Federation of Heron

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The Federation of Heron is a polity that is located in Glimmerdrift Reaches Sector.

Allegiance Codes[edit]

Polity Astronavigational Codes
Polity Survey Code Type Remarks
None Pre-Imperial None No standard code None
None 1st Survey (300) None 2-ltr code None
Federation of Heron 2nd Survey (1065) FeHe 4-ltr code None

Description (Specifications)[edit]

The Federation of Heron is a Pocket Empire known for illicit economic practices. Its capital is the eponymous Heron.

Astrographically, the Federation is rather scattered, and this is one reason why central control is loose. Indeed, most of the Federation worlds are only accessible to Jump-2 vessels by using deep-space refuelling or going around through neutral space. Certain worlds of the polity (notably Granicus) are more or less independent, though most cycle through periods where they are fairly cooperative and times of increased waywardness, largely due to the whims and selfish desires of local cartels.

Goals[edit]

The Federation of Heron was formed with several nearby systems for the purpose of reunifying outposts of Heroni descent, for self-protection from other political entities like the Third Imperium, and to gain control over the criminal and piracy syndicates, cartels, and associated crews that operate from those systems. The Federation has no coherent goal beyond profiting from their illicit activities and restricting outsider access to their systems and markets.

History & Background (Dossier)[edit]

The Heroni descend from a Rule of Man colony that endured the Long Night. Many worlds in the region of Heron were originally settled far later, circa 700 to 900, by Solomani and Vilani settlers -- who often found limited numbers of Humans already living there, thanks to Heron's colony ship initiative during a long-ago scare with an asteroid cloud. The relative isolation of the Even Subsector made it an ideal location for the creation of criminal organizations. As the number of such organizations and systems hosting them increased, some began to form larger groups for protection against each other and against increasing interest from outside governments seeking to end their operations.

Six of these systems, plus Heron itself, banded together to form the Federation of Heron. The six were worlds where the colony ships had reached, their populations now a blend of Heroni-descended settlers and ex-Imperial criminals. The Heron system was, naturally, selected as neutral ground and the capitol of this emerging political entity. The resulting "federation" is really a collection of criminal syndicates, cabals, cartels and crews loosely aligned by a thin veneer of shared (diluted) Heroni cultural descent. The Heron system gives these groups a place to meet that none control.

By 1105, pirate activity, especially that based on Granicus, has become significant enough to attract Imperial attention. Imperial spies are in place, gathering information for the policy-makers who will eventually decide how to deal with the threat. The Federation is aware of the attention, and its current ruler -- Veng Mariskus -- knows that he couldn't possibly hope to win in a conflict against the Imperium.

Government & Politics (Leadership)[edit]

There is no central, stable government. Administrative functions are carried out by a collection of separate organizations which do not always have the best interests of the other groups in mind.

Technology & Trade (Economy)[edit]

The planets vary from TL–5 to TL–14.

All systems in the Federation of Heron rely heavily on illicit and criminal activities for income.

  1. Sardis (world) is home to several drug cartels that manufacture cutting edge pleasure drugs and anagathics. Gambling and related vices are run on-planet in casinos and resorts.
  2. Novae (world) specializes in chop shopping starships as well as the construction and repair of corsair, mercenary, and smuggling starships.
  3. Thermon (world) is home to a smuggling syndicate.
  4. Ilium (world) also has a local smuggling syndicate.
  5. Asla (world) recently joined the Federation, and hosts a number of pirate and corsair crews.
  6. Granicus (world) A founding system of the Federation, it is known as a "Pirate's Paradise." It hosts out-of-system piracy, along with on-planet casinos and other vice, and is a popular hideout for criminals. The three major cartels here are the Khimirika League, the Fallani Syndicate, and the Callitriche. All worlds in the Granicus system are owned by the Federation, but it only administers two directly -- Granicus and Flit, an administrative centre. The Federation operates a sophisticated system of communications satellites.
  7. Heron (world): The nominal capitol of the Federation.

A number of nearby systems are closely aligned to the Federation of Heron but not members. These, like those in the Federation, are primarily operated by criminals. These systems can be considered allies and confederates of the Federation of Heron and trade freely with them.

  • Chilok (world): A lawless system supporting piracy out-of-system.
  • Merbizinkhi (world): A pirate stronghold. The system is fortified. Smuggling and out-of-system piracy is engaged in by several syndicates.
  • Asher (world): A hideout world for the wanted and criminals.
  • Modoc (world): A "wild west" oligarchy that shelters criminals and the wanted.
  • Ember (world): Home to a syndicate that specializes in spying and espionage.
  • Lagu (world): Anarchy
  • Shinan (world): Home to the Shinan Syndicate, which runs starship chop shop and repairs corsair and pirate ships. The very large asteroid belt in the system is home to numerous pirate crews. All piracy is out-of-system.
  • Uukishku (world): The local cartel runs starship chop shop and repairs pirate and corsair ships.
  • Gadir Murgis (world): A lawless system with rampant smuggling.
  • The Federation of Heron is closely aligned with the Ral Ranta.

Military & Intelligence (Force Projection)[edit]

The Federation of Heron has one major military base and no Scout Bases or dedicated Naval Bases. The polity has two class-A shipyards capable of building space craft (Sardis and Novae). Most of the fleet is concentrated at Heron and the Thermon bottleneck in the form of non-Jump-capable defense craft and patrol vessels. A much smaller "reaction force" exists to chase down anything that gets past Thermon

One interesting design seen prowling in the clouds around grav-suspended sky cities is the Sardis Class Frigate, owned by General Klytus.

There is a squadron of nine Heron Class Scout-Interceptors manned by some form of elite federal marshals.

Image Repository[edit]

No information yet available.

Worlds & Sectors (Astrography)[edit]

This polity can be primarily found in the following areas:
Charted Space:

Capital/s: 1105[edit]

The capital/s of this polity is/are located in the following location/s:

World Data[edit]

This polity is primarily found in the following locations:

  1. Asla (world) (0827 Even Subsector)
  2. Granicus (world) (0520 Glowing Subsector)
  3. Heron (world) (0921 Poonch Subsector)
  4. Ilium (world) (0726 Even Subsector)
  5. Novae (world) (0522 Even Subsector)
  6. Sardis (world) (0521 Even Subsector)
  7. Thermon (world) (0623 Even Subsector)

World Listing: 1105[edit]

The following systems and worlds are a part of this polity:

7 of 7 World articles in Federation of Heron
Asla  •  Granicus  •  Heron  •  Ilium (GR 0726)  •  Novae  •  Sardis (GR 0521)  •  Thermon  •  
startbacknext(7 listed)


References & Contributors (Sources)[edit]

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