Turz (world)
| Turz/Dzarrvaer (Provence 0427) | |||||||||||||||||||||||||
| Classic Era (1116) | B544720-A
| ||||||||||||||||||||||||
| See also | UWP | ||||||||||||||||||||||||
| System Details | |||||||||||||||||||||||||
| Primary | G1 V | ||||||||||||||||||||||||
| Planetoid Belts | 2 | ||||||||||||||||||||||||
| Gas Giants | 3 | ||||||||||||||||||||||||
Turz is an agricultural world with the potential to become an industrial power.
- As an agricultural world, this world is a near-ideal environment for producing quality foodstuffs of plant, animal, and other forms. Quality foodstuffs are a major export commodity for this world.
- As a preindustrial world, this planet cannot yet manufacture enough high-technology resources to support a modern, star-faring society. Having to import many manufactured and high tech goods drives the price up for these items at this world.
- It is a member of the Dzarrgh Federate in the Dzarrvaer Subsector of Provence Sector.
- This world-system has a Naval Base, usually associated with military starships, which may be located on or off-world.
- This world is a member of the Tuerrg-Darz Cluster.
Description (Astrography & Planetology)[edit]
Stellar Data[edit]
Turz has a solitary primary star.
- It is a yellow main sequence.
System Data[edit]
The worlds of the system have been surveyed. They consist of:
- The mainworld.
- x11 secondary rocky worlds.
- x2 planetoid belts.
- x3 gas giants.
Mainworld Data[edit]
Mainworld Size (S)[edit]
Turz is a Meso World between 7,200km and 8,800km in diameter. The world has a standard gravity between 0.4G and 0.57G. The horizon will appear about 4km away.
Mainworld Atmosphere (A)[edit]
Turz has a pressure of 0.43 to 0.70 atmospheres. While the thin atmosphere does not require survival gear this atmosphere also contains an unusual taint such as disease, a hazardous gas mix, pollutants, or sulfur compounds which requires the use of a Filter Mask. Some taints may require more protective equipment. TL–3 or more advanced survival gear is required to settle this world.
Mainworld Hydrosphere (H)[edit]
Turz has 35-45% of its surface covered by liquid water. There will be a number of small seas or one larger body of water. Wilderness refueling is possible.
Mainworld Geography and Topography[edit]
No centrally held map of the world exists within AAB Library Data records.
(Blank map, predominantly dry world.)
History & Background (Dossier)[edit]
Turz was a member of the Knokseng Confederation.
World Starport (St)[edit]
Turz has a Class B Starport, a good quality installation which includes all the expected amenities including refined fuel for starships, brokerage services for passengers and cargo, and a variety of ship provisions. There is a shipyard capable of doing annual maintenance, overhauls and most kinds of repair, and construction of non-starships. Most ports of this classification have both a Highport and a Downport.
- The world is host to a Vargr Naval Base.
- Vargr starports reflect the variety of Vargr architecture, with many disparate styles of building, each having their own unique ornamentation and gaudy colour scheme, and all competing for the attention of the onlooker. Emblems for the major shipping lines and port facilities abound.
World Population (P)[edit]
Turz has a population of 50,000,000 sophonts (tens of millions).
- The population entirely consists of Vargr.
Urbanization[edit]
Vargr cities are lively and chaotic, full of garish colours and loud noises. Streets are packed and buildings press together. Vehicle traffic is fast and chaotic; the accident rate is low only because of superior Vargr reflexes. Zoning codes are rare, and districts jumble together.
World Technology Level (T)[edit]
Turz possesses a Technology Level of TL–10 or TL-A in Hexadecimal Notation.
- Common Communication technologies for this TL include: Holovision, Personal Global Communications, and advanced Translators.
- Common Power Generation technologies for this TL include: Increasingly advanced fusion plants and advanced fuel cells.
- Common Transportation technologies for this TL include:
- Land & Water: Grav belts and maturing gravcraft.
- Air: Greatly improved hybrid grav-aircraft.
