Campaign:SBRD/Library/Jurin (world)

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Jurin (Db 0410)/Edge_Subsector/Daibei_Sector

(Note: This article is about the SBRD campaign setting in the year 3731 AD, during the Long Night.)

Jurin (Db 0410) A867856-A Ag Ri N - 903 9 In M2 V Cold
Size: 12800 km (8), Atmo: Standard, Hydro: 70%, Climate: Cold
Pop: 900 M, Feudal Technocracy, LL: 6, TL: A
Star(s): M2 V, 9 Worlds, 0 Belts, 3 GGs, Orbit 1
Independent, Naval Base


Jurin is a Cold Climate world (orbit 1 around an M2 V star) that nonetheless produces not only enough food for its own population of 900 Million, but has excess food available for export. The secret of Jurin's success in agriculture lies in successful domestication of plants and animals already existing here before the first colonization. Besides the abundant sealife, the main source of animal protein is the Zviliin, an ox-like animal that takes readily to domestication and provides meat, milk, and fur (and could no doubt provide many more useful parts to a TL 0 or 1 society). Another former source of much meat and burnable oil was the Jiilikiurrin, an aquatic animal that nevertheless could not extract oxygen from water, and had to surface to breathe. These were hunted during the years of Vilani civilization here, but when the Terrans arrived the obvious parallels to the cetaceans of Terra led to an immediate ban on hunting, and the beginning of attempts at communication (which to date have been unsuccessful).

The organizational headquarters of the Grumith Coalition are located on Jurin.

Jurin has a Class A Starport, including both Downport and Highport components. There are a few other spaceports elsewhere in the system; see System Astrography.

GM Notes about this place

Conditions/Environment

Jurin has the makings of a fine colony world: standard gravity, good breathable atmosphere, 70% ocean hydrosphere, plenty of useable land mass. Its biosphere is hindered by a lack of solar energy inputs and the Cold planetary climate, which limits even cold-weather crops to the tropical regions, and renders the polar regions uninhabitable without protection from the cold. The vast zone between the tropics and polar regions, which would be considered temperate on most habitable worlds, is so cold as to require cold-weather clothing at all times, and vaccsuits, hazardous environment suits, or locally-made heatsuits during "cold snaps". Jurin has minimal axial tilt and an almost circular orbit, so there are no seasons to moderate the temperature extremes. Nevertheless, life is tenacious and a variety of plant-, animal-, and especially fish-analogs have found their way into all but the coldest ecological niches (see Biology/Wildlife).

Starport and Transport Infrastructure

Jurin has a Class A Starport, composed of a Downport element near Ghilinivasar (the planet's largest metropolitan area, located on one of the equatorial islands) and a Highport in orbit that was built during the Rule of Man, but has been well-maintained and rebuilt in portions as needed. Shuttles of up to 200-dTon size are available for movement of freight, cargo, and passengers, and shuttleports serve most major cities to avoid the need for trans-shipment from the main Downport.

On-planet transportation is primarily by grav vehicle, so there is no network of roads or rails connecting the scattered settlements. Personal snow-skimmers and more utilitarian crawlers are used for surface travel as needed or for recreation. The Ulannisberg mining area has a network of mag-lev rails connecting the mines to the nearby seaport, from which surface shipping once carried heavy loads of ore to the Downport, but in recent years the practice of shipping by sea has been replaced with a high-capacity shuttleport. Other heavy industries inland are also served by shuttleports, which develop to form the core of industrial parks.

Major off-world settlements such as Nexin, Jurinivalli, and others each have their own spaceports as well, although these are not able to provide the maintenance and shipbuilding services of the main Starport. Semi-regular interplanetary shuttle service keeps these settlements connected to the mainworld and to each other.

History

Jurin was colonized in the waning years of the Vilani colonial period, around 900 AD. It probably would not have been colonized at all but for a few finds of Lanthanum and other rare metals worth mining, and the fad for wearing clothing of natural furs and leather then prevalent among the Vilani nobility of Zarushagar sector immediately to coreward. Colonization consisted of establishment of independent settlements at locations of economic importance for mining or harvesting fur animals; no real infrastructure was built, as it was expected that the exports would be picked up by shuttle from visiting starships, which would also bring such supplies as the inhabitants could not make for themselves.

