https://wiki.travellerrpg.com/api.php?action=feedcontributions&user=Rancke&feedformat=atomTraveller - User contributions [en]2024-04-10T21:12:27ZUser contributionsMediaWiki 1.35.4https://wiki.travellerrpg.com/index.php?title=Forum:Bwaps_messup&diff=117887Forum:Bwaps messup2015-09-04T04:18:57Z<p>Rancke: </p>
<hr />
<div>{{Forumheader|Watercooler}}<br />
<br />
<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --><br />
<br />
I've moved the article 'Bawapakerwa-a-a-awapawab' back to 'Bwaps' on the grounds that 'Bwap' is the Imperial name for the race and 'Bawapakerwa-a-a-awapawab' is what the natives call themselves. (Cp. 'Aslan' and 'Fteirle'). Unfortunately, I accidentally moved it to 'Bawps', and after repairing the mistake, the history for the article currently to be found under 'Bwaps' was lost, and I can't figure out how to restore it. Sorry about that. Can you do something about that, Thomas?<br />
<br />
(Also, 'Talk:Bwaps' is currently 'Talk:Bawps' as I gave up on trying to move it.)<br />
<br />
[[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 22:40, 3 September 2015 (EDT)<br />
<br />
: The full history is still under [[Bawps]]. In order to keep the history with the page, you need use the wiki move page, not just copy the text. The correct article should, I think, be '''Bwap'' (singular for titles). The other pages [[Bawapakerwa-a-a-awapawab]], [[Bwaps]], and [[Bawaps]] should all be redirects to the correct page. If you agree, I'll move the pages to the correct titles and make sure the others are correctly redirecting. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 23:38, 3 September 2015 (EDT)<br />
<br />
:: I tried to move 'Bawps' to 'Bwaps', but was told that I could not, as there already was an article called that. As I didn't know how to delete an article (Indeed, I didn't think I could do that), I had to copy the text from 'Bawps' to 'Bwaps'. <br />
<br />
:: I agree, I agree!! That's what I was hoping you could do. Oh, you were asking about using 'Bwap' as the root article. Sure, why not? Though that would require that the article started with "A member of...", since 'Bwap' is singular and thus refers to an individual. Wouldn't it?<br />
<br />
:: [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 00:18, 4 September 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Forum:Bwaps_messup&diff=117885Forum:Bwaps messup2015-09-04T02:42:04Z<p>Rancke: </p>
<hr />
<div>{{Forumheader|Watercooler}}<br />
<br />
<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --><br />
<br />
I've moved the article 'Bawapakerwa-a-a-awapawab' back to 'Bwaps' on the grounds that 'Bwap' is the Imperial name for the race and 'Bawapakerwa-a-a-awapawab' is what the natives call themselves. (Cp. 'Aslan' and 'Fteirle'). Unfortunately, I accidentally moved it to 'Bawps', and after repairing the mistake, the history for the article currently to be found under 'Bwaps' was lost, and I can't figure out how to restore it. Sorry about that. Can you do something about that, Thomas?<br />
<br />
(Also, 'Talk:Bwaps' is currently 'Talk:Bawps' as I gave up on trying to move it.)<br />
<br />
<br />
[[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 22:40, 3 September 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Forum:Bwaps_messup&diff=117884Forum:Bwaps messup2015-09-04T02:40:16Z<p>Rancke: Created page with "{{Forumheader|Watercooler}} <!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --> I've moved the article 'Bawapakerwa-a-a-awapa..."</p>
<hr />
<div>{{Forumheader|Watercooler}}<br />
<br />
<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --><br />
<br />
I've moved the article 'Bawapakerwa-a-a-awapawab' back to 'Bwaps' on the grounds that 'Bwap' is the Imperial name for the race and 'Bawapakerwa-a-a-awapawab' is what the natives call themselves. (Cp. 'Aslan' and 'Fteirle'). Unfortunately, I accidentally moved it to 'Bawps', and after repairing the mistake, the history for the article currently to be found under 'Bwaps' was lost, and I can't figure out how to restore it. Sorry about that. Can you do something about that, Thomas?<br />
<br />
[[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 22:40, 3 September 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Bawapakerwa-a-a-awapawab&diff=117510Bawapakerwa-a-a-awapawab2015-09-03T08:36:57Z<p>Rancke: </p>
<hr />
<div>Name used by the [[Bwaps]] for themselves.</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Bwaps&diff=117509Bwaps2015-09-03T08:09:22Z<p>Rancke: 'Bwaps' restored as the main entry for Bwaps.</p>
<hr />
<div>{{Race<br />
|name= Bwaps<br />
|image= [[File: Bwaps-Traveller.gif]]<br />
|caption=<br />
|intel= [[:Category:Minor Race|Minor Race]]<br />
|type= Carnivore/pouncer <br />
|size= 1.5 m<br />
|weight= 40 kg<br />
|home= {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= {{JTASref|11}}<br />
|footnote=<br />
}}<br />
<br />
'''Bawapakerwa-a-a-awapawab:''' Intelligent minor race native to {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}. Known as Bwaps or Wabs (from their name for themselves, Bawapakerwa-a-a-awapawab), they are also known as Newts due to their appearance.<br />
<br />
== Physiology & Environment (Ecology) ==<br />
Bwaps average 1.4 meter in height and mass between 30 and 50 kilograms. They are an upright, bipedal, homoeothermic and bisexual, with an internal skeleton and a closed circulatory system. <br />
<br />
=== Appearance ===<br />
Body markings vary tremendously from clan (“tree”) to clan, each one having a distinctive pattern. The pattern is determined by genetic factors and the color is determined by careful manipulation of the mother’s diet during the formation of the egg. Greens, browns, yellows and blues are most common, usually in patterns of darker colors over a lighter basic color.<br />
<br />
=== Internal Fluids ===<br />
Bwap bodies are filled with plasma and blood. Bwap blood hemoglobin is copper-based, a deep blue in color, making their skin a faint greenish-blue in areas without pigmentation.<br />
<br />
=== Reproduction ===<br />
Bwaps are oviparous (egg-laying), each female incubating a single, non-amniotic egg in a special pouch on her lower abdomen. After hatching, the young remain in this pouch for several weeks, occasionally coming out to be fed, until they are strong enough to survive outside. The young reach maturity after fourteen years.<br />
<br />
=== Humidity Requirements ===<br />
Bwaps are uncomfortable in less than 98% humidity, as their skin must be kept moist. With special clothing, they can exist indefinitely in humidity as low as 25%, provided they have adequate water. This normally consists of a loosely fitting kaftan-like garment and a hood covering the head (giving rise to another nickname, “towel-heads”). The cloth of these garments is permeated with a network of fine tubes, through which water flows and keeps the cloth moist. In occupations where they must handle paper or other items which would suffer from moisture, Bwaps wear thin water-proof gloves. In humidity of less than 25%, they must use sealed environment suits. All clothing is colored with a stylized representation of their body, since recognition of body pattern is an important part of their greeting ritual.<br />
<br />
== History & Background (Dossier) ==<br />
Bwaps can be found throughout the Imperium, more commonly in the region trailing and coreward of {{WorldS|Capital|Core|2118}}. Fewer than twelve Imperial worlds are fully controlled by Bwaps; most of these are classed as religious dictatorships. Bwap merchants and administrators can be found throughout known space, but are less common outside the Imperium.<br />
<br />
=== Evolutionary History ===<br />
Prior to obtaining civilization, proto-Bwaps lived in densely wooded, mangrove-like swamps. They burrowed under and among the root systems of large trees, forming dens for the communal protection of their young. Their culture and ritual interactions began at this time. A shift in weather patterns caused the marshy areas to shrink, forcing them into increased competition with other animals in the region. The discovery of tools and then agriculture permitted the Bwaps to gain a tremendous advantage over their competition, and put them on the road to civilization.<br />
<br />
=== [[First Imperium]] Contact ===<br />
Imperial Date: [[-5000]]: The Vilani contact the [[Bwap]] on Pekawapawab-a {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}. The native Bwaps have a world-spanning society at {{TL|5}}, but this rapidly progresses to {{TL|9}} within a single century.<br />
<br />
After being discovered by the [[Vilani]], the Bwaps quickly reached {{TL|7}} and stabilized. The introduction of advanced technologies such as [[jump drive]] had no major effect on their culture, and the Bwaps have prospered greatly in the intervening centuries.<br />
<br />
== Psychology & Philosophy (Mindset) ==<br />
From the human point of view, Bwaps are obsessed with minutiae, patterns, and the order of things. Driven by this internal desire to see everything in its proper place, they make excellent bureaucrats, officials, mathematicians, bookkeepers, scientists, and historians. <br />
<br />
However, their obsession with ritual and proper conduct can make them difficult to deal with. Those who violate the rituals will be lectured to, at length, on propriety. Dealing with Bwaps takes time, but trying to speed things up only takes more time. <br />
<br />
=== ''Wapawab'' ("Tree") ===<br />
Society is dominated by the Bwap world-view, which holds that each individual has a place in the ''Wapawab'' or tree - a view stemming from their habitat, but including phratry, bloodlines, country, and place of duty. <br />
<br />
The literal tree is intricately tied into the planetary ecology, providing shelter and oxygen, converting water and minerals into food, etc. The figurative tree is much harder to define, but is roughly equivalent to a clan or tribal group. Both sorts of trees are part of a planet, which is part of a solar system, which is part of a cluster, which is part of a galaxy, which is part of the cosmos. <br />
<br />
Everything the Bwaps do reflects this complex, ''wheels-within-wheels'' outlook. Each individual takes great pride in being one small, functional and unique cog in a vast, ever-changing universe of interlinked patterns. Their ritual of greeting, for instance, seems like meaningless formality and windy chitchat to non-Bwaps, but communicates: “I am in this place, and doing my part. Where are you and what are you doing?”<br />
<br />
=== Criminal Behavior ===<br />
Criminal behavior is extremely rare, and is considered the worst form of mental disorder among Bwaps, since it disrupts the proper order of things. <br />
<br />
Their world-view means that their definition of crime is often at variance with Imperial norms, but, fortunately, most Bwaps courts consider ''exile'' to be sufficient punishment, especially in the case of aliens such as humans.<br />
<br />
== Culture & Society ==<br />
==== Bwap Social Organization ====<br />
Adventurers: Bwaps encountered away from their homeworlds are often in service to the {{Imperium}} or other interstellar entities as merchants and administrators. Such Bwaps serve as ideal Merchant and Professional characters.<br />
<br />
See [[Atapas-atta-wapawab]], or the ''Grand Council of Crèches'', for more information.<br />
<br />
== Government & Politics (Leadership) ==<br />
The '''[[Atapas-atta-wapawab]]''' is characterized as having a high degree of centralization, which sets uniform policies that direct the entire multi-system state and disregards local (planetary) differences. The [[Atapas-atta-wapawab]] government is usually classified as a [[Federal Republic]], a form of a [[Unitary State]], with [[theocratic]] tendencies.<br />
<br />
The Bwap government is an enormous bureaucracy, but it seems to work for the Bwap despite a massive body of law and regulation. Bwap seem to have a natural talent for navigating their Byzantine maze of laws and regulations, which confound foreign sophont species.<br />
<br />
Please see [[Atapas-atta-wapawab]] or [[Grand Council of Crèches]] for more information.<br />
<br />
== Language & Letters (Communication) ==<br />
Very little is known about the Bwap language. Bwap merchant are known for their facility with the languages of other sophonts.<br />
<br />
== Calendar & Timekeeping ==<br />
Very little is known about how the Bwaps form a calendar or mark the passing of time although it is assumed that the Bwap calendar is based upon the planetary rotation of their homeworld, {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}. Bwaps, with their analytical minds, seem to be able to juggle the calendar and time systems of many other sophonts with great facility.<br />
<br />
== Technology & Trade (Economy) ==<br />
The Bwaps did not discover fire until late, due to their environment, which hindered development of metalworking and similar pursuits. When discovered by the [[Vilani]], the Bwaps had reached {{TL|7}} and stabilized. The introduction of advanced technologies such as [[jump drive]] had no major effect on their culture, and the Bwaps have prospered greatly in the intervening centuries.<br />
<br />
Most Bwap worlds are TL 7 to TL 11 averaging TL 9 to TL 10.<br />
<br />
=== Interstellar Exchange ===<br />
Bwap merchants and administrators can be found throughout known space, but are less common outside the Imperium.<br />
<br />
Average Bwap technology ranges from {{TL|10}} to {{TL|14}} and Bwap merchants are known to always be searching for new technology acquisitions.<br />
<br />
=== Mathematics ===<br />
The Bwap use a Base-8 system of mathematics, including mathematical logic, arithmetic, statistics, particle mechanics, and other branches of mathematics.<br />
<br />
=== Sciences ===<br />
The Bwap possess an advanced knowledge of the sciences that includes:<br />
* A formalized method of scientific inquiry.<br />
* Marhaban (planetary) and Space sciences, including astronomy, cosmology, and geosciences.<br />
* Social sciences, including psychology and sociology.<br />
* Life sciences, including biology.<br />
* Physical sciences, including chemistry and physics.<br />
* Formal sciences, including mathematics and logic.<br />
<br />
==== Bwap Statistics ====<br />
The Bwap are known to posses particularly advanced forms of the statistical sciences and are renowned for designing proprietary algorithms capable of predicting long-term economic activity with great accuracy.<br />
<br />
Some believe that the Bwap use this advanced statistical science to experiment with [[Psychohistory|pychohistory]].<br />
<br />
== Military & Intelligence (Force Projection) ==<br />
All Bwap worlds maintain a local constabulary and many are garrisoned with Imperial military units.<br />
<br />
=== Martial Tradition ===<br />
The Bwap need for high humidity make Bwap soldiery less flexible than those of other species although that doesn't stop the martial spirit of many Bwaps. <br />
<br />
Many Bwaps serve in the Imperial military, although mostly in support roles rather than as combatants, and even Bwap mercenary units are known. However, as previously mentioned, Bwaps most excel when put in charge of materials or organization; they most excel as administrators, logisticians, quartermasters, and in supply roles.<br />
<br />
== References & Contributors (Sources) ==<br />
{{Sources<br />
|S1= {{CT}} [[Best of the Journal Volume 3]] <br />
|S2= {{CT}} {{JTASref|11}}<br />
|S3= [[GURPS Traveller: Alien Races 4]]<br />
|S4= {{T4}} [[Aliens Archive]] <br />
|S5= [[T20]] [[Stellar Reaches 1]] <br />
|S6= Author: [[Jason Kemp]] <br />
|S7= External Link: [http://www.downport.com/bard/bard/cari/cari9008.html Downport CARI]<br />
|S8= Contributor: Lord (Marquis) and Master of Sophontology [[User:Maksim-Smelchak|Maksim-Smelchak]] of the [[Ministry of Science]]<br />
|S9=<br />
|S10= <br />
|S11= <br />
|S12= <br />
}}<br />
<br />
<br />
{{LE|B|Races|Minor Race|Bwap}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Bawapakerwa-a-a-awapawab&diff=117508Bawapakerwa-a-a-awapawab2015-09-03T08:04:16Z<p>Rancke: </p>
<hr />
<div>Name used by the [[Bawps]] for themselves.</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Talk:Bawapakerwa-a-a-awapawab&diff=117507Talk:Bawapakerwa-a-a-awapawab2015-09-03T08:03:20Z<p>Rancke: Rancke moved page Talk:Bawapakerwa-a-a-awapawab to Talk:Bawps: Entries aqre Imperium-centric. It's what the Imperium knows them as, not what they call themselves. Cp. Aslans who are not listed under 'Fteirle'.</p>
<hr />
<div>#REDIRECT [[Talk:Bawps]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Talk:Bawps&diff=117506Talk:Bawps2015-09-03T08:03:19Z<p>Rancke: Rancke moved page Talk:Bawapakerwa-a-a-awapawab to Talk:Bawps: Entries aqre Imperium-centric. It's what the Imperium knows them as, not what they call themselves. Cp. Aslans who are not listed under 'Fteirle'.</p>
<hr />
<div>This article was moved here from 'Bwaps' on the grounds that is is the full name of the race. But 'Bwap' is not an abbriviation. It is the Galanglic (Imperial) name for the race, ''derived'' from Bawapakerwa-a-a-awapawab, the natives' name for themselves. (Just as 'Aslan' is the Imperial name for the race that calls itself 'Fteirle'). I suggest that the article should be restored to the original entry.<br />
<br />
[[User:Rancke|Rancke]] 15:36, 28 May 2007 (UTC)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Bawapakerwa-a-a-awapawab&diff=117505Bawapakerwa-a-a-awapawab2015-09-03T08:03:19Z<p>Rancke: Rancke moved page Bawapakerwa-a-a-awapawab to Bawps: Entries aqre Imperium-centric. It's what the Imperium knows them as, not what they call themselves. Cp. Aslans who are not listed under 'Fteirle'.</p>
<hr />
<div>#REDIRECT [[Bawps]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Bawps&diff=117504Bawps2015-09-03T08:03:19Z<p>Rancke: Rancke moved page Bawapakerwa-a-a-awapawab to Bawps: Entries aqre Imperium-centric. It's what the Imperium knows them as, not what they call themselves. Cp. Aslans who are not listed under 'Fteirle'.</p>
<hr />
<div>{{Race<br />
|name= Bwaps<br />
|image= [[File: Bwaps-Traveller.gif]]<br />
|caption=<br />
|intel= [[:Category:Minor Race|Minor Race]]<br />
|type= Carnivore/pouncer <br />
|size= 1.5 m<br />
|weight= 40 kg<br />
|home= {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= {{JTASref|11}}<br />
|footnote=<br />
}}<br />
<br />
'''Bawapakerwa-a-a-awapawab:''' Intelligent minor race native to {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}. Known as Bwaps or Wabs (from their name for themselves, Bawapakerwa-a-a-awapawab), they are also known as Newts due to their appearance.<br />
<br />
== Physiology & Environment (Ecology) ==<br />
Bwaps average 1.4 meter in height and mass between 30 and 50 kilograms. They are an upright, bipedal, homoeothermic and bisexual, with an internal skeleton and a closed circulatory system. <br />
<br />
=== Appearance ===<br />
Body markings vary tremendously from clan (“tree”) to clan, each one having a distinctive pattern. The pattern is determined by genetic factors and the color is determined by careful manipulation of the mother’s diet during the formation of the egg. Greens, browns, yellows and blues are most common, usually in patterns of darker colors over a lighter basic color.<br />
<br />
=== Internal Fluids ===<br />
Bwap bodies are filled with plasma and blood. Bwap blood hemoglobin is copper-based, a deep blue in color, making their skin a faint greenish-blue in areas without pigmentation.<br />
<br />
=== Reproduction ===<br />
Bwaps are oviparous (egg-laying), each female incubating a single, non-amniotic egg in a special pouch on her lower abdomen. After hatching, the young remain in this pouch for several weeks, occasionally coming out to be fed, until they are strong enough to survive outside. The young reach maturity after fourteen years.<br />
<br />
=== Humidity Requirements ===<br />
Bwaps are uncomfortable in less than 98% humidity, as their skin must be kept moist. With special clothing, they can exist indefinitely in humidity as low as 25%, provided they have adequate water. This normally consists of a loosely fitting kaftan-like garment and a hood covering the head (giving rise to another nickname, “towel-heads”). The cloth of these garments is permeated with a network of fine tubes, through which water flows and keeps the cloth moist. In occupations where they must handle paper or other items which would suffer from moisture, Bwaps wear thin water-proof gloves. In humidity of less than 25%, they must use sealed environment suits. All clothing is colored with a stylized representation of their body, since recognition of body pattern is an important part of their greeting ritual.<br />
<br />
== History & Background (Dossier) ==<br />
Bwaps can be found throughout the Imperium, more commonly in the region trailing and coreward of {{WorldS|Capital|Core|2118}}. Fewer than twelve Imperial worlds are fully controlled by Bwaps; most of these are classed as religious dictatorships. Bwap merchants and administrators can be found throughout known space, but are less common outside the Imperium.<br />
<br />
=== Evolutionary History ===<br />
Prior to obtaining civilization, proto-Bwaps lived in densely wooded, mangrove-like swamps. They burrowed under and among the root systems of large trees, forming dens for the communal protection of their young. Their culture and ritual interactions began at this time. A shift in weather patterns caused the marshy areas to shrink, forcing them into increased competition with other animals in the region. The discovery of tools and then agriculture permitted the Bwaps to gain a tremendous advantage over their competition, and put them on the road to civilization.<br />
<br />
=== [[First Imperium]] Contact ===<br />
Imperial Date: [[-5000]]: The Vilani contact the [[Bwap]] on Pekawapawab-a {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}. The native Bwaps have a world-spanning society at {{TL|5}}, but this rapidly progresses to {{TL|9}} within a single century.<br />
<br />
After being discovered by the [[Vilani]], the Bwaps quickly reached {{TL|7}} and stabilized. The introduction of advanced technologies such as [[jump drive]] had no major effect on their culture, and the Bwaps have prospered greatly in the intervening centuries.<br />
<br />
== Psychology & Philosophy (Mindset) ==<br />
From the human point of view, Bwaps are obsessed with minutiae, patterns, and the order of things. Driven by this internal desire to see everything in its proper place, they make excellent bureaucrats, officials, mathematicians, bookkeepers, scientists, and historians. <br />
<br />
However, their obsession with ritual and proper conduct can make them difficult to deal with. Those who violate the rituals will be lectured to, at length, on propriety. Dealing with Bwaps takes time, but trying to speed things up only takes more time. <br />
<br />
=== ''Wapawab'' ("Tree") ===<br />
Society is dominated by the Bwap world-view, which holds that each individual has a place in the ''Wapawab'' or tree - a view stemming from their habitat, but including phratry, bloodlines, country, and place of duty. <br />
<br />
The literal tree is intricately tied into the planetary ecology, providing shelter and oxygen, converting water and minerals into food, etc. The figurative tree is much harder to define, but is roughly equivalent to a clan or tribal group. Both sorts of trees are part of a planet, which is part of a solar system, which is part of a cluster, which is part of a galaxy, which is part of the cosmos. <br />
<br />
Everything the Bwaps do reflects this complex, ''wheels-within-wheels'' outlook. Each individual takes great pride in being one small, functional and unique cog in a vast, ever-changing universe of interlinked patterns. Their ritual of greeting, for instance, seems like meaningless formality and windy chitchat to non-Bwaps, but communicates: “I am in this place, and doing my part. Where are you and what are you doing?”<br />
<br />
=== Criminal Behavior ===<br />
Criminal behavior is extremely rare, and is considered the worst form of mental disorder among Bwaps, since it disrupts the proper order of things. <br />
<br />
Their world-view means that their definition of crime is often at variance with Imperial norms, but, fortunately, most Bwaps courts consider ''exile'' to be sufficient punishment, especially in the case of aliens such as humans.<br />
<br />
== Culture & Society ==<br />
==== Bwap Social Organization ====<br />
Adventurers: Bwaps encountered away from their homeworlds are often in service to the {{Imperium}} or other interstellar entities as merchants and administrators. Such Bwaps serve as ideal Merchant and Professional characters.<br />
<br />
See [[Atapas-atta-wapawab]], or the ''Grand Council of Crèches'', for more information.<br />
<br />
== Government & Politics (Leadership) ==<br />
The '''[[Atapas-atta-wapawab]]''' is characterized as having a high degree of centralization, which sets uniform policies that direct the entire multi-system state and disregards local (planetary) differences. The [[Atapas-atta-wapawab]] government is usually classified as a [[Federal Republic]], a form of a [[Unitary State]], with [[theocratic]] tendencies.<br />
<br />
The Bwap government is an enormous bureaucracy, but it seems to work for the Bwap despite a massive body of law and regulation. Bwap seem to have a natural talent for navigating their Byzantine maze of laws and regulations, which confound foreign sophont species.<br />
<br />
Please see [[Atapas-atta-wapawab]] or [[Grand Council of Crèches]] for more information.<br />
<br />
== Language & Letters (Communication) ==<br />
Very little is known about the Bwap language. Bwap merchant are known for their facility with the languages of other sophonts.<br />
<br />
== Calendar & Timekeeping ==<br />
Very little is known about how the Bwaps form a calendar or mark the passing of time although it is assumed that the Bwap calendar is based upon the planetary rotation of their homeworld, {{WorldS|Marhaban (EQ 0426)|Empty Quarter|0426}}. Bwaps, with their analytical minds, seem to be able to juggle the calendar and time systems of many other sophonts with great facility.<br />
<br />
== Technology & Trade (Economy) ==<br />
The Bwaps did not discover fire until late, due to their environment, which hindered development of metalworking and similar pursuits. When discovered by the [[Vilani]], the Bwaps had reached {{TL|7}} and stabilized. The introduction of advanced technologies such as [[jump drive]] had no major effect on their culture, and the Bwaps have prospered greatly in the intervening centuries.<br />
<br />
Most Bwap worlds are TL 7 to TL 11 averaging TL 9 to TL 10.<br />
<br />
=== Interstellar Exchange ===<br />
Bwap merchants and administrators can be found throughout known space, but are less common outside the Imperium.<br />
<br />
Average Bwap technology ranges from {{TL|10}} to {{TL|14}} and Bwap merchants are known to always be searching for new technology acquisitions.<br />
<br />
=== Mathematics ===<br />
The Bwap use a Base-8 system of mathematics, including mathematical logic, arithmetic, statistics, particle mechanics, and other branches of mathematics.<br />
<br />
=== Sciences ===<br />
The Bwap possess an advanced knowledge of the sciences that includes:<br />
* A formalized method of scientific inquiry.<br />
* Marhaban (planetary) and Space sciences, including astronomy, cosmology, and geosciences.<br />
* Social sciences, including psychology and sociology.<br />
* Life sciences, including biology.<br />
* Physical sciences, including chemistry and physics.<br />
* Formal sciences, including mathematics and logic.<br />
<br />
==== Bwap Statistics ====<br />
The Bwap are known to posses particularly advanced forms of the statistical sciences and are renowned for designing proprietary algorithms capable of predicting long-term economic activity with great accuracy.<br />
<br />
Some believe that the Bwap use this advanced statistical science to experiment with [[Psychohistory|pychohistory]].<br />
<br />
== Military & Intelligence (Force Projection) ==<br />
All Bwap worlds maintain a local constabulary and many are garrisoned with Imperial military units.<br />
<br />
=== Martial Tradition ===<br />
The Bwap need for high humidity make Bwap soldiery less flexible than those of other species although that doesn't stop the martial spirit of many Bwaps. <br />
<br />
Many Bwaps serve in the Imperial military, although mostly in support roles rather than as combatants, and even Bwap mercenary units are known. However, as previously mentioned, Bwaps most excel when put in charge of materials or organization; they most excel as administrators, logisticians, quartermasters, and in supply roles.<br />
<br />
== References & Contributors (Sources) ==<br />
{{Sources<br />
|S1= {{CT}} [[Best of the Journal Volume 3]] <br />
|S2= {{CT}} {{JTASref|11}}<br />
|S3= [[GURPS Traveller: Alien Races 4]]<br />
|S4= {{T4}} [[Aliens Archive]] <br />
|S5= [[T20]] [[Stellar Reaches 1]] <br />
|S6= Author: [[Jason Kemp]] <br />
|S7= External Link: [http://www.downport.com/bard/bard/cari/cari9008.html Downport CARI]<br />
|S8= Contributor: Lord (Marquis) and Master of Sophontology [[User:Maksim-Smelchak|Maksim-Smelchak]] of the [[Ministry of Science]]<br />
|S9=<br />
|S10= <br />
|S11= <br />
|S12= <br />
}}<br />
<br />
<br />
{{LE|B|Races|Minor Race|Bwap}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Geonee&diff=97694Geonee2015-06-17T09:03:53Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Geonee<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]]<br />
(''Homo sapiens geonensis'')<br />
|type= Omnivore/hunter-gatherer<br />
|size= 1.5 m<br />
|weight= 65 kg<br />
|home= {{WorldS|Shiwonee|Massilia|1430}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= {{CT}} [[Research Station Gamma]]<br />
|footnote= <br />
}}<br />
<br />
The '''Geonee''' are a [[:Category:Minor Human Race|minor Human race]], famed for their claim to be the [[Ancients]]. <br />
<br />
While this claim is generally not accepted, they do have one of the oldest human interstellar cultures in charted space, behind only the [[Suerrat]] and [[Vilani]], and some of the highest technology.<br />
<br />
<br />
== Physiology & Environment ==<br />
The Geonee are a short, stocky, and very muscular race. Their average height is about 1.5 m and their average weight is about 65 kg.<br />
<br />
Their homeworld is {{WorldS|Shiwonee|Massilia|1430}}.<br />
<br />
== History & Background ==<br />
The Geonee were originally thought to be a [[Major Race]], since they had jump drive when first encountered by the Vilani some 10,000 years ago (in fact, they had built their first jump drive several years ''before'' the Vilani completed theirs). However, it was later determined that their development of jump drive was based on a recovered Ancient starship, rather than independent research. This revelation has colored interstellar opinion of Geonee achievement ever since, and they are generally not regarded as being of major status.<br />
<br />
=== The Geonee, a Major Race? ===<br />
Despite the archeological evidence, the Geonee dispute their current classification and hold the (unshared) view that they are of [[Major Race]] standing. In fact, they believe themselves to be the [[Ancients]], and therefore were using their own vessel to regain spaceflight. There are three reasons for this. <br />
<br />
==== The Geonee First Argument for Major Race Status ====<br />
First, the Geonee had one of the highest tech levels of all the races discovered by the Vilani. <br />
<br />
==== The Geonee Second Argument for Major Race Status ====<br />
Second, Geonee legends and "racial memories" tell of a time when they travelled among the stars, until a great war confined them to their homeworld. <br />
<br />
==== The Geonee Third Argument for Major Race Status ====<br />
Third, the [[Geonee Cultural Region]] contains some of the most extensive sets of [[Ancients]] ruins known, including facilities that were obviously set up for humans. The word "Geonee" means "old ones," and is itself a very old term for the inhabitants of the Region.<br />
<br />
== Psychology & Philosophy ==<br />
n/a<br />
<br />
== Culture & Society ==<br />
The Geonee possess one of the oldest known cultures in known space and their area of control in the Massilia Sector, is made up of eight worlds, known as the [[Geonee Cultural Region]].<br />
<br />
The Geonee Cultural Region is rich in Ancient artifacts. The Imperium has verified that artifacts have been recovered from Lagna (Massilia 1029) and Shiwonee (Massilia 1430); the Geonee themselves claim that all eight of their worlds were originally inhabited by the "Geonee"; that is, the Ancients. <br />
<br />
Some of the richest Ancient sites have been discovered near the Geonee homeworld, and there is a very old rumor that the Imperial Navy once recovered an entire Ancient starship, the [[Bradeeva]]. Acceptance of this legend among the Geonee is so extensive that they have even attempted to sue the {{Imperium}} for the vessel's recovery; but no physical evidence of the Bradeeva's existence was ever brought to light, and the case was dismissed.<br />
<br />
One interesting point is that all eight systems contain extensive asteroid belts. The Geonee claim that these are the remnants of worlds destroyed in the Final War, but most Imperial scientists dispute this, while admitting that the frequency of belts is, statistically speaking, unusually high. <br />
<br />
See [[Geonee Cultural Region]] for more information.<br />
<br />
=== Geonee Social Organization ===<br />
Very little is known about the Geonee social organization.<br />
<br />
{{Secret}}<br />
<br />
== Government & Politics ==<br />
The Geonee government is known as the [[Geonee Confederation]].<br />
<br />
== Language & Letters ==<br />
Very little is known about the Geonee language.<br />
<br />
== Calendar & Timekeeping ==<br />
It is unknown if the Geonee posses a native calendar as the Geonee have long used the calendars of the [[Vilani]] [[Ziru Sirka]] and currently use the calendar of the [[Third Imperium]].<br />
<br />
== Technology & Trade ==<br />
The Geonee are part of the Third Imperium and maintain a technological level of expertise between TL 10 and TL 14. Some Geonee lead researchers have even begun to make breakthroughs classified as TL 15.<br />
<br />
Geonee merchants and traders are well known throughout the Third Imperium and beyond.<br />
<br />
== Military & Intelligence ==<br />
Geonee maintain local constabularies and are garrisoned by the Imperial military.<br />
<br />
The Geonee also maintain a private military known as the [[Geonee Self Defense Forces]]. <br />
<br />
Please see [[Geonee Self Defense Forces]] for more information.<br />
<br />
<br />
{{Sources<br />
|S1= [[Classic Traveller]] (Adventure 2) [[Research Station Gamma]] <br />
|S2= [[GURPS Traveller: Humaniti]] <br />
|S3= {{MT}} {{TDref|11}} <br />
|S4= Author: [[Gary L. Thomas]]<br />
|S5=<br />
|S6=<br />
}}<br />
<br />
<br />
{{LE|Chirper|Geonee|Races|Minor Human Race|GT}}<br />
[[Category: Geonee Confederation]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Forlorn&diff=97693Forlorn2015-06-17T08:56:51Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Forlorn<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]]<br />
(Homo sapiens <?>)<br />
|type= Omnivore/hunter<br />
|size= Unknown<br />
|weight= Unknown<br />
|home= [[Fornast Sector]] <br />
|multi= Yes<br />
|canon= No<br />
|extinct= Extant<br />
|ref= Author: [[Bruce Johnson]]<br />
|footnote=<br />
}}<br />
<br />
The '''[[Forlorn]]''' are a [[:Category:Minor Human Race|minor human race]] of unknown origin. Commonly called "Gypsies", a term they dislike. The [[Forlorn]] (the [[Galanglic]] translation of their word to describe themselves) are the only known zero-gee adapted humans.<br />
<br />
<br />
== Physiology & Environment ==<br />
No information yet available.<br />
<br />
== History & Background ==<br />
The Forlorn, as near as can be told, seem to have originated somewhere in the area of space trailing the {{Imperium}} ([[Milieu 0]]), possibly somewhere in the [[Fornast Sector|Fornast]] sector, possibly more distant than that. Their planetary culture apparently reached about [[Technology level|TL 8]] before some great calamity occurred on their homeworld. The Forlorn themselves have only fragmentary knowledge of that time, and no remaining records; much of their history has been passed down in an oral tradition, this time is known only to them as 'The Destruction'.<br />
<br />
Apparently they had some warning of the calamity, because they undertook a desperate task: to save as much of their people, culture and history as possible.<br />
<br />
A monstrous building effort took place on their home world, which according to their oral tradition sapped all of it's resources.<br />
<br />
Hundreds of large sub-light ships were built, several millions of people were placed on board for a journey that was supposed to only last, perhaps, ten years, to nearby systems that their scientists thought contained planets that would sustain them.<br />
<br />
At this point what happened is unclear. Tradition holds that whatever the calamity was, reached out and overtook their ships, as well, before they were completely out of the system. Apparently great damage was done to all of the ships, many were utterly destroyed, most lost some functions. The great fleet was scattered, as well.<br />
<br />
Through truly heroic effort, some twenty seven of the ships were brought back together. All were damaged, many had hundreds of dead and wounded, with failing life support systems, failing power generation, failing control systems.<br />
<br />
Fortunately the people in the 27 had access to a large supply of material and machinery destined for use on the now-unreachable target systems. By cannibalizing their future, they managed to bind the 27 into a loose association of structures, linked by tenuous threads, but linked nonetheless.<br />
<br />
After 1,500 years, they had traveled unimaginable distances, and had come to know themselves as the Forlorn, the lost ones, as they passed star after star, never having the delta vee their feeble propulsion system could muster to stop at the ones their instruments indicated had habitable planets, never finding one they could stop at that had anything but baked vacuum rocks and vast, cold gas giants.<br />
<br />
As the centuries passed they became accustomed to their low gee world, becoming masters at recycling, refashioning ships again and again, stealing matter from the cold empty space, atom by atom, with huge magnetic nets, that fueled their power systems, ran their lights, kept their precious plants alive, kept them alive.<br />
<br />
They changed, physically, as well. Their ancestors had all been chosen for their suitability of working in space, and the harsh first 500 years ruthlessly weeded out all but the fittest. They slowly became slender, lithe, conservative of air, and movement. The 27 could only manage 0.25 gravities in the parts that were able to spin for weight. Most of the living spaces were permanently weightless.<br />
<br />
The web that bound the 27 became the culture that bound the Forlorn. Cooperation was essential in all things, and each individual had a grave responsibility to all, if they were to survive. Yet grim surroundings did not mean grim people. They had access to a number of plant dyes to color their world, and once the dreadful first few centuries passed, and they learned to manage their world better, they were able to expand, have families, start to live again. They had to, else succumb to the gnawing despair that had robbed so many in the early years of their will to live.<br />
<br />
The 27 became a world of it's own, slowly growing, speeding through the empty reaches of space toward their rendezvous with the Third Imperium. In -240, the first report of a rumored giant sub-light ship filtered through the free trader network back to the Federation. By -180 it was clear the ship was approaching, and it was steadily decelerating. It was headed towards a system with a sparsely inhabited agricultural world in the [[Geshaggere (world)|Geshaggere]] system. In -168, as they slowed to a wide looping orbit around the primary, the Forlorn were astonished to find themselves met by other humans in spacecraft. They were almost as astonished as the Scouts who met them.<br />
<br />
Thus began the last upheaval in the lives of the Forlorn.<br />
<br />
After 1500 years of believing that they were the only humans in existence, the shock of finally coming to rest, and finding, not only humans, but humans who could travel faster than light, humans who had spread to thousands of worlds, humans who were already living on the beautiful planet that they had come to think of as their new home was more than many could take. To many this was a time as dark as the original Destruction. To many their struggle to live over the last 1500 years had been an exercise in futility...they thought they were the salvation of humanity. An epidemic of depression and suicide swept the <br />
Forlorn.<br />
<br />
Worse, when some of them ventured down to the planet, they found it was not a place they found fit to live in, it was dirty, smelly, disease ridden. They weighed too much, many were utterly paralyzed from the weight, and most of them suffered from horrible [[wikipedia:agoraphobia|agoraphobia]]. They were used only to no horizon in the space between ships, or a ships hull, at most, a hundred meters away; a horizon line many kilometers or hundreds of kilometers away left them reeling with dizziness, nausea, and a feeling of panic.<br />
<br />
Soon, the survivors realized that after all this time, they ''had'' a home, and it was on their familiar, beloved 27. They realized that now they no longer had to depend on capturing material atom by atom, but they could comb the system they were in for material. They could construct large new habitats, fill them with their recycler farms, their beloved [[Strinthee]]'s, and grow. Their depression turned to exhilaration, as they realized that they, of all the people they'd met were the most suited to living in space. They had technologies far in advance of the Imperium, in some respects: in the areas of large scale life support systems, zero gee construction, long distance sensors and analysis, manipulation of magnetic fields, hydroponics farming they were at least TL 13-14. In this they at least had something to offer the Federation. They were fortunate their first contacts were with a honest scout from an honest large corporation. Their secrets weren't stolen from them, and their interests were properly represented during the chaotic first years of their recontact with humankind.<br />
<br />
It is doubtful that they'd be as lucky in today's expansionist environment.<br />
<br />
== Psychology & Philosophy ==<br />
No information yet available.<br />
<br />
== Culture & Society ==<br />
They have a love of brightly colored clothing and surroundings, of music, of food. They have embraced a number of foods from their new surroundings, blending them into their cuisine as the plants have proven to be compatible with their farming systems.<br />
<br />
