Travelling in Charted Space
Travelling in Charted Space: In a sector-spanning civilization with little standardization and decentralized governance, travelling the stars can be a risky proposition. The individual government of any world may greatly differ in culture and technology from its neighbor. Not every world that should rate an amber zone or red zone warning gets one in time. Even the quickest of messages take a week of travel. Yet, some individuals still possess a wanderlust and sense of adventure that compels them to seek the stars. They have the Traveller Gene.
Library Data Referral Tree
- Interstellar Travel (Travelling in Charted Space)
- Interstellar Colonization
- Interstellar Exploration
- Interstellar Commerce
- Merchant Service
- Trading Starship Types (Merchants - Civilian Starship Types)
- Commercial Merchants (business groups)
- Private Merchants (Individual captain-owners)
- Spacecraft Facilities
Interstellar Travel: Worlds orbiting different stars are reached by interstellar travel, which makes use of the jump drive. Once a starship moves to a safe distance from a world, it may activate its jump drive. Jump drives are rated from 1 to 6: the number of parsecs which can be traveled in roughly one week’s time. Actually, making any jump takes about one week, regardless of the distance traveled. Transit time to 100 diameters from a Size 8 world takes five hours at one Gravity or G of acceleration. 
Commercial starships usually make two jumps per month. They spend one week in jump, followed by one week in the star system, traveling from the jump point to the local world, refueling, marketing cargo, finding passengers, leaving the starport, and proceeding to a jump point again. The week in the system usually provides some time for crew recreation and wandering around the planet. 
Non-commercial ships usually follow the same schedule of one week in jump and one week in a system. If haste is called for, a ship may refuel at a gas giant immediately, and re-jump right away. This allows the ship to make one jump per week, but makes no provision for cargo, passengers, or local stops. Interstellar travel is priced on the basis of accommodations; prices cover a trip from starport to starport, encompassing one jump, regardless of length. 
There are four primary types of passage:
Travelling in Charted Space: The travel formulae and diagram used by the Imperial Navy and Scout Service show a typical interplanetary journey, and equations which can determine the time required (if distance and acceleration are known), acceleration required (if distance and time are known), and distance traveled (if time and acceleration are known]. All of the formulae use the MKS (meters, kilograms, seconds) unit system, and assume that the ship is undertaking a journey from rest, that it accelerates continuously to the midpoint of the trip, and then decelerates to rest again. 
Interstellar Travel Methods
Some of the other ways to travel the stars include:
Interstellar Travel Method Type Conveyance Speed Remarks Starpass Travel Voucher Starship Typically J-1 to J-2 A Starpass is a widely accepted prepaid travel voucher ensured by a large financial interest, usually a world government or large interstellar polity. Starpass investor groups keep starship crews paid and are sought after by captains for their reliability of income. In return, Starpass holders receive travel priority and discounted fare. An individual with a Starpass is a sought-after commodity. Travel costs are ensured and reliable. The tickets get paid. Jumpliners Jumpliner Starship Typically J-1 to J-2 Jumpliners are the most common ways of traveling the stars. They are large passenger starships optimized to carry many passengers at low prices. There are many types of jump liners each specialized for a specific market or circumstance. Clipper Service Jumpliner Starship Typically J-4 to J-6 Clippers are jumpliners designed to travel the starways at a much higher speed than conventional passenger and cargo traffic. Due to the higher cost of passage, only high profit or high-interest routes are chosen, typically subsector or sector capitols although sometimes particularly important trade nexus hubs or industrial centers are included.
- Traditional passenger service connects specific worlds with layovers for refueling, debarkation and embarkation, and cargo transfers. By its nature, passengers change ships with each layover.
- Clipper service books passengers for the stated destination. The ship refuels in minimal time by skimming gas giants or using pre-established fuel caches and does not stop nor layover at intervening systems. Passengers are not required to change ships for the journey. Occasional passengers along the route meet the clipper as it passes through the system.