- Space: Improved interplanetary spacecraft (System Craft).
- FTL: Jump Drive-1.
World Government (G)[edit]
Turz is governed by a Participatory Democracy where eligible voters determine laws and policy. What determines an eligible voter varies. There may be smaller councils or regional bodies to draft the policies voted upon. Leadership of the government and all members of the bureaucracy are determined by the voting population.
World Law (L)[edit]
Turz has no law in practice. It is an Anarchy. On many worlds, this by itself justifies an Amber Zone advisory. 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.
Trade Data[edit]
- Importance: 3 (ordinary)
World Economy[edit]
- Resources: E (extremely abundant)
- Labor: 6 (millions)
- Infrastructure: C (very extensive)
- Efficiency: -1 (average)
World Culture[edit]
- Heterogenity: 2 (monolithic)
- Acceptance: A (very friendly)
- Strangeness: 1 (very typical)
- Symbols: 5 (concrete)
World Timeline[edit]
Major events that have affected this world and the wider region that it lies within:
- ca -250,000: The Ancients were active within the region, transplanting the Vargr onto Lair.
- -9235: the Vilani discover jump technology. A few explorers and settlers begin to pioneer the region.
- -4045 to -2204: the Ziru Sirka claims a few rimward worlds and establishes a firm border. The Windhorn Rift and the absence of any significant Mains discourages large-scale Vilani expansion into the region.
- -3810: the Vargr discover jump technology and begin an era of expansion.
- -2400s: Vargr raiding into human-dominated areas significantly increases. This becomes known as the Vargr Pillaging.
- ca -1700: Vargr rimward expansion gradually ceases: the border between human and Vargr space stabilizes.
- -1776 to 0: the Long Night. There is widespread regression within the area and some worlds become barren.
- The Year 0: to rimward-trailing, the Third Imperium is founded.
- circa 26: the Empire of Varroerth is founded.
- early 100s: the Contract of Taarskoerzn is founded.
- 300-420: the Imperial First Survey charts the system.
- early 400s: the Irrgh Manifest is founded: it absorbs the Contract of Taarskoerzn.
- mid 500s: the Knokseng Confederation is founded.
- 869: the Glory of Taarskoerzn is founded. It splits the Irrgh Manifest.
- 995-1065: the Imperial Second Survey charts the system.
- 1065: the Second Survey is published. Information about the system becomes widely available.
- 1080s: the Knokseng Confederation is dissolved.
- 1090: the Dzarrgh Federate is formed.
References & Contributors (Sources)[edit]
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- John Harshman, Marc Miller, Loren Wiseman. Classic Traveller Supplement 8 Library Data (A-M), (Game Designers Workshop, 1981), various pages. (Library data entries)
- John Harshman, Marc Miller, Loren Wiseman. Classic Traveller Supplement 11 Library Data (N-Z), (Game Designers Workshop, 1982), various pages. (Library data entries)
- J. Andrew Keith, Marc Miller, John Harshman. Classic Traveller Vargr (Game Designers Workshop, 1984), IBC. (Sector named but no world data provided)
- James Holden, Joe D. Fugate Sr., Terrance McInnes. Vilani & Vargr (Digest Group Publications, 1990), pages 11, 48, 49. (Dot maps and charts indicating the location of the world and its political allegiance)
- Rob Caswell. "Life Under the Vargr: Snapshots of the Occupation." MegaTraveller Journal 2 (1991): page 47. (Background for Provence Sector)
- David Burden, Stuart Dollar, Andy Lilly, Joseph Walsh. T4 Aliens Volume 1 (Imperium Games, 1998), pages 91-182. (The Vargr)
- David L. Pulver. GURPS Traveller Alien Races 1 (Steve Jackson Games, 1998), pages 64-99. (The Vargr)
- Simon Beal. Mongoose Traveller: Vargr, (Mongoose Publishing, 2009), various pages. (Background for the Windhorn Rift region)
- Author & Contributor: David Drazul (Generated data)
- ↑ "Jump Map API" and map location from Travellermap.com