At home, Forlorn have a wide variety of dress, often in wild colors. Their love of color and visual variety extends to the rest of their environment, too. Forlorn habitats are riots of colors, small nooks and crannies filled with bits of stuff, knicknacks, plants, materials 'put aside' (the Forlorn are still fanatic recylclers...any bit of metal, plastic, wood or other material that left over from anything, will get scooped up, and put aside for recycling later.) Older Forlorn, in particular, also have a significant 'thing-itis', the urge to collect all sorts of 'things'...mostly small and decorative, or something with some utility, they are closer to the time when all they had was the 27; there are, in fact a number of them who were alive before the fleet stopped. They remember the days when a small decorative object was truly a treasure, when everything was assembled, atom by atom from the magnetic nets. <br />
<br />
The Forlorn, as a group have an acute awareness of the fact that they are the only of their kind that have ever been found. A significant sect among them are the 'Ill'ikashi', 'Rejoiners' in Galanglic. They believe that when the great fleet was scattered, the 27 were not the only ships to survive. If they were able to survive, then surely there were others. They believe that it is a duty of theirs to seek out and find their lost people, knowing that this is a monumental task. Their rituals are mostly small reminders of the lost ships; on more important occasions, extra place settings are set out for the lost, as if they might appear at any moment. Astronomy and other sensor-based sciences are honored professions among the Ill'ikashi, and they form the bulk of the Forlorn who work for the IISS. <br />
<br />
The majority of the Forlorn, however, believe that they were the only ones spared, and it is their duty to retain their history and traditions. A formalized expression of this is the 'Deltra Harissim', literally the 'Society of Makers', a honorary fraternity of engineers, another profession held in high esteem by the Forlorn. Members of the group are the keepers of the 'Marakin' or 'Ships Log'; the recorded history of the Forlorn.<br />
<br />
There are numerous facimile copies available, now that the Forlorn have access to the materials and technology, but the Marakin, distinguished by the capitalization, is still kept by the chief of the Deltra Harrisim, using paper made from specialized groukit leaves. It is in the in the center of Forlorn culture, on the 27, maintained now as a museum/shrine in the Geshaggere system.<br />
<br />
The Marakin itself consists of some 4,700 volumes of hand written history, stretching back to the time immediately after The Destruction and the scattering of the fleet. The earliest books are never handled any more, they are the original engineers hasty notes on construction of the original 27, listing the modifications to the ships controls and mechanisms, inventories of material, preliminary designs of recycling equipment, all written on cheap bound notepads, scraps of paper, bits of packing....anything they could get their hands on. The Marakin evolved into a written history about ten years into the voyage, as it seemed that they might, after all, just might make it. These earliest volumes are far too fragile to handle, and much of the information in them is impossible to get to, and what is known about the contents has been lost or garbled over the ages. The Deltra Harissim are undertaking research into how to access the records without harming them, and the Ill'ikashi are enthusiastic partners in this, as they believe clues to their origin, and possible tracking the Lost Ships lie in these books. <br />
<br />
They have contracted with the Alkhalikoi Institute of Archaeology on Sylea in this endeavor, and several visiting scientists from there are living and working in the 27. <br />
<br />
One of them, Dr Muthahti Vinoosh, has written a minor best-seller recounting her time on the Marakin project, and with the Forlorn. This light, affectionate portrayal of her hosts has earned Dr. Vinoosh reciprocal affection from the Forlorn, and has softened their image as insular, arrogant masked strangers for a wider range of people in the Imperium.<br />
<br />
The [[Strinthee]] is one of the few surviving organisms from the [[Forlorn]] homeworld and is a small, dexterous pet animal, adapted to Zero-G environments.<br />
<br />
=== Social Organization ===<br />
The Forlorn, more than any other society in the Imperium value the group, over the individual. Decisions, major, and minor are often made by consensus. While this can slow negotiations with non-Forlorn, this means that agreements are well thought out. Paradoxically, though, the Forlorn value innovative thinking by individuals as well, since many times throughout their history, it was only the quick actions and ideas of individuals that saved them. Forlorn schooling focuses a great deal on rapid, iterative problem solving: " Fix it NOW, then fix it better, until it's done right" rather than "study it to death, then fix it right"...far too often in their history what would have been dead would have been them. The Forlorn, in other words, are inveterate tinkerers.<br />
<br />
Since the entire 27 came to become, essentially, an extended village, the Forlorn concept of 'group' includes all the Forlorn in existence. They do recognize more immediate familial groups, and Forlorn living arrangements are usually oriented around this size group, which will usually consist of a biologically related extended family. Forlorn are very gregarious, though, and larger communities tend to still act in a very unified fashion. The initial screening of their remote descendants, and the intervening 1500 years of isolation, with the vastly smaller initial population of the 27, means that the Forlorn, while considerably more genetically homogenous than the Imperial norm, are relatively free of genetic diseases.<br />
<br />
They are, in general, more susceptible to diseases and infections than the Imperial norm. This accounts for their habitually wearing filter masks and full cover outer garments in areas where they have wide contact with outsiders and their pathogens, particularly in their rare ventures onto a planet. Physically they are taller, much thinner, and often weaker than the Imperial norm, although this is mostly the effects of life led at low or zero-gee; there are some Forlorn who are adapted to higher gee environments. Most have long, nimble toes, as well, and some can use them almost as facilely as hands. Zero-gee has other advantages as well. Most Forlorn are quite long lived, due to the lessened strain of gravity on their bodies, as well as the low calorie diet they maintain. <br />
<br />
There has been some mixing of the Forlorn and Imperial humans, but their greater susceptibility to disease and cultural differences have combined to keep the Forlorn a fairly insular group, and 'adopted' Imperials are a small minority.<br />
<br />
At home, Forlorn have a wide variety of dress, often in wild colors. Their love of color and visual variety extends to the rest of their environment, too. Forlorn habitats are riots of colors, small nooks and crannies filled with bits of stuff, knicknacks, plants, materials 'put aside' (the Forlorn are still fanatic recylclers...any bit of metal, plastic, wood or other material that left over from anything, will get scooped up, and put aside for recycling later.) Older Forlorn, in particular, also have a significant 'thing-itis', the urge to collect all sorts of 'things'...mostly small and decorative, or something with some utility, they are closer to the time when all they had was the 27; there are, in fact a number of them who were alive before the fleet stopped. They remember the days when a small decorative object was truly a treasure, when everything was assembled, atom by atom from the magnetic nets.<br />
<br />
The Forlorn, as a group have an acute awareness of the fact that they are the ONLY of their kind that have ever been found. A significant sect among them are the 'Ill'ikashi', 'Rejoiners' in Galanglic. They believe that when the great fleet was scattered, the 27 were not the only ships to survive. If they were able to survive, then surely there were others. They believe that it is a duty of theirs to seek out and find their lost people, knowing that this is a monumental task. Their rituals are mostly small reminders of the lost ships; on more important occasions, extra place settings are set out for the lost, as if they might appear at any moment. Astronomy and other sensor-based sciences are honored professions among the Ill'ikashi, and they form the bulk of the Forlorn <br />
who work for the IISS.<br />
<br />
The majority of the Forlorn, however, believe that they were the only ones spared, and it is their duty to retain their history and traditions. A formalized expression of this is the 'Deltra Harissim', literally the 'Society of Makers', a honorary fraternity of engineers, another profession held in high esteem by the Forlorn. Members of the group are the keepers of the 'marakin' or 'Ships Log'; the recorded history of the Forlorn. <br />
<br />
There are numerous facsimile copies available, now that the Forlorn have access to the materials and technology, but The Marakin, distinguished by the capitalization, is still kept by the chief of the Deltra Harrisim, using paper made from specialized groukit leaves. It is in the in the center of Forlorn culture, on the 27, maintained now as a museum/shrine in the Geshaggere system. <br />
<br />
The Marakin itself consists of some 4,700 volumes of hand written history, stretching back to the time immediately after The Destruction and the scattering of the fleet. The earliest books are never handled any more, they are the original engineers hasty notes on construction of the original 27, listing the modifications to the ships controls and mechanisms, inventories of material, preliminary designs of recycling equipment, all written on cheap bound notepads, scraps of paper, bits of packing....anything they could get their hands on. The Marakin evolved into a written history about ten years into the voyage, as it seemed that they might, after all, just might make it. These earliest volumes are far too fragile to handle, and much of the information in them is impossible to get to, and what is known about the contents has been lost or garbled over the ages. The Deltra Harissim are undertaking research into how to access the records without harming them, and the Ill'ikashi are enthusiastic partners in this, as they believe clues to their origin, and possible tracking the Lost Ships lie in these books.<br />
<br />
They have contracted with the [[Alkhalikoi Institute of Archaeology]] on [[Sylea (world)|Sylea]] in this endeavor, and several visiting scientists from there are living and working in the 27.<br />
<br />
One of them, Dr [[Muthahti Vinoosh]], has written a minor best-seller recounting her time on the Marakin project, and with the Forlorn. This light, affectionate portrayal of her hosts has earned Dr. Vinoosh reciprocal affection from the Forlorn, and has softened their image as insular, arrogant masked strangers for a wider range of people in the Imperium.<br />
<br />
The Forlorn have increased their numbers since arriving in the Imperium, with a total population now somewhere around 5-8 million. There are pockets of them throughout the old [[Sylean Federation]] space. Forlorn work teams are in high demand for zero gee construction, and Forlorn designed life support systems are sold throughout the {{Imperium}} for use in vacuum and hostile environment habitats. Forlorn researchers are found in the [[IISS]] research branch, where they are working on long distance sensor and survey techniques<br />
<br />
Still, most Forlorn are still clustered in the [[Geshaggere (world)|Geshaggere]] system, living and working in their growing cluster of habitats at Geshaggere's lagrange points. They are acutely aware that they are, by now, quite different from the people they have settled amidst, and feel considerably lost unless they are with a number of other Forlorn. Their history of intense community cooperation have made them even more group oriented than the [[Vilani]], though without the technological conservatism that marks Vilani culture. <br />
<br />
Outside of the Geshaggere system, they are most often found in family groups of 15-45 individuals, never solitary. They have been the target of more than a little discrimination, for their habits of travelling in groups, their strange language, their habitual use of filter masks in the presence of outsiders, and more often, their disdain for those they consider ''Drangin'', 'dirt-bugs', their derogatory term for anyone who isn't happier living at zero-g in a nice clean space habitat. In other words, anyone who lives on a planet. Most Forlorn feel they are truly the only modern humans, living free from their planetary bonds. All of endless space is their homeland.<br />
<br />
== Government & Politics ==<br />
No information yet available.<br />
<br />
== Language & Letters ==<br />
They have a distinct language, that they work assiduously to keep alive, as they do their rich oral history and traditions.<br />
<br />
== Calendar & Timekeeping ==<br />
No information yet available.<br />
<br />
== Technology & Trade ==<br />
=== Life Support Systems ===<br />
Forlorn life support systems are really designed for use in large habitats, or very large ships; they are unsuitable for use in small ships. They are a combination recycling system/farm, using a combination of plants, algae, and some rather exotic polymer and metallopolymer membrane systems to maintain a healthy atmosphere, food, and water supply over long, practically infinite periods of time. These systems are much more efficient than current Imperial life support systems, but need more attention and are at times quite susceptible to 'poisoning' by outside contaminants, such as heavy metals, bacteria and fungi. They work best when a 'clean' system can be erected, such as on a vacuum world, or in orbit, where some decontamination can be set up for incoming personnel.<br />
<br />
They have smaller systems for use on board small ships, which are more like small hydroponic gardens more than anything else. These cannot replace full life support systems, but rather, provide an extra amount of 'conditioning' to the system, particularly the air supply, removing trace irritants, and adding the impossible-to-replicate scents of living plants. Ships that carry such systems do not receive any cut in costs for life support, but can realize an increased 5-10% on middle and high passage fare, because the systems simply make it more pleasant to be on board.<br />
<br />
PC's could well want to invest in one of these systems, not only for the increased revenue, but again, because it's a lot more pleasant to be on a ship with one.<br />
<br />
'''Forlorn 'Life Conditioning Unit':''' Displaces 2 dT/100 dT of ship to be 'conditioned', requires minimal power, and requires 0.1 Crew member/ dT for maintenance and operation, counted as Steward.<br />
<br />
=== Magnetic Field Manipulation:===<br />
The Forlorn's only resupply system during their centuries in flight were their laboriously adapted magnetic radiation and particle shields (Their original ships were to carry the fuel they needed). They became adept at manipulating magnetic fields within the low power constraints of their systems, filtering the scant detrius of interstellar space for hydrogen, carbon monoxide, methane, and rarer molecules. They have a large practical knowledge of this subject, but since most of their experience is a significant fractions of c, the practicality and usability of their technology is questionable in the much lower speed Imperium. Still they have struggled to make some headway.<br />
<br />
'''MagSieve''' Magnetic 'sieve' for recovering low concentrations of material from plasma, gaseous, or other extremely low density media. Basically a variation of the [[Bussard Ramjet]]; this is a system that can collect specifically sized molecules or atoms from some medium. Currently used experimentally for recovering trace resources from cometary belts, the upper reaches of [[Gas Giants]], proto star systems, or similar environments. This is currently experimental technology, and is still somewhat of a 'solution without a problem'. The advantage of this system is that it could be converted to a rugged, automated system. Resource concentrations may be low in Cometary belts, or particularly proto-star systems, but a simple device that can operate for months or years without service could collect a huge amount of material. Forlorn control of magnetic fields, however is still pretty much confined to low power applications.<br />
<br />
=== Zero-G Construction ===<br />
Forlorn structures are marvels of maximum strength with minimum mass, and their abilities to work on and manipulate structures in zero gee are almost inborn by now. They have developed a number of specialized composites and alloys for such use. Their structures are often designed to withstand stresses in very defined directions, and Forlorn designs often resemble elaborate spiderwebs of tension elements, often looking no more substantial than balsa wood models.<br />
<br />
Forlorn structures are typically built in place as they cannot withstand the forces required to boost them into position. However, they are often far more economical of construction time, material and volume than 'normally' designed [[Orbital Habitat|orbital hab]]'s or structures, and have found a niche for use as astronomical observatories, deep space sensor platforms or comm relays, or belter habitats.<br />
<br />
Some of their engineering elements and composites are finding their way into Imperial engineering practice, as well, and there is a noted Forlorn occupying the [[Branfield chair]] at the [[Sylea Institute of Technology]]. Well, she doesn't actually occupy the chair, but rather an orbital habitat near [[Sylean Highport]], which serves as a classroom/summer camp/laboratory for students in her program of Alternative Construction Methods. She simply telecommutes for all her ordinary departmental duties.<br />
<br />
== Military & Intelligence ==<br />
No information yet available.<br />
<br />
<br />
{{Sources<br />
|S2= Author & Contributor: [[Bruce Johnson]]<br />
|S1= External Link: [http://www.freelancetraveller.com/features/culture/societies/forlorn.html Downport CARI]<br />
|S3= <br />
|S4= <br />
|S5= <br />
|S6= <br />
}}<br />
<br />
<br />
[[Category: Minor Human Race]]<br />
{{LEN|Forlorn|Races}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Floriani&diff=97628Floriani2015-06-17T01:15:01Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Floriani<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]]<br />
(''Homo floriani'')<br />
|type= Unknown<br />
|size= Unknown<br />
|weight= Unknown<br />
|home= {{WorldS|Floria|Trojan Reach|0213}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= {{TDref|20}}<br />
|footnote=<br />
}}<br />
<br />
A [[:Category:Minor Human Race|minor human race]] native to {{WorldS|Floria|Trojan Reach|0213 A467942-F}}.<br />
<br />
<br />
== Physiology ==<br />
The Floriani are notable for their dimorphism. The ruling group, the Barnai, are short and weak, while the workforce is comprised of Feskals, large, muscular, and unintelligent. Other minor details of anatomy also set them apart from the rest of [[Humaniti]].<br />
<br />
== History ==<br />
The Floriani were contacted by the Aslan in [[-170]], but the two races got along rather poorly. Some Aslan settled a few Florian worlds, but on the whole the relationship was very uneasy. In [[185]], they were contacted by the [[IISS]], and a neutral relationship began. In [[430]], the Floriani encountered human settlers from the Imperium and welcomed them into the League. In [[506]], they formed the [[Florian League]], in order to unify their government and culture.<br />
<br />
For 550 years, the League gradually grew, reaching its present size in [[1054]]. At that time, one or two Aslan clans commenced raiding inside the League, and soon after the publication of the Imperial [[Second Survey]], the League established a unified military and built bases on several worlds.<br />
<br />
During the [[Rebellion]], Aslan attacked the League ''en masse'', while at the same time swarming across [[The Borderland Subsector|the Borderland]] to attack the Imperium. Most of the worlds of the [[Nora'a Subsector|Nora'a]] subsector were captured in [[1117]], but after that no more headway was made. <br />
<br />
== Society & Culture ==<br />
n/a<br />
<br />
== Social Organization ==<br />
A human minor race native to {{WorldS|Floria|Trojan Reach|0213 A467942-F}}, the Floriani are notable for their dimorphism. The ruling group, the Barnai, are short and weak, while the workforce is comprised of Feskals, large, muscular, and unintelligent. Other minor details of anatomy also set them apart from the rest of [[Humaniti]].<br />
<br />
Although accusations of slavery or exploitation might be voiced in {{Imperial}} society, the relationship between Barnai and Feskals is perfectly acceptable to both parties. High ethical standards combine with the stoic Floriani demeanor to foster cooperation and solidarity in defiance of physical differences.<br />
<br />
== Government & Law ==<br />
A human minor race native to {{WorldS|Floria|Trojan Reach|0213 A467942-F}}, the Floriani are notable for their dimorphism. The ruling group, the Barnai, are short and weak, while the workforce is comprised of Feskals, large, muscular, and unintelligent. Other minor details of anatomy also set them apart from the rest of [[Humaniti]].<br />
<br />
== Language ==<br />
n/a<br />
<br />
== Calendar ==<br />
n/a<br />
<br />
== Technology & Trade ==<br />
The Floriani are also noteworthy for their unusual path of technological development. Highly advanced in the realms of transportation and weaponry, the Floriani are abnormally backward in the life sciences. Within the [[Florian League]], the masses have odd notions toward technology, and all Floriani instinctively shy away from true research. Even creativity in the arts is a rarity.<br />
<br />
== Military ==<br />
n/a<br />
<br />
<br />
{{JTAS Online|460}}<br />
<br />
<br />
{{Sources<br />
|S1= {{TDref|20}}, [[Joe Webb]]<br />
|S2= [[GURPS Traveller: Humaniti]]<br />
|S3= [[Third Imperium Fanzine]] Issue 8<br />
}}<br />
<br />
<br />
{{LE|F|Races}} [[Category: Minor Human Race]]<br />
[[Category: GT]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Dynchia&diff=97602Dynchia2015-06-17T00:42:19Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Dynchia<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]]<br />
(''Homo dynchia'')<br />
|type= Omnivore/hunter<br />
|size= 2.2 m<br />
|weight= 100 kg<br />
|home= {{WorldS|Melantris|Leonidae|0603}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref={{JTASref|24}}<br />
|footnote=<br />
}}<br />
<br />
Intelligent minor race of [[Humaniti]], native to {{WorldS|Melantris|Leonidae|0603}}. <br />
<br />
<br />
== Physiology & Environment ==<br />
Dynchia are about 2.2m in height and weigh about 100 kg. They are slender and long-limbed. <br />
<br />
Skin tones range from pale to bronze-tan; hair color is usually brown or black, but snowy white hair is not uncommon. <br />
<br />
The Dynchia have six fingers on each hand, and six toes on each foot. <br />
<br />
Their teeth actually consist of two bony “jaws” (as if their teeth had been fused into one upper and one lower “jaw”) with fang-like extrusions. <br />
<br />
== History & Background ==<br />
The physiological differences between mainstream species of [[Humaniti]] and Dynchia appear to have been geneered (genetically engineered) by the [[Ancients]].<br />
<br />
== Psychology & Philsophy ==<br />
n/a<br />
<br />
== Culture & Society ==<br />
The Dynchia have a rare and unusual quality: they are warrior individualists in an un-warlike culture. That is, they never make war upon their own race, although fights, duels, and challenges are common, as is a warrior ethic. <br />
<br />
Their culture is completely independent of territory. The social basis of Dynchia mentality is a deep sense of honor, both personal and as part of their clan or tribe. The general religion of the Dynchia is reverence for ancestors and worship of tribal heroes. To be false to one’s honor is to forfeit a chance to become a revered ancestor.<br />
<br />
Their architecture is famous for its beauty and perfection.<br />
<br />
=== Social Organization ===<br />
As well as the physical divergence, two elements of human psychology (to protect females from danger, and to possess land) appear to have been left out of or modified in the Dynchia. <br />
<br />
Firstly, the Dynchia have absolute equality of the sexes; prejudice against or protection of one sex is psychologically impossible. <br />
<br />
Secondly, a Dynchia is not a citizen of a particular world; he is a member of a clan, which in turn is a member of a tribe. A tribe may rule anywhere, as territory is not important.<br />
<br />
A low rate of population expansion gives them time to fully develop a world before they are forced to expand by population pressure. <br />
<br />
As an example of the degree of perfection Dynchia designers have achieved, it may be mentioned that their homeworld, Melantris, has a population of over 4 billion, but has no pollution problems. <br />
<br />
== Government & Politics ==<br />
The government of the Dynchia is known as the [[Dynchia Comitia]].<br />
<br />
The [[Dynchia Comitia]] government is characterized as having an average degree of centralization, which gives local/regional/planetary governments more power than most governments, but sacrifices uniformity on many issues. The [[Dynchia Comitia]] government is usually classified as a [[Assembly]], a form of a [[Federation]].<br />
<br />
=== Government Structure ===<br />
Dynchia government is based on councils, each consisting of the top ranking members of each tribe present. <br />
<br />
The highest of these councils is the [[Council of the Twelve]], which rules all of the [[Comitia]], and speaks for all the tribes. The highest ranking clan of each tribe is the Prince of that tribe, and sits on the Council. <br />
<br />
The military is subject only to the Council of the Twelve, and exempt from responsibility to clan or tribe.<br />
<br />
== Language & Letters==<br />
n/a<br />
<br />
== Calendar & Timekeeping ==<br />
n/a<br />
<br />
== Technology & Trade ==<br />
Not only is the Dynchia [[Tech level|tech level]] higher than most TL’s in the region, but the Dynchia have an added advantage - they have refined their designs for maximum efficiency. They may not have fusion guns, but they have the best laser rifles in all of known space, and the same applies of the rest of their industry.<br />
<br />
== Military & Intelligence ==<br />
At coming-of-age, all individuals go through an extensive series of trials, to determine their right to the status of adulthood. Seven percent fail - and die. Thus, all adults are skilled warriors. <br />
<br />
The military are merely the cream of the crop, specializing in combat arts. For this reason, it is generally considered impossible to conquer a Dynchia world.<br />
<br />
{{Sources<br />
|S1= {{JTASref|24}}<br />
|S2= [[GURPS Traveller: Humaniti]]<br />
|S3= <br />
|S4= <br />
|S5= <br />
|S6= <br />
}}<br />
<br />
<br />
[[Category: GT]]<br />
[[Category: Minor Human Race]]<br />
{{LE|D|Races}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Darrians&diff=97596Darrians2015-06-17T00:39:00Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Darrian<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]]<br />
(''Homo sapiens darrianus'')<br />
|type= Omnivore/gatherer<br />
|size= 2.0 meters<br />
|weight= 78 kg<br />
|home= {{WorldS|Darrian|Spinward Marches|0627}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= [[Darrians (Alien Module)|Alien Module 8: Darrians]]<br />
|footnote=<br />
}}<br />
* For the ethnic group likewise known as Darrians, see [[Darrians (ethnicity)]]<br />
<br />
Darrians are a [[:Category:Minor Human Race|minor Human race]], native to {{WorldS|Darrian|Spinward Marches|0627}}.<br />
<br />
Intelligent minor race of Humaniti from Darrian ( Darrian / Spinward Marches 0627). The race is not native to the world, but was placed there by the [[Ancients]] about 300,000 years ago.<br />
<br />
<br />
== Physiology & Environment ==<br />
[[Darrian]]s are Humans who have developed independently on Darrian. Some [[Solomani]] blood is evident as Solomani traders encountered Darrian in [[-1511]] and provided them with sufficient technology to explore the subsector.<br />
<br />
Physiologically, Darrians sport a number of adaptations resulting from their homeworld's environment. However most are not apparent at a glance. The noticeable differences lie in their golden pigmentation, slight build, and pointed ears. Their biology remains closely enough linked to allow interbreeding with the [[Solomani]]. Ethnic Darrians usually display a stoic, tolerant air.<br />
<br />
The Darrian physiology is a result of adapting to the alien environment. Darrians are generally tall and thin, averaging just over 2m in height and 78kg in weight. Their most significant adaption is the ability to digest a normally indigestable amino acid native to Darrian. They are poorly insulated as they do not develop subcutaneous fat layers very readily. Instead, their metabolism adjusts quickly to the available food supply, whether feast or famine. This adjustable internal "furnace" allows Darrians to be comfortable in a much colder climate, as long as food is available.<br />
<br />
Protomelanin skin pigmentation protects Darrians from ultraviolet radiation, without the need for acquiring a tan. It absorbs UV light without darkening in response and controls Vitamin D production in any amount of sunlight. Usual Darrian skin colour is golden or greyish tan, and their hair is white or light-toned. Intermarriage with Solomani immigrants (largely of Semitic stock) introduced somewhat ruddier skin tones based on melanin pigments or darker hair, but only one or the other skin pigments occur, not a mixture.<br />
<br />
The low gravity of Darrian means that, on average, Darrians are weaker than Imperials. However, they have faster reaction times and acute sight and hearing. Dexterity is highly valued along with mental agility, and most educational systems in the Darrian Confederation attempt to develop both.<br />
<br />
Certain Darrian traits have been traced to retroviruses present in the environment. A few were able to meld successfully with Terran genes and produce favourable adaptions. For instance, Darrians can metabolise and thrive on a high concentration of ozone in the high altitudes of their atmosphere.<br />
<br />
Nearly 40% of Darrians are left-handed or ambidexterous. Equipment designs reflect this by being neutral as to handedness. The larger than average bridge between the two halves of the Darrian brain may be a cause for this trait as well as a factor in inventiveness and mathematical ability. Musical talent is also widespread.<br />
<br />
Their homeworld is {{WorldS|Darrian|Spinward Marches|0627}}.<br />
<br />
== History & Background ==<br />
The Darrian Confederation is an ally of the {{Imperium}}, and has been historically opposed to the [[Sword Worlds]] and the [[Zhodani Consulate]].<br />
<br />
== Psychology & Philosophy (Mindset) ==<br />
n/a<br />
<br />
== Darrian (Sophont) Culture & Society (Ethnology) ==<br />
The Darrians have a very tolerant society with inhabitants from many different cultures, who practice many different philosophies and religions (belief systems). Confederation inhabitants are known for their focus in scholastic and technological activities.<br />
<br />
One of the primary Darrian values is a strong belief in curiosity and the scientific method. Pursuant to this value, Darrians have formed many different academic institutions, and it is a rare Darrian urban area that isn't a ''university town''. Even some very rural areas maintain significant institutions of learning.<br />
<br />
Darrian society is characterized more by individual's avocations than their vocations. Darrians have a keen fascination with all sorts of knowledge, encouraged by their educational system. Many Darrians develop an avocation of research, selecting a broad topic of interest and spending a lifetime following that topic.<br />
<br />
Darrians differentiate between original and secondary research. Original research usually requires extensive equipment and supplies. Even when published, results are often not understood. Secondary research is an analysis of published information in a search for new correlations and conclusions. Many Darrians have composed at least one analysis of existing research; some become experts in their field. Every secondary researcher on Darrian dreams of making a world-shaking discovery by taking two or more published pieces of research and using them to produce wholly unexpected or previously unsuspected results.<br />
<br />
=== Darrian Social Organization ===<br />
POPULATION CENSUS: As of (1110), the Darrian Confederation compositionally consists of a blend of races: 60% Darrian, 20% [[Solomani]], 8% [[Aslan]], and 12% assorted other [[Humaniti|human]] races.<br />
<br />
== Government & Politics ==<br />
An association of worlds, a [[Confederation]], inhabited primarily by members of the [[Darrian]] [[Humaniti|human]] [[minor race]], settled during the period [[-1137]] to [[-927]]. The Confederation, consisting of 21 worlds, lies [[spinward]] of the [[Sword Worlds]] in the [[Spinward Marches Sector|Spinward Marches]]. <br />
<br />
The [[Darrian Confederation]] contains 18 worlds, all within the same subsector (...as well as another 3 worlds in a different subsector), and has a population of 17.19 billion. The Darrians control some 18 worlds known as the [[Darrian Confederation]] in the [[Darrian Subsector]] of the [[Spinward Marches Sector]]. The current capital is {{WorldS|Mire (SM 0527)|Spinward Marches|0527}}.<br />
<br />
See [[Darrian Confederation]] for more information.<br />
<br />
<br />
== Language & Letters ==<br />
The Darrian language, known as [[Te-Zlodh]], or Te-Zapet, originally the language of the [[Zlodh Basin]] is the common language spoken by the people of the Darrian worlds.<br />
<br />
<br />
== Calendar & Timekeeping ==<br />
Very little is known about how the Darrian form a calendar or mark the passing of time although it is assumed that the Darrian calendar is based upon the planetary rotation of their homeworld.<br />
<br />
== Technology & Trade ==<br />
The Darrian maintain a technological level of expertise between TL 10 and TL 15. Some Darrian lead researchers have even begun to make breakthroughs classified as TL 16.<br />
<br />
Scientific knowledge and research are the primary exports. Tourism also plays a significant role in their economy.<br />
<br />
Darrian merchants and traders are well-known throughout the Third Imperium and beyond.<br />
<br />
== Military & Intelligence ==<br />
The Darrians maintain local constabularies and a private military. The [[Darrian Navy]] is used to ensure the safety of their territory.<br />
<br />
The Darrian Confederation is an ally of the [[Third Imperium]], and has been historically opposed to the [[Sword Worlds]] and the [[Zhodani Consulate]]. <br />
<br />
See [[Darrian Navy]] for more information. The [[Darrian 7th Armored Division]] is a classic example of their army units.<br />
<br />
{{Sources<br />
|S1= {{CT}} [[Darrians (Alien Module)|Alien Module 8: Darrians]]<br />
|S2= {{CT}} {{JTASref|14}}<br />
|S3= [[GURPS Traveller: Humaniti]] <br />
|S4= [[MegaTraveller]] [[Imperial Encyclopedia]]<br />
|S5= External Link: [http://members.pcug.org.au/~davidjw/libdata/alphabet/d/darrians.htm Traveller Library Data]<br />
|S6= External Link: [http://www.caddocourt.com/traveller/darrian/index.html Daryen's Traveller Page]<br />
|S7= Contributor: Lord (Marquis) and Master of Sophontology [[User:Maksim-Smelchak|Maksim-Smelchak]] of the [[Ministry of Science]]<br />
|S8= <br />
|S9= <br />
}}<br />
<br />
<br />
{{LE|Darrian Confederation|Races|Minor Human Race|Era: Milieu 1116}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Darmine_race&diff=97588Darmine race2015-06-17T00:28:10Z<p>Rancke: Rancke moved page Darmine race to Darmine (race): Races are known by their name only.</p>
<hr />
<div>#REDIRECT [[Darmine (race)]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Darmine_(race)&diff=97587Darmine (race)2015-06-17T00:28:10Z<p>Rancke: Rancke moved page Darmine race to Darmine (race): Races are known by their name only.</p>
<hr />
<div>{{Race<br />
|name= Darmine<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] (''Homo sapiens ?'')<br />
|type= Omnivore/hunter-gatherer<br />
|size= 1.75 m<br />
|weight= 75 kg<br />
|home={{WorldS|Ishag|Zarushagaar|1323}}<br />
|multi= Yes<br />
|canon= No<br />
|extinct= Extant<br />
|ref= [[Greg Videll]]<br />
|footnote=<br />
}}<br />
<br />
The '''Darmine''' are a [[:Category:Minor Human Race|minor human race]] native to {{World|Ishag|Zarushagaar|Liasdi|1323 B525986-A}}. The Darmine are not radically different from baseline [[Humaniti]]. Like the [[Vilani]] or the [[Zhodani]], any differences are minor. Interbreeding over the millennia has also helped to "wash out" some of the characteristics developed by the Darmine on Ishag.<br />
<br />
<br />
== Physiology & Environment ==<br />
To survive in the thin [[atmosphere]] of their world the Darmine have an increased lung capacity and blood oxygen capacity. This gives the Darmine an increased endurance for strenuous tasks, particularly when in a higher pressure atmosphere. <br />
<br />
The Darmine have dark skin to protect against the higher than normal UV radiation from their star. <br />
<br />
While the Darmine were clearly transported by the [[Ancients]], it is less clear if the changes to the Darmine physiology are [[Genetic engineering|geneered]] or are the result of the evolution of natural selection.<br />
<br />
== History & Background ==<br />
By [[-6000]], Darmine had advanced to [[Technology level|TL-4]], creating a series of constantly warring city-states.<br />
<br />
=== Code of Ledriasda ===<br />
Around this time, a wanderer/philosopher named Ledriasda developed what came to be called the [[Code of Ledriasda]]. The Code states that it is the moral obligation of all humans (later extended to all [[sophont]]s) to preserve (intelligent) life. This not only means that killing is immoral, but that the strong should help the weak, the more fortunate should help the less fortunate, etc.<br />
<br />
The Code helped shape Darmine history, making the Darmine a generally peaceful race with the desire to be builders, not destroyers. Even those individuals who are not strict adherents to the Code follow its general tenets.<br />
<br />
=== Unification & Expansion ===<br />
By [[-4600]], the Darmine had unified their world and reached [[Technology level|TL-8]]. They began space exploration when they were contacted by another space faring race, probably a Vilani trade mission. The Darmine acquired the [[Jump Drive]] and began exploring the stellar neighborhood.<br />
<br />
The burst of expansion ran into the [[Consolidation Wars]], and the growing Darmine expansion was subjugated into the [[First Imperium]]. Despite the demands of the Vilani, the Darmine maintained much of their cultural identity through this period.<br />
<br />
=== Corporate Creation ===<br />
With the coming of the [[Solomani]] and the [[Rule of Man]], the Darmine were again free to expand. They took advantage of the changing times and began to economically conquer [[Zarushagaar Sector|Zarushagaar]]. By the time the [[Rule of Man]] collapsed, the Darmine had formed the [[Darmine Corporate]].<br />
<br />
=== Corporate Dissolution ===<br />
The Darmine Corporate, more of a loose trade association than a real interstellar government, kept the Zarushagaar sector free of the worst effect of the [[Long Night]]. It continued to support its worlds through the founding of the [[Third Imperium]] and the [[Ilelish Pacification Campaign]]. The Darmine resistance to the campaign was primarily political and economic rather than military. The resistance continued for more than 40 years, until the Darmine convinced themselves that the Third Imperium wouldn't be a repeat of the First. In [[120]], when Ishag formally joined the Imperium, the Darmine Corporate was dissolved.<br />
<br />
=== Ishag Rebellion ===<br />
Until the [[Rebellion]], the only violent event to mar the Darmine peace was the [[Ishag Rebellion]] in [[1057]].<br />
<br />
In the years leading up to the Rebellion, Archduke [[Dulinor]] attempted to recruit allies for his forthcoming plans for the Imperium. He used a two-pronged approach, first recruiting like-minded nobles like Sector Duke [[Andrew]]. Many assumed, at the time, Dulinor was attempting the promote changes through the [[Moot]]. Second was a series of secretly funded media campaigns designed to promote the idea of change to the Imperium. In the Darmine region the campaign took the form of historical promotion and support for the idea of a Darmine Autonomous region.<br />
<br />
Unfortunately, this "hearts and minds" campaign completely backfired when Dulinor chose to assassinate the Emperor. The followers of Code of Ledriasda were horrified and the Zarushagaar nobility, lacking much of their popular support, found it difficult to support Dulinor. As [[Lucan]]'s violent, "at any cost" philosophy became apparent, his support evaporated as well. The Zarushagaar sector, on the front lines between the two bitter enemies, bore the brunt of the continued assaults.<br />
<br />
=== New Darmine Corporate ===<br />
By [[1120]], when both sides has largely spent their large fleets, the worlds of [[Ishag (world)|Ishag]], [[Dineal (world)|Dineal]] and [[Nidke (world)|Nidke]] signed the [[Dineal Accords]], establishing a new [[Darmine Corporate]].<br />
<br />
== Psychology & Philosophy ==<br />
Darmine society is a generally peaceful one, organized around the [[Code of Ledriasda]], which states that it is the moral obligation of all humans to preserve sentient (intelligent) life. The Code categorically states that the destruction of sophont life is immoral and that all life has a duty to aid the weak, less fortunate, and live moral lives. As Darmine society grew more diverse in terms of [[sophont]] species, the code was later amended to state that it is the duty of all sophonts to preserve intelligent life.<br />
<br />
The Darmine, as a generality, desire to be builders, not destroyers. Even those individuals who are not strict adherents to the Code follow its general tenets.<br />
<br />
== Culture & Society ==<br />
The Darmine culture continues to influence many worlds within Zarushagaar. Darmine culture presents a balance between the group and the individual. Not as group oriented as the [[Vilani]], Darmine still recognize the power of a group and the productivity that comes from solving problems together.<br />
<br />
They enjoy working and interacting with others toward a common goal. It's important to note that the Darmine are not as regimented and tradition bound as the Vilani. The good of the group is important but not at the expense of the individual. Team work is emphasized, to bring the best mix of skills together, but it doesn't pervade every facet of life.<br />