Such was the situation for the next 1300 years, until the system was invaded by Terran Confederation forces as part of their strategy of bypassing and containing the Vilani forces at Warinir, in hopes of avoiding a bloody conquest of that fortified system. As was the Terran custom, token forces were left behind at Jurin even as the primary focus of the war moved coreward. After the war, and the surprise collapse of the Ziru Sirka and declaration of the Rule of Man, Jurin was visited by curious Terrans among those moving to take control of former Vilani worlds and colonize more worlds that had been ignored by the Vilani. As usual, some of those visitors stayed and made their homes on Jurin, to the extent that the planetary population is now roughly equal portions of Vilani, Terran, and mixed ancestry.

When the collapse of the Rule of Man became imminent, Jurin became a focus of the Twilight Wars in Daibei Sector, not so much for any inherent value of the system itself but for its astrographical location along the starpaths into and out of the immediate area of Warinir, which had taken advantage of the disorganization of central authority to declare itself independent of the Rule of Man and to begin building its own new, Vilani-dominated empire, the Grand Republic of Warinir. The key locations of the Jurin system were fought over repeatedly in the series of Twilight Wars over the next 450 years, until Warinir was soundly defeated by the Imperial Realm of Daibei and its allies in the Reconciliation War.

Unfortunately, the post-War period proved even more difficult and deadly for the people of Jurin than the Wars had been. The Wars had only rarely touched the populated areas of the system, being more concerned with control of refueling points and strategic control of the system itself for its Jump routes. But the post-War period brought the rise of the Reavers, as the fleets of space pirates and raiders from neighboring Reavers' Deep came to be called. Jurin, along with its spinward neighbor Grumith, found itself a prime pathway for Reavers bound for wealthier worlds deeper in Daibei Sector, but those same Reavers were not averse to making stops along the way to take whatever value there was to be taken, or to fill out a few empty corners of their cargo holds as they returned home from their raids.

Between combat losses in attempting to defend their homes, mass killings in retaliation for not cooperating with the raiders, and losses of people taken in slavery, the Jurin system lost over half its population to the Reavers. Attempts to buy defensive ships and facilities resulted only in more retaliations by angry raiders, and theft by the raiders of those very items intended for system-defense.

Then, at a summit organized and convened by diplomats from the Imperial Realm, representatives from Jurin, Imili, Nyanar, Warinir and Woomera met on Grumith and eventually formed the Grumith Coalition, providing for the formation of joint defensive fleets to be stationed primarily in Grumith system, with reserves stationed in Jurin system to watch for any Reaver forces that might get past the Grumith fleets.

With the reduction of Reaver incursions since the institution of the combined defensive fleets, Jurin has grown in population and immigration, and has rebuilt much of its lost industry. Jurin is now looking to expand its markets and trading partners and to establish trade links with worlds in the core-trailing quadrant of Reavers' Deep.

Population and Government

Economy/Imports/Exports/Trade

Offworld Connections

People and Customs

Biology/Wildlife

Planetary Map

System Astrography

Primary Star: M2 V (Lexin)
0 - empty
1 - Lexin I (Jurin) A867856-A, no moons
2 - empty
3 - Lexin II (Nexin) X300000-0, no moons
4 - Lexin III (Grania), SGG (), no ring, 8 moons
---- Lexin III-D (Jurinavilli)
5 - Lexin IV, X000000-0
6 - Lexin V (Purple), LGG(170), 1 ring, 6 moons
7 - Lexin VI, XBA7000-0, 2 moons
8 - Lexin VII (Ova), LGG(180), 10 moons
---- Whitney VII-H (Yolk), E502200-8
9 - Lexin VIII (Ashtonia), LGG(190), 7 moons
A - Lexin IX, XAA0000-0, 2 moons

Important NPCs

Player Notes (Past Involvement Here, etc)


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.
This article is specific to the SBRD Reavers' Deep Campaign, which is set during the Long Night, beginning in year 3731 AD (-787 Imperial). This information may not be correct for the typical Traveller campaign set during the time of the Third Imperium.