Hive Federation

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Hive Federation (HF) is a Human term for the loose interstellar, multi-sector government and community dominated by the Hivers.

  • The Hivers have only one culture and one language; the Hiver genotype (with individual variations similar in degree to differences between individual humans of the same race) is also constant.

Astronavigational Codes[edit]

A standardized system of astronavigational codes have been used within and without the Hive Federation over its history.

Polity Astronavigational Codes
Polity Survey Code Type Remarks
Hive Federation Pre-Imperial HivFed No standard code Founded in -2023.
Hive Federation 1st Survey (300) Hv 2-ltr code None
Hive Federation 2nd Survey (1065) HvFd


4-ltr code None

Member State Codes[edit]

The Hive Federation is truly a Federation with many sub-polities forming the whole of the supra-polity.

  • These are just a few of the many cultures and governments that participate in Hiver society:
Hive Federation Member State
Astronavigational Codes
# Polity Survey Code Type Remarks
1. Gurvin Interstellar Democratic Republic 2nd Survey (1065) HvGR


4-ltr code Founded in ?.
  • Further remarks...
  • Hc
2. Ithklur Aexzz 2nd Survey (1065) HvIA


4-ltr code Founded in ?.
  • Further remarks...
  • Ia
3. Prt' Principate 2nd Survey (1065) HvPP


4-ltr code Founded in ?.
  • Further remarks...
4 Za'tachk Alignment 2nd Survey (1065) HvZA


4-ltr code Founded in ?.
5 TBD 2nd Survey (1065) TBD 4-ltr code Founded in ?.
  • Further remarks...

Description (Specifications)[edit]

No information yet available.

A. Goals: 1116[edit]

The Federation government, if such a term is at all applicable, is mostly concerned with maintaining the uniformity of the Hiver culture and species. Of course, an important part of maintaining the uniformity of the Hiver culture, is to foster the prosperity of the Hive Federation, including all of its constituent members. Peace is necessary for good business. Good business makes for good research. And good research makes for much progress and a prosperous Hiver culture. So, Hivers keep the peace whenever possible.

  • This is accomplished by frequent reproductive embassies, also known simply as Hiver Embassies, from one planet to another. Members of many different nests will "shake hands" (actually their means of exchanging reproductive cells) with everyone nearby in a sort of farewell party and will then board a large embassy ship bound for a far-off world. Once there they will meet with as many people as possible, shaking hands and exchanging news, art, gossip, scientific information, political views, and so on for about a year.
  • They will then return home for another year-long round of parties, discussions, and more handshaking.
  • Please note that while the Hivers prefer a peaceful society with a flourishing economy; neither peace nor a good economy preclude some masterful social Manipulation.

B. Symbols: 1116[edit]

  • National Leader: Unknown
  • Leadership Home: Dome of Master Primus
  • National Emblem: Hexomyr
  • National Anthem: Unknown
  • National Flag: Hexomyr
  • National Architecture: The Great Burrough
  • National Executive: Panspeciatic Council
  • National Legislature: Hiver Topical Club
  • National Judiciary: Compromisal Hiver Embassy
  • National Currency: "Biyzihn" or CrMS (Manipulative Symbolic Credit) "Crims"
  • National Color: Hiver Purple
  • National Creature: Snohl
  • National Founder: M. Primus
  • National Language/s: Various
    • Primary Spoken Language: "Gurviotic"
    • Primary Symbolic Language: "Hiver Glyph"
    • Primary Visual Language: "Hiver Sign Language" or (HSL)
  • National Literature: "The Master Tables of Supreme Manipulation" by M. Primus
  • National Motto: "All of life is valuable and in a constant state of flux"
  • National Sport: "Panspeciatic Spherocalvina" (Paspei)

C. Polity Quick Facts: 1116[edit]

The following overview is available of this polity:

  • Astrography: This polity is located over 19 sectors.
  • Astrography: It is located trailing and rimward of the Third imperium.
  • Astrography: This polity is estimated to have 4,434 world/s and system/s.
  • Capital: The capital of this polity is Glea (world).
  • Population: This polity is estimated to have a population of 11,475,736 (millions) or roughly 11.5 trillion sophonts.
  • Population: The most numerous race/s of this polity are: Hivers
  • Economy: The economic output (gross product) of this polity is estimated at 60,117,778 (BCr).
  • Economy: The per capita earning of inhabitants in this polity is estimated at 5,239 (Cr).
  • Economy: The resources available in this polity are estimated at 5,248,602 (RU).
  • Economy: The shipyard capacity of this polity is estimated at 10,795 (Mtons)
  • Economy: The Starport Authority population is estimated at 34,086,415 (employees).
  • Military: The armed forces of this polity are estimated at 1,616,698.50 (BEs).
  • Technology: The average technology level of this polity is estimated at TL-12.
  • Technology: The highest attainable technology level of this polity is estimated at TL-15.
  • Technology: Technology level research in this polity is working towards mastering TL-16.