<br />
The Darmine have a strong streak of individualism. It's an escape valve from the group orientation of Darmine society, a backlash against the Vilani's stifling culture and a reassertion of the drive the Darmine had during their "Golden Age".<br />
<br />
While they may be group oriented, the Darmine greatly respect the adventurer, the daring and innovative individual. Perhaps the most common literary hero is the wandering loner; a person who steps into a difficult situation and sets things aright.<br />
<br />
Individuality does not equate to selfishness, rather it means that the individual is more extroverted and flamboyant than his/her group oriented counterpart.<br />
<br />
Every Darmine is pulled in two directions; between working within the group and expressing their sense of self. Nearly every Darmine falls somewhere in between, there are few that polarize at one end of the spectrum.<br />
<br />
=== Architecture & Fashion ===<br />
As with nearly everything involving the Darmine, both architecture and fashion strike a balance between conformity and individuality. Buildings fit well within their surroundings but at the same time are noticeable in their design. The same goes for Darmine fashion. Darmine fashion has borrowed from and lent to other cultures including the Vilani, the Solomani and mainstream Imperial culture.<br />
<br />
=== Social Organization ===<br />
n/a<br />
<br />
== Government & Politics ==<br />
n/a<br />
<br />
== Language & Letters ==<br />
The Darmine language is called [[Kadli]] and is written using a phonetic alphabet. Kadli is the primary language on some Darmine settled worlds and a secondary one on others (Anglic being the primary).<br />
<br />
See [[Kadli]] for more information.<br />
<br />
== Calendar & Timekeeping ==<br />
n/a<br />
<br />
== Technology & Trade ==<br />
=== Darmine Trade ===<br />
The Darmine are well-known for their sharp merchants and cutting edge technologies. Darmine starship, vehicle, and robot designs always sell well in Imperial markets. <br />
<br />
=== Darmine Technology ===<br />
Darmine technology is clearly influenced by and has contributed to "Imperial" technology. It has not had the same impact as, for example, [[Vilani]] technology. <br />
<br />
Their vehicle and starship designs are not radically different, but they do tend to possess a sleek, rounded look. <br />
<br />
Robots are almost always dumbots. The Darmine do not widely use robots, preferring to work with other sophonts. Interestingly, artificial "personalities" for more sophisticated computers are common.<br />
<br />
== Military & Intelligence ==<br />
n/a<br />
<br />
<br />
{{Sources<br />
|S1= Author: [[Greg Videll]]<br />
|S2= <br />
|S3= <br />
|S4= <br />
|S5= <br />
|S6= <br />
}}<br />
<br />
<br />
{{LEN|Darmine|D|Races|Minor Human Race|HIWG}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Darmine_(race)&diff=97584Darmine (race)2015-06-17T00:26:19Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Darmine<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] (''Homo sapiens ?'')<br />
|type= Omnivore/hunter-gatherer<br />
|size= 1.75 m<br />
|weight= 75 kg<br />
|home={{WorldS|Ishag|Zarushagaar|1323}}<br />
|multi= Yes<br />
|canon= No<br />
|extinct= Extant<br />
|ref= [[Greg Videll]]<br />
|footnote=<br />
}}<br />
<br />
The '''Darmine''' are a [[:Category:Minor Human Race|minor human race]] native to {{World|Ishag|Zarushagaar|Liasdi|1323 B525986-A}}. The Darmine are not radically different from baseline [[Humaniti]]. Like the [[Vilani]] or the [[Zhodani]], any differences are minor. Interbreeding over the millennia has also helped to "wash out" some of the characteristics developed by the Darmine on Ishag.<br />
<br />
<br />
== Physiology & Environment ==<br />
To survive in the thin [[atmosphere]] of their world the Darmine have an increased lung capacity and blood oxygen capacity. This gives the Darmine an increased endurance for strenuous tasks, particularly when in a higher pressure atmosphere. <br />
<br />
The Darmine have dark skin to protect against the higher than normal UV radiation from their star. <br />
<br />
While the Darmine were clearly transported by the [[Ancients]], it is less clear if the changes to the Darmine physiology are [[Genetic engineering|geneered]] or are the result of the evolution of natural selection.<br />
<br />
== History & Background ==<br />
By [[-6000]], Darmine had advanced to [[Technology level|TL-4]], creating a series of constantly warring city-states.<br />
<br />
=== Code of Ledriasda ===<br />
Around this time, a wanderer/philosopher named Ledriasda developed what came to be called the [[Code of Ledriasda]]. The Code states that it is the moral obligation of all humans (later extended to all [[sophont]]s) to preserve (intelligent) life. This not only means that killing is immoral, but that the strong should help the weak, the more fortunate should help the less fortunate, etc.<br />
<br />
The Code helped shape Darmine history, making the Darmine a generally peaceful race with the desire to be builders, not destroyers. Even those individuals who are not strict adherents to the Code follow its general tenets.<br />
<br />
=== Unification & Expansion ===<br />
By [[-4600]], the Darmine had unified their world and reached [[Technology level|TL-8]]. They began space exploration when they were contacted by another space faring race, probably a Vilani trade mission. The Darmine acquired the [[Jump Drive]] and began exploring the stellar neighborhood.<br />
<br />
The burst of expansion ran into the [[Consolidation Wars]], and the growing Darmine expansion was subjugated into the [[First Imperium]]. Despite the demands of the Vilani, the Darmine maintained much of their cultural identity through this period.<br />
<br />
=== Corporate Creation ===<br />
With the coming of the [[Solomani]] and the [[Rule of Man]], the Darmine were again free to expand. They took advantage of the changing times and began to economically conquer [[Zarushagaar Sector|Zarushagaar]]. By the time the [[Rule of Man]] collapsed, the Darmine had formed the [[Darmine Corporate]].<br />
<br />
=== Corporate Dissolution ===<br />
The Darmine Corporate, more of a loose trade association than a real interstellar government, kept the Zarushagaar sector free of the worst effect of the [[Long Night]]. It continued to support its worlds through the founding of the [[Third Imperium]] and the [[Ilelish Pacification Campaign]]. The Darmine resistance to the campaign was primarily political and economic rather than military. The resistance continued for more than 40 years, until the Darmine convinced themselves that the Third Imperium wouldn't be a repeat of the First. In [[120]], when Ishag formally joined the Imperium, the Darmine Corporate was dissolved.<br />
<br />
=== Ishag Rebellion ===<br />
Until the [[Rebellion]], the only violent event to mar the Darmine peace was the [[Ishag Rebellion]] in [[1057]].<br />
<br />
In the years leading up to the Rebellion, Archduke [[Dulinor]] attempted to recruit allies for his forthcoming plans for the Imperium. He used a two-pronged approach, first recruiting like-minded nobles like Sector Duke [[Andrew]]. Many assumed, at the time, Dulinor was attempting the promote changes through the [[Moot]]. Second was a series of secretly funded media campaigns designed to promote the idea of change to the Imperium. In the Darmine region the campaign took the form of historical promotion and support for the idea of a Darmine Autonomous region.<br />
<br />
Unfortunately, this "hearts and minds" campaign completely backfired when Dulinor chose to assassinate the Emperor. The followers of Code of Ledriasda were horrified and the Zarushagaar nobility, lacking much of their popular support, found it difficult to support Dulinor. As [[Lucan]]'s violent, "at any cost" philosophy became apparent, his support evaporated as well. The Zarushagaar sector, on the front lines between the two bitter enemies, bore the brunt of the continued assaults.<br />
<br />
=== New Darmine Corporate ===<br />
By [[1120]], when both sides has largely spent their large fleets, the worlds of [[Ishag (world)|Ishag]], [[Dineal (world)|Dineal]] and [[Nidke (world)|Nidke]] signed the [[Dineal Accords]], establishing a new [[Darmine Corporate]].<br />
<br />
== Psychology & Philosophy ==<br />
Darmine society is a generally peaceful one, organized around the [[Code of Ledriasda]], which states that it is the moral obligation of all humans to preserve sentient (intelligent) life. The Code categorically states that the destruction of sophont life is immoral and that all life has a duty to aid the weak, less fortunate, and live moral lives. As Darmine society grew more diverse in terms of [[sophont]] species, the code was later amended to state that it is the duty of all sophonts to preserve intelligent life.<br />
<br />
The Darmine, as a generality, desire to be builders, not destroyers. Even those individuals who are not strict adherents to the Code follow its general tenets.<br />
<br />
== Culture & Society ==<br />
The Darmine culture continues to influence many worlds within Zarushagaar. Darmine culture presents a balance between the group and the individual. Not as group oriented as the [[Vilani]], Darmine still recognize the power of a group and the productivity that comes from solving problems together.<br />
<br />
They enjoy working and interacting with others toward a common goal. It's important to note that the Darmine are not as regimented and tradition bound as the Vilani. The good of the group is important but not at the expense of the individual. Team work is emphasized, to bring the best mix of skills together, but it doesn't pervade every facet of life.<br />
<br />
The Darmine have a strong streak of individualism. It's an escape valve from the group orientation of Darmine society, a backlash against the Vilani's stifling culture and a reassertion of the drive the Darmine had during their "Golden Age".<br />
<br />
While they may be group oriented, the Darmine greatly respect the adventurer, the daring and innovative individual. Perhaps the most common literary hero is the wandering loner; a person who steps into a difficult situation and sets things aright.<br />
<br />
Individuality does not equate to selfishness, rather it means that the individual is more extroverted and flamboyant than his/her group oriented counterpart.<br />
<br />
Every Darmine is pulled in two directions; between working within the group and expressing their sense of self. Nearly every Darmine falls somewhere in between, there are few that polarize at one end of the spectrum.<br />
<br />
=== Architecture & Fashion ===<br />
As with nearly everything involving the Darmine, both architecture and fashion strike a balance between conformity and individuality. Buildings fit well within their surroundings but at the same time are noticeable in their design. The same goes for Darmine fashion. Darmine fashion has borrowed from and lent to other cultures including the Vilani, the Solomani and mainstream Imperial culture.<br />
<br />
=== Social Organization ===<br />
n/a<br />
<br />
== Government & Politics ==<br />
n/a<br />
<br />
== Language & Letters ==<br />
The Darmine language is called [[Kadli]] and is written using a phonetic alphabet. Kadli is the primary language on some Darmine settled worlds and a secondary one on others (Anglic being the primary).<br />
<br />
See [[Kadli]] for more information.<br />
<br />
== Calendar & Timekeeping ==<br />
n/a<br />
<br />
== Technology & Trade ==<br />
=== Darmine Trade ===<br />
The Darmine are well-known for their sharp merchants and cutting edge technologies. Darmine starship, vehicle, and robot designs always sell well in Imperial markets. <br />
<br />
=== Darmine Technology ===<br />
Darmine technology is clearly influenced by and has contributed to "Imperial" technology. It has not had the same impact as, for example, [[Vilani]] technology. <br />
<br />
Their vehicle and starship designs are not radically different, but they do tend to possess a sleek, rounded look. <br />
<br />
Robots are almost always dumbots. The Darmine do not widely use robots, preferring to work with other sophonts. Interestingly, artificial "personalities" for more sophisticated computers are common.<br />
<br />
== Military & Intelligence ==<br />
n/a<br />
<br />
<br />
{{Sources<br />
|S1= Author: [[Greg Videll]]<br />
|S2= <br />
|S3= <br />
|S4= <br />
|S5= <br />
|S6= <br />
}}<br />
<br />
<br />
{{LEN|Darmine|D|Races|Minor Human Race|HIWG}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Bye-Ren&diff=97534Bye-Ren2015-06-16T23:44:21Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Bye-Ren<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Ethnic Group|Ethnic group]]<br />
|type= Omnivore/gatherer<br />
|size= 1.65 meters<br />
|weight= 80 kilograms<br />
|home= [[Bye-Ren-Ay (world)|Bye-Ren-Ay]]<br />
|multi= No<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref = [[Marc Miller's Traveller]], [[Aliens Archive]]<br />
|footnote=According to an editor's note in Aliens Archive, page 13, this race was called "Rye-Ben" by mistake in the Traveller rulebook and should be called "Bye-Ren".<br />
}}<br />
The '''Bye-Ren''' are an [[:Category:Ethnic Group|ethnic group]] most noted for their origin in the hellish crush of a continuous 2G gravity well, producing immense strength and resilience. <br />
<br />
<br />
== Physiology ==<br />
Heredity and extensive super-calcification treatments have produced extreme bone density. However, their human heritage combined with their crushed and wrinkled appearance tend to disturb more traditional members of [[Humaniti]].<br />
<br />
Bye-Ren adapt easily to lower gravities, but their short legs often cause trouble in keeping up with their taller kin. Their super-rugged metabolism tends to “wear out” sooner than other humans’, even in normal gravity, and the high blood pressure needed in their home environment causes significant bleeding problems.<br />
<br />
However, their human heritage combined with their crushed and wrinkled appearance tends to disturb more traditional members of Humaniti.<br />
<br />
== History ==<br />
The Bye-Ben are the survivors of a mining expedition abandoned at the end of the [[First Imperium]]. <br />
<br />
== Society & Culture ==<br />
Bye-Ren are extreme in their regard for personal loyalty and refusals to abandon either responsibilities or comrades, and in holding both friendship and enmity for life. <br />
<br />
== Social Organization ==<br />
They tend to disdain luxury and have the interesting social tradition that altitude indicates importance. <br />
<br />
== Government & Law ==<br />
n/a<br />
<br />
== Language ==<br />
n/a<br />
<br />
== Calendar ==<br />
n/a<br />
<br />
== Technology & Trade ==<br />
Since the Bye-Ren have only recently been re-contacted and are still seldom visited, their technology lags far behind the {{Imperium}}’s.<br />
<br />
== (Sophont) Military ==<br />
n/a<br />
<br />
<br />
{{Incomplete}}<br />
<br />
<br />
{{Sources<br />
|S1= [[Marc Miller's Traveller]]<br />
}} <br />
<br />
<br />
{{LE|R|Races}}<br />
[[Category:Ethnic Group]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Azhanti&diff=97533Azhanti2015-06-16T23:36:47Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Azhanti<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] (Hominid)<br />
|type= Omnivore/hunter<br />
|size= 5'9"<br />
|weight= 140 pounds<br />
|home= {{WorldS|Irale|Antares|2315}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= [[GURPS Traveller: Humaniti]]<br />
|footnote=<br />
}}<br />
The Azhanti are a minor Human race native to the world of {{WorldS|Irale|Antares|2315}}. <br />
<br />
<br />
== Azhanti (Sophont) Physiology & Environment ==<br />
The Azhanti are not interfertile with most other human races. Consequently, physiological descriptions of “pure” Azhanti are more easily obtained than for other humans.<br />
<br />
Unlike many minor Human races, which differ from baseline [[Humaniti]] physiological norms only in minor ways, the Azhanti have evolved to survive in high temperatures. Thus, the Azhanti distinguish themselves from the rest of Humaniti physically as well as culturally.<br />
<br />
An Azhanti male averages about 5’ 9” tall in height and weighs approximately 140 lbs. An Azhanti female averages about 5’ 8” tall and weighs 135 lbs. This weight is somewhat less than human norms and appears to have evolved to help the Azhanti radiate excess heat. So while they are of comparable heights to baseline humans, they are thinner than that height would suggest. In addition, they are completely hairless and possess oversized ears. The cranium is likewise larger (approximately 1600-2000 cc), but Azhanti brains are less organized so that intelligence does not differ markedly from that of other humans. Azhanti eyes are brown and, most strikingly, their skin is brownish-orange.<br />
<br />
Like most humans, the Azhanti are omnivorous. The native life of Irale is compatible with human biochemistry, so no extensive food preparation was necessary as it was among the Vilani.<br />
<br />
Azhanti women give birth after a ten-month gestation period. Multiple births are nearly unknown.<br />
<br />
Azhanti senses are about equal to those possessed by all humans. Azhanti eyes, however, are slightly better able to endure bright light due to the intensity of Irale’s home sun.<br />
<br />
In addition to what has already been mentioned, the Azhanti differ from other humans in that their trachea possesses a special filter to allow them to breathe Irale’s sulfur-tainted atmosphere. Besides protecting them from the sulfur, the filter gives most Azhanti (even females) deep and raspy voices.<br />
<br />
Azhanti life spans are somewhat short for members of [[Humaniti]]. Most Azhanti live to between sixty-five and seventy-five years. Likewise, most Azhanti do not age well, suffering the ill effects of old age before reaching fifty. [[Anagathics|Anagathic]] treatments can offset this somewhat, but few Azhanti approve of such methods, believing them an effort to “cheat” the time allotted to them by God to overcome the challenges that the deity has placed before them.<br />
<br />
== History & Background ==<br />
n/a<br />
<br />
== Psychology & Philosophy ==<br />
n/a<br />
<br />
== Culture & Society ==<br />
n/a<br />
<br />
=== Social Organization ===<br />
n/a<br />
<br />
== Government & Politics ==<br />
n/a<br />
<br />
== Language & Letters ==<br />
n/a<br />
<br />
== Calendar & Timekeeping ==<br />
The natural Azhanti circadian rhythm is that of a twenty-six hour day. The local day on Irale is 25 hours and 39 minutes. This day is divided into a nine-hour work period, an eight-hour period of rest, and another nine-hour period of sleep. Given the close correspondence between Irale’s local day and the standard Imperial twenty-four hour day, most Azhanti have little trouble adapting to it.<br />
<br />
== Technology & Trade ==<br />
n/a<br />
<br />
== Military & Intelligence ==<br />
n/a<br />
<br />
<br />
{{JTAS Online|148}}<br />
<br />
<br />
{{Sources<br />
|S1= [[GURPS Traveller: Humaniti]]<br />
|S2= Author: James Maliszewski<br />
}}<br />
<br />
<br />
[[Category: GT]]<br />
[[Category: Minor Human Race]]<br />
{{LE|A|Races}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Category:Minor_Human_Race&diff=97532Category:Minor Human Race2015-06-16T23:30:27Z<p>Rancke: </p>
<hr />
<div>As well as the three human sub-species that are recognized as Major Races, there are 46 others known to Imperial science classified as minor races (though some dispute this classification). Many human races are indistinguishable from each other though a few began from a small gene pool and/or developed in an extreme environment develop unique characteristics.<br />
<br />
One additional classification is [[:Category:Variant Human Race|Variant Human Race]], one that has been genetically altered since the [[Ancients]] scattered [[Humaniti]]. The Solomani, in particular, have applied [[genetic engineering]] to their own race a number of times. Often these new human races are erroneously classified as minor races, whether or not they are descended from a [[Major Race|major race]]. They are also sometimes erroneously referred to as [[Human chimera|''chimera'']]s.<br />
<br />
{{L|Races|Minor Race}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Answerin&diff=97531Answerin2015-06-16T23:29:45Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Answerin<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] (''Homo sapiens'')<br />
|type= Herbivore/intermittent <br />
|size= 1.9 meters<br />
|weight= 75 kg<br />
|home= {{WorldS|Answerin|Vland|0431}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= [[GURPS Traveller: Humaniti]]<br />
|footnote=<br />
}}<br />
<br />
Minor human race native to {{World|Answerin|Vland|Parsi|0431}}.<br />
<br />
<br />
== Physiology & Environment ==<br />
Answerin orbits a close binary system composed of a huge A7 II star and a main sequence G0 V star. The combined ultraviolet radiation output of this pair has stimulated massive melanin production.<br />
<br />
Like most minor human races, the physiological differences from [[Solomani]]-[[Vilani]] norm are slight. Rather, it is societal, cultural, and psychological differences that set the Answerin apart from the rest of Humaniti. <br />
<br />
'''Height:''' Given the lower gravity of Answerin, the humans from that race are somewhat taller than most humans. The average Answerin male is about 1.9 meters tall, and the average Answerin female is about 1.8 meters tall. This is an environmental rather than genetic feature.<br />
<br />
'''Weight:''' Additional mass comes with that height. Males average about 75 kg, and females only slightly less than that. Because of lower gravity, their weight, however, is only two-thirds of that. <br />
<br />
'''Appearance:''' All Answerin have dark brown or black skin tones. Hair color is likewise dark, with wavy hair three times as likely as straight hair. <br />
<br />
Answerin faces are marked by slight epicanthic folds over their eyes as protection against the light of their twin suns. These folds give some individuals a squinting appearance, while others just seem tired. <br />
<br />
'''Diet:''' When the Ancients transplanted proto-human stock to Answerin, there was very little highly developed animal life present. (This remains true to the current day.) The Answerin developed a strictly vegetarian diet. Native biochemistry on Answerin is, however, digestible by humans, so there is no need for extensive food preparation. <br />
<br />
Their vegetarian ways have become socially ingrained. They have no desire to eat meat, and - were they to do so - would become ill until their body became used to a carnivorous diet. <br />
<br />
'''Rest:''' The local day is slightly longer than 25 standard hours. They now divide their day into two eight-hour periods and one nine-hour period. Since Answerin is a hot world, the nine-hour night period is used for work, while the eight-hour periods are used for rest and sleep. Answerin have little trouble adapting to standard 24-hour days, although most Answerin prefer to work in the evenings. <br />
<br />
'''Reproduction:''' Females bear live infants after an eight-month gestation period. The shorter pregnancy and larger pelvic structure of Answerin females is a result of the generally larger size of Answerin children. Multiple births are rare, and are regarded with quasi-religious awe even today. <br />
<br />
'''Senses:''' Answerin senses are about average for human norms in most respects. The eye’s epicanthic folds protect them from higher intensities of light and their nocturnal habits give Answerin a better than average level of night vision. <br />
<br />
'''Anatomy:''' Answerin exhibit no other deviations in anatomy besides those already mentioned. Blood types are H, M, N, and Z, with H and N being the most common. <br />
<br />
'''Lifespan:''' Somewhat shorter than those of other humans. The average Answerin lives for approximately 65-75 years. None are recorded to have lived beyond an age of 95. Since the period of Answerin’s revolution around its stars is slightly more than 95 years, several superstitions have evolved concerning the relationship between lifespan and the local year. As such, Answerin generally begin their careers at an earlier age. Most enter educational facilities at the age of 14. Many begin their careers at this age as well, entering the career at the equivalent of "journeyman" status.<br />
<br />
== History & Background ==<br />
No information yet available.<br />
<br />
== Psychology & Philosophy ==<br />
Since they differ very little from other humans physiologically, psychology becomes very important in differentiating them. It is how the Answerin think and look at the universe that sets them apart. <br />
<br />
'''Fear:''' Foremost and Answerin psychological traits is the belief that fear in any form, from sheer lack of confidence through anxiety to terror, is simply a disease of the mind. Fear has no ontological reality; rather, it is a corruption, a cancer on the usual and natural calmness of the human mind. Like any disease, then, fear must be eradicated to better the human condition. <br />
<br />
Since fear attacks the rational faculties and renders one susceptible to error, this disease is the worst of all diseases. Many other illnesses also stem from fear. Thus, to eradicate fear means to eliminate a host of other human problems. <br />
<br />
The Answerin place great stock in the human mind’s ability to overcome physical difficulties. Humaniti’s intelligence and rationality are what separate it from plants and animals. Fear clouds reason and makes one think improperly. The Answerin believe a calm and tranquil mind is capable of great feats. Pain and fatigue result from laxity of the mind. With proper training and mental discipline, anyone can overcome such merely physical ills. <br />
<br />
It is a weak will and undisciplined mind that separates common men from heroes. Conquering the frontiers of the human psyche, the Answerin believe, will enable them to better master themselves physically, and with that mastery comes freedom from the physical. This is how the Answerin view human happiness. <br />
<br />
The Answerin, then, sometimes appear as very self-assured and smug to outsiders. They know that there is truly nothing to fear except fear itself. This makes it difficult for others to get along with Answerin. Their confidence can be overbearing, and more than a few Answerin are deemed by outsiders to be conceited and arrogant. This is really a poor interpretation; Answerin merely look at stressful situations with a rational detachment and conclude that nothing, least of all efficiency and success, is to be gained by giving into the corruption of the mind known as fear. <br />
<br />
By no means are the Answerin stoic. They display the full range of human emotion in the usual ways. Nothing akin to fear, however, means anything to them. <br />
<br />
===Philosophy===<br />
A curious result of this lack of fear is the lack of any developed religion as known on other human worlds. The Answerin do not need the comforting aspect common to many religions. Instead, they are quite content with an almost fatalistic view of the universe. <br />
<br />
The way things happen in the universe is judged to be quite proper and no amount of worrying will change that. Several philosophies take the place of religion, and reconcile Answerin to their place and fate in the universe. They all teach the idea that the mind is supreme and can affect matter for the better. Others usually find Answerin philosophical viewpoints rather bleak and cold. <br />
<br />
===Adrenaline Surges===<br />
The Answerin are renowned for their fighting skill. This dates back to the days of the Vilani [[Ziru Sirka]], when the Vilani used Answerin as shock troops and marines. This skill in fighting has two bases. First, the Answerin psychology is such that toughness and resistance to pain are commonplace among Answerin soldiers. Couple this with the discordant nature of Answerin nature generally, and one has a formidable fighting man. <br />
<br />
However, the Answerin have another means by which to increase their fighting skill. Every Answerin can, at will, produce an adrenaline-like reaction in his or her bloodstream. Like most adrenaline reactions among humans, this surge allows the Answerin to gain better strength and dexterity to meet danger. Unlike normal adrenaline rushes, this results not from fear or danger since such is meaningless to the Answerin. <br />
<br />
This reaction produces effects far greater than normal adrenaline surges. An Answerin rush lasts about one standard minute. During that time the Answerin’s strength, dexterity, and general endurance to pain increase prodigiously. He must rest after that minute, however, because the rush is tiring. Another surge cannot be willed until one standard hour has passed. The adrenaline rush is one of the keys to the deadliness of Answerin troops. <br />
<br />
The exact origin of the ability is still open to debate. Some suggest that it is simply a naturally evolved ability. Since adrenaline rushes are usually associated with fear or danger, and the Answerin both disdain fear and have no animals large enough to cause them great danger, that theory is often discarded. Others point out that the ability is unique to the Answerin. <br />
<br />
As expected, the Ancients are often offered as a possible explanation. The Ancients, as far as is known, never used humans as soldiers. So why would they have geneered such an ability into the Answerin? Still, our knowledge about the Ancients is scant at best. We cannot disavow this possibility.<br />
<br />
== Culture & Society ==<br />
Answerin society at its most basic is like many other human societies. The family is the basic social unit. A single parent and large numbers of children are the norm. Children are an important part of society since the infighting that characterized early Answerin history made large populations necessary. <br />
<br />
There is a fair degree of equality between the sexes. Labor was never divided on the basis of gender: it is seen as irrational and inefficient to place people in roles on any basis except expertise. Both parents share in the responsibility of raising children and instructing them in Answerin ways.<br />
<br />
=== Social Organization ===<br />
No information yet available.<br />
<br />
== Government & Politics ==<br />
Democracy is their traditional form of government. Each adult is given the right to decide about government matters. Rational human minds, unfettered by fear, should be able to properly order state affairs and create just laws to further human minds from cares and worries. <br />
<br />
From the earliest times, individual voters have been their own representatives, voicing their opinions and ideas in a folk moot. Representative structures were established as populations grew, and Vilani influence added the idea of a bureaucracy. The size of any established bureaucracy is small by Vilani standards, but that they exist is due to Vilani influence. <br />
<br />
Answerin society has always been extremely discordant: factionalism is the norm. The planet was divided into very many small independent states before Vilani contact. Only Vilani influence established a world government.<br />
<br />
The basic dichotomy within Answerin is this: there is equality of treatment, harmony, and a democratic spirit within certain small groups, but there is much fighting outside those groups. The advent of world government has sublimated and redirected this fighting. Various government departments are often at odds with one another and with various occupations (through their guilds and unions). Adding the Vilani-influenced idea of bureaucracy creates a pretty frightening picture of Answerin government. The Answerin people, however, are individualistic enough to survive without governmental help and also libertarian enough not to want it.<br />
<br />
=== Government Structure ===<br />
No information yet available.<br />
<br />
=== Interstellar Relations ===<br />
No information yet available.<br />
<br />
== Language & Letters ==<br />
The original group of humans whom the Ancients transplanted from Terra probably spoke one language. After the Final War, the humans began to explore their world. Language diverged as groups took up new locations. Eventually they spoke several different dialects which were only vaguely intelligible to speakers of another dialect. <br />
<br />
While related by root words and grammar, the dialects were quite different in vocabulary. All were particular languages: the individual word particles don’t mutate in any fashion. Only placement and modification by other words changes their meaning in different sentences. <br />
<br />
War and conquest eventually reduced the number of dialects to four. They are commonly known as North, South, East, and West Answerin, based more or less on their original locations. When the Vilani began traveling the stars and imposing their ways on other worlds, Vilani became a widely spoken language. <br />
<br />
The present world government had its basis in the nation which spoke North Answerin. Together with some Vilani borrowing, this language became the world’s official language. Galangic has had little influence on the North Answerin tongue. Only North Answerin and Vilani are spoken by any large number of natives, but all four greater dialects (and some smaller ones) still exist. <br />
<br />
=== Mental Diagnosis ===<br />
The science of psychiatry is highly developed among the Answerin. The present-day Answerin lack of fear is the product of thousands of years of psychiatric and psychological research and treatment. Their mind-over-matter philosophy definitely influenced the development of Answerin psychiatric and psychological methods. <br />
<br />
Many breakthroughs in physical medicine came from observing the effects which mental medicines had on the body. They have also developed several devices that allow them to further explore the human psyche, and decide on the best treatments for various mental and physical ailments. <br />
<br />
One of the major devices is a portable unit somewhat like an Imperial stress detector, but much more sophisticated. This device allows a qualified operator to detect stress and anxiety levels. Appropriate actions can then be taken. Because the device borders on psionics in its operation, its sale and use were restricted to Answerin in the pre-Collapse era. Illegal versions could, however, be found throughout Imperial territory.<br />
<br />
== Calendar & Timekeeping ==<br />
No information yet available.<br />
<br />
== Technology & Trade ==<br />
No information yet available.<br />
<br />
== Military & Intelligence ==<br />
Without the usual fear of death that most people feel, the Answerin often fail, to realize the potential loss involved in warfare. Answerin history is one of war after war as well as various other forms of discord. Although their society as a whole was relatively stable (not changing in its basic form or assumptions), the status and power of various Answerin states varied with the year. Warfare has also hardened the Answerin psyche. Although their lack of fear occurred first chronologically, the warfare and infighting further strengthened this tendency in the Answerin people.<br />
<br />
<br />
{{JTAS Online|41}}<br />
<br />
<br />
{{Sources<br />
|S1= [[GURPS Traveller: Humaniti]]<br />
|S2= Periodical: {{MT}} [[Challenge]] [[Challenge55|No. 55]]<br />
|S3= Article: "Contact: Answerin (Campaign Supplement - Meet the Answerin, a unique minor human race" from [[Challenge]] [[Challenge55|No. 55]]<br />
|S4= Author & Contributor: [[James Maliszewski]] of [[Challenge]] [[Challenge55|No. 55]]<br />
|S5= External Link: [http://www.downport.com/bard/bard/cari/cari8004.html Downport CARI]<br />
|S6= <br />
|S7= <br />
|S8= <br />
|S9= <br />
}} <br />
<br />
<br />
{{LE|A|Races|Minor Human Race|GT}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Ayansh%27i&diff=97530Ayansh'i2015-06-16T23:26:40Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Ayanshi<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] (Hominid)<br />
|type= Omnivore/hunter-gatherer<br />
|size= Unknown<br />
|weight= Unknown<br />
|home= {{WorldS|Ghost|Reaver's Deep|3115}}<br />
|multi= Yes<br />
|canon= No<br />
|extinct= Extant<br />
|ref= Author: [[Derek Stanley]] <br />
|footnote=<br />
}}<br />
<br />
A secretive [[:Category:Minor Human Race|minor human race]] native to {{WorldS|Ghost|Reaver's Deep|3115}}.<br />
<br />
<br />
== Physiology & Environment ==<br />
Externally, the '''Ayanshi''' appear to be lightly built humans, but with irises that cover 95% of the eye, allowing them better vision in the lower light levels of their homeworld. They appear to have a longer lifespan than most of [[Humaniti]], even the long-lived [[Vilani]]. Little is known about Ayanshi reproduction, except that twins seem to be relatively common. The Ayanshi are also incapable of interbreeding with the rest of Humaniti, due to what appears to have been large scale genetic engineering performed by the [[Ancients]] combined with a certain amount of natural selection on their planet. <br />
<br />
Oddly enough, while the Ayanshi both recognize and understand these concepts, they claim that neither hypothesis is true. They claim their differences are the direct results of the conscious decisions of their ancestors, but they have not permitted archaeological expeditions on their planet to disprove either theory.<br />
<br />
Ayanshi possess, on average, a body temperature which is six degrees below the human norm. This difference in temperature is so noticable to the touch it is probably the reason that the Ayanshi are described as "cold" in early manuscripts. It is likely that this temperature difference is the result of genetic climatic adaptaion. With an average surface temperature of just less than ten degrees celsius and limited seasonal variation it would appear that the forces of natural selection on Ghost have favored a lower body temperature and a slower metabolism. It has been postulated that this basic difference in body temperature between Homo Ayanshi and other Homo Sapiens sub-species could be a contributing factor to the lower birth rates between species.<br />
<br />
Ayanshi are considerably more vulnerable to the effects of heat prostration. To this end all Ayanshi in Confederation service are to be issued combat environment suits with a base temperature five degrees lower than the current setting. <br />
<br />
== History & Background ==<br />
Early explorers in the Ghost system determined from orbital surveys that massive structures were present on the planet and that a number of large life forms also existed. <br />
<br />
However, due to the differences in Ayanshi physiology they were unable to locate any human life forms. Thus, when the explorers finally made landfall and began to explore the structures they were amazed to discover them remarkably intact. Soon stories began to spread about the Ghost planet and it wasn’t until two months later that initial contacts were made with the indigenous peoples. Apparently the locals had been observing the interlopers and only made themselves known when the Scouts were about to begin excavating a series of burial mounds.<br />
<br />
== Psychology & Philosophy ==<br />
No information yet available.<br />
<br />
== Culture & Society ==<br />
Ayanshi society revolves around two realms: <br />
* Ayata, the world of the living <br />
* In’chata, the world of the mind or spirit. <br />
<br />
Everything in the Ayata is seen as a manifestation of the In’chata, but while interpretation of the Ayata is up to the individual, only the Oracle and her disciples can interpret the In’chata. Most of the society is nomadic with only the Patza’itah, the disciples of the Oracle and their highly trained guards, the Inoshans residing in the massive ceremonial centers. It has been noted that the members of both the Inoshan and the Patza’itah are all twins, with one twin being in the Inoshan and the other in the Patza’itah. It is believed that this is a continuation of the basic duality of Ayanshi life, Ayata vs. In’chata, and the symbolic importance of twins in that system.<br />
<br />
=== Social Organization ===<br />
No information yet available.<br />
<br />
=== Arts & Aesthetics ===<br />
The Ayanshi are possibly best known for their contribution to the fine arts of the {{Imperium}}. Nothing on Ghost goes unadorned, from the humblest carving knife to the most impressive structure; everything on the planet is a work of art. These art works are currently exported and collected throughout the [[Daibei Sector]] and may one day become as highly sought after in the remainder of the Imperium. Though the Ayanshi rarely leave their homeworld they have, on several occasions been persuaded to do so by clients they judge worthy. The “Ducal Gardens” on {{WorldS|Warinir|Daibei|0507}} were created by the Ayanshi as was “The Scepter of Seasons” possessed by the [[Archduke]] of Sol and the “K’sium Matari” in the Imperial Palace on {{WorldS|Capital|Core|2118}}.<br />
<br />
== Government & Politics ==<br />
No information yet available.<br />
<br />
=== Government Structure ===<br />
No information yet available.<br />
<br />
=== Interstellar Relations ===<br />
No information yet available.<br />
<br />
== Language & Letters ==<br />
No information yet available.<br />
<br />
== Calendar & Timekeeping ==<br />
No information yet available.<br />
<br />
== Technology & Trade ==<br />
No information yet available.<br />
<br />
== Military & Intelligence (Force Projection) ==<br />
No information yet available.<br />
<br />
<br />
{{Sources<br />
|S2= Author & Contributor: [[Derek Stanley]]<br />
|S1= External Link: [http://www.downport.com/bard/bard/cari/cari8000.html Downport CARI]<br />
|S3= <br />
|S4= <br />
|S5= <br />
|S6= <br />
}}<br />
<br />
<br />
[[Category: Minor Human Race]]<br />
[[Category: BARD]]<br />
{{LEN|A|Races}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Answerin&diff=97529Answerin2015-06-16T23:21:55Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Answerin<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] (''Homo sapiens'')<br />
|type= Herbivore/intermittent <br />
|size= 1.9 meters<br />
|weight= 75 kg<br />
|home= {{WorldS|Answerin|Vland|0431}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= [[GURPS Traveller: Humaniti]]<br />
|footnote=<br />
}}<br />
<br />
Minor human race native to {{World|Answerin|Vland|Parsi|0431}}.<br />
<br />
<br />
== Physiology & Environment ==<br />
Answerin orbits a close binary system composed of a huge A7 II star and a main sequence G0 V star. The combined ultraviolet radiation output of this pair has stimulated massive melanin production.<br />
<br />
Like most minor human races, the physiological differences from [[Solomani]]-[[Vilani]] norm are slight. Rather, it is societal, cultural, and psychological differences that set the Answerin apart from the rest of Humaniti. <br />
<br />
'''Height:''' Given the lower gravity of Answerin, the humans from that race are somewhat taller than most humans. The average Answerin male is about 1.9 meters tall, and the average Answerin female is about 1.8 meters tall. This is an environmental rather than genetic feature.<br />
