Tsosoe (world)

From Traveller Wiki - Science-Fiction Adventure in the Far future
Jump to navigation Jump to search
Tsosoe/Tsosoe (Empty Quarter 2704)
Milieu 1116
B55677C-A
StarportB Good: Spacecraft Construction, Overhaul, Refined fuel
Size5 Medium (8,000 km, 0.40g - 0.57g)
Atmosphere5 Thin
Hydrographics6 Wet World 60%
Population7 Moderate (50 million)
Government7 Balkanization
LawC Extreme Law (no privacy)
Tech LevelA Early Stellar (jump drive)
See also UWP
System Details
Primary K8 V
Worlds 18
Gas Giants 5
Planetoid Belts 2
Cultural Details
Government Balkanization
Law Level Extreme
Cultural Extension AA8D
Army Size (BEs) 150
Economic Details
Technology Level 10
Economic Extension
G6C+5
ResourcesGExtremely abundant
Labor6Moderate (5 million)
InfrastructureC Very extensive
Efficiency+5Very advanced
Importance Extension 3
Resource Units 219
GWP (BCr) 5,760
World Trade Number 4.5
Trade Volume (MCr/year) 3,875
Starport Details
Classification Class-B
Port Size 5
Building Capacity (Tons) 50,000
Port employees 2,140
Port passengers (annual) 126,200

Tsosoe is an agricultural world with an ideal environment for producing food from plants, animals, or other lifeforms. The system has a population between 10 million and 100 million sophonts. It is a member of Julian Protectorate in the Tsosoe Subsector of Empty Quarter Sector and in the Hegemony of Lorean.

  • The original Vilani name of the system was Egakhu.

Astrography and Planetology

This world is part of the namesake Tsosoe Cluster.

Stellar Data

Tsosoe has a solitary primary star.
Tsosoe
Solitary K Type.jpg Type Category Mass (Sol) Temperature (K) Luminosity
K8 V Main Sequence (Dwarf) 0.62 3930 - 3990 0.18766
Unit Diameter Safe Distance Habitable Zone Jump Shadow M-Drive Limit
AU 0.0057 0.0359 0.45 - 0.84 0.57 5.7
Orbit #  *  * 2 2 6
Remarks

Mainworld Data

Tsosoe is a small, green world -- a moon which orbits the small gas giant Theouds, along with four other moons. With two major continents, five minor continents, and eleven major islands, it is the home of an abundant amount of native life. Most of it is incompatible with Humaniti, but the Vargr imported quite a lot of Vargr-digestable lifeforms (which are broadly Human-edible as well). On the large islands colonized by Arzula settlers, the local ecology is being aggressively supplanted by imported, Human-compatible fauna, flora, and microbiology.

Cold, dry desert conditions occur at the poles, but there are no massive glaciers or ice sheets. Hot, dry desert conditions dominate one of the minor continents, and can be found in the rainshadow of two of the numerous mountain ranges. There are no jungles and few swamps on the world.  

The planet is very active geologically, with numerous volcanoes and mountain ranges. It is even claimed that, in the long centuries between the Vargr Pillaging and the War of Man, an entire mountain chain has risen up on one of the continents. All buildings and infrastructure are built to handle major earthquakes: every week, Travellers will likely experience a minor quake on the planet.

History and Background

This world was retaken by Humaniti by 375, during the War of Man.

As leader of the Bond of Rik-tik and a member of the Great Alliance, Tsosoe was a major combatant in the embittering Nishhingh War (629-645). Tsosoe surrendered in 640, after a crushing defeat in her home system.

This world was pacified harshly during the Era of Horror (869-873).

World Starport

Tsosoe has a Class B Starport, a good quality installation which includes all the expected amenities including refined fuel for starships, brokerage services for passengers and cargo, and a variety of ship provisions. There is a shipyard capable of doing annual maintenance, overhauls and most kinds of repair, and construction of non-starships. Most ports of this classification have both a Highport and a Downport.

Linguistic Topography

Suedzuk Vargr languages died out with the Vargr inhabitants during the Era of Horror: the small settlements of Hegemonic Vargr resettled in the Atlas Cliffs and Jerance Highlands speak Arzula-F exclusively.

