style="width: 220px; height: 250px;"
Jump map from Travellermap.com 
|Army Size (BEs)||1|
|World Trade Number||3|
|Trade Volume (MCr/year)||0|
|Building Capacity (Tons)||0|
|Port passengers (annual)||0|
Halimaa is a fluid world with an oceanic geography of a liquid other than water such as ammonia, methane, hydrocarbons, or other exotic liquids. The system has a population between 10,000 and 10 million, lacking the industrial base to be completely self-supporting. This world contains an archaeological site with artifacts suspected to be from the now-vanished Ancients. This world designated as a Red Zone with an environment, laws, customs, life forms, or other conditions that make it extremely dangerous to visitors. Everyone is forbidden to travel here. It is a member of Third Imperium in the Mimu Subsector of Dagudashaag Sector and in the Domain of Vland. This world contains an Imperial Scout Base, capable of handling Scout Service starships and personnel.
Astrography and planetology
Halimaa is a member of the Siakmasfa Cluster.
Halimaa is unique in that not only is it the only planet in Dagudashaag to remain a Red Zone for over a thousand years but no-one really knows why the planet has been so classified. What is known is that the interdiction force have standing orders to use deadly force to prevent any ship landing or leaving the system.
Halimaa Monostellar System Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Halimaa
Primary Main Sequence 1.196 5800 - 6500 2.584 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.01165 0.13333 1.28 - 2.08 1.165 11.65 Orbit # * 0 4 3 7
Point of Interest: Ancients Site
Halimaa was established as a Vilani mining colony during the First Imperium. Several empty underground bases had been discovered during the initial colonization phase which had apparently been abandoned by the race known as the Ancients.
History and background
After intensive investigation, which consequently failed to uncover any thing of value, the colonists were allowed to move in and establish their cities within the massive artificial caverns.
There are no further records concerning Halimaa until near the end of the Long Night when traders began to bring back stories of the Halimaanian Magi; descendants of the original settlers who had apparently developed awesome psychic abilities. The tales told of the Magi were incredible. The more so because, with very few exceptions, all Halimaanians apparently had these abilities. In addition the Magi were supposed to each have a wide range of psychic abilities in common. It should be noted that those Magi who were subsequently tested and filmed off-planet failed to exhibit any psychic ability whatsoever, the 'power' apparently only occurred on Halimaa. It should also be noted that those scientists who later settled on the planet failed to develop any psychic talents. The cause of the abilities were a mystery.
Then in 113 an incident occurred which, while still shrouded in secrecy, is believed to have involved the utter destruction of three cruisers in orbit around the planet. The planet was immediately classified as a Red Zone and has been heavily blockaded ever since. It is believed that the Imperial Scout Service continues to maintain contact with the Halimaanians and that some trade occurs though exactly what the Halimmaanians trade is a closely guarded secret.
References and contributors
- Jae Campbell, Leighton Piper. "Library Data: Mimu Subsector." Signal-GK 05 (1992): 44. via HIWG
- Marc Miller. First Survey (Imperium Games, 1996), 79.
- Jae Campbell. Encyclopaedia Dagudashaag (Signal-GK, 2017), 143.
- ↑ "Jump Map API" and map location from Travellermap.com
- Worlds with an Ancient Site
- Third Imperium worlds
- Domain of Vland worlds
- Red Zone worlds
- Era: Milieu 1116
- Articles at intermediate completion state
- Ancients Site worlds
- First Imperium worlds
- Humaniti worlds
- Mining worlds
- Psionics worlds
- Rule of Man worlds
- Second Imperium worlds
- Siakmasfa Cluster worlds
- T5 Second Survey worlds