<br />
'''Weight:''' Additional mass comes with that height. Males average about 75 kg, and females only slightly less than that. Because of lower gravity, their weight, however, is only two-thirds of that. <br />
<br />
'''Appearance:''' All Answerin have dark brown or black skin tones. Hair color is likewise dark, with wavy hair three times as likely as straight hair. <br />
<br />
Answerin faces are marked by slight epicanthic folds over their eyes as protection against the light of their twin suns. These folds give some individuals a squinting appearance, while others just seem tired. <br />
<br />
'''Diet:''' When the Ancients transplanted proto-human stock to Answerin, there was very little highly developed animal life present. (This remains true to the current day.) The Answerin developed a strictly vegetarian diet. Native biochemistry on Answerin is, however, digestible by humans, so there is no need for extensive food preparation. <br />
<br />
Their vegetarian ways have become socially ingrained. They have no desire to eat meat, and - were they to do so - would become ill until their body became used to a carnivorous diet. <br />
<br />
'''Rest:''' The local day is slightly longer than 25 standard hours. They now divide their day into two eight-hour periods and one nine-hour period. Since Answerin is a hot world, the nine-hour night period is used for work, while the eight-hour periods are used for rest and sleep. Answerin have little trouble adapting to standard 24-hour days, although most Answerin prefer to work in the evenings. <br />
<br />
'''Reproduction:''' Females bear live infants after an eight-month gestation period. The shorter pregnancy and larger pelvic structure of Answerin females is a result of the generally larger size of Answerin children. Multiple births are rare, and are regarded with quasi-religious awe even today. <br />
<br />
'''Senses:''' Answerin senses are about average for human norms in most respects. The eye’s epicanthic folds protect them from higher intensities of light and their nocturnal habits give Answerin a better than average level of night vision. <br />
<br />
'''Anatomy:''' Answerin exhibit no other deviations in anatomy besides those already mentioned. Blood types are H, M, N, and Z, with H and N being the most common. <br />
<br />
'''Lifespan:''' Somewhat shorter than those of other humans. The average Answerin lives for approximately 65-75 years. None are recorded to have lived beyond an age of 95. Since the period of Answerin’s revolution around its stars is slightly more than 95 years, several superstitions have evolved concerning the relationship between lifespan and the local year. As such, Answerin generally begin their careers at an earlier age. Most enter educational facilities at the age of 14. Many begin their careers at this age as well, entering the career at the equivalent of "journeyman" status.<br />
<br />
== History & Background ==<br />
No information yet available.<br />
<br />
== Psychology & Philosophy ==<br />
Since they differ very little from other humans physiologically, psychology becomes very important in differentiating them. It is how the Answerin think and look at the universe that sets them apart. <br />
<br />
'''Fear:''' Foremost and Answerin psychological traits is the belief that fear in any form, from sheer lack of confidence through anxiety to terror, is simply a disease of the mind. Fear has no ontological reality; rather, it is a corruption, a cancer on the usual and natural calmness of the human mind. Like any disease, then, fear must be eradicated to better the human condition. <br />
<br />
Since fear attacks the rational faculties and renders one susceptible to error, this disease is the worst of all diseases. Many other illnesses also stem from fear. Thus, to eradicate fear means to eliminate a host of other human problems. <br />
<br />
The Answerin place great stock in the human mind’s ability to overcome physical difficulties. Humaniti’s intelligence and rationality are what separate it from plants and animals. Fear clouds reason and makes one think improperly. The Answerin believe a calm and tranquil mind is capable of great feats. Pain and fatigue result from laxity of the mind. With proper training and mental discipline, anyone can overcome such merely physical ills. <br />
<br />
It is a weak will and undisciplined mind that separates common men from heroes. Conquering the frontiers of the human psyche, the Answerin believe, will enable them to better master themselves physically, and with that mastery comes freedom from the physical. This is how the Answerin view human happiness. <br />
<br />
The Answerin, then, sometimes appear as very self-assured and smug to outsiders. They know that there is truly nothing to fear except fear itself. This makes it difficult for others to get along with Answerin. Their confidence can be overbearing, and more than a few Answerin are deemed by outsiders to be conceited and arrogant. This is really a poor interpretation; Answerin merely look at stressful situations with a rational detachment and conclude that nothing, least of all efficiency and success, is to be gained by giving into the corruption of the mind known as fear. <br />
<br />
By no means are the Answerin stoic. They display the full range of human emotion in the usual ways. Nothing akin to fear, however, means anything to them. <br />
<br />
===Philosophy===<br />
A curious result of this lack of fear is the lack of any developed religion as known on other human worlds. The Answerin do not need the comforting aspect common to many religions. Instead, they are quite content with an almost fatalistic view of the universe. <br />
<br />
The way things happen in the universe is judged to be quite proper and no amount of worrying will change that. Several philosophies take the place of religion, and reconcile Answerin to their place and fate in the universe. They all teach the idea that the mind is supreme and can affect matter for the better. Others usually find Answerin philosophical viewpoints rather bleak and cold. <br />
<br />
===Adrenaline Surges===<br />
The Answerin are renowned for their fighting skill. This dates back to the days of the Vilani [[Ziru Sirka]], when the Vilani used Answerin as shock troops and marines. This skill in fighting has two bases. First, the Answerin psychology is such that toughness and resistance to pain are commonplace among Answerin soldiers. Couple this with the discordant nature of Answerin nature generally, and one has a formidable fighting man. <br />
<br />
However, the Answerin have another means by which to increase their fighting skill. Every Answerin can, at will, produce an adrenaline-like reaction in his or her bloodstream. Like most adrenaline reactions among humans, this surge allows the Answerin to gain better strength and dexterity to meet danger. Unlike normal adrenaline rushes, this results not from fear or danger since such is meaningless to the Answerin. <br />
<br />
This reaction produces effects far greater than normal adrenaline surges. An Answerin rush lasts about one standard minute. During that time the Answerin’s strength, dexterity, and general endurance to pain increase prodigiously. He must rest after that minute, however, because the rush is tiring. Another surge cannot be willed until one standard hour has passed. The adrenaline rush is one of the keys to the deadliness of Answerin troops. <br />
<br />
The exact origin of the ability is still open to debate. Some suggest that it is simply a naturally evolved ability. Since adrenaline rushes are usually associated with fear or danger, and the Answerin both disdain fear and have no animals large enough to cause them great danger, that theory is often discarded. Others point out that the ability is unique to the Answerin. <br />
<br />
As expected, the Ancients are often offered as a possible explanation. The Ancients, as far as is known, never used humans as soldiers. So why would they have geneered such an ability into the Answerin? Still, our knowledge about the Ancients is scant at best. We cannot disavow this possibility.<br />
<br />
== Culture & Society ==<br />
Answerin society at its most basic is like many other human societies. The family is the basic social unit. A single parent and large numbers of children are the norm. Children are an important part of society since the infighting that characterized early Answerin history made large populations necessary. <br />
<br />
There is a fair degree of equality between the sexes. Labor was never divided on the basis of gender: it is seen as irrational and inefficient to place people in roles on any basis except expertise. Both parents share in the responsibility of raising children and instructing them in Answerin ways.<br />
<br />
=== Social Organization ===<br />
No information yet available.<br />
<br />
== Government & Politics ==<br />
Democracy is their traditional form of government. Each adult is given the right to decide about government matters. Rational human minds, unfettered by fear, should be able to properly order state affairs and create just laws to further human minds from cares and worries. <br />
<br />
From the earliest times, individual voters have been their own representatives, voicing their opinions and ideas in a folk moot. Representative structures were established as populations grew, and Vilani influence added the idea of a bureaucracy. The size of any established bureaucracy is small by Vilani standards, but that they exist is due to Vilani influence. <br />
<br />
Answerin society has always been extremely discordant: factionalism is the norm. The planet was divided into very many small independent states before Vilani contact. Only Vilani influence established a world government.<br />
<br />
The basic dichotomy within Answerin is this: there is equality of treatment, harmony, and a democratic spirit within certain small groups, but there is much fighting outside those groups. The advent of world government has sublimated and redirected this fighting. Various government departments are often at odds with one another and with various occupations (through their guilds and unions). Adding the Vilani-influenced idea of bureaucracy creates a pretty frightening picture of Answerin government. The Answerin people, however, are individualistic enough to survive without governmental help and also libertarian enough not to want it.<br />
<br />
=== Government Structure ===<br />
No information yet available.<br />
<br />
=== Interstellar Relations ===<br />
No information yet available.<br />
<br />
== Language & Letters ==<br />
The original group of humans whom the Ancients transplanted from Terra probably spoke one language. After the Final War, the humans began to explore their world. Language diverged as groups took up new locations. Eventually they spoke several different dialects which were only vaguely intelligible to speakers of another dialect. <br />
<br />
While related by root words and grammar, the dialects were quite different in vocabulary. All were particular languages: the individual word particles don’t mutate in any fashion. Only placement and modification by other words changes their meaning in different sentences. <br />
<br />
War and conquest eventually reduced the number of dialects to four. They are commonly known as North, South, East, and West Answerin, based more or less on their original locations. When the Vilani began traveling the stars and imposing their ways on other worlds, Vilani became a widely spoken language. <br />
<br />
The present world government had its basis in the nation which spoke North Answerin. Together with some Vilani borrowing, this language became the world’s official language. Galangic has had little influence on the North Answerin tongue. Only North Answerin and Vilani are spoken by any large number of natives, but all four greater dialects (and some smaller ones) still exist. <br />
<br />
=== Mental Diagnosis ===<br />
The science of psychiatry is highly developed among the Answerin. The present-day Answerin lack of fear is the product of thousands of years of psychiatric and psychological research and treatment. Their mind-over-matter philosophy definitely influenced the development of Answerin psychiatric and psychological methods. <br />
<br />
Many breakthroughs in physical medicine came from observing the effects which mental medicines had on the body. They have also developed several devices that allow them to further explore the human psyche, and decide on the best treatments for various mental and physical ailments. <br />
<br />
One of the major devices is a portable unit somewhat like an Imperial stress detector, but much more sophisticated. This device allows a qualified operator to detect stress and anxiety levels. Appropriate actions can then be taken. Because the device borders on psionics in its operation, its sale and use were restricted to Answerin in the pre-Collapse era. Illegal versions could, however, be found throughout Imperial territory.<br />
<br />
== Calendar & Timekeeping ==<br />
No information yet available.<br />
<br />
== Technology & Trade ==<br />
No information yet available.<br />
<br />
== Military & Intelligence ==<br />
Without the usual fear of death that most people feel, the Answerin often fail, to realize the potential loss involved in warfare. Answerin history is one of war after war as well as various other forms of discord. Although their society as a whole was relatively stable (not changing in its basic form or assumptions), the status and power of various Answerin states varied with the year. Warfare has also hardened the Answerin psyche. Although their lack of fear occurred first chronologically, the warfare and infighting further strengthened this tendency in the Answerin people.<br />
<br />
<br />
{{JTAS Online|41}}<br />
<br />
<br />
{{Sources<br />
|S1= [[GURPS Traveller: Humaniti]]<br />
|S2= Periodical: {{MT}} [[Challenge]] [[Challenge55|No. 55]]<br />
|S3= Article: "Contact: Answerin (Campaign Supplement - Meet the Answerin, a unique minor human race" from [[Challenge]] [[Challenge55|No. 55]]<br />
|S4= Author & Contributor: [[James Maliszewski]] of [[Challenge]] [[Challenge55|No. 55]]<br />
|S5= External Link: [http://www.downport.com/bard/bard/cari/cari8004.html Downport CARI]<br />
|S6= <br />
|S7= <br />
|S8= <br />
|S9= <br />
}} <br />
<br />
<br />
{{LE|A|Races|Minor Human Race|GT}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Answerin&diff=97528Answerin2015-06-16T23:16:25Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Answerin<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] (''Homo sapiens'')<br />
|type= Herbivore/intermittent <br />
|size= 1.9 meters<br />
|weight= 75 kg<br />
|home= {{WorldS|Answerin|Vland|0431}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= [[GURPS Traveller: Humaniti]]<br />
|footnote=<br />
}}<br />
<br />
== Answerin (Sophont) Synopsis ==<br />
Minor human race native to {{World|Answerin|Vland|Parsi|0431}}. Answerin orbits a close binary system composed of a huge A7 II star and a main sequence G0 V star. The combined ultraviolet radiation output of this pair has stimulated massive melanin production.<br />
<br />
== Physiology & Environment (Ecology) ==<br />
Like most minor human races, the physiological differences from [[Solomani]]-[[Vilani]] norm are slight. Rather, it is societal, cultural, and psychological differences that set the Answerin apart from the rest of Humaniti. <br />
<br />
'''Height:''' Given the lower gravity of Answerin, the humans from that race are somewhat taller than most humans. The average Answerin male is about 1.9 meters tall, and the average Answerin female is about 1.8 meters tall. <br />
<br />
'''Weight:''' Additional mass comes with that height. Males average about 75 kg, and females only slightly less than that. Because of lower gravity, their weight, however, is only two-thirds of that. <br />
<br />
'''Appearance:''' All Answerin have dark brown or black skin tones. Hair color is likewise dark, with wavy hair three times as likely as straight hair. <br />
<br />
Answerin faces are marked by slight epicanthic folds over their eyes as protection against the light of their twin suns. These folds give some individuals a squinting appearance, while others just seem tired. <br />
<br />
'''Diet:''' When the Ancients transplanted proto-human stock to Answerin, there was very little highly developed animal life present. (This remains true to the current day.) The Answerin developed a strictly vegetarian diet. Native biochemistry on Answerin is, however, digestible by humans, so there is no need for extensive food preparation. <br />
<br />
Their vegetarian ways have become socially ingrained. They have no desire to eat meat, and - were they to do so - would become ill until their body became used to a carnivorous diet. <br />
<br />
'''Rest:''' The local day is slightly longer than 25 standard hours. They now divide their day into two eight-hour periods and one nine-hour period. Since Answerin is a hot world, the nine-hour night period is used for work, while the eight-hour periods are used for rest and sleep. Answerin have little trouble adapting to standard 24-hour days, although most Answerin prefer to work in the evenings. <br />
<br />
'''Reproduction:''' Females bear live infants after an eight-month gestation period. The shorter pregnancy and larger pelvic structure of Answerin females is a result of the generally larger size of Answerin children. Multiple births are rare, and are regarded with quasi-religious awe even today. <br />
<br />
'''Senses:''' Answerin senses are about average for human norms in most respects. The eye’s epicanthic folds protect them from higher intensities of light and their nocturnal habits give Answerin a better than average level of night vision. <br />
<br />
'''Anatomy:''' Answerin exhibit no other deviations in anatomy besides those already mentioned. Blood types are H, M, N, and Z, with H and N being the most common. <br />
<br />
'''Lifespan:''' Somewhat shorter than those of other humans. The average Answerin lives for approximately 65-75 years. None are recorded to have lived beyond an age of 95. Since the period of Answerin’s revolution around its stars is slightly more than 95 years, several superstitions have evolved concerning the relationship between lifespan and the local year. As such, Answerin generally begin their careers at an earlier age. Most enter educational facilities at the age of 14. Many begin their careers at this age as well, entering the career at the equivalent of "journeyman" status.<br />
<br />
== History & Background (Dossier) ==<br />
No information yet available.<br />
<br />
== Psychology & Philosophy (Mindset) ==<br />
Since they differ very little from other humans physiologically, psychology becomes very important in differentiating them. It is how the Answerin think and look at the universe that sets them apart. <br />
<br />
'''Fear:''' Foremost and Answerin psychological traits is the belief that fear in any form, from sheer lack of confidence through anxiety to terror, is simply a disease of the mind. Fear has no ontological reality; rather, it is a corruption, a cancer on the usual and natural calmness of the human mind. Like any disease, then, fear must be eradicated to better the human condition. <br />
<br />
Since fear attacks the rational faculties and renders one susceptible to error, this disease is the worst of all diseases. Many other illnesses also stem from fear. Thus, to eradicate fear means to eliminate a host of other human problems. <br />
<br />
The Answerin place great stock in the human mind’s ability to overcome physical difficulties. Humaniti’s intelligence and rationality are what separate it from plants and animals. Fear clouds reason and makes one think improperly. The Answerin believe a calm and tranquil mind is capable of great feats. Pain and fatigue result from laxity of the mind. With proper training and mental discipline, anyone can overcome such merely physical ills. <br />
<br />
It is a weak will and undisciplined mind that separates common men from heroes. Conquering the frontiers of the human psyche, the Answerin believe, will enable them to better master themselves physically, and with that mastery comes freedom from the physical. This is how the Answerin view human happiness. <br />
<br />
The Answerin, then, sometimes appear as very self-assured and smug to outsiders. They know that there is truly nothing to fear except fear itself. This makes it difficult for others to get along with Answerin. Their confidence can be overbearing, and more than a few Answerin are deemed by outsiders to be conceited and arrogant. This is really a poor interpretation; Answerin merely look at stressful situations with a rational detachment and conclude that nothing, least of all efficiency and success, is to be gained by giving into the corruption of the mind known as fear. <br />
<br />
By no means are the Answerin stoic. They display the full range of human emotion in the usual ways. Nothing akin to fear, however, means anything to them. <br />
<br />
===Philosophy===<br />
A curious result of this lack of fear is the lack of any developed religion as known on other human worlds. The Answerin do not need the comforting aspect common to many religions. Instead, they are quite content with an almost fatalistic view of the universe. <br />
<br />
The way things happen in the universe is judged to be quite proper and no amount of worrying will change that. Several philosophies take the place of religion, and reconcile Answerin to their place and fate in the universe. They all teach the idea that the mind is supreme and can affect matter for the better. Others usually find Answerin philosophical viewpoints rather bleak and cold. <br />
<br />
===Adrenaline Surges===<br />
The Answerin are renowned for their fighting skill. This dates back to the days of the Vilani [[Ziru Sirka]], when the Vilani used Answerin as shock troops and marines. This skill in fighting has two bases. First, the Answerin psychology is such that toughness and resistance to pain are commonplace among Answerin soldiers. Couple this with the discordant nature of Answerin nature generally, and one has a formidable fighting man. <br />
<br />
However, the Answerin have another means by which to increase their fighting skill. Every Answerin can, at will, produce an adrenaline-like reaction in his or her bloodstream. Like most adrenaline reactions among humans, this surge allows the Answerin to gain better strength and dexterity to meet danger. Unlike normal adrenaline rushes, this results not from fear or danger since such is meaningless to the Answerin. <br />
<br />
This reaction produces effects far greater than normal adrenaline surges. An Answerin rush lasts about one standard minute. During that time the Answerin’s strength, dexterity, and general endurance to pain increase prodigiously. He must rest after that minute, however, because the rush is tiring. Another surge cannot be willed until one standard hour has passed. The adrenaline rush is one of the keys to the deadliness of Answerin troops. <br />
<br />
The exact origin of the ability is still open to debate. Some suggest that it is simply a naturally evolved ability. Since adrenaline rushes are usually associated with fear or danger, and the Answerin both disdain fear and have no animals large enough to cause them great danger, that theory is often discarded. Others point out that the ability is unique to the Answerin. <br />
<br />
As expected, the Ancients are often offered as a possible explanation. The Ancients, as far as is known, never used humans as soldiers. So why would they have geneered such an ability into the Answerin? Still, our knowledge about the Ancients is scant at best. We cannot disavow this possibility.<br />
<br />
== Culture & Society (Ethnology) ==<br />
Answerin society at its most basic is like many other human societies. The family is the basic social unit. A single parent and large numbers of children are the norm. Children are an important part of society since the infighting that characterized early Answerin history made large populations necessary. <br />
<br />
There is a fair degree of equality between the sexes. Labor was never divided on the basis of gender: it is seen as irrational and inefficient to place people in roles on any basis except expertise. Both parents share in the responsibility of raising children and instructing them in Answerin ways.<br />
<br />
=== Social Organization ===<br />
No information yet available.<br />
<br />
== Government & Politics (Leadership) ==<br />
Democracy is their traditional form of government. Each adult is given the right to decide about government matters. Rational human minds, unfettered by fear, should be able to properly order state affairs and create just laws to further human minds from cares and worries. <br />
<br />
From the earliest times, individual voters have been their own representatives, voicing their opinions and ideas in a folk moot. Representative structures were established as populations grew, and Vilani influence added the idea of a bureaucracy. The size of any established bureaucracy is small by Vilani standards, but that they exist is due to Vilani influence. <br />
<br />
Answerin society has always been extremely discordant: factionalism is the norm. The planet was divided into very many small independent states before Vilani contact. Only Vilani influence established a world government.<br />
<br />
The basic dichotomy within Answerin is this: there is equality of treatment, harmony, and a democratic spirit within certain small groups, but there is much fighting outside those groups. The advent of world government has sublimated and redirected this fighting. Various government departments are often at odds with one another and with various occupations (through their guilds and unions). Adding the Vilani-influenced idea of bureaucracy creates a pretty frightening picture of Answerin government. The Answerin people, however, are individualistic enough to survive without governmental help and also libertarian enough not to want it.<br />
<br />
=== Government Structure ===<br />
No information yet available.<br />
<br />
=== Interstellar Relations ===<br />
No information yet available.<br />
<br />
== Language & Letters (Communication) ==<br />
The original group of humans whom the Ancients transplanted from Terra probably spoke one language. After the Final War, the humans began to explore their world. Language diverged as groups took up new locations. Eventually they spoke several different dialects which were only vaguely intelligible to speakers of another dialect. <br />
<br />
While related by root words and grammar, the dialects were quite different in vocabulary. All were particular languages: the individual word particles don’t mutate in any fashion. Only placement and modification by other words changes their meaning in different sentences. <br />
<br />
War and conquest eventually reduced the number of dialects to four. They are commonly known as North, South, East, and West Answerin, based more or less on their original locations. When the Vilani began traveling the stars and imposing their ways on other worlds, Vilani became a widely spoken language. <br />
<br />
The present world government had its basis in the nation which spoke North Answerin. Together with some Vilani borrowing, this language became the world’s official language. Galangic has had little influence on the North Answerin tongue. Only North Answerin and Vilani are spoken by any large number of natives, but all four greater dialects (and some smaller ones) still exist. <br />
<br />
=== Mental Diagnosis ===<br />
The science of psychiatry is highly developed among the Answerin. The present-day Answerin lack of fear is the product of thousands of years of psychiatric and psychological research and treatment. Their mind-over-matter philosophy definitely influenced the development of Answerin psychiatric and psychological methods. <br />
<br />
Many breakthroughs in physical medicine came from observing the effects which mental medicines had on the body. They have also developed several devices that allow them to further explore the human psyche, and decide on the best treatments for various mental and physical ailments. <br />
<br />
One of the major devices is a portable unit somewhat like an Imperial stress detector, but much more sophisticated. This device allows a qualified operator to detect stress and anxiety levels. Appropriate actions can then be taken. Because the device borders on psionics in its operation, its sale and use were restricted to Answerin in the pre-Collapse era. Illegal versions could, however, be found throughout Imperial territory.<br />
<br />
== Calendar & Timekeeping (Chronology) ==<br />
No information yet available.<br />
<br />
== Technology & Trade (Economy) ==<br />
No information yet available.<br />
<br />
== Military & Intelligence (Force Projection) ==<br />
Without the usual fear of death that most people feel, the Answerin often fail, to realize the potential loss involved in warfare. Answerin history is one of war after war as well as various other forms of discord. Although their society as a whole was relatively stable (not changing in its basic form or assumptions), the status and power of various Answerin states varied with the year. Warfare has also hardened the Answerin psyche. Although their lack of fear occurred first chronologically, the warfare and infighting further strengthened this tendency in the Answerin people.<br />
<br />
== References & Contributors (Sources) ==<br />
{{JTAS Online|41}}<br />
{{Sources<br />
|S1= [[GURPS Traveller: Humaniti]]<br />
|S2= Periodical: {{MT}} [[Challenge]] [[Challenge55|No. 55]]<br />
|S3= Article: "Contact: Answerin (Campaign Supplement - Meet the Answerin, a unique minor human race" from [[Challenge]] [[Challenge55|No. 55]]<br />
|S4= Author & Contributor: [[James Maliszewski]] of [[Challenge]] [[Challenge55|No. 55]]<br />
|S5= External Link: [http://www.downport.com/bard/bard/cari/cari8004.html Downport CARI]<br />
|S6= <br />
|S7= <br />
|S8= <br />
|S9= <br />
}} <br />
<br />
<br />
{{LE|A|Races|Minor Human Race|GT}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Answerin&diff=97527Answerin2015-06-16T23:16:03Z<p>Rancke: </p>
<hr />
<div>{{Race<br />
|name= Answerin<br />
|image=<br />
|caption=<br />
|intel= [[:Category:Minor Human Race|Minor Human Race]] ('''Homo sapiens''')<br />
|type= Herbivore/intermittent <br />
|size= 1.9 meters<br />
|weight= 75 kg<br />
|home= {{WorldS|Answerin|Vland|0431}}<br />
|multi= Yes<br />
|canon= Yes<br />
|extinct= Extant<br />
|ref= [[GURPS Traveller: Humaniti]]<br />
|footnote=<br />
}}<br />
<br />
== Answerin (Sophont) Synopsis ==<br />
Minor human race native to {{World|Answerin|Vland|Parsi|0431}}. Answerin orbits a close binary system composed of a huge A7 II star and a main sequence G0 V star. The combined ultraviolet radiation output of this pair has stimulated massive melanin production.<br />
<br />
== Physiology & Environment (Ecology) ==<br />
Like most minor human races, the physiological differences from [[Solomani]]-[[Vilani]] norm are slight. Rather, it is societal, cultural, and psychological differences that set the Answerin apart from the rest of Humaniti. <br />
<br />
'''Height:''' Given the lower gravity of Answerin, the humans from that race are somewhat taller than most humans. The average Answerin male is about 1.9 meters tall, and the average Answerin female is about 1.8 meters tall. <br />
<br />
'''Weight:''' Additional mass comes with that height. Males average about 75 kg, and females only slightly less than that. Because of lower gravity, their weight, however, is only two-thirds of that. <br />
<br />
'''Appearance:''' All Answerin have dark brown or black skin tones. Hair color is likewise dark, with wavy hair three times as likely as straight hair. <br />
<br />
Answerin faces are marked by slight epicanthic folds over their eyes as protection against the light of their twin suns. These folds give some individuals a squinting appearance, while others just seem tired. <br />
<br />
'''Diet:''' When the Ancients transplanted proto-human stock to Answerin, there was very little highly developed animal life present. (This remains true to the current day.) The Answerin developed a strictly vegetarian diet. Native biochemistry on Answerin is, however, digestible by humans, so there is no need for extensive food preparation. <br />
<br />
Their vegetarian ways have become socially ingrained. They have no desire to eat meat, and - were they to do so - would become ill until their body became used to a carnivorous diet. <br />
<br />
'''Rest:''' The local day is slightly longer than 25 standard hours. They now divide their day into two eight-hour periods and one nine-hour period. Since Answerin is a hot world, the nine-hour night period is used for work, while the eight-hour periods are used for rest and sleep. Answerin have little trouble adapting to standard 24-hour days, although most Answerin prefer to work in the evenings. <br />
<br />
'''Reproduction:''' Females bear live infants after an eight-month gestation period. The shorter pregnancy and larger pelvic structure of Answerin females is a result of the generally larger size of Answerin children. Multiple births are rare, and are regarded with quasi-religious awe even today. <br />
<br />
'''Senses:''' Answerin senses are about average for human norms in most respects. The eye’s epicanthic folds protect them from higher intensities of light and their nocturnal habits give Answerin a better than average level of night vision. <br />
<br />
'''Anatomy:''' Answerin exhibit no other deviations in anatomy besides those already mentioned. Blood types are H, M, N, and Z, with H and N being the most common. <br />
<br />
'''Lifespan:''' Somewhat shorter than those of other humans. The average Answerin lives for approximately 65-75 years. None are recorded to have lived beyond an age of 95. Since the period of Answerin’s revolution around its stars is slightly more than 95 years, several superstitions have evolved concerning the relationship between lifespan and the local year. As such, Answerin generally begin their careers at an earlier age. Most enter educational facilities at the age of 14. Many begin their careers at this age as well, entering the career at the equivalent of "journeyman" status.<br />
<br />
== History & Background (Dossier) ==<br />
No information yet available.<br />
<br />
== Psychology & Philosophy (Mindset) ==<br />
Since they differ very little from other humans physiologically, psychology becomes very important in differentiating them. It is how the Answerin think and look at the universe that sets them apart. <br />
<br />
'''Fear:''' Foremost and Answerin psychological traits is the belief that fear in any form, from sheer lack of confidence through anxiety to terror, is simply a disease of the mind. Fear has no ontological reality; rather, it is a corruption, a cancer on the usual and natural calmness of the human mind. Like any disease, then, fear must be eradicated to better the human condition. <br />
<br />
Since fear attacks the rational faculties and renders one susceptible to error, this disease is the worst of all diseases. Many other illnesses also stem from fear. Thus, to eradicate fear means to eliminate a host of other human problems. <br />
<br />
The Answerin place great stock in the human mind’s ability to overcome physical difficulties. Humaniti’s intelligence and rationality are what separate it from plants and animals. Fear clouds reason and makes one think improperly. The Answerin believe a calm and tranquil mind is capable of great feats. Pain and fatigue result from laxity of the mind. With proper training and mental discipline, anyone can overcome such merely physical ills. <br />
<br />
It is a weak will and undisciplined mind that separates common men from heroes. Conquering the frontiers of the human psyche, the Answerin believe, will enable them to better master themselves physically, and with that mastery comes freedom from the physical. This is how the Answerin view human happiness. <br />
<br />
The Answerin, then, sometimes appear as very self-assured and smug to outsiders. They know that there is truly nothing to fear except fear itself. This makes it difficult for others to get along with Answerin. Their confidence can be overbearing, and more than a few Answerin are deemed by outsiders to be conceited and arrogant. This is really a poor interpretation; Answerin merely look at stressful situations with a rational detachment and conclude that nothing, least of all efficiency and success, is to be gained by giving into the corruption of the mind known as fear. <br />
<br />
By no means are the Answerin stoic. They display the full range of human emotion in the usual ways. Nothing akin to fear, however, means anything to them. <br />
<br />
===Philosophy===<br />
A curious result of this lack of fear is the lack of any developed religion as known on other human worlds. The Answerin do not need the comforting aspect common to many religions. Instead, they are quite content with an almost fatalistic view of the universe. <br />
<br />
The way things happen in the universe is judged to be quite proper and no amount of worrying will change that. Several philosophies take the place of religion, and reconcile Answerin to their place and fate in the universe. They all teach the idea that the mind is supreme and can affect matter for the better. Others usually find Answerin philosophical viewpoints rather bleak and cold. <br />
<br />
===Adrenaline Surges===<br />
The Answerin are renowned for their fighting skill. This dates back to the days of the Vilani [[Ziru Sirka]], when the Vilani used Answerin as shock troops and marines. This skill in fighting has two bases. First, the Answerin psychology is such that toughness and resistance to pain are commonplace among Answerin soldiers. Couple this with the discordant nature of Answerin nature generally, and one has a formidable fighting man. <br />
<br />
However, the Answerin have another means by which to increase their fighting skill. Every Answerin can, at will, produce an adrenaline-like reaction in his or her bloodstream. Like most adrenaline reactions among humans, this surge allows the Answerin to gain better strength and dexterity to meet danger. Unlike normal adrenaline rushes, this results not from fear or danger since such is meaningless to the Answerin. <br />
<br />
This reaction produces effects far greater than normal adrenaline surges. An Answerin rush lasts about one standard minute. During that time the Answerin’s strength, dexterity, and general endurance to pain increase prodigiously. He must rest after that minute, however, because the rush is tiring. Another surge cannot be willed until one standard hour has passed. The adrenaline rush is one of the keys to the deadliness of Answerin troops. <br />
<br />
The exact origin of the ability is still open to debate. Some suggest that it is simply a naturally evolved ability. Since adrenaline rushes are usually associated with fear or danger, and the Answerin both disdain fear and have no animals large enough to cause them great danger, that theory is often discarded. Others point out that the ability is unique to the Answerin. <br />
<br />
As expected, the Ancients are often offered as a possible explanation. The Ancients, as far as is known, never used humans as soldiers. So why would they have geneered such an ability into the Answerin? Still, our knowledge about the Ancients is scant at best. We cannot disavow this possibility.<br />
<br />
== Culture & Society (Ethnology) ==<br />
Answerin society at its most basic is like many other human societies. The family is the basic social unit. A single parent and large numbers of children are the norm. Children are an important part of society since the infighting that characterized early Answerin history made large populations necessary. <br />
<br />
There is a fair degree of equality between the sexes. Labor was never divided on the basis of gender: it is seen as irrational and inefficient to place people in roles on any basis except expertise. Both parents share in the responsibility of raising children and instructing them in Answerin ways.<br />
<br />
=== Social Organization ===<br />
No information yet available.<br />
<br />
== Government & Politics (Leadership) ==<br />
Democracy is their traditional form of government. Each adult is given the right to decide about government matters. Rational human minds, unfettered by fear, should be able to properly order state affairs and create just laws to further human minds from cares and worries. <br />
<br />
From the earliest times, individual voters have been their own representatives, voicing their opinions and ideas in a folk moot. Representative structures were established as populations grew, and Vilani influence added the idea of a bureaucracy. The size of any established bureaucracy is small by Vilani standards, but that they exist is due to Vilani influence. <br />
<br />
Answerin society has always been extremely discordant: factionalism is the norm. The planet was divided into very many small independent states before Vilani contact. Only Vilani influence established a world government.<br />
<br />
The basic dichotomy within Answerin is this: there is equality of treatment, harmony, and a democratic spirit within certain small groups, but there is much fighting outside those groups. The advent of world government has sublimated and redirected this fighting. Various government departments are often at odds with one another and with various occupations (through their guilds and unions). Adding the Vilani-influenced idea of bureaucracy creates a pretty frightening picture of Answerin government. The Answerin people, however, are individualistic enough to survive without governmental help and also libertarian enough not to want it.<br />
<br />
=== Government Structure ===<br />
No information yet available.<br />
<br />
=== Interstellar Relations ===<br />
No information yet available.<br />
<br />
== Language & Letters (Communication) ==<br />
The original group of humans whom the Ancients transplanted from Terra probably spoke one language. After the Final War, the humans began to explore their world. Language diverged as groups took up new locations. Eventually they spoke several different dialects which were only vaguely intelligible to speakers of another dialect. <br />
<br />
While related by root words and grammar, the dialects were quite different in vocabulary. All were particular languages: the individual word particles don’t mutate in any fashion. Only placement and modification by other words changes their meaning in different sentences. <br />
<br />
War and conquest eventually reduced the number of dialects to four. They are commonly known as North, South, East, and West Answerin, based more or less on their original locations. When the Vilani began traveling the stars and imposing their ways on other worlds, Vilani became a widely spoken language. <br />
<br />
The present world government had its basis in the nation which spoke North Answerin. Together with some Vilani borrowing, this language became the world’s official language. Galangic has had little influence on the North Answerin tongue. Only North Answerin and Vilani are spoken by any large number of natives, but all four greater dialects (and some smaller ones) still exist. <br />
