A Fluid World posssesses oceans that are not composed of liquid water. Non-water oceans may be valuable sources of raw materials for industry.
Why would any sophont move to a fluid world? Well, the easiest answer would be to reap the untold resource riches of the fluid world, which are often far more accessible and economic to extract than on a conventional terrestrial world.
Fluid worlds are challenging and often very inhospitable environments in which to live, especially as a sophont defined by the terms of conventional life.
|Desert World||De||--||23456789||0||--||--||--||Anhydrous world. Little to no available water.|
|Fluid World||Fl||--||ABC||123456789A||--||--||--||Non-water fluids.|
|Hell World||He||3459ABC||2479ABC||012||--||--||--||Difficult environment. Poor atmosphere.|
|Rad World||None||--||--||--||--||--||--||Extreme radiation.|
|Storm World||None||--||--||--||--||--||--||Extreme weather.|
Probably Planetary Orbit & Climate
No information yet available.
|TC||Inner (-)||HZ-2||HZ-1||HZ||HZ+1||HZ+2||Outer (+)||Remote & Far Systems||Remarks|
|Fl||-||-||Possible||Yes||Possible||-||-||-||Fluids worlds are most often covered with non-water liquids hostile to conventional life. Some fluid worlds with exotic compounds may stay fluid even in very challenging environments.|
Most fluid worlds have extensive mining (resource extraction) operations and can export useful mineral and non-mineral resources of great value with great profit margins.
Fluid World Lifeforms
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- Marc Miller. Worlds and Adventures (Game Designers Workshop, 1977), TBD.
- Marc Miller. Scouts (Game Designers Workshop, 1983), TBD.
- Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), TBD.
- EXTERNAL LINK: Beowolf's Libary Data Website (defunct)
- INTERNAL LINK: Errata Merchant Prince
- Traveller Wiki Editorial Team
- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science