Additional Data

Local gravity is 0.68 G, with a year being 45.3 T-days. A full day and night cycle is long, at about 19 days (465.7 T-hours). Weather-wise, the heat of the orange-red sun drives the strong monsoon seasons: torrid, hot weather is the rule for much of the planet, especially the heavily-inhabited Ryia Aldakura (“Green Ball”) and Radul’dwa (“Meadow”) minor continents.

Politically, the planet is divided into four zones.

Zone 1, “Wresnya”

Zone 1, “Wresnya”, covers the oceans and the Arzula-settled islands, and enjoys the most freedom and the most wealth. The main starport is located here. It is a beautiful and comfortable region, populated by polite and formal Arzula, a fair number of quiet Tsosoea servants, and a small number of friendly, respectful, and evasive Vargr traders and merchants. The planetary TL is 7, but in Wresnya the lifestyle is closer to TL A (no TL A production facilities, so the TL of the planet remains 7).

A minority of Hegemonio Vargr traders will be wealthier than most of the humans, even the Arzula masters, but will still be of lower social status: they will be amazed by the relative respect Imperial humans show Vargr. They will be rather envious too: the Vargr value charismatic status and public respect more than money, and even the most wealthy would gladly trade in all of their money, in return for legal and social equality with the Arzula humans.

Environment

Wrensya is an elegant and orderly district, very peaceful and civilized. TL B-D equipment and vehicles are commonplace, including grav cars, robots, and illusion walls. Travellers will hear the martial instrumental music, friendly talks and business arguments, chants to the Last Man and little boys practicing drills, commanded by stern-faced cadets only a year or two older than themselves. Despite the pistols, guns, and grenades being carried, there is little violence: politeness and respect is the rule. The men, when they are not in squads, tend to walk around alone or in groups of two or three: women stick to thongs of five to twelve, and only mothers and older women walk alone.

Legal codes

In public and in private, everyone - civilians and military personnel- Arzula and Beta and Vargr - all wear a vast variety of stylish and attractively cut uniforms with tasteful badges and rank insignia. The law level here is a bit lower than in the other Arzula-dominated districts, around law level C: verbal warnings and mild punishment for non-criminal code violations are the norm, and even the Beta servants tend to be cursed at or slapped around a bit for disobedience, instead of being bullwhipped, neurolashed, maimed, or killed. Note that most Arzula men and the few women serving in the military carry arms: it is forbidden for the other classes to do so.

A special dispensation is given for the Imperials (even the Vargr) to carry personal weapons. Also, in Wrensya there is more forgiveness for Imperials who break the less important of the many rules.

On a monthly basis, civil protection drills will be conducted. Wailing alarms will sound, and everyone will run to their shelters and stations. Travel guides will escort Travellers to the nearest shelter: often, several policemen or soldiers will appear out of nowhere to protect the Hegemon’s guests as part of the drill.

Geological activity: Thanks to heavy Hegemonio subsurface terraforming, this area is no more dangerous than modern-day Japan. Major earthquakes strike only once a decade, and very powerful earthquakes and tsunami (9.0+ on the Richter Scale) only one a century. Earthquakes that hit 3.0 - felt by only a few people, no damage - are a daily occurrence, 5.0 earthquakes occur in the District four or five times a month, and 6.0+ earthquakes strike four or five times a year.

Zone 2, “Trear”

Zone 2, “Trear”, covers the remaining islands and the most heavily-settled minor continents. This region is under a strict military Hegemonio occupation, with severe martial law restrictions: violators are routinely executed.

Environment

Once upon a time, Tsosoe was a very important world - important enough for the subsector to be named after it. Relics and remnants of this past greatness can be found throughout the islands of Trear District, from the now-grounded antigrav buildings and abandoned grav cars, to the glimpses of great beauty that sometimes peek through her run-down and shot up cities. There has been a lot of retrofitting as the planet ran down: the TL 12 maglevs now run TL 7 railroad cars, with steel tracks bolted on its now powerless superconductor tracks. Almost nothing is underground, in this earthquake-prone region, but a few of the classic high tech towers, earthquake proofed when Tsosoe was still a rich world, remain standing. Many of these office towers now re-purposed for crowded familial living. (Many of the windows were knocked out, to help with ventilation, and giving an escape for the cooking fires.)