<br />
=== Mental Diagnosis ===<br />
The science of psychiatry is highly developed among the Answerin. The present-day Answerin lack of fear is the product of thousands of years of psychiatric and psychological research and treatment. Their mind-over-matter philosophy definitely influenced the development of Answerin psychiatric and psychological methods. <br />
<br />
Many breakthroughs in physical medicine came from observing the effects which mental medicines had on the body. They have also developed several devices that allow them to further explore the human psyche, and decide on the best treatments for various mental and physical ailments. <br />
<br />
One of the major devices is a portable unit somewhat like an Imperial stress detector, but much more sophisticated. This device allows a qualified operator to detect stress and anxiety levels. Appropriate actions can then be taken. Because the device borders on psionics in its operation, its sale and use were restricted to Answerin in the pre-Collapse era. Illegal versions could, however, be found throughout Imperial territory.<br />
<br />
== Calendar & Timekeeping (Chronology) ==<br />
No information yet available.<br />
<br />
== Technology & Trade (Economy) ==<br />
No information yet available.<br />
<br />
== Military & Intelligence (Force Projection) ==<br />
Without the usual fear of death that most people feel, the Answerin often fail, to realize the potential loss involved in warfare. Answerin history is one of war after war as well as various other forms of discord. Although their society as a whole was relatively stable (not changing in its basic form or assumptions), the status and power of various Answerin states varied with the year. Warfare has also hardened the Answerin psyche. Although their lack of fear occurred first chronologically, the warfare and infighting further strengthened this tendency in the Answerin people.<br />
<br />
== References & Contributors (Sources) ==<br />
{{JTAS Online|41}}<br />
{{Sources<br />
|S1= [[GURPS Traveller: Humaniti]]<br />
|S2= Periodical: {{MT}} [[Challenge]] [[Challenge55|No. 55]]<br />
|S3= Article: "Contact: Answerin (Campaign Supplement - Meet the Answerin, a unique minor human race" from [[Challenge]] [[Challenge55|No. 55]]<br />
|S4= Author & Contributor: [[James Maliszewski]] of [[Challenge]] [[Challenge55|No. 55]]<br />
|S5= External Link: [http://www.downport.com/bard/bard/cari/cari8004.html Downport CARI]<br />
|S6= <br />
|S7= <br />
|S8= <br />
|S9= <br />
}} <br />
<br />
<br />
{{LE|A|Races|Minor Human Race|GT}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Category:Minor_Human_Race&diff=97526Category:Minor Human Race2015-06-16T23:14:02Z<p>Rancke: </p>
<hr />
<div>As well as the three human sub-species that are recognized as Major Races, there are 46 others known to Imperial science classified as minor races (though some dispute this classification). Many human races are indistinguishable from each other though a few began from a small gene pool and/or developed in an extreme environment develop unique characteristics.<br />
<br />
One additional classification is [[Variant human race]], one that has been genetically altered since the [[Ancients]] scattered [[Humaniti]]. The Solomani, in particular, have applied [[genetic engineering]] to their own race a number of times. Often these new human races are erroneously classified as minor races, whether or not they are descended from a [[Major Race|major race]]. They are also sometimes erroneously referred to as [[Human chimera|''chimera'']]s.<br />
<br />
{{L|Races|Minor Race}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Variant_race&diff=97525Variant race2015-06-16T23:05:40Z<p>Rancke: Created page with "A distinct intelligent species created by genetic engineering on a species after it has become a member of the interstellar community. Many laymen consider such species to be ..."</p>
<hr />
<div>A distinct intelligent species created by genetic engineering on a species after it has become a member of the interstellar community. Many laymen consider such species to be minor races, but since they have had no chance to invent jump drive on their own, but may be descended from races that did, they don't fit the usual definition of either. Most scientists use the term '''Variant Race''' to indicate these genetically engineered populations.<br />
<br />
By far the largest number of variant races have been created by various branches of [[Humaniti]]. <br />
<br />
Variant races may or may not rate their own taxonomic name. This often depends on political considerations, although sometimes there are sound practical reasons for an omission. <br />
<br />
{{metadata}}<br />
<br />
{{Sources<br />
|S1=[[GURPS Traveller: Humaniti]]<br />
}} <br />
<br />
{{LE|Races|GT}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Variant_race/meta&diff=97524Variant race/meta2015-06-16T23:04:32Z<p>Rancke: Created page with "The entry in GT:Humaniti only mentions variant human races, but I think it extremely unlikely that no other race would have created variants of themselves, although no doubt h..."</p>
<hr />
<div>The entry in GT:Humaniti only mentions variant human races, but I think it extremely unlikely that no other race would have created variants of themselves, although no doubt humans have been more prolific than most (or all). YMMV. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 19:04, 16 June 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Chimeras&diff=97523Chimeras2015-06-16T22:53:04Z<p>Rancke: </p>
<hr />
<div>A '''Chimera''' is a hybrid of two or more distinct species, produced naturally or through [[Genetic engineering]]. In some cases the term is also erroneously used for a [[variant race]], an intelligent species that has undergone significant genetic modification at a time after its parent species became part of the interstellar community. In all cases the result is a new, unique species. <br />
<br />
Chimera are distinguished from [[Clones]], [[Synthetics]], and [[Robot]]s.<br />
<br />
{{Sources<br />
|S1= [[T5: Core rules]] (pg. 123)<br />
|S2= [[Hans Rancke-Madsen]]<br />
}}<br />
<br />
{{LE|Technology}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Forum:Page_layout_templates_and_formats&diff=97505Forum:Page layout templates and formats2015-06-16T21:47:50Z<p>Rancke: </p>
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<div>{{Forumheader|Watercooler}}<br />
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I've seen two discussions regarding the layout of headers on the article pages: <br />
<br />
:: [[User talk:OGuutan|First discussion]] - how/why the sub-headings are done on articles. I've tended to do them however the existing article was marked up, but I don't really understand why each sub-heading includes the full name (and more) of the article. Surely that is redundant information that just adds to the bulk of the page. It also makes it more difficult to use the headings in the "Contents" list as anchors on the page to direct links in from outside as a link could be something like [[Zhodani#History & Background]] (which only takes you to the top of the page as the subheading is not complete) but instead would have to be [[Zhodani#Zhodani (Sophont) History & Background (Dossier)]](which will take you to the desired location on the page).<br />
<br />
::[[User_talk:Maksim-Smelchak#Unconventional_Article_Format|Second discussion]] - I don't think it's a good idea to introduce a new article format without discussing it first. I, for one, would not have approved. The basic idea is that we try to keep articles so like actual in-setting library data as we can (subject to various practical limits). The multiple headlines and parentheses makes the articles seem overly busy and quite disquieting to me. It also makes them stylistically different from the 7,000 previous articles. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 21:24, 26 April 2015 (EDT)<br />
<br />
----<br />
I tend to agree with both of these points. I would like to come to a good agreement about the size and scope of the headers in the article to allow clear delineation of topics without over specification. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 19:56, 27 April 2015 (EDT)<br />
<br />
----<br />
: Hi [[User:Rancke|Rancke]], I think you make excellent points. I did not act alone and [[User:Tjoneslo|Tjoneslo]] liked some of the layouts I helped pioneer enough to make a template out of them. I am very open to discussion and cooperation as part of the community. Please note that there was and still is discussion. I am not a lone wolf and I am a very reasonable person. Thank you. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 20:12, 27 April 2015 (EDT)<br />
<br />
: Hi [[User:Rancke|Rancke]], please also note that these layouts are not a brand new thing. They have been around for nearly four months now and vetted by the community of active users, many of whom like them and have begun to use them. This being a new occurrence to you coincides with your last contribution (before the last few days) being nearly four months ago. At any rate, I do not want to pick a fight. I admire you and your work. Thanks for all of your hard work over the years. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 20:15, 27 April 2015 (EDT)<br />
<br />
----<br />
The heading system, which is very much a work-in-progress, works as following:<br />
<br />
SUB 2 hierarchy<br />
-- ARTICLE (category) [2-word title such as 'History & Background'] (clarification) --<br />
<br />
SUB 3 HIERARCHY<br />
--- ARTICLE (One of the two word titles) [area title] ---<br />
<br />
SUB 4 HIERARCHY<br />
---- [area title] ----<br />
<br />
There are four SUB 2 HIERARCHIES common to most articles:<br />
* Synopsis<br />
* Description<br />
* History & Background (Dossier)<br />
* References & Contributors (Sources)<br />
<br />
The above four SUB 2 HIERARCHIES govern most articles, but specific layouts exist for articles, which benefit from other categories.<br />
<br />
So, for instance, publications use two different version of the basic SUB-2 HIERARCHY:<br />
* [Book title] (Book) Synopsis <br />
* [Periodical title] (Periodical) Synopsis<br />
<br />
They both add a category for: [Book title] (Book) Credits<br />
<br />
And that's it in a nut shell.<br />
<br />
The system was originally developed by intelligence agencies such as the MI6, CIA, KGB, GRU, etc. Hence, the word "dossier." I'm a former military guy and I used similar systems in the two militaries I had experience serving.<br />
<br />
It is now also used in many Wikis, particularly those for younger readers (I have worked on the "Five Nights at Freddy's" Wiki), who grew up with electronic information devices, "[[Handcomp]]s" in Traveller parlance, and do not have the willingness to read long tracts of expository writing.<br />
<br />
This system breaks down those expository "whales" into smaller, more digestible pieces and allows readers to pick out what they are most interested in... (such as militaries, synopses, etc.). This often leads to the reader deciding to read the rest of the article. <br />
<br />
It also makes it easier for active users to see what's missing from an article and could be added to, such as "History & Background", a GURPS World Paragraph, or other "holes" in what's available.<br />
<br />
Since the system has been implemented in January 2015, I have been non-scientifically monitoring the articles and their access counts. Pages with the layout schema are overwhelmingly being read more. This could be due to many factors, but I think at least one contributing factor is that the pages are more organized and it's easier to access the information. <br />
<br />
I don't know what the community will, in the end of ends, decide to go with, but I do very much think that the pages could use some kind of an organizational schema.<br />
<br />
That's my two cents! [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 13:47, 28 April 2015 (EDT)<br />
<br />
----<br />
: As one more aside, I am a former public school teacher and have exposed hundreds of young people over the years to Traveller and other games ("Lunch-time Game Club"). I meet very few young people who have the patience to dig through the canon of dozens or hundreds of Traveller books that now exists. Every time I run games with groups of young people, I refer them to the Traveller, which has been far more successful at getting those same young people interested in Traveller lore and the Traveller OTU storyline. It works. Wiki technology, when well-organized can be one of the best tools we older grognards have for getting the younger generation interested. I see that idea in action all the time. Some of my friend's children and former students get the Traveller bug from a site like this. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
: Such an organizational scheme isn't needed for old grognards like many of us, folks like [[User:Jmattera]], [[User:Ronald B. Kline, Jr.]], [[User:OGuutan]], [[User:Tjoneslo]] and many others. We grew up with Traveller when it consisted of an easily-countable number of books. The newer generation hasn't had that experience and never will. They need help. Plus, as a generality, they are not as literary, as many of us were. They are far more apt to text, surf the Internet, use a computer than to read an old-fashioned Mk. I book. Collecting some of the lore in this Wiki, making it easy to access, and having it organized is a boon toward the goals of getting more young people interested in Traveller. In summation, the older generation of Traveller fans doesn't need much of any of the articles on the Wiki, we are already dedicated fans. The younger generation needs a project like this very much. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
: And one more aside: [[User:Rancke|Rancke]] mentions 7,000 articles. When I use the toolbox app named "special pages" under the "statistics" option (Wiki data and tools), I see the following: 11,418 content pages. In just over 4 months, I have been able to edit well over 5,000 pages and probably many more pages. Whatever the community decides, we can match up everything and make it all look sharp. It's possible. I am not the only ultra-productive editor and contributor to the community. We can make this happen. I've really enjoyed working with some of the many users here already and I'm very much looking forward to working more with an old grognard and valued member of the community like [[User:Rancke|Rancke]]. Let's make this happen. Not to be lurkers. Not to argue about OTU, ITU, and all that, but come together to make this site even better. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
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:: I'll add my thoughts here as well. (Since adding it I have made minor edits of "you" to "we" to make clear I was not intending this to be an attack on an individual but was using the word "you" in a more impersonal third person style (which is not always clear).)<br />
:: I don't have any problem understanding the benefit of subheadings. The point I find odd is the fact that every subheading has the name of the article in front of it when that is obvious from the fact that it is on that page. A set of subheadings that are individually concise are still helpful in subdividing the bulk of an entry (although they can still be a bit much in something that is only going to be a sentence or two long anyway). So using subheadings (with further subdivisions as appropriate) in the fashion:<br />
::* Synopsis<br />
::* Description<br />
::* Meta-History & Background<br />
::* Credits<br />
::* Contents<br />
::makes a lot of sense to me. But when this is added to the article [[GURPS Traveller: Alien Races 4]], as an example, and then we use:<br />
::* GURPS Traveller: Alien Races 4 (Book) Synopsis<br />
::* GURPS Traveller: Alien Races 4 (Book) Description<br />
::* GURPS Traveller: Alien Races 4 (Book) Meta-History & Background<br />
::* GURPS Traveller: Alien Races 4 (Book) Credits<br />
::* GURPS Traveller: Alien Races 4 (Book) Contents<br />
:: we have massively increased the word content in the subtitles with no benefit, and we have reduced the effectiveness of the subheadings as navigation link anchors. About the only useful bit to my mind might be the (Book), which could be added as a single line at the start of the article to indicate the category it falls into if it was felt necessary to do so.<br />
:: How an individual looks at categorisation of information probably depends on their experience. I have worked for a long time in technical marketing, writing detailed technical data sheets, product performance recommendations and technical papers. In all those cases, short, concise subheadings clarify the divisions in the document without adding unnecessary overhead. <br />
:: I'm happy to implement whatever is agreed as a method, but given a vote I would go for simplicity as an aid to clarity.<br />
::[[User:OGuutan|OGuutan]] ([[User talk:OGuutan|talk]]) 16:12, 28 April 2015 (EDT)<br />
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:: Your point about my lack of recent contribution to the wiki is well taken, and if '''after a thorough discussion''' the current main contributors reach a consensus decision to ''change'' the standard format, so be it. I'd be sorry to see it, because I consider your scheme quite unsuitable to something that emulates a Traveller library data collection, but I wouldn't object any further to it. I'd probably just stop contributing altogether, which, considering how much I've seen fit to contribute lately, would probably not be any big loss.<br />
<br />
:: I don't want to pick a fight either, but I do want to put the kibosh on this new format if I can. I have no problem understanding the format. I just think it's inappropriate for the Traveller wiki. I'm not a former military guy, and the original developers of Traveller and the wiki did not use this format. You can break up walls of text quite adequately with traditional headlines without adding those IMO completely superfluous article name repetitions and, again IMO, likewise superfluous and jarring words in parentheses. <br />
<br />
:: It's unfortunate that I didn't notice this new scheme right at the start so that I could have spoken up before you'd used in 5000 instances (very impressive, BTW), but the fact that I didn't isn't going to make me shut up and go away now that I have noticed, though being told by Thomas that this is an official format change will. <br />
<br />
:: One final thing, somewhat unrelated to the rest of the format differences: The distinction between canon and non-canon is quite important, and IMO worth lessening the resemblance to a real library data entry to emphasize. Hence the occasional top division into first a canon section and then a non-canon section. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 16:37, 28 April 2015 (EDT)<br />
<br />
----<br />
I love you guys :)[[User:Ronald B. Kline, Jr.|Ronald B. Kline, Jr.]] ([[User talk:Ronald B. Kline, Jr.|talk]]) 16:56, 28 April 2015 (EDT)<br />
ALL of '''my''' stuff is non canon, or cannon (look out!) as I have often mispelt it. I just make junk up to suit myself. I try to avoid stepping on toes and try to pick fringe items, so no one minds what I write about. I need all the edit help I can get. I freely admit it. I have never seen some one add as much as fast as brother Maksim. I have frequently written some random, non-sensical blurb about some wandering bit of detritus, and wham bang there are thirteen additional sub categories w/ n/a under them. So for the sake of completeness, I have gone back and tried to fill in the missing pieces. Templates are great. Organization is great. I am not skilled in either. It is funny that we think we are emulating a hand computer, that is cute all by itself. I am simply here to amuse myself.<br />
<br />
----<br />
: [[User:Rancke|Rancke]], I think you leaving would be a real loss. I wouldn't want to see that, large or less large amount of contributions. What you have done is very impressive, and I'd love the chance to work with you. Please don't leave, your creative mind would be a real loss. I'd be happy to part of the team modifying the current schema if it would help. <br />
: Your point about it ''not'' being Traveller has obvious merit, but Traveller will need to change with the times or the current batch of older fans won't be renewed by younger generations. That would be a tremendous loss. Of course, Traveller started with 1970's ideas about gigantic ENIAC-like computers that took up entire rooms. Times changed. <br />
: Your other point about what Traveller or future computers look like is an interesting one. I can tell you that many current databases, use a very similar format to this one. The Dewey Decimal model of library entries is dead. Everything is online and saving a few characters of space in system that handles gigabytes or Terrabytes (...or more) isn't really a prime consideration. It seems wiser to bank on bringing in new blood than preserve the simple "look" of the 1970's. The content is what really matters and you are a master of that, [[User:Rancke|Rancke]]. Thank you again for all of your cool contributions. Please stay on with the Wiki and add to its richness. Come up with something better. You have the mind to do it. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 17:38, 28 April 2015 (EDT)<br />
<br />
----<br />
I should probably add one more thing: I am more concerned with adding to the richness of the site than I am about exactly how that adding happens. Content beats out format every time. I would rather have a site with [[User:Rancke|Rancke]] and as many other contributors/authors as possible than not. And optimally, I would rather see him working with the rest of the team to devise something better than leave over what I think is a minor disagreement. I feel that a policy of inclusion is optimal, not exclusion, whether it's a personal choice or not. We all have preferences for game versions, TU's, and what not, but, in the end of ends, we're all sci-fi and Traveller fans. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 17:58, 28 April 2015 (EDT)<br />
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::: I would like to make a specific proposal for the the page layouts. I'm also going to refer to our [[Manual of Style]] and the [[Wikipedia:Wikipedia:Manual of Style]]. In the absence of a specific formatting requirement in the former page, I've usually assumed the latter is the guide for articles. We are, in theory, sort of like the Wikipedia of the 57th century. <br />
<br />
::: The sections we've been using for the pages are good, but the titles are too long. The sections should not include the page titles. Or, to quote from the Wikipedia manual of style: ''Headings should not refer redundantly to the subject of the article, or to higher-level headings, unless doing so is shorter or clearer.'' As [[User:OGuutan]] points out, the section headers are also used as link anchors. So using the above suggestions I recommend something shorter as a default, and to be made longer with warranted. For example. <br />
:::* Synopsis<br />
:::* Description<br />
:::* History<br />
:::* Credits<br />
<br />
::: This is my suggestion for resolving this, and ''not'' a decision handed down from on high. I would like to hear if you (anyone) think we be more specific about this, and if so, how. <br />
<br />
::: To get the number of articles you have edited you can look at [[Special:Contributions]] page. For example, querying for user: [http://wiki.travellerrpg.com/index.php?title=Special%3AContributions&tagfilter=&contribs=user&target=Maksim-Smelchak&namespace=&tagfilter=&topOnly=1&year=2015&month=4 Maksim-Smelchak] and I get 2470 individual articles edited since 10-Jan-2015, and probably about 3-4 edits for each article, puts you into the range of 10,000 edits. Which is impressive.<br />
<br />
::: [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 02:29, 29 April 2015 (EDT)<br />
<br />
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Hi [[User:Tjoneslo|Tjoneslo]], sounds fine to me. I am more than willing to go with that option, especially if it will help keep the peace and persuade valued users to stay. Thank you for putting that into words. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 07:03, 29 April 2015 (EDT)<br />
<br />
Hi [[User:Tjoneslo|Tjoneslo]], how do you get the [[Special:Contributions]] page to give you numbers? Mine just gives me a listing and I can't get it to give me a total count. I have to manually count the pages, 500 listings, at a time. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 07:05, 29 April 2015 (EDT)<br />
<br />
:: I cheated. I copy the entries from each page and paste them into a spreadsheet. When I get to the last page, I see how many rows are in the spreadsheet. You can also go to [[Special:ActiveUsers]] which gives you a count of edits made in the last 30 days (For you: 5,086). [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 07:15, 29 April 2015 (EDT)<br />
<br />
Sometimes, [[User:Tjoneslo|Tjoneslo]], I almost feel like I'm getting to know you despite being electronic acquaintances. I ad a feeling that you had a spreadsheet somewhere to track all of this. Now, I know where to go to get the numbers! Makes me chuckle. Please let me know where I can be of the most use in contributing to the blog. I am working on the updated [[Allegiance Code/alphabetical]] information today. I finished updating sectors yesterday. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:41, 29 April 2015 (EDT)<br />
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----<br />
I also wanted to note that [[User:OGuutan|OGuutan]] is doing an amazing job updating various publications and bibliography articles and deserves all of our praise and encouragement. That's hard and sometimes thankless work. I really appreciate his initiative and hard work. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:41, 29 April 2015 (EDT)<br />
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Hi [[User:Tjoneslo|Tjoneslo]], your suggestion seems fine to me: concise subtitles, appropriate to the subject matter, used to break up and enhance the basic text in an article, avoiding repetition and redundancy. [[User:OGuutan|OGuutan]] ([[User talk:OGuutan|talk]]) 14:45, 29 April 2015 (EDT)<br />
----<br />
I likewise agree with Thomas. I will add three small suggestions. Templates are fine, as they provide a skeleton to build our articles on. But the synopsis shouldn't be headlined. The first paragraph(s) of an article is either automatically a synopsis or the article is too short to warrant a synopsis. Instead, have the template put something like: '[Synopsis: Start with a synopsis if the article is long enough to warrant it; substitute it for this bracket.]'. Secondly, empty headlines should be deleted. Thirdly, the credits do not need to be headlined. They always go at the end of the article. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 11:17, 30 April 2015 (EDT)<br />
----<br />
It's been almost two months since we had this exchange, which I thought had led to the decision that the templates in question should be simplified in the manner outlined above. And yet the templates still feature all the repetition and redundancy. What gives? I'm reluctant to do change the templates on my own, partly because I think it's something only an admin is entitled to meddle with and partly because I've never mucked about with templates before. But every time one of these overloaded templates are used means one more article that will have to be corrected by hand. So, loath as I am to appear pushy, isn't it about time you fixed them, Thomas? <br />
<br />
Or am I completely mistaken here? Was no such decision made? [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 17:47, 16 June 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Mora_(world)&diff=96070Mora (world)2015-06-13T11:46:51Z<p>Rancke: </p>
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<div>{{UWP<br />
|name= {{World|Mora|Spinward Marches|Mora|3124}}<br />
|uc = AA99AC7-F<br />
|popc = 1<br />
|zonec = green<br />
|uf= <br />
|ui= <br />
|u0= <br />
|u1= <br />
|u2= <br />
|uh= <br />
|ur= <br />
|alg = Im <br />
|trade = Hi In Cs<br />
|nblty = BEF<br />
|bases = NS <br />
|primary = F0 V <br />
|belts = 1<br />
|GGcount = 2<br />
}}<br />
<br />
'''Mora''' is an [[Third Imperium|Imperial]] industrial world with a population of over ten billions located in the [[Mora Subsector]] of [[Spinward Marches Sector]] in the [[Domain of Deneb]]. It is the capital of the Spinward Marches, and site of the first major Imperial establishment in that sector. The current ruler is Duchess [[Delphine Adorania Muudashir]] in her capacity of [[Matriarch of Mora]].<br />
<br />
* This world has a nearby [[Naval Base]] associated with it. It is the HQ of the [[73rd Fleet]].<br />
* This world contains a [[Scout Base]] associated with it. It is the HQ for Scout activities in the Marches.<br />
* As an industrial world, this planet has well-developed manufacturing and processing industries. Manufactured goods are a major export item. <br />
<br />
Mora is known as the “Gateway to the Marches” as it sits at a convenient location on the jump routes through which much the Spinward Marches is reached from Deneb sector and the rest of the Imperium. As a result, it became the seat of both the Duchy government and the Sector administration and accumulated a disproportionate amount of wealth and influence.<br />
<br />
It’s now more than a millennia since Ling Standard Products first established itself on Mora to exploit the rich natural resources of this water-dominated world. Over the centuries the population has swelled to over ten billion, mostly dwelling in hundreds of huge arcologies that dot the small areas of exposed land and sprawl across the seabed (primarily in the equatorial regions).<br />
<br />
<br />
== Physical description ==<br />
Mora is a large, molten-core world with a diameter of 15,567 km (9,673 miles) giving it a gravity of 1.19G. A day lasts 23 hours and 51 minutes and it takes 1,162 (local) days to circle its sun.<br />
<br />
The dense oxygen-nitrogen atmosphere is tainted with industrial pollutants from its past but over the last hundred years this has been reduced to a minor irritant by various environmental ‘clean up’ measures. As a result, almost all inhabitants and most visitors suffer no ill effects, though those of a sensitive constitution may prefer to wear some form of filter mask when outside the sealed areas of the arcologies.<br />
<br />
Around 92% of the planet is covered with water, with only one small continent ([[Batadis]]), a few large islands, a few archipelagos, and a smattering of lesser islands rising above the surface of the sea.<br />
<br />
A relatively high axial tilt of 33 degrees combined with an orbital eccentricity of 0.02 means equatorial temperatures of up to 60°C in Summer but in the polar regions, ice sheets cover large areas of the sea with temperatures as low as -65°C in winter.<br />
<br />
== Social description ==<br />
Mora’s population of over ten billion mostly live in huge self-contained arcologies, about one-eleventh of which are built on dry land on to the continent of Batadis and the various islands, though most of the available arable land surface is dedicated to intensive agriculture. The remainder are spread across the sea floor, mainly in the equatorial regions and often have seabed farms around them. Arcologies may be home to tens or even hundreds of millions of inhabitants. Around 300 million people live in space habitats spread out across the star system.<br />
<br />
The planetary government of Mora is split into three authorities – the Judiciary (an elite council known as “The Eleven Brides”); the Executive (another elite council, of 33 women called “The Caucus”); and the Legislative authority which is theoretically held by the Duchess of Mora in her capacity as Matriarch, but in practice exercised by a large bureaucracy appointed by her.<br />
<br />
Over the last millennium, Mora has suffered various conflicts – mostly between the merchant lords who sought to control it for its strategic position and trade value. However, for the last 400 years the strong rule of a steady line of matriarchs has provided a relatively stable and tranquil environment. The current Matriarch is Delphine Adorania Muudashir, 15th Duchess of Mora, who has reached the remarkable age of 135 years, has ruled Mora for more than 100 years, and is generally regarded warmly by Mora’s population. As Mora also hosts the Imperial Sector Administration, the political and economic power-play of the whole of the Spinward Marches revolves around the Duchess’ world.<br />
<br />
Mora’s matriarchal bias extends across many of its government positions with males prevented (by law) from rising above specified levels of responsibility.<br />
<br />
=== Law and police ===<br />
<br />
Components of each of the military services provide law enforcement and first-response teams for the emergency services, with close day-to-day liaison with the judiciary run by The Eleven Brides. However, the Matriarch has overall control of the planet’s military and can mobilize any and all of its units in a crisis situation. The world’s laws are fairly strict and somewhat intrusive.<br />
<br />
Police units are armed, never hesitate to point their weapons at potential criminals and can call on military assault teams at very short notice. They expect all civilians to be obedient and produce identity documents whenever asked for, etc. There is also a high degree of video surveillance around the arcologies. The police are not thugs; most of them are very approachable and helpful. However, they are capable and ready to deal with those who break the law.<br />
<br />
<br />
=== Downport and startown ===<br />
Mora Imperial Downport is located on an island in the Fakla River estuary, adjacent to the capital Wavecrest City on the east coast of Batadis. Two of the other arcologies have spaceports and most have some form of airborne access, being built in sufficiently shallow water for their uppermost levels to be above the surface of the sea. Given Mora’s economic, astrographical and political importance, its downport is huge (140 square kilometers) and one of the busiest in the Marches. There is an equivalently large highport, handling bigger, unstreamlined starships as well as orbiting space habitats, space industry complexes and megacorporation docks.<br />
<br />
Not only is the downport very large but in a fairly uncommon arrangement the associated startown is inside the extrality fence so the port’s boundaries are swelled by residential areas, warehousing districts, and an extensive diplomatic district housing hundreds of ambassadors and their staffs, as well as the ducal palace. As a result, the extrality fence encloses an area of roughly 140 square kilometers.<br />
<br />
The various names applied in connection with the urban agglomeration at the Fakla River estuary are often confused and mixed up. ‘Wavecrest City’ is strictly speaking only the part that lies outside the extrality fence, but is often used to include the part inside. The part inside the fence is officially the Imperial Enclave, but is often referred to indiscriminately as ‘the startown’ or ‘the starport’, since there is no real separation of the two.<br />
<br />
Mora’s law requires all visitors to store personal firearms in secure facilities inside the extrality fence before leaving the Imperial Enclave. The only weaponry allowed outside the extrality fence are stunners, small blades, larger blades if of appropriate social status or career background, and clubs or similar.<br />
<br />
<br />
=== Star system ===<br />
The Mora system has mining operations and high-technology industrial research and manufacturing centers spread throughout its star system. Close in to the planet are four moons, the largest of which is a vast military complex which is home to the Imperial 73rd Fleet, the Duchy Fleet, and the System Defense Force.<br />
<br />
A Scout base and secondary naval base are located in the planetoid belt, the former being the IISS regional headquarters for the Spinward Marches. As a result, the system is full of every kind of vessel, from heavy battle squadrons to high-performance Scout Couriers.<br />
<br />
The Mora system's belt is home to most of the significant biotech industries in the Spinward Marches. The belt environment has provided them with a safe and flexible environment for research while being positioned at a large nexus of trade routes.<br />
<br />
Two of Mora's four moons are small and of great age. Current theories hold that they are cometary remains.<br />
<br />
<br />
==== System details ====<br />
Primary Name: Dimoph<br />
Type: F0 V<br />
Orbital zones<br />
Inner limit: 0.32<br />
Life zone: 2.4 - 3.3<br />
Snow line: 13<br />
Outer limit: 64<br />
<br />
List of Planets<br />
Orbit Distance Name Type<br />
0 0.96 Murugil Terrestrial<br />
1 1.35 Elicar Terrestrial<br />
2 1.74 Iyrne Terrestrial<br />
3 2.52 Mora Terrestrial<br />
4 4.08 Forigi Terrestrial<br />
5 7.20 The Guarek Belt Planetoid belt<br />
6 13.44 Gigig Gas giant<br />
7 25.92 Gogog Gas giant<br />
8 50.88 Erstine Terrestrial<br />
<br />
Mora is named after a harvest goddess of an old Sylean pantheon. The continent, Batadis, is named after her cornucopia-like Basket of Plenty, and other prominent geographical features on Mora are named after artifacts belonging to other gods. The sun is named after the Sun God and the other inner planets after other gods. The biggest planetoids in the belt are named for members of the Guarek, a race of small mischievous supernatural beings akin to the elves, trolls, and dwarves of Old Terra and the gishkan of Old Vland. The two gas giants are named for two of the giants who hold up the sky, and the major planetoids in Gigig's trojan points (Borranek (The Vanguards) and Surranek (The Rearguards)) are named after heroes listed in the Heavenly Muster chapter in an epic describing the Dawn War between the gods and the primal forces that opposed the creation of Sylea. Erstine, the tiny outermost planet, is named after a dog-like animal belonging to Forigi, the Goddess of the Hunt.<br />
<br />
<br />
== History & Background ==<br />
[[Mora (world)|Mora]] was settled in [[60]] by [[Ling-Standard Products]] in order to exploit its riches. Over the years it grew into a thriving trade centre, building new ships, overhauling old ones, and producing other manufactured goods on the side. Sitting astride the trade routes to the [[Sword Worlds]] and later the [[Darrian]]s, Mora became known as the "'''Gateway to the Marches'''".<br />
<br />
<br />
{{Sources<br />
|S1= {{CT}} [[Library Data (N-Z)]] (Supplement 11)<br />
|S3= [[GURPS Traveller: Behind the Claw]]<br />
|S2= Periodical: [[MegaTraveller Journal 1]] Article: 'A Guide to the Domain of Deneb'<br />
|S3= [[A Festive Occasion]]<br />
}}<br />
<br />
<br />
{{LE|Era: Milieu 1116|Spinward Main worlds|T5 Second Survey worlds}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Onnesium/meta&diff=96068Onnesium/meta2015-06-13T01:21:17Z<p>Rancke: </p>
<hr />
<div>In the real universe atomic element 118 is named [[wikipedia:Ununoctium|Ununoctium]], and is highly unstable.<br />
<br />
[[Category: Meta]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Regina_(system)&diff=87331Regina (system)2015-05-18T00:23:27Z<p>Rancke: </p>
<hr />
<div>{{InfoboxSystem<br />
|name= [[Regina (system)|Regina]]<br />
|sector=Spinward Marches<br />
|subsector=Regina<br />
|hex=1910<br />
|star=Lusor|type=F7 V<br />
|P0=Clement|Dist0=0.2|UWP0=Y100000-0<br />
|P1=Ausun|Dist1=0.4|UWP1=Y300169-9<br />
|P2=Burgund |Dist2=1|UWP2=Small GG<br />
|P2M1=Cent |Dist2M1=3|UWP2M1=Y400367-9<br />
|P2M2=Thermidor|Dist2M2=7|UWP2M2=Y560000-0<br />
|P3=Olybrius|Dist3=1.5|UWP3=F75022A-9<br />
|P3M1=Alise|Dist3M1=25|UWP3M1=Y20016C-9<br />
|P4=Assiniboia|Dist4=3|UWP4=Large GG<br />
|P4M1=Redes|Dist4M1=3|UWP4M1=F595269-9<br />
|P4M2=Printemps|Dist4M2=6|UWP4M2=F20036C-A<br />
|P4M3=Brumaire|Dist4M3=7|UWP4M3=F564669-9<br />
|P4M4=Harcourt|Dist4M4=30|UWP4M4=H43556C-A<br />
|P4M5=[[Regina (world)|Regina]]|Dist4M5=55|UWP4M5=A788899-C<br />
}}<br />
<br />
{{InfoboxSystem<br />
|name= Darida (Far Companion)<br />
|sector=Spinward Marches|subsector=Regina|hex=1910<br />
|star=Darida|type=M6 V<br />
|P0=Augur|Dist0=0.2|UWP0=YS00000-0<br />
|P1=Kirunda|Dist1=0.4|UWP1=Y210000-0<br />
|P1M1=Irkirka|Dist1M1=8|UWP1M1=YS00000-0<br />
|P1M2=Arkurer|Dist1M2=11|UWP1M2=HS00137-9<br />
|P1M3=Irgurkar|Dist1M3=13|UWP1M3=Y10046A-A<br />
|P2=Elazair|Dist2=1|UWP2=Small GG<br />
|P2M1=Lashir|Dist2M1=3|UWP2M1=YS00000-0<br />
|P2M2=Diuur lmar|Dist2M2=8|UWP2M2=G2200269-9<br />
|P2M3=Shamardae|Dist2M3=9|UWP2M3=Y500000-0<br />
|P2M4=Arapan|Dist2M4=20|UWP2M4=Y200000-0<br />
|P2M5=Edaku|Dist2M5=50|UWP2M5=Y210000-0<br />
|P2M6=Gagamshir|Dist2M6=125|UWP2M6=F534328-A<br />
}}<br />
<br />
The Regina system is a triple star system - the primary Lusor and its dwarf companion Speck form the major system, while dim Darida orbits at about 5,000 AU distance.<br />
<br />
= Description =<br />
Regina is only one of seven worlds in the systems which boast a breathable atmosphere, and only one of four habitable planets in the life zone of Lusor, in orbit around the gas giant Assiniboia. With the best conditions of the group, it was settled first and soon dominated the system.<br />
<br />
The Darida system proved much less hospitable, and has been only minimally exploited. It does boast a military outpost, and a few small settlements devoted to prospecting and mining available ores.<br />
<br />
There are three stars, eight planets and 17 satellites in the system.<br />
<br />
Regina boasts the highest population; its companion satellites of Brumaire and Harcourt (along with a few other lesser worlds) have been colonized. A few scientific and technical survey stations and a small military base maintained by the Imperial Navy occupy the relatively desolate Darida system.<br />
<br />
Many planets orbiting Lusor (the primary star) and its dwarf companion Speck are named for persons or places associated with St. Regina. Worlds orbiting Darida (Lusor's far companion) are named in the [[Vilani]] language after famous [[Vilani]] authors."<br />
<br />
<br />
{{Metadata}}<br />
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{{Sources<br />
|S1= {{CT}} Book 6 [[Scouts (book)]]<br />
|S2= {{CT}} [[DGP]] [[Grand Census]]<br />
|S3= {{CT}} [[DGP]] [[Grand Survey (book)]]<br />
|S4= {{CT}} Supplement 3 [[Spinward Marches]]<br />
|S5= {{CT}} [[The Spinward Marches Campaign]]<br />
|S6= {{CT}} [[The Traveller Book ]]<br />
|S7= <br />
|S8= <br />
|S9= <br />
}}<br />
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<br />
{{LE|R|Systems}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=User_talk:Maksim-Smelchak&diff=85678User talk:Maksim-Smelchak2015-05-09T10:52:19Z<p>Rancke: /* Two small requests */</p>
<hr />
<div><!--New comments at the bottom, please.--> <br />
<br />
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<br />
<br />
= User Discussions & Comments =<br />
== TJonesLo Response ==<br />