History & Background (Dossier)[edit]

The Hive Federation's history is the history of Hivers, their insatiable curiosity and expansion throughout the stars.

  • The Hive Federation is an impressive multi-system, multi-sector polity with numerous loyal sophontic species and vast trade routes.

Political Lineage: 1116[edit]

Ordered List:

  1. Balkanized Guaran
  2. Guaran World-State
  3. Pre-foundational Hiver Interstellar State
  4. Hive Federation

Demographics: 1116[edit]

Significant populations of the following sophont races reside within this polity:

  • Terragens (Non-human Terran races)
    • None

Demographic Data Table: 1116[edit]

Significant populations of the following sophont races exist within this polity:

  • No information yet available.

History-Era: Milieu 1100[edit]

No information yet available.

Hiver-K'kree War (-2029 to -2013)[edit]

K'kree history was a history of constant triumphs until the K'kree of the Two Thousand Worlds encountered the Hivers of the Hive Federation. K'kree contact with the Hive Federation was soon followed by the Hiver-K'kree War of -2029 to -2013. The military technology of the K'kree proved superior in the first stages of the war.

  • The war ended due to non-military considerations, however, when the Hive Federation demonstrated a plan to radically alter the K'kree social order through the use of psycho-historical techniques and threatened to implement it. The K'kree withdrew to the antebellum borders, and the border between the two states has remained stable to this day.

Major Historical Events Timeline: 1116[edit]

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

Government & Politics (Leadership)[edit]

The Hive Federation, which also bears some properties of a Confederation, is as close to a stateless society (anarchy) as can be found in the major states of Charted Space. The Federation is characterized by a very low degree of governmental centralization that gives local (planetary) governments great freedom, while suffering from an extremely poor ability to establish unified policy.

  • The Hive Federation government is a collection of embassies, councils, and "interest" clubs. There is no central leader and Hivers, quite prefer, non-transparent government anyway. Most HF citizens have little to no idea exactly how the government functions or exactly what structure it possesses. True to Hiver character, the actual form and structure of the HF is constantly changing and evolving to fit local demands. Hivers, and their client races, tend to prefer non-centralized governments anyway. Some Solomani scientists call the Hive Federation a form of Anarcho-capitalism.
  • Other races of the Federation are equal partners in society, although the structure of society is Hiver-generated, and those races able to adapt best to a Hiver way of life and customs have been most successful. All races participate in the embassies, although in a modified form.
  • Some associated sophont species retain strong internal governments or police forces to regulate the aggressive tendencies of their populations, but whatever solution is reached, all Federation member societies are non-aggressive.

Overview: 1116[edit]

Hiver Government types include:

Hiver Government Codes
Code Name Remarks
S Sept None
T Unsupervised Anarchy None
U Supervised Anarchy None
W Committee None

The closest government type to the Hive Federation according to Solomani political science would be a "Stateless Society" (anarchy) or a Confederation.

Nest Leaders[edit]

A Nest leader is a Hiver that becomes a senior after several decades of service. This Hiver is the individual that makes routine decisions and assignments, and who keeps the nest's records. Leaders have learned how to lead and direct others toward the accomplishment of basic goals and have responsibilities ranging from military leadership to business management.

  • Nest Leaders are the bureaucrats and politicians of Hiver society, in as much as either role truly exists within Hiver Space.
  • See Nest Leader for more information.

Federation Development Agency (FDA)[edit]

When the Hivers moved out into the stars and first established their federation, they realized that one responsibility of their government would be further development of the many worlds they found, and explotation of the resources they discovered. The Federation Development Agency (FDA) was given this task.

Internal Politics: 1116[edit]

No information yet available.