The crowded ground-level warrens of Trear District are sites of great bustle, as the factories hum and the business of life continues. Some of these factories make TL 7 computers by day, and military equipment for the resistance by night - often under the very noses of Hegemonio patrols. (Very few of the Nisagan or Arzula soldiers can speak any of the local languages, not even the widespread Tsosoea Arabic. None speak Imperial Anglic.) While much of the area is poor, everyone has a car or light vehicle, a TV set, a portable radio, a fridge, a watch, and a decent set of cotton and polyester clothes.

A few families even have working and powered-up gizmos from the old days, but a larger minority has Hegemonic or Julian electronic tools from the interstellar black market, run by the Vargr. In these anti-alien areas, nobody sees the Vargr, and it’s always ‘my uncle’s nephew’s friend’ who knows where one is holed up, but they do exist in these regions, and the few who really do know where they are tolerate their presence - so long as certain ‘protection fees’ and high-tech military equipment somehow ends up in the hands of the insurgents. The Irilitok Vargr keep a low profile, fearing both the locals and the Hegemony (who dislikes unauthorized, unrestricted interstellar traders among the Beta types: “It gives them ideas above their station”), but gutsy enough to put their necks on the line for some serious profits.

In 993, women enjoy greater freedom of movement the men do: as they are less likely to take up arms, they are not as harassed as their husbands and brothers and sons are. During the initial decades of the occupation, the Arzula would take the time to abuse them in front of their menfolk, precisely to impress how powerless the men were to protect their families, as well as to show their contempt for ‘outdated superstitious delusions, repressing the natural desires of all men and women’. It is unknown if the Arzula got more pleasure in abusing the local women, pouring contempt on local religious beliefs, or in smashing the teeth of the men with their rifle butts.

In any case, the dark-skinned East Indian Nisagans who have replaced the light-skinned Vilani/East Asian/East European Arzula on the line are less interested in publicly exhibiting their pure superiority over the lesser breeds, and more interested in keeping order with the fewest number of sustained casualties. The Hegemonio rules and regulations are harshly, even brutally enforced, “…but you are here to uphold the Hegemon’s pleasure, not your own.” To the Arzula, killing, inflicting pain, stealing, and exhibiting dominance over an enemy - all done with an emotionless mask - is the essence of a life truly lived- but the Nisagans are here to uphold the will of the Hegemon, period.

As challenges to the Hegemon’s authority are reduced if the population is not humiliated unnecessarily, the Nisagans avoid such behavior. The more local woman and children are on the street, the less free the enemy is to detonate an explosive and inflict casualties on his own people, and thus lose popular support. This kind of thinking has certainly not brought peace to the District, nor as the locals forgiven the Hegemony for it’s evil, but it has helped to lower the scale and vigor of the violence in many residential sectors.

Legal codes

There are effectively two legal codes in Thera District. Both are backed with guns, but when and where differ.

The official Hegemony Military Law is quite harsh, bringing the region to law level E: not actually enslaving the population, but bossing them around regularly, while denying them recourse or rights or any compensation for the loss of health, life, property, or dignity. Everyone must carry biometric identification at all times- everyone is restricted in where they can be at any given time- any Tsosoea may be search at any time for any reason, and any article they carry may be taken without compensation. No weapons may be carried by the locals, with ‘weapon’ defined by the solider on the spot: no appeal is permitted. Any Hegemon soldier or policeman may kill any local for any reason, or for none at all.

Houses are raided ‘just because’- and young men are arrested and/or killed ‘just because’. Small groups are discouraged, and large groups are broken up. Large family or religious gatherings are now just a memory of the past, and the markets - the only large gatherings still tolerated by the Hegemonio - are constantly patrolled, stalls overturned, money and goods seized ‘as they may be a danger to the safety of the public.’ Now, while these are the formal rules of the game, the informal rules are a bit different. The Hegemonio soldiers are tough, heavily armed, and pitiless: but they are outnumbered hundreds, sometimes even thousands, to one. They have a vast number of enemies, and no friends or allies. Most of their enemies are powerless, but some are not, and large numbers have nothing to lose.