Thank you for all of your hard work and wonderful contributions. I apologize about not getting back to you as quickly as I should. <br />
[[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 13:00, 9 January 2015 (EST)<br />
<br />
You're very welcome, Thomas. I mostly wanted to be in contact to make sure I am following the rules that you set down for the site. I've read all the guidelines and have experience with Wikis. Please contact me if I'm doing anything wrong. I want to be a cooperative member of the community. <br />
([[User talk:Maksim-Smelchak|talk]]) 10:03am, 9 January 2015 (PST)<br />
<br />
== "Show Preview" Function ==<br />
: The only thing I might suggest is using the "Show Preview" button (below the editing screen). It may make your editing go a little faster. The preview shows the page as rendered, and leaves the editor at the bottom of the page. Just don't forget to press "Save page" when done. <br />
[[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 13:10, 9 January 2015 (EST)<br />
* Lord (Viscount) and Chancellor [[User:Tjoneslo|Thomas Jones-Low]] of the [[Ministry of Information and Communication]]<br />
<br />
: In actuality, I am [[Archduke]] of the [[Domain of Sol]], in addition to many other titles. You are aware that you can change your [http://en.wikipedia.org/wiki/Wikipedia:Signatures signature] on the [[Special:Preferences|preferences]] page. So you can sign your posts with your more accurate titles. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 10:15, 3 March 2015 (EST)<br />
<br />
:: Awesome, [[User:Tjoneslo|Tjoneslo]]! What are all of your titles? [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 10:23, 3 March 2015 (EST)<br />
<br />
== Kline Statement ==<br />
Wow, you rock brother! [[User:Ronald B. Kline, Jr.|Ronald B. Kline, Jr.]]<br />
<br />
Thank you, Ronald B. Kline, Jr.!....[[User: Maksim-Smelchak|Maksim-Smelchak]] 18:34, 9 January 2015 (EST)<br />
<br />
= Wiki Use Instructions =<br />
== Signature? (Four Tildes) ==<br />
How do I make the signature for these posts? And thank you for the advice. [[User:Maksim-Smelchak]]<br />
<br />
: Four tildes in a row. [[User:Garnfellow|Garnfellow]] ([[User talk:Garnfellow|talk]]) 15:43, 9 January 2015 (EST)<br />
<br />
Thank you, [[User:Garnfellow|Garnfellow]]! [[User:Maksim-Smelchak|Maksim-Smelchak]] 20:38, 29 January 2015 (EST)<br />
<br />
== Correct way to delete pages ==<br />
The correct way to delete pages is to include a <nowiki>{{delete}}</nowiki> template at the top of the page. <br />
<br />
However, if you have made a mistake in the name of the page (spelling error, capitalization, etc) the correct way to fix this is to move the page. You, as a registered user, should have access to the move page. If you look at the menu bar at the top of the wiki page, just to the left of the search box is a down pointing arrow. Click on that, and it should show a sub-menu with "move" on it. Click on that, and it will take you to a Special:MovePage page. Where you can enter a new name for the page. And supply a reason. <br />
<br />
The Move page is preferred because it keeps the page history which is important for historical purposes.<br />
<br />
[[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 11:41, 5 February 2015 (EST)<br />
<br />
Right on, [[User:Tjoneslo|Tjoneslo]]. Will use "Move" function. Thanks. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:46, 5 February 2015 (EST)<br />
<br />
== Editing user pages ==<br />
These are personal space. Please leave them to the user (even if they are no longer with us) to edit and format as they see fit. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 11:21, 30 January 2015 (EST)<br />
<br />
Ok. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:24, 30 January 2015 (EST)<br />
<br />
Hi [[User:Tjoneslo|Tjoneslo]], I am now getting permission before editing these sorts of things. Thank you, Thomas, for the good advice and guidance. Really appreciate the tip off. I had no idea they were regarded as you have shared. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 13:50, 1 February 2015 (EST)<br />
<br />
Hi, it's Ron, what did I do wrong now?<br />
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Hi [[Ronald B. Kline, Jr.]], you did nothing wrong. I would simply like to chat with you off-board. Would you please contact me off-board using E-mail at "Maksim_Smelchak" at that Yahoo place. Thanks! [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 03:33, 3 February 2015 (EST)<br />
<br />
I attempted to send you an email, any luck w/that?<br />
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Hi [[Ronald B. Kline, Jr.]], yes. I sent you a response. Thanks! [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 05:21, 11 February 2015 (EST)<br />
<br />
= Unconventional Article Format =<br />
I don't think it's a good idea to introduce a new article format without discussing it first. I, for one, would not have approved. The basic idea is that we try to keep articles so like actual in-setting library data as we can (subject to various practical limits). The multiple headlines and parentheses makes the articles seem overly busy and quite disquieting to me. It also makes them stylistically different from the 7000 previous articles. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 21:24, 26 April 2015 (EDT)<br />
<br />
= Astrographic Names =<br />
<br />
{|class="wikitable"<br />
|+ Sector Names<br />
|-<br />
! Culture<br />
! Toponym<br />
! Polity<br />
|-<br />
| [[Third Imperium]]<br />
| <br />
| [[Third Imperium]]<br />
|-<br />
| [[Aslan]]<br />
| <br />
| [[Aslan Hierate]]<br />
|-<br />
| [[Droyne]]<br />
| <br />
| [[Droyne Oytrip Yatroy (Polity)|Droyne Oytrip Yatroy]]<br />
|-<br />
| [[Hiver]]<br />
| <br />
| [[Hive Federation]]<br />
|-<br />
| [[K'kree]]<br />
| <br />
| [[Two Thousand Worlds]]<br />
|-<br />
| [[Solomani]]<br />
| <br />
| [[Solomani Confederation]]<br />
|-<br />
| [[Vargr]]<br />
| <br />
| [[Vargr Extents]]<br />
|-<br />
| [[Vilani]]<br />
| <br />
| [[Third Imperium]]<br />
|-<br />
| [[Zhodani]]<br />
| <br />
| [[Zhodani Consulate]]<br />
|}<br />
<br />
= Firearm Specifications Brainstorming =<br />
(???? - ????)<br />
<br />
* '''Type:''' <br />
<br />
* '''Caliber:''' <br />
<br />
* '''Weight:''' lbs ( kg)<br />
<br />
* '''Length:''' in ( cm)<br />
<br />
* '''# Barrels:''' <br />
<br />
* '''Barrel length:''' in ( cm)<br />
<br />
* '''Capacity:''' <br />
<br />
* '''Fire Modes:'''<br />
<br />
* '''Rate of Fire:'''<br />
<br />
* '''Muzzle Velocity:'''<br />
<br />
* '''Polity Origin:'''<br />
<br />
= Traveller Game Eras & Editions (1977-2015) =<br />
The Traveller Historical Eras (Background Settings) include:<br />
<br />
:{| class="wikitable sortable" width="90%"<br />
|+ Traveller Game Eras & Editions (1977-2015)<br />
! Setting Dates<br />
! Era Name (Milieu)<br />
! Primary Setting Events<br />
! Game Name<br />
! Game Edition<br />
! Pub. Date<br />
|- valign="top"<br />
| ([[-2404]] to [[-2203]]) <br />
| [[:Category: Era: Interstellar Wars|Interstellar Wars]]<br />
| [[First Imperium]] ([[Ziru Sirka]]) & [[Interstellar Wars]] <br />
| [[GURPS Traveller: Interstellar Wars]]<br />
| 06th Edition <br />
| 2002<br />
|- valign="top"<br />
| ([[-2204]] to [[-1776]]) <br />
| [[:Category: Era: Rule of Man|Rule of Man]]<br />
| Collapse of [[First Imperium]] & [[Rule of Man]] ([[Second Imperium]]) <br />
| [[GURPS Traveller: Interstellar Wars]]<br />
| 06th Edition <br />
| 2002<br />
|- valign="top"<br />
| ([[-1775]] to [[0]]) <br />
| [[:Category: Era: Long Night|Long Night]]<br />
| Collapse of [[Second Imperium]] & [[Long Night]]<br />
| [[Marc Miller's Traveller]]<br />
| 04th Edition <br />
| 1996<br />
|- valign="top"<br />
| ([[-25]] to [[75]])<br />
| [[:Category: Era: Milieu 0|Milieu 0]]<br />
| [[Third Imperium]] Founding & [[Sylean Federation]] <br />
| [[Marc Miller's Traveller]]<br />
| 04th Edition<br />
| 1996<br />
|- valign="top"<br />
| ([[985]] to [[1002]])<br />
| [[:Category: Era: Milieu 990|Milieu 990]]<br />
| [[Third Imperium]] & [[Solomani Rim War]] <br />
| [[T20|Traveller D20]]<br />
| 7th Edition <br />
| 1977<br />
|- valign="top"<br />
| ([[1100]] to [[1117]]) <br />
| [[:Category: Era: Milieu 1116|Milieu 1116]]<br />
| '''[[Third Imperium]] Base (Original) Setting''' & [[Fifth Frontier War]]<br />
| [[Classic Traveller]] & [[T5|Traveller<sup>5</sup>]] (T5)<br />
| 01st Edition <br />
| 1977<br />
|- valign="top"<br />
| ([[1116]] to [[1130]]) <br />
| [[:Category: Era: Milieu 1120|Milieu 1120]]<br />
| [[GURPS Traveller]]: Alternate Setting (Timeline with no [[Rebellion]])<br />
| [[GURPS Traveller]] <br />
| 05th edition <br />
| 1998<br />
|- valign="top"<br />
| ([[1117]] to [[1130]])<br />
| [[:Category: Era: Rebellion|Rebellion]]<br />
| Collapse of [[Third Imperium]] ([[Rebellion]]) & [[Regency]]<br />
| [[MegaTraveller]]<br />
| 02nd Edition <br />
| 1986<br />
|- valign="top"<br />
| ([[1190]] to [[1220]])<br />
| [[:Category: Era: New Era|New Era]]<br />
| [[Reformation Coalition]] & [[Virus/New Era]]<br />
| [[Traveller: The New Era]]<br />
| 03rd Edition <br />
| 1992<br />
|- valign="top"<br />
| ([[1220's]] to [[1249]]+)<br />
| [[:Category: Era: Fourth Imperium|Fourth Imperium]]<br />
| [[Fourth Imperium]] <br />
| [[Traveller: The New Era]]<br />
| 03rd Edition <br />
| 1992<br />
|- valign="top"<br />
| ([[1221]] to [[1249]]) <br />
| [[:Category: Era: Milieu 1248|Milieu 1248]]<br />
| [[Fourth Imperium]] <br />
| [[Traveller: The New Era]]<br />
| 08th Edition<br />
| 2006<br />
|- valign="top"<br />
| ([[1250]]+) <br />
| [[:Category: Era: The Galaxiad|Galaxiad]]<br />
| [[The Galaxiad]] <br />
| [[T5|Traveller<sup>5</sup>]] or T5<br />
| 12th edition <br />
| 2015+ (Future)<br />
|}<br />
<br />
[[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 18:38, 29 January 2015 (EST)<br />
<br />
: My first thought is to put this table at the top of the [[Setting]]s page as a quick summary, then using the rest of the text on the page to expand the definitions. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 19:50, 29 January 2015 (EST)<br />
<br />
Hi [[User:Tjoneslo|Tjoneslo]], would you please copy and paste (place) the table where you think where you think it would be most appropriate? Please feel free to modify/edit the table if you have anything to add to it. Thanks for all of your feedback and help! With best regards, M. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:20, 1 February 2015 (EST)<br />
<br />
= Smelchak's Periodicized Technical Chronography =<br />
Experiment.<br />
<br />
{|class="wikitable"<br />
|-<br />
! TL<br />
! Period Name<br />
! Period Dvlpmnt Stage<br />
! Period Scope<br />
! Tech-Energy Kardaschev<br />
! Tech-Commo <br />
! Tech-Transportation<br />
! Econ-systm<br />
! Econ-Goals<br />
! Econ-Means<br />
|-<br />
| -11 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Quasi-life<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -10 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Quasi-life<br />
<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -9 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Early<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -8 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Early<br />
<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -7 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Early<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -6 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, High<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -5 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, High<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -4 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, High<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -3<br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Late<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -2<br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Late<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -1 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Late<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| 0 <br />
| K-Alpha (Proto-sophont)<br />
| Proto-emergent (Proto-tech Period) Proto-sophont<br />
| Regional<br />
| <br />
| <br />
| <br />
| <br />
| Subsistance-Food (Survival)<br />
| <br />
|-<br />
| 1 <br />
| K-0 Pre-Planetary<br />
| Emergent, Early (Ur-Tech) Sophont, Early<br />
| Semi-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| Artisanal Mfg. (Resources)<br />
| <br />
|-<br />
| 2 <br />
| K-0 Pre-Planetary<br />
| Semi-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Artisanal Mfg. (Resources)<br />
| <br />
|-<br />
| 3 <br />
| K-0 Pre-Planetary<br />
| Semi-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Artisanal Mfg. (Resources)<br />
| <br />
|-<br />
| 4 <br />
| K-0 Pre-Planetary<br />
| Planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Industrial Mfg. (Resources)<br />
| <br />
|-<br />
| 5 <br />
| K-0 Pre-Planetary<br />
| Planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Industrial Mfg. (Resources)<br />
| <br />
|-<br />
| 6 <br />
| K-0 Pre-Planetary<br />
| Planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Industrial Mfg. (Resources)<br />
| <br />
|-<br />
| 7 <br />
| K-0 Pre-Planetary<br />
| Poly-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Post-Ind. Mfg. (Resources)<br />
| <br />
|-<br />
| 8 <br />
| K-0 Pre-Planetary<br />
| Poly-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Post-Ind. Mfg. (Resources)<br />
| <br />
|-<br />
| 9 <br />
| K-0 Pre-Planetary<br />
| Poly-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Post-Ind. Mfg. (Resources)<br />
| <br />
|-<br />
| 10 A<br />
| K-1 Star<br />
| Emergent, High (Stellar-Tech) Sophont, High<br />
| Semi-Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 11 B<br />
| K-1 Star<br />
| Semi-Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 12 C<br />
| K-1 Star<br />
| Semi-Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 13 D<br />
| K-2 Star<br />
| Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 14 E<br />
| K-2 Star<br />
| Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 15 F<br />
| K-2 Star<br />
| Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 16 G<br />
| K-3 Star<br />
| Poly-galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 17 H<br />
| K-3 Star<br />
| Poly-galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 18 J<br />
| K-3 Star<br />
| Poly-galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 19 K<br />
| K-4 Galaxy<br />
| Emergent, Late (Ultra-Tech) Sophont, Late<br />
| Semi-universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 20 L<br />
| K-4 Galaxy<br />
| Semi-universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 21 M<br />
| K-4 Galaxy<br />
| Semi-universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 22 N<br />
| K-5 Galaxy<br />
| Universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation) <br />
| <br />
|-<br />
| 23 P<br />
| K-5 Galaxy<br />
| Universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 24 Q<br />
| K-5 Galaxy<br />
| Universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 25 R<br />
| K-6 Galaxy<br />
| Poly-versal (Trans-dimensional)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 26 S<br />
| K-6 Galaxy<br />
| Poly-versal (Trans-dimensional)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 27 T<br />
| K-6 Galaxy<br />
| Poly-versal (Trans-dimensional)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 28 U<br />
| K-Omega Ascendant (7) Universe<br />
| Ascendant (Ascendant-Tech) Ascendant Sophont<br />
| Ascendant (Trans-temporal)<br />
| <br />
| <br />
| <br />
| <br />
| Progeny (Sophont Creation) <br />
| <br />
|-<br />
| 29 V<br />
| K-Omega Ascendant (7) Universe<br />
| Ascendant (Trans-temporal)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Progeny (Sophont Creation) <br />
| <br />
|-<br />
| 30 W<br />
| K-Omega Ascendant (7) Universe<br />
| Ascendant (Trans-temporal)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Progeny (Sophont Creation) <br />
| <br />
|-<br />
| 31 X<br />
| K-5 Transcendant (8) Multiverse (Hyperspace)<br />
| Transcendant (Transcendant-Tech or Post-tech) Transcendant Sophont<br />
| Transcendant (Omnipresent)<br />
| <br />
| <br />
| <br />
| <br />
| Omnipotent (Limitless)<br />
| <br />
|-<br />
| 32 Y<br />
| K-5 Transcendant (8) Multiverse (Hyperspace)<br />
| Transcendant (Transcendant-Tech or Post-tech) Transcendant Sophont<br />
| Transcendant (Omnipresent)<br />
| <br />
| <br />
| <br />
| <br />
| Omnipotent (Limitless)<br />
| <br />
|-<br />
| 33 Z<br />
| K-5 Transcendant (8) Multiverse (Hyperspace)<br />
| Transcendant (Transcendant-Tech or Post-tech) Transcendant Sophont<br />
| Transcendant (Omnipresent)<br />
| <br />
| <br />
| <br />
| <br />
| Omnipotent (Limitless)<br />
| <br />
|}<br />
<br />
= Basic Organizational Template (World) =<br />
<br />
== Agryx (World) Synopsis ==<br />
No information yet available. <br />
<br />
== Description ==<br />
No information yet available. <br />
<br />
== History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== References & Contributors (Sources) ==<br />
<br />
= Basic Organizational Template (World) With GURPS World Paragraph =<br />
== Agryx (World) Synopsis ==<br />
No information yet available. <br />
<br />
== Description ==<br />
No information yet available. <br />
<br />
=== GURPS World Paragraph ===<br />
No information yet available.<br />
<br />
== History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== References & Contributors (Sources) ==<br />
<br />
= Topical News Layout (Timeline Event Organization) =<br />
<br />
== 1109 (Timeline) Synopsis ==<br />
No information yet available.<br />
<br />
== 1109 (Timeline) Description ==<br />
No information yet available.<br />
<br />
=== 1109 Events (Description) Involving Imperial citizens or in the [[Third Imperium]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Aslan]] or in the [[Aslan Hierate]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Droyne]] or in Droyne Space ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Hiver]]s or in the [[Hive Federation]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[K'kree]] or in the [[Two Thousand Worlds]] ===<br />
* None <br />
<br />
=== 1109 Events (Description) Involving the [[Solomani]] or in the [[Solomani Confederation]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Vargr]] or in the [[Vargr Extents]] ===<br />
* None <br />
<br />
=== 1109 Events (Description) Involving the [[Zhodani]] or in the [[Zhodani Consulate]] ===<br />
* None<br />
<br />
=== 1109 Other Events (Timeline) Outside of the [[Third Imperium]] ===<br />
* None<br />
<br />
== 1109 (Timeline) Personage ==<br />
=== 1109 (Personage) Births ===<br />
* None of note.<br />
<br />
=== 1109 (Personage) Deaths ===<br />
* None of note.<br />
<br />
= Publication Template (Periodical) =<br />
<br />
== MT Journal #1 (Periodical) Synopsis ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Description ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Meta-history & Background ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Credits ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Table of Contents ==<br />
No information yet available.<br />
<br />
= Publication Template (Book) =<br />
<br />
== Rim of Fire (Book) Synopsis ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Description ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Meta-history & Background ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Credits ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Table of Contents ==<br />
No information yet available.<br />
<br />
= Militaries & Military Units Organizational Layout=<br />
<br />
== Islaiat Dominate Navy (Military) Synopsis ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Mission ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Description ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Strategy & Doctrine (Operations) ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Tables of Organization & Equipment (Organizational Structure) ==<br />
No information yet available.<br />
<br />
== Islaiat Dominate Navy (Military) Representative Examples & Classes ==<br />
No information yet available.<br />
<br />
== Islaiat Dominate Navy (Military) References & Contributors (Sources) ==<br />
<br />
= Sector Template =<br />
<br />
== Core (Sector) Synopsis ==<br />
No information yet available. <br />
<br />
=== Core (Synopsis) Toponyms ===<br />
{{Sector toponyms<br />
|imperium= Core<br />
|aslan=<br />
|droyne=<br />
|hiver=<br />
|k'kree=<br />
|solomani= Core<br />
|vargr=<br />
|vilani= <br />
|zhodani=<br />
}}<br />
<br />
== Core (Sector) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
=== Core (Background) Demographics ===<br />
No information yet available. <br />
<br />
== Core (Sector) Polities & Interstellar Relations ==<br />
No information yet available. <br />
<br />
=== Core (Polities) Imperial Territory ===<br />
0.00% is controlled by the [[Third Imperium]].<br />
<br />
== Core (Sector) Worlds & Cosmology ([[Astrography]]) ==<br />
{{Summary}}<br />
<br />
{{SectorWorlds}}<br />
<br />
== Core (Sector) References & Contributors (Sources) ==<br />
<br />
= Aslan Clans Organizational Layout =<br />
<br />
== Akatoiloh (Aslan Clan) Synopsis ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Synopsis Clan) Additional Data ===<br />
* Please see '''[[Aslan]]''' for more information.<br />
* Please see '''[[Aslan Clans]]''' for related information.<br />
<br />
== Akatoiloh (Aslan Clan) Goals (Motivation) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Culture & Society (Ethnology) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Government & Poliitics (Leadership) ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Government) Leadership Structure ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Poliitics) Clan Allies & Enemies ===<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Technology & Trade ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Territorial Holdings ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Commercial Holdings === <br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Company Ties ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Interstellar Trade ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Research & Technology ===<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Military & Intelligence (Force Projection) ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Military) Ground Forces ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Military) Naval Forces ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Intelligence) Intelligence Agencies ===<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Worlds & Sectors ([[Astrography]]) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) References & Contributors (Sources) ==<br />
{{Sources<br />
|S1= n/a<br />
|S2= <br />
|S3= <br />
|S4= <br />
|S5= <br />
|S6= <br />
}}<br />
<br />
<br />
LE|Aslan|Aslan Clans|Institutions<br />
<br />
== Two small requests ==<br />
First, in the previous incarnation of the wiki we discouraged the creation of the empty world articles. If you are going to create these articles, please do two things:<br />
* look up the canon world information on TravellerMap and include it in the UWP template. This would include the UWP (parameters uc, popc, zonec if needed), and the primary, belts, and GGcount parameter values. <br />
* Add the summary paragraph included in the other world articles. It should be pretty obvious how that was written. <br />
<br />
Second, I would like to ask to try the "Show Preview" functionality when you edit articles. I know it is a different workflow. Do this by pressing the "Show Preview" button (rather than the "Save Page" button) while you are editing the article. This will show the article as it would appear, and you can continue to edit it. The reasons for this is to keep the Recent Changes list a little smaller, which makes reviewing it for changes (like the talk page requests) faster and easier. <br />
<br />
Thanks. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 18:47, 6 May 2015 (EDT)<br />
<br />
: Yes, [[User:Tjoneslo|Tjoneslo]], I will work on both points. I don't always have access to the traveler map so I may have to do those tasks at two different times in stages. Thanks. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 01:29, 7 May 2015 (EDT)<br />
<br />
: Do you have a spreadsheet listing of all of the worlds? [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 01:29, 7 May 2015 (EDT)<br />
<br />
:: I do not. I download the complete sector data files from the original source: [http://travellermap.com/data/Zarushagar Zarushagar sector data] [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 08:23, 7 May 2015 (EDT)<br />
<br />
: Honestly, I'm not 100% sure how the summary was written. I can guess, but would appreciate an explanation when you get a chance as I'm not sure. Please. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 01:31, 7 May 2015 (EDT)<br />
<br />
:: The format is: <br />
::: A <Remarks> world located in the <subsector link> of <sector link>. <world name link> is a member of <polity link>[, and serves as the capital|sector capital|subsector capital]. [The system hosts a Naval Base|Scout Base.] <br />
:: The <Remarks> are a list of the [[Trade classification]] code names, based upon the codes in the world. For example, if the remarks for the world are "Lo Ni Po", the <remarks> should read "Low population, non-industrial, poor". <br />
:: The text in the brackets "[]" should be included only if it applies to that world. <br />
:: If you have specific questions about this, let me know. <br />
:: Thank you for your work [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 08:23, 7 May 2015 (EDT)<br />
<br />
Thanks Thomas, I appreciate your time and patience and I get up to speed in assisting you with this colossal project. As an aside, I have been involved with all of the Wiki projects as an unregistered user and "lurker". I decided this year that I would register and do more than small-level grammar edits. I would try to be a major asset to the site. Thank you for helping me to fulfill this goal and really cooperate and collaborate with you and the others. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 08:30, 7 May 2015 (EDT)<br />
<br />
<br />
: Over the last couple of days, after you wrote that you would work on this problem, you've made 193 edits to [[Zarushagar Sector/data]]. That should have been half a dozen edits at most: one big one that hopefully included every change you wanted to make (it seldom does, though) and then maybe half a dozen corrections when you spotted something you'd overlooked. Evidently you need to work a lot more on it.<br />
<br />
: Additionally, all you work will be overwritten next time the trade map generation is executed again. Check the [[Talk:Zarushagar Sector/data]] page for details. It's a good idea to check the discussion page before editing anything (though honesty compels me to admit that I forget that myself more often than not ;-) ). [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 06:52, 9 May 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Talk:Ponsonby_Beta_(world)&diff=82455Talk:Ponsonby Beta (world)2015-04-30T15:28:51Z<p>Rancke: </p>
<hr />
<div>[[User:Tjoneslo]], would you help me finish this (world) entry, please. I have no idea how to proceed. Subsector, UWP, etc. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 07:44, 30 April 2015 (EDT)<br />
<br />
:If you can find a world in the Solomani Rim Sector that fits the description of Ponsonby Beta and can come up with a reason for the dual name, you can establish that that world is Ponsonby Beta. (One possibility is that Ponsonby Beta is a secondary world in a system named after a more important mainworld. This may not fit too well with the description, however.) <br />
<br />
:Alternatively, you can assume that 'Solomani Rim' refers to the entire region rather than the SR sector and place it somewhere on the far side of the Solomani Confederation or even further rimwards. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 11:28, 30 April 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Forum:Page_layout_templates_and_formats&diff=82454Forum:Page layout templates and formats2015-04-30T15:17:22Z<p>Rancke: </p>
<hr />
<div>{{Forumheader|Watercooler}}<br />
<br />
<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --><br />
I've seen two discussions regarding the layout of headers on the article pages: <br />
<br />
:: [[User talk:OGuutan|First discussion]] - how/why the sub-headings are done on articles. I've tended to do them however the existing article was marked up, but I don't really understand why each sub-heading includes the full name (and more) of the article. Surely that is redundant information that just adds to the bulk of the page. It also makes it more difficult to use the headings in the "Contents" list as anchors on the page to direct links in from outside as a link could be something like [[Zhodani#History & Background]] (which only takes you to the top of the page as the subheading is not complete) but instead would have to be [[Zhodani#Zhodani (Sophont) History & Background (Dossier)]](which will take you to the desired location on the page).<br />
<br />
::[[User_talk:Maksim-Smelchak#Unconventional_Article_Format|Second discussion]] - I don't think it's a good idea to introduce a new article format without discussing it first. I, for one, would not have approved. The basic idea is that we try to keep articles so like actual in-setting library data as we can (subject to various practical limits). The multiple headlines and parentheses makes the articles seem overly busy and quite disquieting to me. It also makes them stylistically different from the 7,000 previous articles. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 21:24, 26 April 2015 (EDT)<br />
<br />
----<br />
I tend to agree with both of these points. I would like to come to a good agreement about the size and scope of the headers in the article to allow clear delineation of topics without over specification. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 19:56, 27 April 2015 (EDT)<br />
<br />
----<br />
: Hi [[User:Rancke|Rancke]], I think you make excellent points. I did not act alone and [[User:Tjoneslo|Tjoneslo]] liked some of the layouts I helped pioneer enough to make a template out of them. I am very open to discussion and cooperation as part of the community. Please note that there was and still is discussion. I am not a lone wolf and I am a very reasonable person. Thank you. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 20:12, 27 April 2015 (EDT)<br />
<br />
: Hi [[User:Rancke|Rancke]], please also note that these layouts are not a brand new thing. They have been around for nearly four months now and vetted by the community of active users, many of whom like them and have begun to use them. This being a new occurrence to you coincides with your last contribution (before the last few days) being nearly four months ago. At any rate, I do not want to pick a fight. I admire you and your work. Thanks for all of your hard work over the years. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 20:15, 27 April 2015 (EDT)<br />
<br />
----<br />
The heading system, which is very much a work-in-progress, works as following:<br />
<br />
SUB 2 hierarchy<br />
-- ARTICLE (category) [2-word title such as 'History & Background'] (clarification) --<br />
<br />
SUB 3 HIERARCHY<br />
--- ARTICLE (One of the two word titles) [area title] ---<br />
<br />
SUB 4 HIERARCHY<br />
---- [area title] ----<br />
<br />
There are four SUB 2 HIERARCHIES common to most articles:<br />
* Synopsis<br />
* Description<br />
* History & Background (Dossier)<br />
* References & Contributors (Sources)<br />
<br />
The above four SUB 2 HIERARCHIES govern most articles, but specific layouts exist for articles, which benefit from other categories.<br />
<br />
So, for instance, publications use two different version of the basic SUB-2 HIERARCHY:<br />
* [Book title] (Book) Synopsis <br />
* [Periodical title] (Periodical) Synopsis<br />
<br />
They both add a category for: [Book title] (Book) Credits<br />
<br />
And that's it in a nut shell.<br />
<br />
The system was originally developed by intelligence agencies such as the MI6, CIA, KGB, GRU, etc. Hence, the word "dossier." I'm a former military guy and I used similar systems in the two militaries I had experience serving.<br />
<br />
It is now also used in many Wikis, particularly those for younger readers (I have worked on the "Five Nights at Freddy's" Wiki), who grew up with electronic information devices, "[[Handcomp]]s" in Traveller parlance, and do not have the willingness to read long tracts of expository writing.<br />
<br />
This system breaks down those expository "whales" into smaller, more digestible pieces and allows readers to pick out what they are most interested in... (such as militaries, synopses, etc.). This often leads to the reader deciding to read the rest of the article. <br />
<br />
It also makes it easier for active users to see what's missing from an article and could be added to, such as "History & Background", a GURPS World Paragraph, or other "holes" in what's available.<br />
<br />
Since the system has been implemented in January 2015, I have been non-scientifically monitoring the articles and their access counts. Pages with the layout schema are overwhelmingly being read more. This could be due to many factors, but I think at least one contributing factor is that the pages are more organized and it's easier to access the information. <br />
<br />
I don't know what the community will, in the end of ends, decide to go with, but I do very much think that the pages could use some kind of an organizational schema.<br />
<br />
That's my two cents! [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 13:47, 28 April 2015 (EDT)<br />
<br />
----<br />
: As one more aside, I am a former public school teacher and have exposed hundreds of young people over the years to Traveller and other games ("Lunch-time Game Club"). I meet very few young people who have the patience to dig through the canon of dozens or hundreds of Traveller books that now exists. Every time I run games with groups of young people, I refer them to the Traveller, which has been far more successful at getting those same young people interested in Traveller lore and the Traveller OTU storyline. It works. Wiki technology, when well-organized can be one of the best tools we older grognards have for getting the younger generation interested. I see that idea in action all the time. Some of my friend's children and former students get the Traveller bug from a site like this. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
: Such an organizational scheme isn't needed for old grognards like many of us, folks like [[User:Jmattera]], [[User:Ronald B. Kline, Jr.]], [[User:OGuutan]], [[User:Tjoneslo]] and many others. We grew up with Traveller when it consisted of an easily-countable number of books. The newer generation hasn't had that experience and never will. They need help. Plus, as a generality, they are not as literary, as many of us were. They are far more apt to text, surf the Internet, use a computer than to read an old-fashioned Mk. I book. Collecting some of the lore in this Wiki, making it easy to access, and having it organized is a boon toward the goals of getting more young people interested in Traveller. In summation, the older generation of Traveller fans doesn't need much of any of the articles on the Wiki, we are already dedicated fans. The younger generation needs a project like this very much. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
: And one more aside: [[User:Rancke|Rancke]] mentions 7,000 articles. When I use the toolbox app named "special pages" under the "statistics" option (Wiki data and tools), I see the following: 11,418 content pages. In just over 4 months, I have been able to edit well over 5,000 pages and probably many more pages. Whatever the community decides, we can match up everything and make it all look sharp. It's possible. I am not the only ultra-productive editor and contributor to the community. We can make this happen. I've really enjoyed working with some of the many users here already and I'm very much looking forward to working more with an old grognard and valued member of the community like [[User:Rancke|Rancke]]. Let's make this happen. Not to be lurkers. Not to argue about OTU, ITU, and all that, but come together to make this site even better. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
----<br />
:: I'll add my thoughts here as well. (Since adding it I have made minor edits of "you" to "we" to make clear I was not intending this to be an attack on an individual but was using the word "you" in a more impersonal third person style (which is not always clear).)<br />
:: I don't have any problem understanding the benefit of subheadings. The point I find odd is the fact that every subheading has the name of the article in front of it when that is obvious from the fact that it is on that page. A set of subheadings that are individually concise are still helpful in subdividing the bulk of an entry (although they can still be a bit much in something that is only going to be a sentence or two long anyway). So using subheadings (with further subdivisions as appropriate) in the fashion:<br />
::* Synopsis<br />
::* Description<br />
::* Meta-History & Background<br />
::* Credits<br />
::* Contents<br />
::makes a lot of sense to me. But when this is added to the article [[GURPS Traveller: Alien Races 4]], as an example, and then we use:<br />
::* GURPS Traveller: Alien Races 4 (Book) Synopsis<br />
::* GURPS Traveller: Alien Races 4 (Book) Description<br />
::* GURPS Traveller: Alien Races 4 (Book) Meta-History & Background<br />
::* GURPS Traveller: Alien Races 4 (Book) Credits<br />
::* GURPS Traveller: Alien Races 4 (Book) Contents<br />
:: we have massively increased the word content in the subtitles with no benefit, and we have reduced the effectiveness of the subheadings as navigation link anchors. About the only useful bit to my mind might be the (Book), which could be added as a single line at the start of the article to indicate the category it falls into if it was felt necessary to do so.<br />
:: How an individual looks at categorisation of information probably depends on their experience. I have worked for a long time in technical marketing, writing detailed technical data sheets, product performance recommendations and technical papers. In all those cases, short, concise subheadings clarify the divisions in the document without adding unnecessary overhead. <br />
:: I'm happy to implement whatever is agreed as a method, but given a vote I would go for simplicity as an aid to clarity.<br />
::[[User:OGuutan|OGuutan]] ([[User talk:OGuutan|talk]]) 16:12, 28 April 2015 (EDT)<br />
<br />
----<br />
:: Your point about my lack of recent contribution to the wiki is well taken, and if '''after a thorough discussion''' the current main contributors reach a consensus decision to ''change'' the standard format, so be it. I'd be sorry to see it, because I consider your scheme quite unsuitable to something that emulates a Traveller library data collection, but I wouldn't object any further to it. I'd probably just stop contributing altogether, which, considering how much I've seen fit to contribute lately, would probably not be any big loss.<br />
<br />
:: I don't want to pick a fight either, but I do want to put the kibosh on this new format if I can. I have no problem understanding the format. I just think it's inappropriate for the Traveller wiki. I'm not a former military guy, and the original developers of Traveller and the wiki did not use this format. You can break up walls of text quite adequately with traditional headlines without adding those IMO completely superfluous article name repetitions and, again IMO, likewise superfluous and jarring words in parentheses. <br />
<br />
:: It's unfortunate that I didn't notice this new scheme right at the start so that I could have spoken up before you'd used in 5000 instances (very impressive, BTW), but the fact that I didn't isn't going to make me shut up and go away now that I have noticed, though being told by Thomas that this is an official format change will. <br />
<br />
:: One final thing, somewhat unrelated to the rest of the format differences: The distinction between canon and non-canon is quite important, and IMO worth lessening the resemblance to a real library data entry to emphasize. Hence the occasional top division into first a canon section and then a non-canon section. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 16:37, 28 April 2015 (EDT)<br />
<br />
----<br />
I love you guys :)[[User:Ronald B. Kline, Jr.|Ronald B. Kline, Jr.]] ([[User talk:Ronald B. Kline, Jr.|talk]]) 16:56, 28 April 2015 (EDT)<br />
ALL of '''my''' stuff is non canon, or cannon (look out!) as I have often mispelt it. I just make junk up to suit myself. I try to avoid stepping on toes and try to pick fringe items, so no one minds what I write about. I need all the edit help I can get. I freely admit it. I have never seen some one add as much as fast as brother Maksim. I have frequently written some random, non-sensical blurb about some wandering bit of detritus, and wham bang there are thirteen additional sub categories w/ n/a under them. So for the sake of completeness, I have gone back and tried to fill in the missing pieces. Templates are great. Organization is great. I am not skilled in either. It is funny that we think we are emulating a hand computer, that is cute all by itself. I am simply here to amuse myself.<br />
<br />
----<br />
: [[User:Rancke|Rancke]], I think you leaving would be a real loss. I wouldn't want to see that, large or less large amount of contributions. What you have done is very impressive, and I'd love the chance to work with you. Please don't leave, your creative mind would be a real loss. I'd be happy to part of the team modifying the current schema if it would help. <br />
: Your point about it ''not'' being Traveller has obvious merit, but Traveller will need to change with the times or the current batch of older fans won't be renewed by younger generations. That would be a tremendous loss. Of course, Traveller started with 1970's ideas about gigantic ENIAC-like computers that took up entire rooms. Times changed. <br />
: Your other point about what Traveller or future computers look like is an interesting one. I can tell you that many current databases, use a very similar format to this one. The Dewey Decimal model of library entries is dead. Everything is online and saving a few characters of space in system that handles gigabytes or Terrabytes (...or more) isn't really a prime consideration. It seems wiser to bank on bringing in new blood than preserve the simple "look" of the 1970's. The content is what really matters and you are a master of that, [[User:Rancke|Rancke]]. Thank you again for all of your cool contributions. Please stay on with the Wiki and add to its richness. Come up with something better. You have the mind to do it. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 17:38, 28 April 2015 (EDT)<br />
