Saxe (SM 0231) (world)
| Saxe/Five Sisters (Spinward Marches 0231) | |||||||||||||||||||||||||
| Classic Era (1116) | EAA5543-8
| ||||||||||||||||||||||||
| See also | UWP | ||||||||||||||||||||||||
| System Details | |||||||||||||||||||||||||
| Primary | A2 V | ||||||||||||||||||||||||
| Planetoid Belts | 1 | ||||||||||||||||||||||||
| Gas Giants | 0 | ||||||||||||||||||||||||
Saxe is a nonindustrial fluid world.
- A fluid world has an oceanic geography consisting of heavily contaminated water or a substance such as ammonia, methane, hydrocarbons, or other exotic liquid.
- It requires extensive imports of outside technology to maintain a modern, star-faring society. Having to import most manufactured and high tech goods drives the price up for these items at this world.
- It is a Non-Aligned world dominated by human sophonts located in the Five Sisters Subsector of Spinward Marches Sector.
- Saxe is a member of the Spinward Main.
- It a part of the Sisters' Reach.
Description (Astrography & Planetology)[edit]
Stellar Data[edit]
Saxe has a solitary primary star.
- It is a blue-white main sequence.
System Data[edit]
The worlds of the system have been surveyed. They consist of:
- The mainworld.
- x7 secondary rocky worlds.
- x1 planetoid belt.
Mainworld Data[edit]
Saxe orbits within its star's habitable zone.
- It receives moderate levels of stellar energy.
Mainworld Size (S)[edit]
Saxe is a Big World between 15,200km and 16,800km in diameter. The world has a standard gravity between 1.1G and 1.5G. The horizon will appear about 5.7km away. Vessels with only 1G of thrust should avoid landing on this world.
Mainworld Atmosphere (A)[edit]
Saxe has an Exotic Atmosphere and possesses an unusual gas mix which requires the use of oxygen tanks. Additionally, protective suits, while not necessary, are recommended. TL–8 or more advanced survival gear is required to settle this world.
- While not actively toxic to Humans, the atmosphere cannot support respiration; an unprotected Human would breathe air in and out while they collapsed and died of anoxia. In order to avoid this fate, a full air supply is needed — although a sealed unit such as a vacc suit is not.
- According to some scientists, Saxe is slowly moving towards being a terra-prime world. As more swamps are created, the amount of plant life performing photosynthesis on Saxe is increasing, putting small but increasing amounts of oxygen into the air.
Mainworld Hydrosphere (H)[edit]
Saxe has 45-55% of its surface covered by liquid water or ice heavily tainted with other substances, which makes it dangerous, corrosive, or toxic. Wilderness refueling will be difficult. Water for the inhabitants needs to be imported and extensively recycled. These worlds may be Hell Worlds.
- The water on the surface may be unsuitable for use or consumption without extensive filtering and purification.
- Refining for fuel may cause issues with shipboard purification plants.
Mainworld Geography and Topography[edit]
A basic map of Saxe showing the division between land and fluid.
Native Lifeforms[edit]
Abundant exotic native life occupying a wide range of ecological niches. Its metabolic functions drive the process of atmospheric renewal.
There are no flowering plants, though ferns, mosses and grass-like plants grow on Saxe wherever there is soil to support them, while shallow watercourses are choked with primitive plant life that grows into great mats. These "plantdams" create pools surrounded by swamp, which is ideal for further plant growth. The swamps are also home to primitive water-dwelling animals resembling crustaceans.
History & Background (Dossier)[edit]
Saxe is populated by the remnants of a Pre-Maghiz Daryen scientific outpost.
Stranded after the Maghiz, the population eventually lost most memory of their homeworld, except for a few scraps of Daryen culture and ideological underpinnings, which eventually became a quasi-religion based upon rote recital and ritual. Fortunately, their TL16 machinery proved exceptionally reliable, requiring only repetitive maintenance practices to keep running. Unfortunately, the loss of knowledge would not allow the construction of new machinery, nor prevent major catastrophes. That the colony survived as long as it had is a testament to Daryen engineering prowess.
World Starport (St)[edit]
Saxe has a Class E Starport, a frontier quality installation with few expected amenities. There is unrefined fuel for starships and a limited variety of ship provisions. There is no shipyard of any kind, but there may be parts and technical support for doing minor services and repair. Ports of this classification generally consist of a downport.
World Population (P)[edit]
Saxe has a population of 900,000 sophonts (hundreds of thousands).
- This is a Nonindustrial World, too small to support the complete chain of production of most goods from start to finish.
Urbanization[edit]
The entire population lives in an ancient TL–16 submerged city floating in the worlds largest ocean. The outpost was originally established, according the few records that survived the Maghiz on Daryen, to study the beginnings of life on this nascent planet.[2]
Linguistic Topography[edit]
The following languages are most commonly heard:
- Anglic, one of the two official languages of the Imperium.
- Vilani, one of the two official languages of the Imperium.