The Hegemony has not a single problem with gunning down X number of Betas from air/rafts all day long: but there’s always the possibility of an anti-air missile, or a rocket grenade, laser rifle, or ballistic rifle getting a lucky hit. The Hegemony has largely failed in shutting down the underground and dual-use facilities that keep these weapons flowing, and the ‘stupid, superstitious locals’ are getting mighty smart in observing and countering Hegemony tactics, while reverse engineering and rebuilding lost Hegemony equipment for their own use.

Moreover, you can’t rule massive, impoverished cities from air/rafts and grav belts. You have to get down there with the locals. Who will be waiting for you, powered armor and all. And the Arzula troops who had the best equipment have been taken off the line: endless violence, day after day after day, and a regular diet of unpleasant surprises and explosions takes its toll on both equipment and manpower.

So, what actually happens now is that the less lavishly equipped Nisagan troopers establish checkpoints, inspection raids, and strong patrols in the most politically and economically important parts of Threa District. The other sectors of the District are patrolled by armored vehicles and walkers, to flush out enemies which they can then hammer with their superior firepower. The core sectors are always oppressed and the residents tightly supervised all of the time, but the area is also now broadly pacified, with only two or three small street patrols attacked at any given day. The outer sectors are sometimes patrolled in force, and sometimes not. Sometimes every single Beta is inspected for Proper Identification, and sometimes they are simply ignored, if they are not actively shooting at the Hegemony military. This uncertainty helps to drive the insurgents around, preventing them from establishing strongpoints, but it makes life an unpredictable hell for the locals. Not that the Hegemony cares in the slightest, of course.

The field commanders senses that, despite their heavy tempo of operations, the insurgency is building up its strength, either to attack before the main Arzula force is back on the line, or to directly attack while the Arzula are manning their posts. They have no evidence for this: it’s just a feeling.

While the Hegemony rules the streets and public activity, the insurgency actually rules the people. There are actually multiple insurgencies, of drastically varying effectiveness and popularity, but in general they keep their guns pointed at the Hegemony, instead of each other. In general, these forces provide legal courts, resolve civil disputes, and punish criminal activity according to the mores of the people they spring from. The old Sunni Islamic religious court system was methodically, vigorously, and eagerly eradicated by the Hegemony long, long ago. Remnants of the tribal and customary courts have fused with the insurgency, and are again growing in influence and respect.

(If the Hegemony actually wanted to, they could put in the effort to learn the language and the culture of “Threa District” - actually, more like 15 or so large, unique communities and nations, shoved into a single arbitrary box for the convenience of the masters - then use this knowledge to split the insurgency. But why would they want to do that? That would imply some level of dependence on the Betas, some level of sympathy for the enemy, and the Arzula just don’t think that way. When all you have is a hammer…)

The insurgency varies, with a lot of TL 6-7 equipment, used very effectively and maintained at a high level, and a smattering of TL 8-13 material, of varying effectiveness. The most prized equipment are various military grade ECM/ECCM gizmos: they can’t break into the Hegemony commo nets, but they can figure out their network structure, the amount of data sent, and sometimes even the nature of the data. Moreover, they can set up their own temporary commo nets and piggyback on Hegemony transmissions. A large boost in the number of TL 8 cell phones and fold-out microwave relay stations brought in by the ‘informal Vargr trading network’ has opened up new possibilities…

Spotters, runners, low-tech bomb makers, and garage based armorers are absolutely everywhere. When the Hegemony looks at the masses, all they see are so many interchangeable brown faces babbling incomprehensible sounds, and are dependent on face recognition software and the mandatory ID cards to identify anyone. On the other hand, quite a lot of insurgents can identify anther Tsosoeans home neighborhood by their accent and mannerisms. Where the Hegemony sees so many worthless, interchangeable shacks and TL 7 hovels, the insurgency sees brick homes and mobile homes, hospitals and clinics, auto factories and garment districts, mosques and memorials, coffee cafes and hookah cafes, drug labs and pharmacies, auto shops and weapon shops.