Dispute Resolution[edit]

Most disputes among communities are handled by Hiver Embassies; others, considered too urgent or transient to wait for an embassy, are settled by judges. There is a considerable body of Hiver common law and custom, and a judge is a person who has spent years in study of the law; judges' decisions are not necessarily binding and are open to compromise, but they carry a great weight of custom.


The Hiver parental instinct was aroused by the discovery of numerous intelligent species less fortunate than themselves, and work began immediately to lift the "children" to civilization. An early experience with an aggressive race led to the establishment of a system of quarantined worlds, denied entry to, or knowledge of, interstellar society.


Most worlds of the Federation have communities of several species; races inhabit the worlds they find most pleasant.

Political Factions: 1116[edit]

No information yet available.

Interstellar Relations: 1116[edit]

This polity conducts diplomacy and maintains active relations with the following other polities:

  • No information yet available.

Allies: 1116[edit]

Positive relations exist with the following other polities:

Neutral States: 1116[edit]

Neutral relations exist with the following other polities:

Enemies: 1116[edit]

Negative relations exist with the following other polities:

Member States: 1116[edit]

The following states have acquiesced part of their sovereignty, thus forming sub-polities, to this supra-polity:

  • No information yet available.

Government Structure: 1116[edit]

Executive, Judicial & Legislative Powers: Hivers prefer what many outsiders think of as a state of anarchy run by a collection of embassies, councils, and "interest" clubs with no centralized power. Hivers, quite prefer non-transparent government anyway. Most Hive Federation citizens have little to no idea exactly how the government functions or exactly what structure it possesses. True to Hiver character, the actual form and structure of the Hive Federation is constantly changing and evolving to fit local demands. Hivers, and their client races, tend to prefer non-centralized governments anyway. Some have characterized it as an adhocracy. Some Hivers love the term, while other just seem to love arguing what the term really means...

  • So, in the strictest sense, Hivers do not have Executive, Judicial or Legislative branches to their governments. Or, from another perspective, every single collection of embassies, councils, and "interest" clubs are all of the Executive, Judicial or Legislative branches of their governments at the same time. Hivers adore unsupervized anarchy and can't fathom why so many other sophonts require such centralized power structures.
  • Nevertheless, foreign sophonts have a very hard time trying to understand Hivers and the Hive Federation. And Hivers like it that way.

A. Executive Branch: 1116[edit]

"Panspeciatic Council", a very temporary, informal, and ephemerally constituted institution created upon need. A confusing blend of civil and martial governance characterized by a Hiver quality that only they truly understand. A sort of mix of adhocracy and pantocracy.

  • Anarchy (pantocracy)

B. Legislative Branch: 1116[edit]

"Hiver Topical Club". Decentralized legislative based upon custom and cultural more rather than by formalized law and legislation.

  • Anarchy (pantocracy)

C. Judicial Branch: 1116[edit]

"Hiver Compromisal Embassy". Decentralized judiciary based upon custom and cultural more rather than by formalized law and legislation.

  • Anarchy (pantocracy)

D. Bureaucracy: 1116[edit]

Adhocracy. It's not that the Hivers do not believe in organized governance and politics, it's that they have a completely different outlook on political relations and leadership. The Hivers feel that every challenge is an opportunity, and to deal with such important events with an ossified and inflexible government is pure madness, which is really something for a Hiver to say. Hivers, in a very real sense, custom-build and form a government for every political situation that arises. Humaniti has a similar concept known as an adhocracy, which compares favorably with the Hiver concept of governance.

  • Whatever it is, the Hive Federation and the Hiver culture underlying it, have repeatedly proven themselves to be an efficient and effective leadership system.
  • The Hiver system has also been incredibly effective in uniting disparate and diverse sophont species, to a degree unparalleled by any human government including the harmony of the Zhodani Consulate or the multi-species racial integration of the Julian Protectorate.

Bureaucratic Institutions:

  • Agencies
    • The discovery of alien races and their integration into society required a slightly more formal organization, which grew out of the coordinating body which schedules embassies. Two additional bodies were established: the Federation Navy and a development agency.
    • Covert operations, performed by these agencies, often in cooperation, are in progress on quarantine worlds to modify overly aggressive cultures into acceptable members of the Federation, and several quarantined planets have been opened since the beginning of the program. So far, no quarantined race is close to achieving interstellar travel on its own; public debate continues on what to do in such a case.
  • Federation Development Agency
    • The Federation Development Agency (FDA) is a part of the Hive Federation and performs many tasks including world development, exploration, first contact with alien species, diplomacy, Hive Federation expansion, and many other roles.
    • Please see Federation Development Agency for more information.

