Luretiir!girr Sector

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Luretiir!girr Sector
Gateway Gh!hken X'kug
Luretiir!girr style="width: 250px; height: 350px; border: solid 1px black;"
map from Travellermap.com
Kaa G!'kul
Subsectors
Kikak Guirkaang Ka'ra
Kr'kai Arkuikr
Kukaxtooa Ruraak
Sector Data
No. of Worlds TBD
Population TBD million
Majority Control Two Thousand Worlds - TBD%
Secondary Control Other - TBD%
Domain K'kree Space
Balkanized Space
Capital TBD
Gross Sector Product BCrTBD
Trade Volume BCrTBD
Imperial Coordinate +4 / 0
This sector has a trade map
This sector has sector data

Luretiir!girr style="width: 250px; height: 350px; border: solid 1px black; float: right; clear: left"

Luretiir!girr sector is located on the spinward flank of the Two Thousand Worlds of the K'kree.

  • No further information or synopsis yet available.

Description (Specifications)

This region has long been a frontier between the empires of Humaniti and the realm of the K'kree, sitting between the sparsely civilized Gateway Sector and the heart of the Two Thousand Worlds in X'kug Sector. Humans drawn this far to trailing have been relatively rare, and the sector is dominated by the K'kree and their clients, with Humaniti holding on to a persistent presence only in the spinward parts of the sector. A cryptic Human state of unknown origins sits partly in the subsector named for it, though the state makes a great deal of its periodic name changes to reflect the whims of its rulers. Most of the other human systems in the sector are extensions of Gateway settlement, though the dauntingly officious Gathering of Kirgia predates them, showcasing what a relatively cooperative state run by both K'kree and the descendants of Vilani can become. Thankfully, Kirgia does not choose to extend its military reach very far beyond its borders. The Xaruah of the Ka'ra Mandate and the K'kree themselves, in the form of the political offshoot known as the Lords of Thunder, dominate the rest of the sector. The Ka'ra Mandate facilitates trade with the Two Thousand Worlds and the independent worlds here, but the Lords of Thunder are a new K'kree Crusade, and are avoided by most others. Tucked into the rim-trailing corner of the sector is the Lank'gha Collective, another Human-K'kree cooperative, though now dominated by some of the K'kree clients. The merchants of the Collective were at one time active in the commerce that passed from Gateway toward the Two Thousand Worlds, but with the rise of the Lords of Thunder, the Collective has lost access to the rest of the sector and now focusses its attention to rimward in Kaa G!'kul Sector and Crucis Margin Sector.

No further information yet available.

Toponyms: 1116

This sector has been known by different names to different groups over its existence including the following:

Luretiir!girr Sector Names
Culture Toponym Polity
Third Imperium Emaragamigu Third Imperium
Aslan Emaragamigu Aslan Hierate
Droyne Unknown Droyne Oytrip Yatroy
Hiver Emaragamigu Hive Federation
K'kree Luretiir!girr Two Thousand Worlds
Solomani Luretiir!girr Solomani Confederation
Vargr Emaragamigu Vargr Extents
Vilani Emaragamigu Third Imperium
Zhodani Emaragamigu Zhodani Consulate

Linguistic Topography: 1116

The following languages are among the most commonly used within this astrographic region:

History & Background (Dossier)

No information yet available.

Native Sophonts (NIL): 1116

The following races (sophont species) are believed to have originated within this area:

Demographics: 1116

Significant populations of the following races (sophont species) reside within this area:

Historical Eras

General Overview:

The sector has experienced four broadly defined eras of development:

  • Prior to the K'kree Crusade, the sector experienced several spurts of sublight exploration by Minor Races in the region. While there is no known evidence that the Menetha came so far spinward, or the Ancients so far to Trailing, there are nonetheless mysterious ruins dotted across the sector that predate the K'kree.
  • The K'kree Crusade, in the form of The Thundering Herd, explored, exterminated, and slowly progressed across the trailing half of the sector from coreward to rimward. Only a few of the systems they claimed under the Crusade would remain directly under K'kree control after the Hiver-K'kree War, as the Two Thousand Worlds chose many of those systems to cede to clients and sacrificial populations to protect the heart of K'kree territory.
  • Coincident with the end of the Hiver-K'kree War, explorers and traders of the Vilani and other branches of Humaniti began to appear from spinward, causing the formation of the K'kree Client States as a form of immune response. The Ka'ra Mandate and Lank'gha Collective arose almost immediately, and a scattered collection of settlements and small states sprung up across the rest of the sector as Humaniti, and later some Vargr, arrived and settled in. The K'kree and human arrivals cooperated, albeit accidentally, in the formation of the Gathering of Kirgia in this sector and neighboring Gh!hken Sector. Human settlement during this period tended to result in only small states, with most efforts to unite eventually detected and squashed by the K'kree if they didn't fail spontaneously.
  • The transition of neighboring Gateway Sector from wilds to somewhat structured states in the 300s and 400s reached into this sector as well. The Renkard Union near the spin-rimward corner, and the Heirs of Shanmai (who traditionally change the name of their state with each passing dynasty or revolution) in the spin-coreward corner, both coalesced during this period and survive into the modern era in some form. The Hammond Colonies did not fare so well, falling to the Lords of Thunder in the 1000s after two centuries of discord, slow decay, and financial vicissitude. Several attempts to settle nearer the K'kree failed during this period.