Even without cell phones, the more powerful insurgency groups can call up hundreds of armed men with ten minutes’ notice. The hardline phones are tapped, of course, but as they have a far better understanding of this technology than the invaders, they remain quite useful to the insurgents. And you’d be surprised how far colored flags can go, when you know where to look and the Hegemony doesn’t. Even shouted commands can do quite well, as a large minority of Hegemony software still can’t even detect and interpret the words “open fire” in the local tongues - and if they do, switching to code words and gestures is a snap.

Geological activity

Serious earthquakes remain a danger here. Notable, 5.0+ earthquakes happen 1d6 times a week, a serious 6.0+ earthquakes strikes at least once a month in Thera District, and a whopper 8.0 earthquake hits once a decade or so. Every month, there is a 50% chance of one-to-three volcanic eruptions as well. Local architecture is built with these conditions in mind: either cheap, light, and easily replaceable walls and roofs, or strong, heavily reinforced, and not too high. The occasional clouds of volcanic ash is dangerous to breathe, but with the heavy rainfall, it helps to refresh a lush and very fertile planet. Most families have filter masks for everyone in the family, plus a few for guests.

Zone 3, “Krez Domj”

Zone 3, “Krez Domj” covers the coastlands of all continents not in Zone 2, as well as some of the more lightly settled continents. This area is locally ruled, with only the rare Hegemonio airborne patrol entering the area. Puppet rulers, ‘advised’ by the Arzula, suppress their unhappy populations aggressively, leading to extensive controls and numerous restrictions.

All the rulers here claim to be independent nations, “capable of dealing with the Hegemony as an equal.” Har, har. However, their citizens believe it (kinda), and at least the Grey Ones are off the streets. A good-size chunk of the population doesn’t believe it, though, and are willing to kill the quislings.

In the old days, they would kill as a religious duty, to fight the infidel oppressor. The Hegemony did a very good job in sniping the religious leadership using air/raft platforms, and dropping missiles into any and all religious gatherings. The Arzula rather enjoyed it, too, often taking the time to broadcast “Allah Akbar ” from the skies after a particularly bloody kill.

And for few years, things really did calm down.

Then the bombings, the explosions, the rocket strikes, the mortaring, the ambushes, and the IEDs showed up again, sure as rain. The fight was much more nationalistic and broad-based, with no particular leader, network, ideology, or bond except relentless hostility to the invaders. There simply wasn’t enough troops and warbots available to police both the heavily populated Ryia Aldakura and Radul’dwa continents, and the endless shorelines and seaside cities of the other continents. So the Arzula ‘lost’, handed over the territory to the ‘true voice of the people’, and got the ‘victors’ hooked on Hegemony money and kick-backs in return for peace, quiet, and a free hand to deal with the majority of the planetary population in the two minor island-continents.

Environment

These areas are closer to the TL 6 in technology than TL 7. Color TV is rare, radio coverage is spotty, and there are a fair number of areas without phone coverage or electricity (or rail, or paved roads…) Due to the large number of earthquakes, volcanic action, and tsunamis, homes are light and mobile. Cities do exist, but are generally built of flimsy materials, including certain types of ‘stiff cloth’, as well as local woods and soft stone. Newspapers, mail, and black and white ‘newsreels’ are important if you want to keep up to date.

Women are generally tied to their menfolk, and dress with great modesty- they will avoid male Travellers, to protect their honor and reputation. Clans and tribes are important in local politics, with the most important families dominating the national government. The Islamic religion having been smashed flat, racial and kinship networks now shape culture, custom, and business. There is a strong sentiment for attacking the Hegemony, but many locals, fearful of the Hegemon’s wrath, would rather avoid antagonizing the interstellar government. Conflict between these groups is sporadic, but ongoing.

Legal codes

There are a broad variety of legal and customary codes in this part of the woods. Krez Domj District is home to 41 ‘Sovereign States’, ‘Republics’, and ‘Sheikdoms’ and 8 ‘Free cities’ and ‘Independent ports’, as of 001-993 Imperial. The main ones Travellers need to worry about are ‘Don’t make The Leader look bad, or threaten his power in any way’ and ‘Don’t draw the attention of the Hegemony.’ The other ones are avoidable, or negotiable, so long as the pride of the locals is respected. Humiliating someone important is a reliable way to get a vendetta called on you.