E. Military: 1116[edit]

The military of this polity is, in a sense, subordinate to the leadership structures representing an executive (civil governance) in this polity.

Military & Intelligence (Force Projection)[edit]

Hivers came late to the concept of war and are more comfortable with high-tech, long-range oriented violence; they dislike the personal approach of ground combat.

  • Federation armed forces are essentially a deterrent force and are seldom used as an instrument of policy.

A. Ground Forces: 1116[edit]

When ground forces are absolutely needed, other races of the Federation generally supply the troops. Federation armed forces are essentially a deterrent force and are seldom used as an instrument of policy. The Ithklur have long been known as the the premier shock troops of the Hive Federation Navy and are rightly feared as some of the most capable warriors in Charted Space.

  • The Hive Federation Army is part of the Hive Federation Navy.

B. Naval Forces: 1116[edit]

The Hive Federation Navy is the main instrument of military force.

C. Special Forces: 1116[edit]

D. Paramilitary Forces: 1116[edit]

E. Intelligence Agencies: 1116[edit]

Technology & Trade (Economy)[edit]

The Hivers area a very technologically advanced race. some estimate that the average technology level of Hive Federation installations and outposts to be at least TL:12-13.

  • And there is no question that Hivers have mastered some TL:15 technologies and possibly are researching TL:16 technologies.

Technology Timeline: 1116[edit]

A rough timeline of technological achievement is as follows:

  • TBD

Interstellar Commerce: 1116[edit]

The following businesses operate out of or in this polity:

  • No information yet available.

Corporation Listing: 1116[edit]

The following businesses operate out of or in this polity:

Star Patterns Trading[edit]

(Hiver Megacorporation): Star Patterns Trading is one of five Hiver Megacorporations, and the major Hiver trading partner with the Imperium and the Solomani. Star Patterns (actually the Hiver term could as easily mean Constellations or Major Trade Routes) is a multi-function megacorporation and a vertical monopoly; it owns and operates companies which perform all necessary merchant activities, from mining raw materials to manufacturing goods to transporting them to market to merchandising them. Its major activities with the Imperium are sale of high tech items and transport of Hiver tourists to points of interest.

Interstellar Currency & Finance: 1116[edit]

No information yet available.

Research & Technology: 1116[edit]

Most Hiver worlds are TL 9 to 14 averaging TL 11 to 12.

  • Hivers conduct enormous amounts of research, being a naturally curious species, and Hiver mathematical systems are in much demand for their power and elegance.

Calendar & Timekeeping (Chronology)[edit]

In 410, the Hivers began moving the Hive Federation capital from Guaran to Glea. The move ended in 490. Glea itself was settled by the Hivers in -866. The Hiver calendar is based on the period of Glea around its star, New Primary.

Timekeeping Basic Units[edit]
  • Glea rotates on its axis once in 22 standard hours. This is called a "cycle" by the Hivers.
  • The Hive Federation year is 143 cycles, or about 179 standard days, in length.
  • Glea orbits New Primary with a period of 358 standard days; consequently there are slightly more than two Hiver years to every standard/Imperial year.
  • Please see Hive Federation calendar and Date Conversion for more information.

Mathematics: 1116[edit]

The Hivers use a Base-16 system of mathematics, including mathematical logic, arithmetic, statistics, particle mechanics, and other branches of mathematics.

  • A Base-7 system is also used for specialized applications.
  • However, Hivers as a rule possess a distinct talent for mathematics and can easily convert between different mathematical systems... in their heads!
  • In human terms, this is known as mathematical savantism.

Sciences: 1116[edit]

The Hivers possess an advanced knowledge of the sciences that includes:

  • A formalized method of scientific inquiry.
  • Guaran (planetary) and Space sciences, including astronomy, cosmology, and geosciences.
  • Social sciences, including psychology and sociology.
  • Life sciences, including biology.
  • Physical sciences, including chemistry and physics.
  • Formal sciences, including mathematics and logic.

Trade Routes (Economic Astrography)[edit]

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

Mains, Branches & Arms[edit]

  • No information yet available.

Clusters & Traces[edit]

  • No information yet available.

Rifts, Voids & Jump Bridges[edit]

  • No information yet available.