<br />
----<br />
I should probably add one more thing: I am more concerned with adding to the richness of the site than I am about exactly how that adding happens. Content beats out format every time. I would rather have a site with [[User:Rancke|Rancke]] and as many other contributors/authors as possible than not. And optimally, I would rather see him working with the rest of the team to devise something better than leave over what I think is a minor disagreement. I feel that a policy of inclusion is optimal, not exclusion, whether it's a personal choice or not. We all have preferences for game versions, TU's, and what not, but, in the end of ends, we're all sci-fi and Traveller fans. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 17:58, 28 April 2015 (EDT)<br />
<br />
----<br />
::: I would like to make a specific proposal for the the page layouts. I'm also going to refer to our [[Manual of Style]] and the [[Wikipedia:Wikipedia:Manual of Style]]. In the absence of a specific formatting requirement in the former page, I've usually assumed the latter is the guide for articles. We are, in theory, sort of like the Wikipedia of the 57th century. <br />
<br />
::: The sections we've been using for the pages are good, but the titles are too long. The sections should not include the page titles. Or, to quote from the Wikipedia manual of style: ''Headings should not refer redundantly to the subject of the article, or to higher-level headings, unless doing so is shorter or clearer.'' As [[User:OGuutan]] points out, the section headers are also used as link anchors. So using the above suggestions I recommend something shorter as a default, and to be made longer with warranted. For example. <br />
:::* Synopsis<br />
:::* Description<br />
:::* History<br />
:::* Credits<br />
<br />
::: This is my suggestion for resolving this, and ''not'' a decision handed down from on high. I would like to hear if you (anyone) think we be more specific about this, and if so, how. <br />
<br />
::: To get the number of articles you have edited you can look at [[Special:Contributions]] page. For example, querying for user: [http://wiki.travellerrpg.com/index.php?title=Special%3AContributions&tagfilter=&contribs=user&target=Maksim-Smelchak&namespace=&tagfilter=&topOnly=1&year=2015&month=4 Maksim-Smelchak] and I get 2470 individual articles edited since 10-Jan-2015, and probably about 3-4 edits for each article, puts you into the range of 10,000 edits. Which is impressive.<br />
<br />
::: [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 02:29, 29 April 2015 (EDT)<br />
<br />
----<br />
Hi [[User:Tjoneslo|Tjoneslo]], sounds fine to me. I am more than willing to go with that option, especially if it will help keep the peace and persuade valued users to stay. Thank you for putting that into words. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 07:03, 29 April 2015 (EDT)<br />
<br />
Hi [[User:Tjoneslo|Tjoneslo]], how do you get the [[Special:Contributions]] page to give you numbers? Mine just gives me a listing and I can't get it to give me a total count. I have to manually count the pages, 500 listings, at a time. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 07:05, 29 April 2015 (EDT)<br />
<br />
:: I cheated. I copy the entries from each page and paste them into a spreadsheet. When I get to the last page, I see how many rows are in the spreadsheet. You can also go to [[Special:ActiveUsers]] which gives you a count of edits made in the last 30 days (For you: 5,086). [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 07:15, 29 April 2015 (EDT)<br />
<br />
Sometimes, [[User:Tjoneslo|Tjoneslo]], I almost feel like I'm getting to know you despite being electronic acquaintances. I ad a feeling that you had a spreadsheet somewhere to track all of this. Now, I know where to go to get the numbers! Makes me chuckle. Please let me know where I can be of the most use in contributing to the blog. I am working on the updated [[Allegiance Code/alphabetical]] information today. I finished updating sectors yesterday. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:41, 29 April 2015 (EDT)<br />
<br />
----<br />
I also wanted to note that [[User:OGuutan|OGuutan]] is doing an amazing job updating various publications and bibliography articles and deserves all of our praise and encouragement. That's hard and sometimes thankless work. I really appreciate his initiative and hard work. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:41, 29 April 2015 (EDT)<br />
<br />
----<br />
Hi [[User:Tjoneslo|Tjoneslo]], your suggestion seems fine to me: concise subtitles, appropriate to the subject matter, used to break up and enhance the basic text in an article, avoiding repetition and redundancy. [[User:OGuutan|OGuutan]] ([[User talk:OGuutan|talk]]) 14:45, 29 April 2015 (EDT)<br />
----<br />
I likewise agree with Thomas. I will add three small suggestions. Templates are fine, as they provide a skeleton to build our articles on. But the synopsis shouldn't be headlined. The first paragraph(s) of an article is either automatically a synopsis or the article is too short to warrant a synopsis. Instead, have the template put something like: '[Synopsis: Start with a synopsis if the article is long enough to warrant it; substitute it for this bracket.]'. Secondly, empty headlines should be deleted. Thirdly, the credits do not need to be headlined. They always go at the end of the article. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 11:17, 30 April 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Forum:Page_layout_templates_and_formats&diff=82215Forum:Page layout templates and formats2015-04-28T20:37:37Z<p>Rancke: </p>
<hr />
<div>{{Forumheader|Watercooler}}<br />
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<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --><br />
I've seen two discussions regarding the layout of headers on the article pages: <br />
<br />
:: [[User talk:OGuutan|First discussion]] - how/why the sub-headings are done on articles. I've tended to do them however the existing article was marked up, but I don't really understand why each sub-heading includes the full name (and more) of the article. Surely that is redundant information that just adds to the bulk of the page. It also makes it more difficult to use the headings in the "Contents" list as anchors on the page to direct links in from outside as a link could be something like [[Zhodani#History & Background]] (which only takes you to the top of the page as the subheading is not complete) but instead would have to be [[Zhodani#Zhodani (Sophont) History & Background (Dossier)]](which will take you to the desired location on the page).<br />
<br />
::[[User_talk:Maksim-Smelchak#Unconventional_Article_Format|Second discussion]] - I don't think it's a good idea to introduce a new article format without discussing it first. I, for one, would not have approved. The basic idea is that we try to keep articles so like actual in-setting library data as we can (subject to various practical limits). The multiple headlines and parentheses makes the articles seem overly busy and quite disquieting to me. It also makes them stylistically different from the 7,000 previous articles. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 21:24, 26 April 2015 (EDT)<br />
<br />
I tend to agree with both of these points. I would like to come to a good agreement about the size and scope of the headers in the article to allow clear delineation of topics without over specification. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 19:56, 27 April 2015 (EDT)<br />
<br />
: Hi [[User:Rancke|Rancke]], I think you make excellent points. I did not act alone and [[User:Tjoneslo|Tjoneslo]] liked some of the layouts I helped pioneer enough to make a template out of them. I am very open to discussion and cooperation as part of the community. Please note that there was and still is discussion. I am not a lone wolf and I am a very reasonable person. Thank you. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 20:12, 27 April 2015 (EDT)<br />
<br />
: Hi [[User:Rancke|Rancke]], please also note that these layouts are not a brand new thing. They have been around for nearly four months now and vetted by the community of active users, many of whom like them and have begun to use them. This being a new occurrence to you coincides with your last contribution (before the last few days) being nearly four months ago. At any rate, I do not want to pick a fight. I admire you and your work. Thanks for all of your hard work over the years. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 20:15, 27 April 2015 (EDT)<br />
<br />
The heading system, which is very much a work-in-progress, works as following:<br />
<br />
SUB 2 hierarchy<br />
-- ARTICLE (category) [2-word title such as 'History & Background'] (clarification) --<br />
<br />
SUB 3 HIERARCHY<br />
--- ARTICLE (One of the two word titles) [area title] ---<br />
<br />
SUB 4 HIERARCHY<br />
---- [area title] ----<br />
<br />
There are four SUB 2 HIERARCHIES common to most articles:<br />
* Synopsis<br />
* Description<br />
* History & Background (Dossier)<br />
* References & Contributors (Sources)<br />
<br />
The above four SUB 2 HIERARCHIES govern most articles, but specific layouts exist for articles, which benefit from other categories.<br />
<br />
So, for instance, publications use two different version of the basic SUB-2 HIERARCHY:<br />
* [Book title] (Book) Synopsis <br />
* [Periodical title] (Periodical) Synopsis<br />
<br />
They both add a category for: [Book title] (Book) Credits<br />
<br />
And that's it in a nut shell.<br />
<br />
The system was originally developed by intelligence agencies such as the MI6, CIA, KGB, GRU, etc. Hence, the word "dossier." I'm a former military guy and I used similar systems in the two militaries I had experience serving.<br />
<br />
It is now also used in many Wikis, particularly those for younger readers (I have worked on the "Five Nights at Freddy's" Wiki), who grew up with electronic information devices, "[[Handcomp]]s" in Traveller parlance, and do not have the willingness to read long tracts of expository writing.<br />
<br />
This system breaks down those expository "whales" into smaller, more digestible pieces and allows readers to pick out what they are most interested in... (such as militaries, synopses, etc.). This often leads to the reader deciding to read the rest of the article. <br />
<br />
It also makes it easier for active users to see what's missing from an article and could be added to, such as "History & Background", a GURPS World Paragraph, or other "holes" in what's available.<br />
<br />
Since the system has been implemented in January 2015, I have been non-scientifically monitoring the articles and their access counts. Pages with the layout schema are overwhelmingly being read more. This could be due to many factors, but I think at least one contributing factor is that the pages are more organized and it's easier to access the information. <br />
<br />
I don't know what the community will, in the end of ends, decide to go with, but I do very much think that the pages could use some kind of an organizational schema.<br />
<br />
That's my two cents! [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 13:47, 28 April 2015 (EDT)<br />
<br />
: As one more aside, I am a former public school teacher and have exposed hundreds of young people over the years to Traveller and other games ("Lunch-time Game Club"). I meet very few young people who have the patience to dig through the canon of dozens or hundreds of Traveller books that now exists. Every time I run games with groups of young people, I refer them to the Traveller, which has been far more successful at getting those same young people interested in Traveller lore and the Traveller OTU storyline. It works. Wiki technology, when well-organized can be one of the best tools we older grognards have for getting the younger generation interested. I see that idea in action all the time. Some of my friend's children and former students get the Traveller bug from a site like this. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
: Such an organizational scheme isn't needed for old grognards like many of us, folks like [[User:Jmattera]], [[User:Ronald B. Kline, Jr.]], [[User:OGuutan]], [[User:Tjoneslo]] and many others. We grew up with Traveller when it consisted of an easily-countable number of books. The newer generation hasn't had that experience and never will. They need help. Plus, as a generality, they are not as literary, as many of us were. They are far more apt to text, surf the Internet, use a computer than to read an old-fashioned Mk. I book. Collecting some of the lore in this Wiki, making it easy to access, and having it organized is a boon toward the goals of getting more young people interested in Traveller. In summation, the older generation of Traveller fans doesn't need much of any of the articles on the Wiki, we are already dedicated fans. The younger generation needs a project like this very much. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
: And one more aside: [[User:Rancke|Rancke]] mentions 7,000 articles. When I use the toolbox app named "special pages" under the "statistics" option (Wiki data and tools), I see the following: 11,418 content pages. In just over 4 months, I have been able to edit well over 5,000 pages and probably many more pages. Whatever the community decides, we can match up everything and make it all look sharp. It's possible. I am not the only ultra-productive editor and contributor to the community. We can make this happen. I've really enjoyed working with some of the many users here already and I'm very much looking forward to working more with an old grognard and valued member of the community like [[User:Rancke|Rancke]]. Let's make this happen. Not to be lurkers. Not to argue about OTU, ITU, and all that, but come together to make this site even better. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:07, 28 April 2015 (EDT)<br />
<br />
<br />
:: I'll add my thoughts here as well.<br />
:: I don't have any problem understanding the benefit of subheadings. The point I find odd is the fact that every subheading has the name of the article in front of it when that is obvious from the fact that it is on that page. A set of subheadings that are individually concise are still helpful in subdividing the bulk of an entry (although they can still be a bit much in something that is only going to be a sentence or two long anyway). So using subheadings (with further subdivisions as appropriate) in the fashion:<br />
::* Synopsis<br />
::* Description<br />
::* Meta-History & Background<br />
::* Credits<br />
::* Contents<br />
::makes a lot of sense to me. But when this is added to the article [[GURPS Traveller: Alien Races 4]], as an example, and then you use:<br />
::* GURPS Traveller: Alien Races 4 (Book) Synopsis<br />
::* GURPS Traveller: Alien Races 4 (Book) Description<br />
::* GURPS Traveller: Alien Races 4 (Book) Meta-History & Background<br />
::* GURPS Traveller: Alien Races 4 (Book) Credits<br />
::* GURPS Traveller: Alien Races 4 (Book) Contents<br />
:: you have massively increased the word content in the subtitles with no benefit, and you have reduced the effectiveness of the subheadings as navigation link anchors. About the only useful bit to my mind might be the (Book), which could be added as a single line at the start of the article to indicate the category it falls into if it was felt necessary to do so.<br />
:: How an individual looks at categorisation of information probably depends on their experience. I have worked for a long time in technical marketing, writing detailed technical data sheets, product performance recommendations and technical papers. In all those cases, short, concise subheadings clarify the divisions in the document without adding unnecessary overhead. <br />
:: I'm happy to implement whatever is agreed as a method, but given a vote I would go for simplicity as an aid to clarity.<br />
::[[User:OGuutan|OGuutan]] ([[User talk:OGuutan|talk]]) 16:12, 28 April 2015 (EDT)<br />
<br />
<br />
:: Your point about my lack of recent contribution to the wiki is well taken, and if '''after a thorough discussion''' the current main contributors reach a consensus decision to ''change'' the standard format, so be it. I'd be sorry to see it, because I consider your scheme quite unsuitable to something that emulates a Traveller library data collection, but I wouldn't object any further to it. I'd probably just stop contributing altogether, which, considering how much I've seen fit to contribute lately, would probably not be any big loss.<br />
<br />
:: I don't want to pick a fight either, but I do want to put the kibosh on this new format if I can. I have no problem understanding the format. I just think it's inappropriate for the Traveller wiki. I'm not a former military guy, and the original developers of Traveller and the wiki did not use this format. You can break up walls of text quite adequately with traditional headlines without adding those IMO completely superfluous article name repetitions and, again IMO, likewise superfluous and jarring words in parentheses. <br />
<br />
:: It's unfortunate that I didn't notice this new scheme right at the start so that I could have spoken up before you'd used in 5000 instances (very impressive, BTW), but the fact that I didn't isn't going to make me shut up and go away now that I have noticed, though being told by Thomas that this is an official format change will. <br />
<br />
:: One final thing, somewhat unrelated to the rest of the format differences: The distinction between canon and non-canon is quite important, and IMO worth lessening the resemblance to a real library data entry to emphasize. Hence the occasional top division into first a canon section and then a non-canon section. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 16:37, 28 April 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Regina_(world)&diff=82064Regina (world)2015-04-27T23:35:34Z<p>Rancke: </p>
<hr />
<div>{{UWP<br />
|name= {{World|Regina|Spinward Marches|Regina|1910}}<br />
|system= Regina (system)<br />
|trade=<br />
|uc= A788899-C<br />
|popc= 7<br />
|primary= F7 V MD M3 V <br />
|GGcount= 3<br />
|belts= 0<br />
}}<br />
<br />
= Canon =<br />
Regina is a sizable moon circling the gas giant, Assiniboia. Homeworld of Archduke [[Norris]] and subsector capital, it is one of the most significant frontier worlds. Situated relatively near the border of the [[Zhodani Consulate]] and the [[Federation of Arden]], Regina has been the site chosen for an ongoing series of diplomatic talks aimed at improving the Domain's foreign relations.<br />
<br />
{{Metadata}}<br />
<br />
== System details ==<br />
Information about the Regina system can be found [[Regina (system)|here]].<br />
<br />
== Social details ==<br />
This subsector capital is an impersonal bureaucracy. The government has three branches of government of which the judicial branch is most prominent. The judiciary is several councils, the executive is an elite council, and the legislative branch is demos.<br />
<br />
With its law level of 9, and an impersonal bureaucratic court system, being arrested on Regina is unpleasant to say the least. Suspects are rounded up ''en masse'' when a crime has been committed, and it may be weeks after a trial has convicted one of them before the rest are finally cleared. Meanwhile, those arrested must report their whereabouts and activities to the police every two hours. Notwithstanding this inconvenience, trials are usually fair.<br />
<br />
The executive branch consists of four persons chosen by lot. Each year, four citizens are chosen at random to share the over-sight of the government's administration. Each has veto power over the other, providing a check against tyranny at the cost of inefficiency and no small degree of confusion. Once a citizen has served in this capacity, he is ineligible to serve again.<br />
<br />
The inhabitants of Regina as a whole make the laws for the world. Specific laws are proposed by the judicial and executive branches, and weekly elections are held to confirm or reject these laws. A complicated computer network is used to conduct these elections, and while in theory every law on the books or newly proposed is voted on, in fact citizens vote only on those laws most important to them. Unfortunately, it is easier to pass a new law than to repeal one. All native-born Reginans are eligible to vote in these plebiscites, with no other restrictions. This means that immigrants never have any voice in the government, but newborn babes, criminals, and the insane do, as long as they have Regina birth certificates.<br />
<br />
== Local Customs ==<br />
Reginans believe strongly in a "gleaning custom", where the lowest class citizens are expected to clean the tailings from a harvested field for much of their food supply.<br />
<br />
== Other ==<br />
The 4518th Lift Infantry Regiment, the Duke of Regina's Own Huscarles- was founded with Imperial Marines. It is still possible for personnel on active Imperial military duty to be temporarily detached for service with this regiment. This is usually a mechanism to provide the regiment with instructors that have current combat experience and training. The regiment has served the Imperium on various planets, in each of the Frontier Wars since it's establishment.<br />
<br />
== Population distribution ==<br />
Human 63%, [[Amindii]] 24%, Vargr 06%, Aslan 03%.<br />
<br />
== History ==<br />
<br />
Regina was originally settled in [[75]] by an expansion wave of the Third Imperium. It soon became a trade center within the [[Spinward Marches]], and was established capitol of its subsector when it joined the {{Imperium}} in [[250]].<br />
<br />
[[Second Frontier War]]- Baron Caranda was left in control of Regina to cement its ties to the Imperium. Because of his services in the war, he was elevated to the rank of Marquis. In [[629]] he was also made duke of the newly created [[Duchy of Regina]].<br />
<br />
[[Fifth Frontier War]]- The declaration of war by the Zhodanis on the Imperium was simultaneously announced on Regina and Jewell. During that war the [[193rd Fleet (SM)|193rd Fleet]] defended Regina for the Imperium against the Zhodani 40th Fleet. Duke Norris, who had a prior background in naval intelligence, believed that the Imperial strategy was being badly managed and appealed to the emperor for command of the Spinward Marches forces. Although Strephon issued a communiqué appointing Norris commander in chief of those forces, the order was initially lost on an interdicted world. Norris succeeded in recovering the orders, and having taken charge of the Imperial forces, engineered the Zhodani defeat.<br />
<br />
<br />
= Non-canon =<br />
<br />
== Social details ==<br />
<br />
Administratively Regina is divided into six provinces, each governed by a [[hexarch]], that in turn are divided into districts called ''nomes'', each governed by a [[nomarch]] (Some of the nomes still retain the words 'district' or 'county' in their names, leftovers from earlier administrative schemes). Each of the continents plus surrounding islands constitute a province, except for [[Ishkis (Continent)|Ishkis]] and [[Queensland]] which together with various islands constitute the Province of Ishkis.<br />
<br />
Regina has six primary cities, [[Credo]], [[Kingsbury]], [[Princeps]], [[Corona]], [[Regni]], and [[Atora]]. It has 52 secondary cities with populations between 1.0 and 9.9 million. Of these, 17 are located in [[Noncredo (Continent)|Noncredo]], among them [[Imarsh]], [[Marburg]], [[Walker Heights]], [[Shawhill]], and [[Gooston]]; 7 are located in [[Madzaki (Continent)|Madzaki]], among them [[Ankukhur]], [[Pomona City]], [[Sopi]], [[Harum]], [[Khale]], [[Gigish]], and [[Bimbam]]; 9 are located in [[Feni]] in addition to the provincial capital of Kingsbury; 7 are located in [[Imsu (Continent)|Imsu]], including [[Craben]], [[St. Tirza]], [[Dorcaster]], [[Nah Zhal]], [[Coverley]], and [[Charlestown]]; 4 are located in Queensland, including the provincial capital of [[Chesara]]; and 7 are located on smaller continents and islands, including [[Ashrumar]] and [[Inkhar]] in Ishkis and [[Khakhurak]] in [[Ishimir]]. There are 85 tertiary cities with populations between 100,000 and 999,999.<br />
<br />
== History ==<br />
=== The first settlers ===<br />
Regina was first settled in 75 by an expedition from [[Aiere (world)|Aiere]] (1108 [[Core Sector|Core]]) financed by a religious order called the Sisters of St. Regina, which<br />
belonged to the New Catholic Faith. A wave of religious intolerance was sweeping Aiere at the time, and the order was one of the richest on the planet. Rather than wait for the government to strip them of their assets, the sisters elected to emigrate, taking with them a sizable number of devout lay people to support them in their new home. A large, aging freighter was bought and named the ''Matthew''. Low berths were installed, equipment was purchased and loaded. When it became clear that there were more volunteers than there was room for, the richest colonists clubbed together to buy three small freighters and named them ''Mark, Luke'', and ''John''. The expedition left Aiere in 73 and reached Regina in 75.<br />
<br />
The colonization of Regina followed the pattern typical of utopian settlements in the early days of the [[Third Imperium]] times in some ways, but not in others. Like other such groups, they sought a sanctuary far from outside interference and thus beyond outside succor in the event of problems, but thanks to the order's wealth, the expedition was exceptionally well equipped. The possession of three small starships was particularly unusual and eventually proved to be of pivotal importance.<br />
<br />
The first colonists numbered around 9,000. They were all Anglic-speaking humans of Solomani ancestry. They established a community around the ''Matthew'', which was turned into an [[Abbey of St. Matthews|abbey]] for the sisters, several kilometers upstream from the mouth of the [[New Tiber]], a major river on the largest continent. The colony itself was named [[Credo]].<br />
<br />
The colony originally had no constitution. The community was free to conduct its own affairs as long as it provided the upkeep of the abbey. The colonists elected a chief administrator with the title [[Mayor of Credo]] and a board of advisors to help him govern. The first mayor was Veron Choald Menetry, the younger daughter of a minor noble family on Aiere and part owner of the Luke. The Menetries had converted to the New Catholic Church some generations before. Veron Menetry established a practice of close consultation with the Abbey and other community leaders in her decision-making. Nevertheless, the pragmatic concerns of day-to-day living kept coming into conflict with the rigid code of conduct insisted on by the Abbess. <br />
<br />
The three small freighters were kept in repair and used for occasional trading ventures, first with the nearby low-tech world of Llaravi (Spinward Marches 1711, later called [[Extolay (world)|Extolay]]), then, as the surrounding worlds were settled, with [[Efate (world)|Efate]], [[Forboldn (world)|Forboldn]], [[Knorbes (world)|Knorbes]], and others. Each ship became the foundation of a business consortium named after it. As commerce along the Spinward Main developed, Regina's possession of repair and maintenance facilities for jump vessels led to increased contact with traders from the [[Mora Subsector|Mora]], [[Lunion Subsector|Lunion]], [[Sword Worlds Subsector|Sword Worlds]], and [[Darrian Subsector|Darrian]] subsectors to rimward, the [[Zhodani Consulate]] to spinward, and remote [[Vargr Extents|Vargr]] worlds to coreward. <br />
<br />
The well-equipped colony prospered. The agricultural output was enough to permit a large section of the population to concentrate on secondary and even tertiary occupations. In 98 the three business consortiums joined with a group of Moran businessmen to form the [[Llaravi Company, LIC]] and began exporting manufactured goods to Llaravi and getting fine textiles, exotic spices, delicate perfumes, and rare liqueurs in return. These were in turn sold to [[Mora (world)|Mora]] and high-tech goods and replacement parts bought with the proceeds. The company set up factors and warehouses in many of the princedoms and a starport with repair facilities and a fuel purification plant in the Kingdom<br />
of Ekhsthollae. With the aid of company troops and arms the king of Ekhsthollae began expanding his kingdom. Regina also colonized the adjacent [[Jenghe (world)|Jenghe]] system, but only to the extent of setting up mining outposts. As time went by, more people grew rich enough to buy second-hand starships from Imperial worlds in the [[Deneb Sector|Deneb]] sector and begin trading on their own.<br />
<br />
As is always the case, some people prospered more than others. The Menetry family did exceedingly well, and by the time Veron Menetry stepped down as Mayor, she was the head of the wealthiest and most admired family on Regina. The Menetries were to maintain their position as the "First Family of Regina" for many centuries. A disproportionately large number of mayors and high ecclesiastical figures were to come from the Menetry family.<br />
<br />
=== The Irreverence ===<br />
During the second half of the Imperial [[Pacification Campaigns]], Regina learned the problem with being successful and populous (and thus known by name to far-off Imperial officials) when, on four separate occasions -- in [[110]], in [[113]], in [[115]], and in [[118]] -- the Imperial Navy showed up with a load of involuntary exiles from one pacification campaign or another. In each case the original colonists refused to accept the newcomers, whereupon the IN unceremoniously deposited them on one of the other continents. The continents of [[Ishimir (Continent)|Ishimir]], [[Imsu (Continent)|Imsu]], [[Ishkis (Continent)|Ishkis]], and [[Madzaki (Continent)|Madzaki]] were all settled in this manner. Regina was far from the only world in the Marches to get involuntary exiles dumped on it, but it was the only one to get four loads.<br />
<br />
The newcomers sparked a heated controversy in Credo. Some wanted to conquer them, some wanted to convert them, some wanted to trade with them, and some wanted to ignore them. The debate brought to a head a smoldering resentment towards abbatial rule among the new generation that had taken over the<br />
running of the colony, and after a small "palace revolution" in [[119]], the [[Abbess of Regina|Abbess]] no longer had any say in the secular affairs of the colony, although she remained the leader of the Church on Regina as well as titular head of Regina. The original bone of contention, the settlements on the other continents, was forgotten and ignored for a while.<br />
<br />
One consequence of the government change was the creation of a constitutional committee charged with writing a constitution for Regina. The resulting [[Great Charter]], as it was called, drew heavily on the original constitution of the [[Sylean Federation]] and was adopted by popular vote in [[123]]. Among other things, the charter regularized the position of those settlers who had carved out landholds away from Credo and the people of the four new settlements (the latter groups without bothering to consult them or allowing them to vote). Resentment against the Church ran high and although the Great Charter recognized New Catholicism as the official state religion, ecclesiastical law, which had governed the Church's operations and relations with its members with full force of law since the establishment of the colony, was reduced under the charter to an option for the parties in any case involving the Church and its members, or between Church members ''inter se''. Moreover, a number of features of the ecclesiastical law, notably prohibitions against divorce, contraception, and abortion, were explicitly removed from Regina's secular law.<br />
<br />
The period from 119 to [[168]] is known as The Irreverent Era or just the [[Irreverence]]. The resentment against the Church was slow to abate, and when the continents were named by a government committee, the continent on which Credo was located was named [[Noncredo]] in deliberate mockery of the Church. However, with the Church's interference in secular matters removed, or at least greatly reduced, it gradually reasserted its spiritual hold on the population. In 168, Ezekiel Gordon, the newly-elected 12th Mayor of Credo, inaugurated a "Back to Piety" campaign to restore the power of the Church. Gordon was ousted from office in [[174]] over his establishment of the [[Pomona Cove]] Exile Colony, and the struggle see-sawed back and forth for the next four decades until an acceptable balance was struck and the population united in the face of a serious agricultural disaster called the [[Great Blight]] which devastated crops from [[205]] to [[210]].<br />
<br />
=== The Regina Defense League ===<br />
During the next hundred years, the worlds in the [[Regina Cluster]] grew and built up their industries. As they did, they became increasingly tempting targets for Vargr raids. Fortunately the closest Vargr worlds that could support corsairs were so far away that the cluster's worlds mostly remained less attractive targets than a number of Vargr worlds closer to the corsairs. Nevertheless, optimistic corsairs from time to time tried their luck. Consequently, the cluster's worlds banded together in [[189]] under the auspices of its most powerful world, Regina, to form a defense league.<br />
<br />
The wealth gained from trade and from the protectorate world of Llaravi allowed Regina to hire mercenaries to protect it and its trade planets from Vargr raids. League funds and ships were controlled by the Reginan government rather than the powerful Reginan merchant princes. The Llaravi Company was the only private enterprise that could afford its own patrol vessels, although all commercial traffic in the region at the time was heavily armed. Ties to Moran business interests that were developing at the time ensured occasional visits from Imperial patrols. In [[199]], Regina built its first jump-capable ship, a 400 T jump-1 patrol ship named the ''Paladin''. <br />
<br />
=== Church of Regina ===<br />
<br />
In [[208]] a group of die-hard religious fanatics sent a deputation to the Vice-pope of Aiere to ask him for help in reversing the increasing secularization of Regina's government. The Vice-pope sent a legate who arrived in [[212]] and tried to impose his authority over the Abbess, much to the general resentment of population and leadership alike. The result was that Regina broke with the New Catholic Faith in [[218]] and established a [[Church of Regina]] instead. Church tenets remained substantially unaltered but were now referred to as Corinian. <br />
<br />
=== The Kingdom of Regina ===<br />
In [[235]], the Imperium offered membership to all the settled worlds of the Regina Cluster. Ruie declined immediately, but the rest expressed interest and negotiations about details followed. The [[Duchy of Iilidu|Duke of Iilidu]] began extensive study of the worlds in advance of making a recommendation to the Emperor. Much lobbying and negotiation took place on all sides.<br />
<br />
A significant number of Reginans, mostly descendants of original families, favored remaining outside the Imperium, which would have resulted in continued complete independence, but no support in terms of defense and economic cooperation from the Imperium. This group formed a political party called Libertas, which was a minor player in the negotiations. All other parties involved felt that there was no real possibility that the Imperium would leave Regina alone in the long run. The question was really only how favorable membership conditions Regina could obtain.<br />
<br />
One difficulty was that the Imperium wanted Regina to give up its de facto rulership of Llaravi. The Imperium had a policy of discouraging multi-world member polities, though sometimes other considerations forced it to accept them. Such considerations did not apply here, so Regina had to agree to this. Eventually, Regina and the six other members of the Reginan Defense League all became full members of the Third Imperium in [[250]]. <br />
<br />
Regina's membership treaty followed the standard for such treaties. As with all member states, Regina was required to contribute to the upkeep of the Imperium and allow its citizens to serve in Imperial organizations, exempting all Imperial salaries and pensions from income tax. The contribution was based on the system's gross domestic product, and was made subject to review every 30 years.<br />
<br />
The Imperium received the normal rights to conduct foreign affairs and maintain military forces in the system. Regina retained local autonomy and jurisdiction over the entire triple star system. Regina was added to the local and Imperial defense networks. The Reginan Defense League's fleet was broken up. Some vessels were transferred to the Imperial Navy and the rest distributed to the former members in proportion to their erstwhile contribution to the league budget.<br />
<br />
Regina also agreed to sell a large island to Empress Porfiria who gave it in fief to the marquis she created for the world, the former Mayor of Credo, Raybon Iuda. <br />
<br />
Regina moreover relinquished control of its colony of Llaravi. That world, which had by then been united under the kings of Ekhstholae, became an Imperial member world in its own right under the name Extolay.<br />
<br />
Regina established a constitutional monarchy under the Menetry dynasty, with a subordinate level of local nobility, a bicameral legislature, and an independent judiciary. <br />
<br />
The first king was Isaac Menetry, family patriarch and CEO of the [[Luke Consortium]], who turned over control of the company to his son Branj when he assumed the crown. The Menetries solved the classic problem of long-lived kings and bored, idle crown princes by alternating positions. The most suitable child of the king would be CEO of Luke; his or her most suitable child would be the next monarch; his or her most suitable child would be the next CEO of Luke; and so on.<br />
<br />
The major landholders became nobles, either ''duci'' or ''baroni'' depending on the size of their estates. The baroni themselves were unofficial divided in two. Those who had acquired land under the Great Charter were called ''altibaroni'', and those who had acquired their lands between 123 and 250 were the ''novibaroni''. The families of the duci and baroni are often called the 'Old Colonials'. <br />
<br />
Civil liberties of citizens were protected. Private ownership of personal property, land, and means of production was expressly established, but ownership of the latter two was limited to citizens of Regina and corporations owned and controlled by citizens. Citizenship was based on being able to trace lineage to any colonist who had arrived prior to 001-0110, a provision that disenfranchised a large section of the population and caused a lingering resentment, especially among the provincial population. The undeveloped regions were placed into a trust administered by a quasi-autonomous agency subject to the orders and oversight of the Crown.<br />
<br />
The ground forces consisted of three infantry and one armored regiment in addition to the small, elite two-battalion Mayor's Guard. The forces were renamed the Royal Reginan Army and placed under the direct control of the king. Marquis Raybon called for volunteers from the Mayor's Guard to form his huscarles and the remainder became the new Royal Guard.<br />
<br />
=== The Golden Age ===<br />
The next 300 years are often looked upon as a golden age of Reginan Corinian culture. Regina grew in wealth and power in the cluster, art and literature flourished, the kings were just, the Church remained nearly universal, Imperial taxation was not onerous, and the Emperor was far away. Things were less tranquil in the provinces (as the other continents were known), but they didn't count.<br />
<br />
The Iuda family became rich beyond its expectations during this period, and came to exert considerable influence on the royal family. The Iudas also dominated the space defense sector of the economy, particularly after they built a shipyard capable of building and repairing large vessels. They also managed to acquire full title to a large, as yet sparsely populated, island west of Noncredo.<br />
<br />
The Iudas were zealously loyal to the Emperor and to the idea of the Imperium, and the marquesses appeared at the Moot more often than could be expected, given the great distance.<br />
<br />
==== Internal Politics during the Golden Age ====<br />
Church and state meshed more or less seamlessly for the next several hundred years. The growing numbers of immigrants meant an increase in their influence, and Reginan society had long allowed the practice of different faiths, particularly in the major cities. The role of the Iudas in assuring the security of non-Corinians should not be underestimated. The Iuda family maintained close association with the Menetries, and often provided assistance and connections in interstellar affairs.<br />
<br />
The government at Credo had always claimed sovereignty of the entire world (as well as the rest of the system), but in practice it had mostly left the settlements on the other continents to their own devices. During the 4th Century, the government asserted its claim and sent governors out to administer all the settled continents. It took a number of limited military campaigns to get everyone to accept the idea, but by [[393]] Regina was truly a unified world.<br />
<br />
==== External Politics during the Golden Age ====<br />
In [[424]], following the publication of the First Survey, Emperor [[Martin III]] reorganized the Spinward Marches -- hitherto only one duchy ([[Duchy of Mora|Mora]]) plus a hodgepodge of counties and marquisates answering to different dukes in the Deneb sector -- and created two more duchies, Lunion, and Trin (in that order of seniority). The Regina Cluster was made a county answering to the Duke of Mora. Knorbes and Efate both became marquisates under the Count of Regina and Alell a barony under Efate. Uakye, Forboldn, and Hefry were not assigned any nobles (nor, of course, were the interdicted worlds of Whanga and Ruie).<br />
<br />
Emperor [[Jerome]] reorganized the Marches again in [[552]], creating three more duchies, [[Duchy of Rhylanor|Rhylanor]], [[Duchy of Glisten|Bellion]] (later Glisten), and [[Duchy of Vilis|Arden]] (later Vilis). Regina County became part of the Duchy of Rhylanor. Among the many lesser changes Jerome made was separating out the Regina system from the honors of the Count of Regina Cluster and assigning it to a minor follower of his, a certain Estelle [[Aledon family|hault-Aledon]], who became Baroness of Regina.<br />
<br />
=== The 1st Frontier War ===<br />
[More to follow.]<br />
<br />
== Regina (World) References & Contributors (Sources) ==<br />
{{Sources<br />
|S1= [[The Traveller Book]]<br />
|S2= [[GURPS Traveller: Behind the Claw]]<br />
|S3= [[Megatraveller Journal 1]]<br />
|S4= [[Megatraveller 2: Quest for the Ancients]]<br />
|S5= [[Glenn Goffin]]<br />
|S6= [[Hans Rancke-Madsen]]<br />
}}<br />
<br />
