Zurrian (world)
Zurrian/Vland (Vland 2016) | |||||||||||||||||||||||||
Milieu 0 | C736344-6
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Classic Era (1116) | C563536-9
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See also | UWP | ||||||||||||||||||||||||
System Details | |||||||||||||||||||||||||
Primary | M1 V M1 V | ||||||||||||||||||||||||
Planetoid Belts | 0 | ||||||||||||||||||||||||
Gas Giants | 2 |
Zurrian is a nonindustrial, pre-rich world still lacking adequate population to expand its economy to a rich status.
- As a nonindustrial world, it requires extensive imports of outside technology to maintain a modern, star-faring society. The need to import most manufactured and high technology goods drives the price of these goods up in the open market.
- It is a member of the Third Imperium in the Vland Subsector of Vland Sector in the Domain of Vland.
- This world has an Imperial Scout base, capable of handling IISS starships and personnel.
- Zurrian is located on the Vilani Main.
Description (Astrography & Planetology)[edit]
Zurrian is a binary star system.
- Both are red main sequence stars.
Binary Solar System
System Data[edit]
The worlds of the system have been surveyed. They consist of:
- The mainworld.
- x7 secondary rocky worlds.
- x2 gas giants.
Mainworld Data[edit]
Mainworld Size (S)[edit]
Zurrian 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]
Zurrian has a pressure of 0.71 to 1.49 atmospheres. A Standard Atmosphere does not require survival gear and will likely be easy for most sophonts to breathe.
Mainworld Hydrosphere (H)[edit]
Zurrian has 25-35% of its surface covered by liquid water. It has a few small seas. Wilderness refueling is possible. Water for the inhabitants will be recycled.
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]
The mainworld produces the famous Surshi Cloth. This fantastically expensive substance is produced by a local insect which has been altered and conditioned to spin its webbing in sheets of delicate, iridescent material. Attempts to raise these insects elsewhere have failed.
The natives of Zurrian keep hives of these insects as other humans keep Shaccas or bees, and harvest the cloth periodically. The local aristocracy claims 10% of the harvest but otherwise leaves the populace to its own devices. The cleaned cloth is shipped all over the sector - for those who can afford it. It is strong for its weight and a surshi garment retains its beauty for many years.
World Starport (St)[edit]
Zurrian has a Class C Starport, an average quality installation which includes amenities including unrefined fuel for starships, some brokerage services for passengers and cargo, and a variety of ship provisions. There is a shipyard capable of doing maintenance and other kinds of repair. Ports of this classification generally have only a downport, unless this is a trade port or system with an hostile environment mainworld.
- The world is host to an Imperial Scout Base.
Zurrian's meager starport consists mostly of warehouse districts handling surshi cloth trade. Few offworlders visit Zurrian, making the need for quality accommodations low.
World Population (P)[edit]
Zurrian has a population of 400,000 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.
- Humans make up 95% population.
- Other sophont species make up 5% of the population.
World Technology Level (T)[edit]
Zurrian possesses a Technology Level of TL–9.
- Common Communication technologies for this TL include: Fiber optics and satellite communication and data networks.
- Common Power Generation technologies for this TL include: Early fusion power.
- Common Transportation technologies for this TL include:
- Land: Ultra high-speed trains and early grav vehicles.
- Water: High efficiency sailcraft, multihulled seacraft, improved artificial gills.
- Air: Tiltrotorcraft, exotic VTOL's, PARWIG, and rocket-assisted suborbitals.
- Space: SSTO spacecraft, early military spacecraft (System Craft), and interstellar STL starships
- FTL: Prototype Jump Drive-1.
World Government (G)[edit]
Zurrian is governed by Self-Perpetuating Oligarchy. A single family or small group provides the leadership and important positions in the government. These positions are inherited by member of the group or their family members. The organization may be monarchy, with titles passed to family members. Or a plutocracy where inheritance of the family fortune includes government position. Or the organization may be more typical organization with positions of power inherited.
World Law (L)[edit]
Zurrian has a moderate level with laws covering many areas of government and interaction. These laws are simple enough that most people can act as their own advocate, though for serious issues a professional is recommended. Law enforcement officials will be present, but not in great numbers. All firearms except shotguns, and anything more destructive, are typically regulated or prohibited.
- The civil police are the Mashkim.
Imperial High (Landed) Nobility[edit]
Zurrian, as a member world of the Third Imperium, holds the estates of two members of the Imperial Nobility, who are charged with overseeing the world.
Trade Data[edit]
- Importance: -1 (unimportant)
The world is known for the production of Surshi Cloth.
World Economy[edit]
- Resources: 9 (moderate)
- Labor: 4 (tens of thousands)
- Infrastructure: 3 (very limited)
- Efficiency: -2 (fair)
World Culture[edit]
- Heterogenity: 4 (harmonious)
- Acceptance: 4 (extremely aloof)
- Strangeness: 4 (somewhat distinct)
- Symbols: 8 (somewhat abstract)
World Timeline[edit]
Major events that have affected this world and the wider region that it lies within:
- -4045 to -2204: the Ziru Sirka claims and settles worlds across the region.
- -2404 to -2215: the Interstellar Wars.
- -2204 to -1776: the Rule of Man administers the worlds of the region.
- -1776 to 0: the Long Night. There is widespread regression within the area and some worlds become barren.
- The Year 0: the Third Imperium is founded.
- 300-420: the First Survey charts the system.
- 604 to 622: the Imperial Civil War. The region suffers disruption and widespread economic issues.
- 624: the Express Boat Network is established, facilitating communications, trade, and economic growth within the area.
- 995-1065: the Second Survey charts the system.
- 1065: the Second Survey is published. Information about the system becomes widely available.
References & Contributors (Sources)[edit]
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- Jim Cunningham, John Harshman, J. Andrew Keith, Marc W. Miller, Gordon Sheridan. Atlas of the Imperium (Game Designers Workshop, 1984), page 7.
- Periodical: MegaTraveller Travellers' Digest No. 4, 1986, in Article: "The Vland Sector"
- Periodical: MegaTraveller Travellers' Digest No. 4 in Article: "The Gold of Zurrian"
- MegaTraveller The Early Adventures
- James Holden, Joe D. Fugate Sr., Terrance McInnes. Vilani & Vargr (Digest Group Publications, 1990), pages 11, 98-104. (Ziru Sirka worlds: dot map provided. Full Sector details)
- Periodical: MegaTraveller Challenge 43, 1990, in Article: "TNS"
- TNE Survival Margin, 1993, in Article: "Traveller News Service"
- Marc Miller. First Survey (Imperium Games, 1996), pages 46-53.
- Paul Drye, Loren Wiseman, Jon F. Zeigler. Interstellar Wars (Steve Jackson Games, 2006), pages 75-79.
- ↑ "Jump Map API" and map location from Travellermap.com