Other Astrographic Features[edit]

Worlds & Sectors (Political Astrography)[edit]

No information yet available.

Capital/s: 1105[edit]

The capital of this polity is located on this world:

World Listing: 1105[edit]

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

317 Worlds in Hive Federation
Aanage  •  Aanupakanapix  •  Aazyee  •  Acapdet  •  Ackih  •  Adequate  •  Adub Bath  •  Ahvea  •  Ajihe  •  Al Spe  •  Altoona  •  Amflax Ops  •  Amrad  •  Angee  •  Anix Nuno  •  Aow'post  •  Aphl  •  Atsalan  •  Avoid  •  Axeave  •  Aziyyo  •  Baax  •  Banihld  •  Bapeng  •  Baral  •  Baren (Sp 2318)  •  Bazat  •  Bendus  •  Benes Gelb  •  Benong IV  •  Big Sea  •  Bihla  •  Bihtis  •  Bilda  •  Bingon  •  Birak  •  Bolehlz  •  Border  •  Breadbasket  •  Buron  •  Caack  •  Cairgax  •  Cap Subsidiary  •  Cetic II  •  Ckiic  •  Cold World  •  Cor Hydræ  •  Cuulyang  •  Cyee  •  Daao  •  Damol II  •  Danan  •  Danim  •  Dapan  •  Dari  •  Dax (La 3002)  •  Dehlzo  •  Delf III  •  Denher IV  •  Deru Nooq  •  Deso  •  Dezand  •  Dihngu  •  Dihrep  •  Dihyral  •  Ditihm  •  Doduk  •  Dohj  •  Dosos  •  Dozihld  •  Duu  •  Eangea  •  Eeep  •  Eeg  •  Eexye  •  Egesta  •  Ehlahcki  •  Ehpou  •  Eldarua  •  Eldsay  •  Emfanauthe  •  Erest  •  Ezi  •  Fah  •  Farming Moon  •  Feayava  •  Fehaa  •  Fehde  •  Ff  •  Firstsix  •  Fochl  •  Fornax  •  Front Yards  •  Gaah  •  Gea  •  Geaeeraa  •  Geet  •  Gekah  •  Gengye  •  Geyipyy  •  Gihvehze  •  Glea  •  Glyah  •  Gochaawea  •  Gohi  •  Gorong  •  Gozehk  •  Gridwork  •  Gropie  •  Guaran  •  Guhng  •  Guvkoxet  •  Gyee  •  Gyuu  •  House Lu  •  Hrilll  •  Huran  •  Hygox  •  Ictraahio  •  Idjzuu'uxuu  •  Ihjoch  •  Ihn  •  Iiiiii  •  Iitrejjii  •  Import Yards  •  Item  •  Jzegas't  •  Kaal  •  Karbane  •  Kasal  •  Kasur  •  Kee  •  Kinyar VI  •  Kkiik  •  Kurzon Dax  •  Kwaal  •  Langere  •  Lebhar  •  Lehkak  •  Lelihr  •  Lihnor  •  Lilop VI  •  Limited  •  Lonibh  •  Loza'tch  •  Lyalop  •  Lyihtar  •  Malza  •  Mehlang  •  Mehndong  •  Melzigh II  •  Mihne  •  Momentory  •  Monwran  •  Murkur Folp  •  Nablaq  •  Nahoh  •  Namek  •  Nandan  •  Nandip  •  Naros  •  Natrutor  •  Nduran  •  Nedlest Gog  •  Nehbir  •  Nehlar  •  Nehndil  •  Nehron  •  Nelyo  •  Nena  •  Nestlands  •  Nethok  •  Nihner  •  Nihtehl  •  Nimbas  •  Nomeh  •  Nonil  •  Noxeh  •  Nuuage  •  Nyaeh  •  Nyebal  •  Nyihldeng  •  Nyoneng  •  Nyozee  •  Obuh  •  Ochzyu  •  Ofilaq  •  Ohcii  •  Okyeuy  •  One World  •  Oojaa  •  Optimum  •  Ordva  •  Ossi  •  Ote  •  Ourn  •  Pah  •  Panen  •  Particulately  •  Pehnon  •  Pekaure  •  Pekihr  •  Pendar Hai  •  Petar  •  Pezal  •  Phlaun  •  Phleluel  •  Phliask  •  Phyeaa  •  Pihras  •  Pilza  •  Pixhemp  •  Piyrul  •  Pleasant  •  Productive  •  Prt'aow  •  Qah  •  Qahea  •  Qissilu  •  Quatre  •  Quch  •  Raapuy  •  Raghehk  •  Raral  •  Rasomb  •  Rasup  •  Raxt Durb  •  Rea  •  Rebang  •  Rehndol  •  Rekar  •  Rese  •  Ridhi  •  Rii  •  Rodeld  •  Roifa  •  Roopyu  •  Roror  •  Royran  •  Ryabhan  •  Ryapak III  •  Ryolin  •  Saak  •  Sandzdorp  •  Sealene  •  Seh  •  Shallows  •  Shipsboat  •  Siyza  •  Soog  •  Spaick  •  Splosh  •  Star Hub  •  Stez Flotz  •  Stratonimbus  •  Tah  •  Tapon  •  Tasimkin  •  Teh (La 2018)  •  Tehyehl  •  Tez  •  Tharal   •  Thinel  •  Three Stars  •  Tiring Antes  •  Torrent  •  Tryylin  •  Tsent (Sp 1818)  •  Tuasye  •  Tyoeh  •  Ubreyukask  •  Unpleasant  •  Unsuitable  •  Untion  •  Urzxxyysso  •  Uyca  •  Va Lat  •  Vazoi  •  Veaou  •  Veea  •  Vensel  •  Very Hot  •  Vuth  •  Vyah  •  Waap  •  Waft  •  Waxatha (Sp 1738)  •  Wegoujya  •  Wraonual  •  Wrengex IV  •  Wrostaqax  •  Wrul  •  Wyee  •  Xadee  •  Xagaa  •  Xea  •  Xezelfarb  •  Xoarax  •  Yaiz  •  Yanuh  •  Yard Explorer  •  Yeeng  •  Yekeh  •  Yengilz  •  Yombe IV  •  Yoteagaa  •  Zaack  •  Zalehs  •  Zeko  •  Zeldar  •  Ziiping  •  Zinam  •  Zlaleld  •  Zojaa  •  Zokel  •  Zonggand  •  Zzii  •  

