zeda Alignment corsairs begin to capture whole worlds, the Ushran Navy no longer able to keep them at bay.
  • The Year 0: The Third Imperium is founded.
  • 46: A series of uprisings on Zeda, supported by the corsairs, sufficiently weaken military control of the world.
  • 65: The Ziadd rebellion, supported by the regular troops of the corsair bands, retake Zeda. For the first time in more than six centuries, the Ziadd homeworld is back under Ziadd control.
  • 96: The overwhelming might of the Third Imperium forces the Ziadd to choose another long war or integration. They choose to join the Imperium.
  • 177: Vilani corporations legally reclaim the planet. Locals are given an ultimatum -- work for the corporations or leave.
  • 300-420: The First Survey charts the system.
  • 604 to 622: The Imperial Civil War.
  • 700s: Darzii is declared no longer financially viable. The corporate owners hand the rights to the planet over to its Ziadd population.
  • 801: The Ziadd Guild of Assassins, the Zhi'laem Avr, is invited to move its training facilities to Darzii.

References and Contributors[edit]

This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Mongoose Publishing or by permission of the author. The page history lists all of the contributions.