No further information yet available.

History-Era: Milieu 1100

No information yet available.

Major Historical Events Timeline: 1116

These are some of the more important historical events that have affected this sector:

  • No information yet available.

Politics & Diplomacy (Interstellar Relations)

No information yet available.

Polity Listing: 1105

The following polities can be found within this sector:

Polity Descriptions: 1116

  1. Alleg: Hc: "Human Client State, including the Scions of Tien"
  2. Alleg: K3: "Gathering of Kirgia"
  3. Alleg: K4: "Ka'ra Mandate"
  4. Alleg: Kk: "The Two Thousand Worlds"
  5. Alleg: Kl: "Lank'gha Collective"
  6. Alleg: Lt: "Lords of Thunder"
  7. Alleg: Na: "Non-Aligned, Human-dominated"
  8. Alleg: Re: "Renkard Union"

Imperial Territory: 1116

This sector is not an Imperial possession.

  • 0.00% is controlled by the Third Imperium.
  • 100.00% is controlled by non-Imperial powers.

Trade Routes (Economic Astrography)

The following astrographic features and trade routes can be found within this area:

Mains, Branches & Arms

  • No information yet available.

Clusters & Traces

  • No information yet available.

Rifts, Voids & Jump Bridges

  • Much of the sector is part of the low stellar density region that also includes Gateway Sector.
  • The Deadeye Void sits near the center of the sector
  • No further information yet available.

Other Astrographic Features

Worlds, Systems & Sectors (Political Astrography)

SectorLuretiir!girr.jpg

No information yet available.

Capital/s: 1116

  • No information yet available.

Sector Summary: 1116

The Luretiir!girr sector has 450 worlds, of which 0 have native gas giants. The estimated population for the sector is less than 1 million sophonts (not necessarily humans). There are no Agricultural (Ag) worlds versus no Non-Agricultural (Na) worlds. There are no Non-industrial (Ni) worlds versus no Industrial (In) worlds. There are no Rich (Ri) worlds versus no Poor (Po) worlds. There are no Water (Wa) and Ocean (Oc) worlds, no Ice-capped (Ic) worlds, no Desert (De) worlds, no Asteroid (As) belts, and no Vacuum (Va) worlds. There are no High population (Hi) worlds versus no Low population (Lo) worlds and no Barren (Ba) worlds. There are no Naval bases in the sector, no Scout bases, and no Way stations. The highest population worlds are [[(world)|]] (Luretiir!girr 0101), [[(world)|]] (Luretiir!girr 0104), [[(world)|]] (Luretiir!girr 0108), [[(world)|]] (Luretiir!girr 0201), [[(world)|]] (Luretiir!girr 0208), and [[(world)|]] (Luretiir!girr 0209). The highest tech level is 1F at [[(world)|]] (Luretiir!girr 0101), [[(world)|]] (Luretiir!girr 0104), [[(world)|]] (Luretiir!girr 0108), [[(world)|]] (Luretiir!girr 0201), [[(world)|]] (Luretiir!girr 0208), and [[(world)|]] (Luretiir!girr 0209). The average technology level is 33 (with most between 33 and 33).

World Listing: 1116

The following worlds can be found within this sector:

No world articles for this Luretiir!girr Sector

Subsector Listing: 1116

The following subsectors can be found within this sector:

  1. Subsector A: Tm Shanmai
  2. Subsector B: Kikak
  3. Subsector C: Guirkaang
  4. Subsector D: Ka'ra
  5. Subsector E: Rattler
  6. Subsector F: Deadeye
  7. Subsector G: Kr'kai
  8. Subsector H: Arkuikr
  9. Subsector I: Renkard
  10. Subsector J: Kukaxtooa
  11. Subsector K: Ruraak
  12. Subsector L: Tung
  13. Subsector M: Linder
  14. Subsector N: Hammond
  15. Subsector O: Kodotai
  16. Subsector P: Kr!k

Territorial Overview: 1116

The following table details the subsectors within this area:

  • No information yet available.

Territorial Chart Key

No information yet available.

References & Contributors (Sources)

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