Sector Listing: 1105[edit]

This polity is primarily located in the following areas:

  1. Avereguar Sector
  2. Blaskon Sector
  3. Centrax Sector
  4. Drakken Sector
  5. Extolian Sector
  6. Folgore Sector
  7. Gzirr!k'l Sector
  8. K'trekreer Sector
  9. Kidunal Sector
  10. Langere Sector
  11. Lorspane Sector
  12. Nooq Sector
  13. Nuughe Sector
  14. Phlask Sector
  15. Porlock Sector
  16. Ricenden Sector
  17. Spica Sector
  18. Treece Sector
  19. Wrenton Sector

Sector Map: 1105[edit]

The location of this polity in Charted Space can be found on the following map:

Hive Federation Space
x: 1


x: 2


x: 3


x: 4


x: 5


x: 6


x: 7


x: 8


y: 0


Fornast Ley Gateway Luretiir!girr X'kug Kilong Bar'kakr Mighabohk
y: -1

Hiver Periphery

Delphi Glimmerdrift Reaches Crucis Margin Numbis Gzirr!k'l K'trekreer Nuughe N!!krumbiix
y: -2

Hiver Border

Old Expanses Hinterworlds Leonidae Extolian
  • Ithklur


  • Hiver


  • Data


Blaskon Nooq Gzektixk
y: -3

Hiver Core

Alpha Crucis Spica
  • Prt'


Phlask Centrax
  • Capital
  • Za'tachk


  • Gurvin


Avereguar Kolire
y: -4

Hiver Border

Neworld Langere Drakken Lorspane Porlock Kidunal Treece Genfert
y: -5

Hiver Periphery

Hadji Storr Mikhail Darret Ataurre Katoonah Uytal Sporelex
y: -6


Rim Reach Phlange Tracerie Wrence Muarne Lancask Tensk Aphlent

Those sectors with the largest control by the following major powers:

  • Hive Federation are purple,
  • Solomani are orange,
  • Imperial red (pink),
  • K'kree green.
  • White (clear) areas represent areas without larger polities, or smaller polities without significant interstellar influence.

Territorial Overview: 1105[edit]

No information yet available.

References & Contributors (Sources)[edit]

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