One of many private write-ups of Regina can be found here:[http://www.travellercentral.com/regina/regina.html Landgrab]<br />
<br />
{{LE|T5 Second Survey worlds|Era: Milieu 1116|Spinward Main worlds}}</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=User_talk:Maksim-Smelchak&diff=81920User talk:Maksim-Smelchak2015-04-27T01:24:51Z<p>Rancke: </p>
<hr />
<div><!--New comments at the bottom, please.--> <br />
<br />
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<br />
<br />
= User Discussions & Comments =<br />
== TJonesLo Response ==<br />
Thank you for all of your hard work and wonderful contributions. I apologize about not getting back to you as quickly as I should. <br />
[[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 13:00, 9 January 2015 (EST)<br />
<br />
You're very welcome, Thomas. I mostly wanted to be in contact to make sure I am following the rules that you set down for the site. I've read all the guidelines and have experience with Wikis. Please contact me if I'm doing anything wrong. I want to be a cooperative member of the community. <br />
([[User talk:Maksim-Smelchak|talk]]) 10:03am, 9 January 2015 (PST)<br />
<br />
== "Show Preview" Function ==<br />
: The only thing I might suggest is using the "Show Preview" button (below the editing screen). It may make your editing go a little faster. The preview shows the page as rendered, and leaves the editor at the bottom of the page. Just don't forget to press "Save page" when done. <br />
[[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 13:10, 9 January 2015 (EST)<br />
* Lord (Viscount) and Chancellor [[User:Tjoneslo|Thomas Jones-Low]] of the [[Ministry of Information and Communication]]<br />
<br />
: In actuality, I am [[Archduke]] of the [[Domain of Sol]], in addition to many other titles. You are aware that you can change your [http://en.wikipedia.org/wiki/Wikipedia:Signatures signature] on the [[Special:Preferences|preferences]] page. So you can sign your posts with your more accurate titles. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 10:15, 3 March 2015 (EST)<br />
<br />
:: Awesome, [[User:Tjoneslo|Tjoneslo]]! What are all of your titles? [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 10:23, 3 March 2015 (EST)<br />
<br />
== Kline Statement ==<br />
Wow, you rock brother! [[User:Ronald B. Kline, Jr.|Ronald B. Kline, Jr.]]<br />
<br />
Thank you, Ronald B. Kline, Jr.!....[[User: Maksim-Smelchak|Maksim-Smelchak]] 18:34, 9 January 2015 (EST)<br />
<br />
= Wiki Use Instructions =<br />
== Signature? (Four Tildes) ==<br />
How do I make the signature for these posts? And thank you for the advice. [[User:Maksim-Smelchak]]<br />
<br />
: Four tildes in a row. [[User:Garnfellow|Garnfellow]] ([[User talk:Garnfellow|talk]]) 15:43, 9 January 2015 (EST)<br />
<br />
Thank you, [[User:Garnfellow|Garnfellow]]! [[User:Maksim-Smelchak|Maksim-Smelchak]] 20:38, 29 January 2015 (EST)<br />
<br />
== Correct way to delete pages ==<br />
The correct way to delete pages is to include a <nowiki>{{delete}}</nowiki> template at the top of the page. <br />
<br />
However, if you have made a mistake in the name of the page (spelling error, capitalization, etc) the correct way to fix this is to move the page. You, as a registered user, should have access to the move page. If you look at the menu bar at the top of the wiki page, just to the left of the search box is a down pointing arrow. Click on that, and it should show a sub-menu with "move" on it. Click on that, and it will take you to a Special:MovePage page. Where you can enter a new name for the page. And supply a reason. <br />
<br />
The Move page is preferred because it keeps the page history which is important for historical purposes.<br />
<br />
[[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 11:41, 5 February 2015 (EST)<br />
<br />
Right on, [[User:Tjoneslo|Tjoneslo]]. Will use "Move" function. Thanks. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:46, 5 February 2015 (EST)<br />
<br />
== Editing user pages ==<br />
These are personal space. Please leave them to the user (even if they are no longer with us) to edit and format as they see fit. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 11:21, 30 January 2015 (EST)<br />
<br />
Ok. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 11:24, 30 January 2015 (EST)<br />
<br />
Hi [[User:Tjoneslo|Tjoneslo]], I am now getting permission before editing these sorts of things. Thank you, Thomas, for the good advice and guidance. Really appreciate the tip off. I had no idea they were regarded as you have shared. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 13:50, 1 February 2015 (EST)<br />
<br />
Hi, it's Ron, what did I do wrong now?<br />
<br />
Hi [[Ronald B. Kline, Jr.]], you did nothing wrong. I would simply like to chat with you off-board. Would you please contact me off-board using E-mail at "Maksim_Smelchak" at that Yahoo place. Thanks! [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 03:33, 3 February 2015 (EST)<br />
<br />
I attempted to send you an email, any luck w/that?<br />
<br />
Hi [[Ronald B. Kline, Jr.]], yes. I sent you a response. Thanks! [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 05:21, 11 February 2015 (EST)<br />
<br />
= Astrographic Names =<br />
<br />
{|class="wikitable"<br />
|+ Sector Names<br />
|-<br />
! Culture<br />
! Toponym<br />
! Polity<br />
|-<br />
| [[Third Imperium]]<br />
| <br />
| [[Third Imperium]]<br />
|-<br />
| [[Aslan]]<br />
| <br />
| [[Aslan Hierate]]<br />
|-<br />
| [[Droyne]]<br />
| <br />
| [[Droyne Oytrip Yatroy (Polity)|Droyne Oytrip Yatroy]]<br />
|-<br />
| [[Hiver]]<br />
| <br />
| [[Hive Federation]]<br />
|-<br />
| [[K'kree]]<br />
| <br />
| [[Two Thousand Worlds]]<br />
|-<br />
| [[Solomani]]<br />
| <br />
| [[Solomani Confederation]]<br />
|-<br />
| [[Vargr]]<br />
| <br />
| [[Vargr Extents]]<br />
|-<br />
| [[Vilani]]<br />
| <br />
| [[Third Imperium]]<br />
|-<br />
| [[Zhodani]]<br />
| <br />
| [[Zhodani Consulate]]<br />
|}<br />
<br />
= Firearm Specifications Brainstorming =<br />
(???? - ????)<br />
<br />
* '''Type:''' <br />
<br />
* '''Caliber:''' <br />
<br />
* '''Weight:''' lbs ( kg)<br />
<br />
* '''Length:''' in ( cm)<br />
<br />
* '''# Barrels:''' <br />
<br />
* '''Barrel length:''' in ( cm)<br />
<br />
* '''Capacity:''' <br />
<br />
* '''Fire Modes:'''<br />
<br />
* '''Rate of Fire:'''<br />
<br />
* '''Muzzle Velocity:'''<br />
<br />
* '''Polity Origin:'''<br />
<br />
= Traveller Game Eras & Editions (1977-2015) =<br />
The Traveller Historical Eras (Background Settings) include:<br />
<br />
:{| class="wikitable sortable" width="90%"<br />
|+ Traveller Game Eras & Editions (1977-2015)<br />
! Setting Dates<br />
! Era Name (Milieu)<br />
! Primary Setting Events<br />
! Game Name<br />
! Game Edition<br />
! Pub. Date<br />
|- valign="top"<br />
| ([[-2404]] to [[-2203]]) <br />
| [[:Category: Era: Interstellar Wars|Interstellar Wars]]<br />
| [[First Imperium]] ([[Ziru Sirka]]) & [[Interstellar Wars]] <br />
| [[GURPS Traveller: Interstellar Wars]]<br />
| 06th Edition <br />
| 2002<br />
|- valign="top"<br />
| ([[-2204]] to [[-1776]]) <br />
| [[:Category: Era: Rule of Man|Rule of Man]]<br />
| Collapse of [[First Imperium]] & [[Rule of Man]] ([[Second Imperium]]) <br />
| [[GURPS Traveller: Interstellar Wars]]<br />
| 06th Edition <br />
| 2002<br />
|- valign="top"<br />
| ([[-1775]] to [[0]]) <br />
| [[:Category: Era: Long Night|Long Night]]<br />
| Collapse of [[Second Imperium]] & [[Long Night]]<br />
| [[Marc Miller's Traveller]]<br />
| 04th Edition <br />
| 1996<br />
|- valign="top"<br />
| ([[-25]] to [[75]])<br />
| [[:Category: Era: Milieu 0|Milieu 0]]<br />
| [[Third Imperium]] Founding & [[Sylean Federation]] <br />
| [[Marc Miller's Traveller]]<br />
| 04th Edition<br />
| 1996<br />
|- valign="top"<br />
| ([[985]] to [[1002]])<br />
| [[:Category: Era: Milieu 990|Milieu 990]]<br />
| [[Third Imperium]] & [[Solomani Rim War]] <br />
| [[T20|Traveller D20]]<br />
| 7th Edition <br />
| 1977<br />
|- valign="top"<br />
| ([[1100]] to [[1117]]) <br />
| [[:Category: Era: Milieu 1116|Milieu 1116]]<br />
| '''[[Third Imperium]] Base (Original) Setting''' & [[Fifth Frontier War]]<br />
| [[Classic Traveller]] & [[T5|Traveller<sup>5</sup>]] (T5)<br />
| 01st Edition <br />
| 1977<br />
|- valign="top"<br />
| ([[1116]] to [[1130]]) <br />
| [[:Category: Era: Milieu 1120|Milieu 1120]]<br />
| [[GURPS Traveller]]: Alternate Setting (Timeline with no [[Rebellion]])<br />
| [[GURPS Traveller]] <br />
| 05th edition <br />
| 1998<br />
|- valign="top"<br />
| ([[1117]] to [[1130]])<br />
| [[:Category: Era: Rebellion|Rebellion]]<br />
| Collapse of [[Third Imperium]] ([[Rebellion]]) & [[Regency]]<br />
| [[MegaTraveller]]<br />
| 02nd Edition <br />
| 1986<br />
|- valign="top"<br />
| ([[1190]] to [[1220]])<br />
| [[:Category: Era: New Era|New Era]]<br />
| [[Reformation Coalition]] & [[Virus/New Era]]<br />
| [[Traveller: The New Era]]<br />
| 03rd Edition <br />
| 1992<br />
|- valign="top"<br />
| ([[1220's]] to [[1249]]+)<br />
| [[:Category: Era: Fourth Imperium|Fourth Imperium]]<br />
| [[Fourth Imperium]] <br />
| [[Traveller: The New Era]]<br />
| 03rd Edition <br />
| 1992<br />
|- valign="top"<br />
| ([[1221]] to [[1249]]) <br />
| [[:Category: Era: Milieu 1248|Milieu 1248]]<br />
| [[Fourth Imperium]] <br />
| [[Traveller: The New Era]]<br />
| 08th Edition<br />
| 2006<br />
|- valign="top"<br />
| ([[1250]]+) <br />
| [[:Category: Era: The Galaxiad|Galaxiad]]<br />
| [[The Galaxiad]] <br />
| [[T5|Traveller<sup>5</sup>]] or T5<br />
| 12th edition <br />
| 2015+ (Future)<br />
|}<br />
<br />
[[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 18:38, 29 January 2015 (EST)<br />
<br />
: My first thought is to put this table at the top of the [[Setting]]s page as a quick summary, then using the rest of the text on the page to expand the definitions. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 19:50, 29 January 2015 (EST)<br />
<br />
Hi [[User:Tjoneslo|Tjoneslo]], would you please copy and paste (place) the table where you think where you think it would be most appropriate? Please feel free to modify/edit the table if you have anything to add to it. Thanks for all of your feedback and help! With best regards, M. [[User:Maksim-Smelchak|Maksim-Smelchak]] ([[User talk:Maksim-Smelchak|talk]]) 14:20, 1 February 2015 (EST)<br />
<br />
= Smelchak's Periodicized Technical Chronography =<br />
Experiment.<br />
<br />
{|class="wikitable"<br />
|-<br />
! TL<br />
! Period Name<br />
! Period Dvlpmnt Stage<br />
! Period Scope<br />
! Tech-Energy Kardaschev<br />
! Tech-Commo <br />
! Tech-Transportation<br />
! Econ-systm<br />
! Econ-Goals<br />
! Econ-Means<br />
|-<br />
| -11 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Quasi-life<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -10 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Quasi-life<br />
<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -9 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Early<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -8 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Early<br />
<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -7 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Early<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -6 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, High<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -5 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, High<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -4 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, High<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -3<br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Late<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -2<br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Late<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| -1 <br />
| K-Neg (Non-sophont)<br />
| Pre-emergent (Pre-tech Period) Life, Late<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
|-<br />
| 0 <br />
| K-Alpha (Proto-sophont)<br />
| Proto-emergent (Proto-tech Period) Proto-sophont<br />
| Regional<br />
| <br />
| <br />
| <br />
| <br />
| Subsistance-Food (Survival)<br />
| <br />
|-<br />
| 1 <br />
| K-0 Pre-Planetary<br />
| Emergent, Early (Ur-Tech) Sophont, Early<br />
| Semi-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| Artisanal Mfg. (Resources)<br />
| <br />
|-<br />
| 2 <br />
| K-0 Pre-Planetary<br />
| Semi-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Artisanal Mfg. (Resources)<br />
| <br />
|-<br />
| 3 <br />
| K-0 Pre-Planetary<br />
| Semi-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Artisanal Mfg. (Resources)<br />
| <br />
|-<br />
| 4 <br />
| K-0 Pre-Planetary<br />
| Planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Industrial Mfg. (Resources)<br />
| <br />
|-<br />
| 5 <br />
| K-0 Pre-Planetary<br />
| Planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Industrial Mfg. (Resources)<br />
| <br />
|-<br />
| 6 <br />
| K-0 Pre-Planetary<br />
| Planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Industrial Mfg. (Resources)<br />
| <br />
|-<br />
| 7 <br />
| K-0 Pre-Planetary<br />
| Poly-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Post-Ind. Mfg. (Resources)<br />
| <br />
|-<br />
| 8 <br />
| K-0 Pre-Planetary<br />
| Poly-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Post-Ind. Mfg. (Resources)<br />
| <br />
|-<br />
| 9 <br />
| K-0 Pre-Planetary<br />
| Poly-planetary (Systemic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Post-Ind. Mfg. (Resources)<br />
| <br />
|-<br />
| 10 A<br />
| K-1 Star<br />
| Emergent, High (Stellar-Tech) Sophont, High<br />
| Semi-Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 11 B<br />
| K-1 Star<br />
| Semi-Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 12 C<br />
| K-1 Star<br />
| Semi-Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 13 D<br />
| K-2 Star<br />
| Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 14 E<br />
| K-2 Star<br />
| Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 15 F<br />
| K-2 Star<br />
| Galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 16 G<br />
| K-3 Star<br />
| Poly-galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 17 H<br />
| K-3 Star<br />
| Poly-galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 18 J<br />
| K-3 Star<br />
| Poly-galactic (Interstellar)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Research (Knowledge)<br />
| <br />
|-<br />
| 19 K<br />
| K-4 Galaxy<br />
| Emergent, Late (Ultra-Tech) Sophont, Late<br />
| Semi-universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 20 L<br />
| K-4 Galaxy<br />
| Semi-universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 21 M<br />
| K-4 Galaxy<br />
| Semi-universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 22 N<br />
| K-5 Galaxy<br />
| Universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation) <br />
| <br />
|-<br />
| 23 P<br />
| K-5 Galaxy<br />
| Universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 24 Q<br />
| K-5 Galaxy<br />
| Universal (Trans-galactic)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 25 R<br />
| K-6 Galaxy<br />
| Poly-versal (Trans-dimensional)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 26 S<br />
| K-6 Galaxy<br />
| Poly-versal (Trans-dimensional)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 27 T<br />
| K-6 Galaxy<br />
| Poly-versal (Trans-dimensional)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Art (Life Creation)<br />
| <br />
|-<br />
| 28 U<br />
| K-Omega Ascendant (7) Universe<br />
| Ascendant (Ascendant-Tech) Ascendant Sophont<br />
| Ascendant (Trans-temporal)<br />
| <br />
| <br />
| <br />
| <br />
| Progeny (Sophont Creation) <br />
| <br />
|-<br />
| 29 V<br />
| K-Omega Ascendant (7) Universe<br />
| Ascendant (Trans-temporal)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Progeny (Sophont Creation) <br />
| <br />
|-<br />
| 30 W<br />
| K-Omega Ascendant (7) Universe<br />
| Ascendant (Trans-temporal)<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| Progeny (Sophont Creation) <br />
| <br />
|-<br />
| 31 X<br />
| K-5 Transcendant (8) Multiverse (Hyperspace)<br />
| Transcendant (Transcendant-Tech or Post-tech) Transcendant Sophont<br />
| Transcendant (Omnipresent)<br />
| <br />
| <br />
| <br />
| <br />
| Omnipotent (Limitless)<br />
| <br />
|-<br />
| 32 Y<br />
| K-5 Transcendant (8) Multiverse (Hyperspace)<br />
| Transcendant (Transcendant-Tech or Post-tech) Transcendant Sophont<br />
| Transcendant (Omnipresent)<br />
| <br />
| <br />
| <br />
| <br />
| Omnipotent (Limitless)<br />
| <br />
|-<br />
| 33 Z<br />
| K-5 Transcendant (8) Multiverse (Hyperspace)<br />
| Transcendant (Transcendant-Tech or Post-tech) Transcendant Sophont<br />
| Transcendant (Omnipresent)<br />
| <br />
| <br />
| <br />
| <br />
| Omnipotent (Limitless)<br />
| <br />
|}<br />
<br />
= Basic Organizational Template (World) =<br />
<br />
== Agryx (World) Synopsis ==<br />
No information yet available. <br />
<br />
== Agryx (World) Description ==<br />
No information yet available. <br />
<br />
== Agryx (World) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== Agryx (World) References & Contributors (Sources) ==<br />
<br />
= Basic Organizational Template (World) With GURPS World Paragraph =<br />
== Agryx (World) Synopsis ==<br />
No information yet available. <br />
<br />
== Agryx (World) Description ==<br />
No information yet available. <br />
<br />
=== Agryx (Description) GURPS World Paragraph ===<br />
No information yet available.<br />
<br />
== Agryx (World) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== Agryx (World) References & Contributors (Sources) ==<br />
<br />
= Topical News Layout (Timeline Event Organization) =<br />
<br />
== 1109 (Timeline) Synopsis ==<br />
No information yet available.<br />
<br />
== 1109 (Timeline) Description ==<br />
No information yet available.<br />
<br />
=== 1109 Events (Description) Involving Imperial citizens or in the [[Third Imperium]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Aslan]] or in the [[Aslan Hierate]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Droyne]] or in Droyne Space ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Hiver]]s or in the [[Hive Federation]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[K'kree]] or in the [[Two Thousand Worlds]] ===<br />
* None <br />
<br />
=== 1109 Events (Description) Involving the [[Solomani]] or in the [[Solomani Confederation]] ===<br />
* None<br />
<br />
=== 1109 Events (Description) Involving the [[Vargr]] or in the [[Vargr Extents]] ===<br />
* None <br />
<br />
=== 1109 Events (Description) Involving the [[Zhodani]] or in the [[Zhodani Consulate]] ===<br />
* None<br />
<br />
=== 1109 Other Events (Timeline) Outside of the [[Third Imperium]] ===<br />
* None<br />
<br />
== 1109 (Timeline) Personage ==<br />
=== 1109 (Personage) Births ===<br />
* None of note.<br />
<br />
=== 1109 (Personage) Deaths ===<br />
* None of note.<br />
<br />
== 1109 (Timeline) References & Contributors (Sources) ==<br />
No information yet available.<br />
<br />
= Publication Template (Periodical) =<br />
<br />
== MT Journal #1 (Periodical) Synopsis ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Description ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Meta-history & Background ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Credits ==<br />
No information yet available.<br />
<br />
== MT Journal #1 (Periodical) Table of Contents ==<br />
No information yet available.<br />
<br />
= Publication Template (Book) =<br />
<br />
== Rim of Fire (Book) Synopsis ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Description ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Meta-history & Background ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Credits ==<br />
No information yet available. <br />
<br />
== Rim of Fire (Book) Table of Contents ==<br />
No information yet available.<br />
<br />
= Militaries & Military Units Organizational Layout=<br />
<br />
== Islaiat Dominate Navy (Military) Synopsis ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Mission ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Description ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Strategy & Doctrine (Operations) ==<br />
No information yet available. <br />
<br />
== Islaiat Dominate Navy (Military) Tables of Organization & Equipment (Organizational Structure) ==<br />
No information yet available.<br />
<br />
== Islaiat Dominate Navy (Military) Representative Examples & Classes ==<br />
No information yet available.<br />
<br />
== Islaiat Dominate Navy (Military) References & Contributors (Sources) ==<br />
<br />
= Sector Template =<br />
<br />
== Core (Sector) Synopsis ==<br />
No information yet available. <br />
<br />
=== Core (Synopsis) Toponyms ===<br />
{{Sector toponyms<br />
|imperium= Core<br />
|aslan=<br />
|droyne=<br />
|hiver=<br />
|k'kree=<br />
|solomani= Core<br />
|vargr=<br />
|vilani= <br />
|zhodani=<br />
}}<br />
<br />
== Core (Sector) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
=== Core (Background) Demographics ===<br />
No information yet available. <br />
<br />
== Core (Sector) Polities & Interstellar Relations ==<br />
No information yet available. <br />
<br />
=== Core (Polities) Imperial Territory ===<br />
0.00% is controlled by the [[Third Imperium]].<br />
<br />
== Core (Sector) Worlds & Cosmology ([[Astrography]]) ==<br />
{{Summary}}<br />
<br />
{{SectorWorlds}}<br />
<br />
== Core (Sector) References & Contributors (Sources) ==<br />
<br />
= Aslan Clans Organizational Layout =<br />
<br />
== Akatoiloh (Aslan Clan) Synopsis ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Synopsis Clan) Additional Data ===<br />
* Please see '''[[Aslan]]''' for more information.<br />
* Please see '''[[Aslan Clans]]''' for related information.<br />
<br />
== Akatoiloh (Aslan Clan) Goals (Motivation) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) History & Background (Dossier) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Culture & Society (Ethnology) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Government & Poliitics (Leadership) ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Government) Leadership Structure ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Poliitics) Clan Allies & Enemies ===<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Technology & Trade ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Territorial Holdings ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Commercial Holdings === <br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Company Ties ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Interstellar Trade ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Trade) Research & Technology ===<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Military & Intelligence (Force Projection) ==<br />
No information yet available. <br />
<br />
=== Akatoiloh (Military) Ground Forces ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Military) Naval Forces ===<br />
No information yet available. <br />
<br />
=== Akatoiloh (Intelligence) Intelligence Agencies ===<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) Worlds & Sectors ([[Astrography]]) ==<br />
No information yet available. <br />
<br />
== Akatoiloh (Aslan Clan) References & Contributors (Sources) ==<br />
{{Sources<br />
|S1= n/a<br />
|S2= <br />
|S3= <br />
|S4= <br />
|S5= <br />
|S6= <br />
}}<br />
<br />
<br />
LE|Aslan|Aslan Clans|Institutions<br />
<br />
<br />
= Unconventional article format =<br />
<br />
I don't think it's a good idea to introduce a new article format without discussing it first. I, for one, would not have approved. The basic idea is that we try to keep articles so like actual in-setting library data as we can (subject to various practical limits). The multiple headlines and parentheses makes the articles seem overly busy and quite disquieting to me. It also makes them stylistically different from the 7000 previous articles. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 21:24, 26 April 2015 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=User:Rancke&diff=81915User:Rancke2015-04-26T23:05:35Z<p>Rancke: Undo revision 65509 by Maksim-Smelchak (talk)</p>
<hr />
<div>Hans Rancke-Madsen was born on August 4th, 1956 in Copenhagen, Denmark. One day, while he was visiting a friend in England, the friend gave him a little black box containing three little black books. For many years thereafter, he visited England once or twice a year and never failed to visit Games Workshop and pick up some new Traveller publications. Eventually Denmark became civilized enough that his Friendly Local Comics Shop also began selling roleplaying stuff, enabling him to get his fix locally. The Internet enabled him to help playtest [[GURPS Traveller]] books and write articles for [[JTAS|JTAS Online]]. He is co-author of [[GURPS Traveller: Sword Worlds]], has playtested all but a few of the GT books, and has several 'additional material by' credits.</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=User:Rancke&diff=81914User:Rancke2015-04-26T23:05:18Z<p>Rancke: Undo revision 65812 by Maksim-Smelchak (talk)</p>
<hr />
<div>== Rancke (Author) Biography ==<br />
Hans Rancke-Madsen was born on August 4th, 1956 in Copenhagen, Denmark. One day, while he was visiting a friend in England, the friend gave him a little black box containing three little black books. For many years thereafter, he visited England once or twice a year and never failed to visit Games Workshop and pick up some new Traveller publications. Eventually Denmark became civilized enough that his Friendly Local Comics Shop also began selling roleplaying stuff, enabling him to get his fix locally. <br />
<br />
== Rancke (Author) Bibliography & Works Cited ==<br />
The Internet enabled him to help playtest [[GURPS Traveller]] books and write articles for [[JTAS|JTAS Online]]. <br />
<br />
He is co-author of [[GURPS Traveller: Sword Worlds]], has playtested all but a few of the GT books, and has several 'additional material by' credits.</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=User:Rancke&diff=81913User:Rancke2015-04-26T23:04:57Z<p>Rancke: Undo revision 65813 by Maksim-Smelchak (talk)</p>
<hr />
<div>== Rancke (Author) Title ==<br />
* Lord and Master of Sophontology (Marquis) [[User:Rancke|Hans Rancke-Madsen ]] of the [[Ministry of Science]]<br />
<br />
== Rancke (Author) Biography ==<br />
Hans Rancke-Madsen was born on August 4th, 1956 in Copenhagen, Denmark. One day, while he was visiting a friend in England, the friend gave him a little black box containing three little black books. For many years thereafter, he visited England once or twice a year and never failed to visit Games Workshop and pick up some new Traveller publications. Eventually Denmark became civilized enough that his Friendly Local Comics Shop also began selling roleplaying stuff, enabling him to get his fix locally. <br />
<br />
== Rancke (Author) Bibliography & Works Cited ==<br />
The Internet enabled him to help playtest [[GURPS Traveller]] books and write articles for [[JTAS|JTAS Online]]. <br />
<br />
He is co-author of [[GURPS Traveller: Sword Worlds]], has playtested all but a few of the GT books, and has several 'additional material by' credits.</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Kusyu_(world)/meta&diff=63283Kusyu (world)/meta2015-01-17T14:56:18Z<p>Rancke: </p>
<hr />
<div>The exact location of Kuzu, the Aslan homeworld, has been subject to a lot of confusion over the years. The earliest references (in [[Twilight's Peak]] and [[Library Data (A-M)]]) puts it at hex 0406 of Kilane subsector, and TP also mentions that it lies 135 parsecs from Capital.<br />
<br />
[[Atlas of the Imperium]], has Kuzu at 1919 in the Dark Nebula sector.<br />
<br />
[[Aslan (Alien Module)|Alien Module 1]] provides two different locations, both at odds with the original information. The text (p. 35) says that it is in hex 0305 (not 0406) of Kilrai' subsector, which is subsector G of Dark Nebula, and that 'Kilane' is the Imperial word for "Kilrai'". The map (inside back page) shows Kusyu in Subsector J not G. Furthermore, both these positions are about 125 parsecs from Capital, not 135.<br />
<br />
The maps in the Alien modules are notoriously inexact, but seldomly to the tune of an entire subsector. Also, it is my opinion, based on the canonical history of the Aslans, that Kuzu cannot be located right on the border. Close to it, yes -- the position on the aforementioned map looks just about right -- but not just a few parsecs from it. <br />
<br />
[[Digest Group Publications]] increased the confusion when it published the Kilrai' subsector and a map of trade routes of the Dark Nebula Sector in TD17. Here Kuzu is located in hex 1919 of Dark Nebula (0309 Kilrai'), right '''on''' the border with two neutral worlds one parsec away! It also placed the two previous locations in the neutral zone between the Hierate and the Imperium, since the border that on the AM1 map ran along the top of subsectors F and G now ran along the bottom (It also moved the pocket empire that had been shown in subsectors B and C down into subsector F). And to top it off, Kilrai' 0406 (Dark Nebula 2016) didn't even have a star in it!<br />
<br />
[[Referee's Companion]] gave the location as, and I quote: "Kusyu/Kilrai' (I'aheako 0309)", but that's presumably a misprint, since that would make Kilrai' into Subsector A of the sector.<br />
<br />
[[GURPS Traveller: Alien Races 2]] decided to place Kuzu in 1226 Dark Nebula (Although unfortunately there was a misprint so that the text says 1225 instead of 1226). 1226 is in hex 0406 of its subsector, it is on the trade routes, it is close to, but not directly on, the Hierate border, and it is roughly 135 parsecs from Capital (137, if my count is accurate).<br />
<br />
[[User:Rancke|Rancke]] 17:03, 2 April 2007 (UTC)<br />
<br />
<br />
According to the [[:Category:T5 Second Survey]] update, Kuzu has been offically placed at hex 1919, per the Atlas of the Imperium, invalidating all other sources. <br />
<br />
[[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 00:58, 30 April 2013 (EDT)<br />
<br />
:TPTB has now placed Kuzu in 1226 Dark Nebula and made an explicit statement to that effect on the CotI boards. Hopefully this will be the last word on the subject. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 09:56, 17 January 2015 (EST)<br />
<br />
<br />
[[Category: Meta]]</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Talk:Ziadd&diff=57568Talk:Ziadd2014-10-22T04:26:47Z<p>Rancke: </p>
<hr />
<div>The Ziadd are listed as canon, but the only reference given is [[Signal GK]]. Is this a mistake? I wasn't aware that this was a canon publication. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 00:26, 22 October 2014 (EDT)<br />
<br />
: The status of SignalGK as "canon" is an interesting conrundrum. As I was told it, the people who wrote the adventure [[Long Way Home]] for [[Marc Miller's Traveller]] used some of the library data from Signal-GK. By the logic of canon, if product '''A''' (Signal GK) is referenced by a canon product '''B''' (Long way home), all of product A now also becomes canon. Subject, of course, to later review by Marc Miller. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 20:47, 21 October 2014 (EDT)<br />
<br />
:: I would have thought that the bits that were used in the canon product would become canon (in which case the canon product should be listed as the primary reference) and the rest would remain non-canon. But if you're right, then Signal GK should be relabeled as canon. (That still sounds really strange, especially for a magazine). [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 00:26, 22 October 2014 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Talk:Ziadd&diff=57567Talk:Ziadd2014-10-22T04:26:04Z<p>Rancke: </p>
<hr />
<div>The Ziadd are listed as canon, but the only reference given is [[Signal GK]]. Is this a mistake? I wasn't aware that this was a canon publication. [[Special:Contributions/87.60.158.208|87.60.158.208]] 20:15, 21 October 2014 (EDT)<br />
<br />
: The status of SignalGK as "canon" is an interesting conrundrum. As I was told it, the people who wrote the adventure [[Long Way Home]] for [[Marc Miller's Traveller]] used some of the library data from Signal-GK. By the logic of canon, if product '''A''' (Signal GK) is referenced by a canon product '''B''' (Long way home), all of product A now also becomes canon. Subject, of course, to later review by Marc Miller. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 20:47, 21 October 2014 (EDT)<br />
<br />
:: I would have thought that the bits that were used in the canon product would become canon (in which case the canon product should be listed as the primary reference) and the rest would remain non-canon. But if you're right, then Signal GK should be relabeled as canon. (That still sounds really strange, especially for a magazine). [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 00:26, 22 October 2014 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Talk:141st_Fleet&diff=57411Talk:141st Fleet2014-10-04T16:44:55Z<p>Rancke: Created page with "Both the 141st, a regular Imperial Navy fleet, and a locally raised subsector fleet would consists predominantly of TL15 combatants. The 141st because the Imperial Navy gets i..."</p>
<hr />
<div>Both the 141st, a regular Imperial Navy fleet, and a locally raised subsector fleet would consists predominantly of TL15 combatants. The 141st because the Imperial Navy gets its ships built anywhere and a subsector fleet because it can get its ships built at any shipyard in the subsector, including Theron (0937 A100979-F). (Auxiliaries like tankers and transport ships could be built at lower TLs, provided there was shipyard capacity to build them.) [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 12:44, 4 October 2014 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Talk:Spinward_Marches_Sector/data&diff=57325Talk:Spinward Marches Sector/data2014-10-01T08:42:59Z<p>Rancke: </p>
<hr />
<div>Thomas, why on Earth did you replace the old social data with this new economic data? Why didn't you make a new page for that and leave the old data intact? I strongly suggest that you move the economic data to a new page and restore the old data. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 05:58, 24 August 2014 (EDT)<br />
: You mean [http://travellermap.com/api/sec?sector=Spinward%20Marches&type=SecondSurvey this data]? One of the changes made in the new version of the Trade Map generator is that it pulls this data directly from the Traveller Map site. Because the Traveller Maps is now the one true source of steller data. So I felt that having a copy of the data, which may be out of date, in the wiki was not useful. I have an update to the data files to include a direct link to the Traveller Map data, but am waiting for an T5SS review of some new sectors to be completed. [[User:Tjoneslo|Tjoneslo]] ([[User talk:Tjoneslo|talk]]) 09:00, 24 August 2014 (EDT)<br />
<br />
::That's fine, but why not put the new data in a new file and keep the old data in the old file? I've been making subsector data files for a number of subsectors, and they are all in <subsector>/data not <subsector>/SecondSurvey. On top of that, Second Survey is misleading as it implies UWPs for 1065 when what we're aiming for on the wiki is UWPs for 1115. So why not keep the old data in /data and put the new data in /economic or something like that? [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 02:31, 25 August 2014 (EDT)<br />
<br />
Thomas? Any reply? I've just had to cut and paste the address to get the sector '''data''' for Ilelish. That's just not satisfactory. I repeat my suggestion that you put the sector data back in <sector>/data and put the new economic data in <sector>/economic. [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 04:42, 1 October 2014 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Forum:Multiple_edits&diff=57013Forum:Multiple edits2014-09-18T13:39:31Z<p>Rancke: Created page with "{{Forumheader|Watercooler}} <!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --> Is there any way to encourage people to make b..."</p>
<hr />
<div>{{Forumheader|Watercooler}}<br />
<br />
<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ --><br />
Is there any way to encourage people to make better use of the preview function? I mean, we can all make a mistake or two from time to time and end up posting a couple of extra edits, but having every other article feature a dozen or a score of tiny successive edits shouldn't be necessary. I understand if Thomas is reluctant to throw his weight about -- I've been reluctant to bring up the subject myself -- but how about giving contributors who post a dozen successive edits a nudge and an explanation of how to use the preview function? [[User:Rancke|Rancke]] ([[User talk:Rancke|talk]]) 09:39, 18 September 2014 (EDT)</div>Ranckehttps://wiki.travellerrpg.com/index.php?title=Aramis_Subsector&diff=56614Aramis Subsector2014-09-02T13:24:46Z<p>Rancke: </p>
<hr />
<div>{{InfoboxSubsectorImagemap<br />
|name= Aramis<br />
|number= 26<br />
|position=D<br />
|sector= Spinward Marches <br />
|capital= [[Aramis (SM 3110) (world)|Aramis]]<br />
|c1= {{Imperium}} |c1p= 96 <br />
|c2= Non- Aligned |c2p= 4<br />
|alg=Im<br />
|imagemap=<br />
<imagemap><br />
Image:LAramis_1115.png |Aramis<br />
#Column 1<br />
circle 53 440 24 [[Paya (world)|Paya]]<br />
circle 53 488 24 [[Dhian (world)|Dhian]]<br />
#Column 2<br />
circle 97 124 24 [[Corfu (world)|Corfu]]<br />
circle 97 367 24 [[Focaline (world)|Focaline]]<br />
#Column 3<br />
circle 140 51 24 [[Lablon (world)|Lablon]]<br />
circle 140 294 24 [[Heguz (world)|Heguz]]<br />
circle 140 391 24 [[Violante (world)|Violante]]<br />
#Column 4<br />
#Column 5<br />
circle 226 245 24 [[Pavanne (world)|Pavanne)]]<br />
circle 226 294 24 [[Carsten (SM 2906) (world)|Carsten]]<br />
circle 226 391 24 [[Zila (world)|Zila]]<br />
#Column 6<br />
circle 269 75 24 [[Jesedipere (world)|Jesedipere]]<br />
circle 269 124 24 [[Yebab (world)|Yebab]]<br />
circle 269 172 24 [[Nasemin (world)|Nasemin]]<br />
circle 269 221 24 [[Zykoca (world)|Zykoca]]<br />
circle 269 269 24 [[Aramanx (world)|Aramanx]]<br />
circle 269 415 24 [[Pysadi (world)|Pysadi]]<br />
circle 269 512 24 [[L'oeul d'Dieu (world)|L'oeul d'Dieu]]<br />
#Column 7<br />
circle 313 100 24 [[Rugbird (world)|Rugbird]]<br />
circle 313 148 24 [[Towers (world)|Towers]]<br />
circle 313 196 24 [[Feneteman (world)|Feneteman]]<br />
circle 313 343 24 [[Lewis (world)|Lewis]]<br />
circle 313 488 24 [[Aramis (SM 3110) (world)|Aramis]]<br />
#Column 8<br />
circle 355 124 24 [[Junidy (world)|Junidy]]<br />
circle 355 367 24 [[Patinir (world)|Patinir]]<br />
circle 355 464 24 [[Natoko (SM 3209) (world)|Natoko]]<br />
circle 355 512 24 [[Reacher (world)|Reacher]]<br />
#Coreward<br />
rect 160 7 255 20 [[Firgr Subsector]]<br />
#Spinward<br />
rect 7 244 18 318 [[Regina Subsector]]<br />
#Trailing<br />
rect 391 244 406 318 [[Pretoria Subsector]]<br />
#Rimward<br />
rect 160 542 255 555 [[Rhylanor Subsector]]<br />
#Sector<br />
rect 025 579 320 608 [[Spinward Marches Sector]]<br />
#Subsectors<br />
rect 347 560 358 575 [[Cronor Subsector]]<br />
rect 360 560 370 575 [[Jewell Subsector]]<br />
rect 372 560 383 575 [[Regina Subsector]]<br />
rect 385 560 395 575 [[Aramis Subsector]]<br />
rect 347 577 358 591 [[Querion Subsector]]<br />
rect 360 577 370 591 [[Vilis Subsector]]<br />
rect 372 577 383 591 [[Lanth Subsector]]<br />
rect 385 577 395 591 [[Rhylanor Subsector]]<br />
rect 347 593 358 608 [[Darrian Subsector]]<br />
rect 360 593 370 608 [[Sword Worlds Subsector]]<br />
rect 372 593 383 608 [[Lunion Subsector]]<br />
rect 385 593 395 608 [[Mora Subsector]]<br />
rect 347 610 358 624 [[Five Sisters Subsector]]<br />
rect 360 610 370 624 [[District 268 Subsector]]<br />
rect 372 610 383 624 [[Glisten Subsector]]<br />
rect 385 610 395 624 [[Trin's Veil Subsector]]<br />
desc none<br />
</imagemap><br />
}} <br />
The '''Aramis subsector''' lies coreward of the major trade routes, studded with few worlds of little use to the mainstream of trade and commerce, the major [[X-Boat]] links also pass this subsector by. The subsector is, however, a major agricultural producer. The major market for this production, however, is outside the [[Third Imperium|Imperium]]. [[Vargr]] tribes to coreward look upon the variety and quality of foodstuffs produced locally as highly desirable luxury goods. To the end, the [[Imperial Interstellar Scout Service|Imperial Scout Service]] maintains several isolated bases for contact with Vargr trading missions.<br />
<br />
[[Zila (world)|Zila]] is an agricultural world with a far-flung reputation for wine; recent vintages have been noted throughout the marches for their quality.<br />
<br />
[[Pysadi (world)|Pysadi]], on the other hand, is under a religious dictatorship which disdains the production of alcohol in any form. Pysadian fruits, however, are of superb quality.<br />
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{{Summary}}<br />
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The Aramis subsector is generally divided into three astrographical areas: the [[Towers Cluster]] (including all worlds of the subsector connected to [[Towers (world)|Towers]] by jump-1), the [[Aramis Trace]] ([[Aramis (SM 3110) (world)|Aramis]], [[L'oeul d'Dieu (world)|L'oeul d'Dieu]], [[Reacher (world)|Reacher]], and [[Natoko (SM 3209) (world)|Natoko]]), and the Scatters (all the remaining worlds).<br />
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Aramis subsector is not a duchy itself but is split between three neighboring duchies. The Towers Cluster is administered by the [[Duchy of Pretoria|Duchess of Pretoria]], the Aramis Trace by the [[Duchy of Rhylanor|Duke of Rhylanor]], and the Scatters by the [[Duchy of Regina|Duke of Regina]].<br />
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The [[Imperial Navy]]'s [[214th Fleet (SM)|214th Fleet]] is tasked with protection of this subsector and with controlling access to the rest of the sector. The fleet's squadrons are based in [[Aramis (world)|Aramis]], [[Paya (world)|Paya]], [[Natoko (world)|Natoko]], and [[L'oeul d'Dieu (world)|L'Ouel d'Dieu]]; the [[coreward]] half of the subsector is patrolled by smaller ships suitable for deterring Vargr corsairs.<br />
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The Marquis of Aramis is married to a member of the [[Tukera family]], of [[Tukera Lines]] fame.<br />
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{{Fleet|214}}<br />
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{{SectorWorlds2|Aramis|Subsector}}<br />
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{{Metadata|The Spinward Marches (MGT)/meta}}<br />
{{WorldList}}<br />
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{{Sources<br />
|S1= Supplement 3 [[The Spinward Marches (CT)|The Spinward Marches]], p. 28-29.<br />
|S2=[http://www.zho.berka.com/data/CLASSIC/subsector.pl?subsector=ARAMIS.DAT&realsubnameY=Aramis&sector=SPINMAR&subsectorletter=D&javascii=ASCII The Zhodani Base]<br />
|S3=[[The Spinward Marches]]<br />
|S4=[[The Traveller Adventure]]<br />
}}<br />
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{{LE|Era: Milieu 1116}}</div>Rancke