Geological activity

Earthquakes remain dangerous in this District, but the volcanoes and tsunamis are more deeply feared. Every day, Travellers will feel a mild earthquake, with the walls shifting a bit and a few things falling from the walls. Every week, there will be a 6.0 or so earthquake in the area, and once or twice a year they will witness an 8.0+ Richter scale monster. There aren’t many tall buildings in the area, and the few antigrav buildings that have survived centuries of war and horror are cared for and maintained in a lavish fashion…

Much of this area resides under the gaze of one volcano chain or another, and sometimes, the volcanoes get nasty. Once to three times a month, Travellers can witness a ‘safe eruption’: no larva flows or deadly gases heading their way, but keep an eye out for the occasional flaming boulder or wave of hot ash running down the volcano’s side. Volcanic bombs are fairly common, with a few flying out of the local volcanoes every few weeks. Every year, there are one to three full-on volcanic eruptions, with superheated air - pyroclastic flows - igniting everything, oceans of invisible gas that can kill a large town, or larva flows that the PCs need to outrace.

If the settlement, town, or a city ward is wiped out, but there are enough survivors, rebuilding will start springing out from the ground. (The locals have quite a lot of practice doing this, for thousands of years now.) They may pick a new spot that is absolutely safe... for a decade or so, while the land shifts and groans all around them…

Tsunamis are more dangerous, as there is little warning… sometimes no warning… before a 20 to 30 meter wall of water comes along to ruin your life. Fortunately, the topography can be read to determine where the tsunami is most likely to strike and how it will flow, but mistakes have been made before. More importantly, cities want to be close to the water to enjoy the low-cost oceanic transportation. But on this world, ships aren’t the only things coming in from the sea…

Zone 4, “Prant”

Zone 4, “Prant”, contains the remaining areas of the planet, mainly the interior of the least inhabited continents. This area is officially in rebellion against Hegemonic authority, but there is an understanding with the interstellar government: “Don’t cross me, and I won’t cross you.” The borders are officially sealed, but actually quite porous, especially if you get off the roads. The Hegemony does conduct high-altitude over-flights and orbital surveillance of this area. A few artillery exchanges and minor border incidents has been the sum of the fighting for the last six years: failing attempts have been made to shoot down the spy planes as well.

Getting inland from the local Krez Domj-controlled shoreline into insurgency-dominated Prant District is rather easy, so long as you avoid the roads. Claims that “All the passes are mined, and all the trailed are watched ” may have been true ten or twenty years ago... maybe. Certainly not now: the mines have been carefully harvested by the insurgents for their explosive material, electronics, and metal content, while most of the watchtowers and firebases were abandoned a long, long time ago.

Officially, the region is sealed off: good-sized, dug-in platoons stop and turn back all vehicles crossing the border... in the daytime. At night, after lining the pockets of the platoon commander and/or the guards at the post, quite a bit of material crosses the border. Still, it’s cheaper just to get off the roads and hit the rugged forest or mountain trails with a guide. Once within the Prant District, the PCs can feel the change in the air. The locals quickly detect that they are foreigners, but as soon as they are reassured that the PCs are Imperials, not from the Hegemony, there are smiles and hospitality all around. However, PC Vargr are banned from entering the region, on pain of death. Given the choice of welcoming the PCs, their ‘pet Vargr’, and their money, or ejecting all three, the locals will toss the lot.

The Islamic religion may be fading across Tsosoe, but it is extinct within Prant District. All of the old mullahs and religious students, along with their schools, were killed in the vigorous Arzula anti-Islamic purges and mass executions, like everywhere else in Tsosoe. What made the difference here was that the believers of the interior of the continents were routinely treated with contempt by the more urban and wealthy Moslems of the world, who were perfectly willing to kill to suppress local interpretations of Islam, and insured that only foreigners could be mullahs. When the Arzula made known their wish to wipe out the religion, the denizens of the interior of the major continents not only pointed out where all the despised mullahs were hiding, but quite happily destroyed/erased all the Islamic literature they could find as well.