Private Merchants & Tramp Liners Far Trader
Starship Typically J-2 to J-4 Smaller worlds with less developed economies may not regularly receive significant interstellar traffic. In such cases, passengers may charter passage with individual captains offering berth on postal union or small trading runs. A tramp is a starship traveling unchartered runs, seeking fame and fortune. Interstellar Yachts Private Yacht Starship Typically J-4 to J-6 The very wealthy individually maintain personal starships and crew retainers. They travel where and when they want. They are still subject to world or system law and may seek Imperial or other supra-polity sanctions before entering certain areas. Starship Crew Assorted Starship Assorted The market can never meet the demand for skilled starship crew. A talented Traveller can nearly always find a crew slot to fill. Lab Ships & Science Expeditions Lab Ship Starship Typically J-2 to J-4 Lab ships roam the stars investigating newly discovered, worlds, studying intriguing cosmological phenomena, and exploring the galaxy's mysterious anomalies. Travellers with specific skill sets are always in high demand. Skilled Travellers rarely have any difficulty finding a skilled crewman-specialist berth. Colony Ships & Colonial Expeditions Colony Ship Starship Typically J-2 to J-4 As the Imperial Fringe and other frontiers are developed, colony ships and colonial expeditions frequently send messages ahead of their route looking for bodies to fill their berths if not at capacity. Due to low berth losses and the unreliability of passengers, many such starships find themselves with unexpected empty slots. Beggars can't be choosers and sometimes signing onto a colony ship is the most expedient way off-world. Aslan Ihatei Colony Ship Starship Typically J-2 to J-4 Aslan Clans and cooperatives regularly launch ihatei expeditions looking for fresh land. It is not unknown for Aslan to allow paying passengers to accompany them. Few Travellers would choose this potentially hazardous method, but it is not unknown. Vargr Wanderlust Assorted Starship Assorted In the Vargr Extents, it is almost a rite of passage to join a corsair crew and satisfy one's canidoid traveling curiosity. Outside of the Extents, Vargr often channel this energy into joining starship crews or signing onto colonial expeditions.
Interstellar Exploration Services
Charted Space is but a drop of stars in the vast reaches of Galaxias. There is much to explore, but very few scouts. Non-Imperials performing missions similar to the Scouts are called Explorer Services by the IISS.
Interstellar Exploration Services Name Allegiance Base Purpose Remarks Imperial Interstellar Scout Service (IISS) Imperial Scout Base Exploration & Surveying
- Intelligence & Paramilitary Reserve
The Imperial Interstellar Scout Service (IISS) is a major service within the Third Imperium, equal in bureaucratic stature to the Imperial Army and the Imperial Navy, although assigned a variety of unique, primarily non-military missions. Many of those missions involve exploratory survey missions. Explorer Service Non-Imperial Explorer Base Exploration & Surveying An Explorer Service is a non-Imperial service focused on exploration, which is functionally equivalent to the Imperial Interstellar Scout Service.
The first Travellers existed long before spaceflight. They were adventurous souls with a curiosity that wouldn't quit. They wouldn't abide by the status quo and pushed for more. Such individuals dare to go where others won't. They push out every boundary that they find: circumnavigators of globes, first to flight, interstellar explorers... They have the Traveller Gene.
Most people (indeed, whole species) never leave their homeworld: they never venture out of their gravity well, content to work, play, and even thrive on their homeworld. Some postulate that there is a genetic basis for the drive of some (and the lack of drive in others) to reach beyond the bounds of a single world into the greater universe: a Traveller Gene.
Travelling Societies are organizations, usually business entities, providing services to Travellers. These services are intended to make potentially dangerous interstellar travel much more hospitable.
Travelling Societies Name Extancy Type Purpose Remarks Octagon Society Non-extant Interstellar Aid Organization Luxury Service
- (Comfort Travellers)
Established in 342, the Octagon Society was the first major distressed spacefarer assistance operation to appear in the Spinward Marches. The group thrived on public contributions and on some tax revenues for 150 years; then it collapsed in the late 400's when scandals emerged over the quality of shelter construction and the disposition of certain funds. Travellers' Aid Society Extant Interstellar Aid Organization Luxury Service
- (Comfort Travellers)
The Travellers' Aid Society (TAS) is a private organization which maintains hostels and facilities at nearly all class A and B starports in Charted Space.