World Technology Level (T)[edit]
Saxe possesses a Technology Level of TL–8.
- Common Communication technologies for this TL include: Fiber optics, improved telephones, and satellite communication and data networks.
- Common Power Generation technologies for this TL include: Improved geothermal and improved batteries.
- Common Transportation technologies for this TL include:
- Land: Advanced automobiles.
- Water: Triphibians and early artificial gills.
- Air: Improved helicopters and hypersonic jets.
- Space: Space shuttles, early space stations, and improved interplanetary spacecraft (System Craft).
World Government (G)[edit]
Saxe 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]
Saxe has a low law level. There are few laws, covering only important areas. There may be few or no law enforcement officers, the expectation is citizens will bring law breakers to the attention of the Judicial system. Legal proceedings will be fast, with few people involved. For interactions outside of the framework of the laws, cultural norms dominate. Machine guns, other automatic weapons, portable energy weapons, and other military weapons, body pistols, explosives, and poison gas are typically regulated or prohibited.
Trade Data[edit]
- Importance: -3 (very unimportant)
World Economy[edit]
- Resources: 8 (moderate)
- Labor: 4 (tens of thousands)
- Infrastructure: 1 (extremely limited)
- Efficiency: -5 (extremely poor)
World Culture[edit]
- Heterogenity: 2 (monolithic)
- Acceptance: 2 (very xenophobic)
- Strangeness: 2 (typical)
- Symbols: 5 (concrete)
World Timeline[edit]
Major events that have affected this world and the wider region that it lies within:
- -924: the Daryen Maghiz isolates the world.
- The Year 0: the Third Imperium is founded.
- 300-420: the Imperial First Survey charts the system.
- 589-604: First Frontier War.
- 604-622: the Civil War.
- 615-620: Second Frontier War.
- 624: the Express Boat Network is established.
- 979-986: Third Frontier War.
- 995-1065: the Imperial Second Survey charts the system.
- 1065: the Second Survey is published. Information about the system becomes widely available.
- 1082-1084: Fourth Frontier War, also known as the False War.
- 1107-1110: Fifth Frontier War.
Later Historical Eras[edit]
The Imperium did not contact Saxe until 308, and literally stumbled over the inhabitants. The Imperium's low TL (12-13) prevented them from offering much in the way of technical assistance, and there was much debate within IISS over the world's disposition in relation to both the Imperium and the Darrian Confederation. In the end, an IISS contact team was permanently stationed in the city to observe but otherwise not interfere with the inhabitants. The Daryen Confederacy also posted a team of advisers to the planetary government early on, but friction with the locals led to its recall, and the Confederacy largely ignored them until the Collapse.
The IISS teams observed the progressive deterioration of the city, and by the Fourth Frontier War, the Scouts had made contingency plans for evacuating the population in case of a widespread life support failure. But the events of the Post-Collapse period actually saved it. Or as one scout official put it, damned by one disaster and saved by another.
Two trends rescued the colony: the Regency's advancement to TL–16, and the Daryen Renaissance. Over the last 50 years, Regency and Daryen engineers have figured out and managed to refurbish or replace many of the city's failing systems. The landing pad on the cities upper hemisphere has been expanded into a full starport, and there is no talk of either expanding the facility or of replacing with a larger facility of new construction.
The people of Saxe had long cultivated a blasé attitude towards their predicament, a benign unwillingness to delve further into the unknown of their own environment. This attitude was further reinforced by the inability of Antebellum researchers and engineers to understand the city. But the increasing capacity and confidence of the Regency and Daryen teams rebuilding the city has collapsed that indifference. Technical schools have been established with Daryen assistance, and there has been a resurgence of study in Daryen culture among the young. Older Saxians still cultivate passivity among themselves, but have been instrumental by encouraging their children to obtain an education and leaving behind the "bubble" mentality that has long retarded the world.
References & Contributors (Sources)[edit]
- Marc Miller. The Spinward Marches (Game Designers Workshop, 1979), 10-11.
- Marc Miller. The Spinward Marches Campaign (Game Designers Workshop, 1985), 18-19.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 94-100. (UWP only)
- Rob Caswell. "Domain of Deneb: Sector Data." MegaTraveller Journal 3 (1992): 47-58. (UWP only)
- Dave Nilsen. The Regency Sourcebook (Game Designers Workshop, 1995), 48. (UWP only)
- Martin Dougherty, Neil Frier. Behind the Claw (Steve Jackson Games, 1998), 51.
- Mike West. The Spinward States (Avenger Enterprises, 2008), 109,111.
- Martin Dougherty. The Spinward Marches (Mongoose Publishing, 2008), .
- Martin Dougherty. Behind the Claw (Mongoose Publishing, 2019), 98-102,122.
- Peter Gray - BARD OPAL 9506
- ↑ "Jump Map API" and map location from Travellermap.com
- ↑ Martin Dougherty, Neil Frier. Behind the Claw (Steve Jackson Games, 1998), 52.