Currently, the locals directly worship the world as a living god, able to build up and tear down whatever She wills on the planet. Deified Man missionaries are tolerated, and have a small following: they also act as intermediaries with the Hegemonic government. The local government consists of sometimes squabbling, sometimes feuding clan elders and town mayors. These groups currently reject the Hegemonic government, and occasionally engage in lackadaisical artillery duels and mortar exchanges with not-exactly-enthusiastic soldiers of the pro-Hegemony puppet states. The Hegemony could kill every town and village in the district using fighters, air/rafts and spaceborne weaponry, but is uninterested in doing so, so long as the locals keep out the Muslim planetary insurgency. As a reward for their relatively good behavior, the Hegemony occasionally permits a few Hegemonio traders (humans only: the locals hate the Vargr) to land and trade near the largest local settlements.

Environment

The air tends to stink upon occasion, except when it rains, or during and immediately after a storm. If the PCs choose to sleep outside, and can take the occasional whiff of sulfur, they will find the ground comfortably warm. Don’t dig too deep: heated rocks may be what resides below you, but it may also be a underground magma river, or a gaping crevice, or a sealed bubble of poisonous air, waiting to erupt...

These areas are closer to the TL 6 in technology than TL 7. Color TV is rare, radio coverage is spotty, and there are a fair number of areas without phone coverage or electricity (or rail, or paved roads…) Due to the large number of earthquakes, volcanic action, and tsunamis, homes are light and mobile. Towns - but not cities - do exist, but are generally built of flimsy materials, including certain types of ‘stiff cloth’, as well as local woods and soft stone. Newspapers, mail, and black and white ‘newsreels’ are important if you want to keep up to date.

Women are generally tied to their menfolk, if not their husbands, then their fathers. However, the requirements of modesty have been greatly relaxed, and they can bear arms and travel without male escorts. Like in Krez Domj, clans and tribes are important in local politics, with the most important families dominating the national government. Worship of Mother Tsosoe is widespread, and both theology and some local songs revolve around Her powerful and unpredictable rages.

Internal controversies rage as well, but violence is limited: one-on-one honour duels are much more common than collective wars. Moreover, men only duel other men, and women, other women. Human visitors are allowed to substitute money for blood, due to their ignorance of local customs.

Legal codes

Prant District is thinly populated with a very hearty and self-sufficient people. There legal system is quite old, and has been shaped by the a host of legal influences: even some traces of the Rule of Man and Suedzuk Vargr blood-duel customs can be detected, as well as the far more ancient Sharia’ of the Quran. The legal system is Law Level 5: quite mild.

Geological activity

Serious earthquakes are very common here, with a magnitude 6 or 7 earthquakes striking most locals once every few weeks. In many places, the heat of the planet can be felt right on the dirt, with steam rising after a strong rainfall and hot rocks, dimly glowing red, found after digging just a few meters. There are a few volcanoes, but more common and more dangerous are cracked badlands, with magma simply bursting out of the ground along with dangerous eruptions of magma, explosive eruptions, or solid volcanic blocks blasting into the air. Cracks in the land has been known to form in seconds, and expanding for miles, creating canyons or sinkholes or cliffs that last for weeks or centuries, depending on the whim of the hopelessly shattered tectonic ‘plates’.

Religion

Religion is closely tied to origins: Arzula and their Vargr servants worship the Last Man, and most of the local Tsosoea follow Islam, culturally if not as believing followers. The Prant District has completely abandoned Islam in favor of a local nature religion. Locals are very expressive emotionally, while the Arzula are as emotionless and hard as Travellers have come to expect. As of 993-4, there is a large contingent of Nisaga soldiers: grimly devout followers of the Last Man, they are not as stoic as the Arzula, but are still a lot more stoic, quiet, and wiry-tough than the stereotypical East Indian of the 20th-21st century. They speak Nisagan and/or Arzula-K: a handful can even speak passable Tsosoea Arabic.

UWP Listing

UWP Changes (all dates are Imperial Calendar)

References and Contributors

This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Mongoose Publishing or by permission of the author. The page history lists all of the contributions.