Difference between revisions of "Menorb (world)"

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{{World|Menorb|Spinward Marches|Regina|0203 C652998-7}}.
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{{StellarDataQuery
Poor world on the fringe of the Imperium.
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|name= {{World|Menorb|Spinward Marches|Regina|1803}}  
 +
|era= Milieu 1116
 +
}}
  
 +
== Astrography & Planetology ==
 +
{{WorldS|Menorb|Spinward Marches|1803}} is a [[poor world]] on the fringe of the Imperium.
  
Source: [[The Traveller Book]]
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{{MonostellarSystem
 +
|name          = Menorb
 +
|primary        = K2 V
 +
|PrimaryNotes  =
 +
}}
  
== Non-Canon ==
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== History & Background (Dossier) ==
Approaching Menorb is simplicity itself. Most of the traffic consists of regular, 5000 Disp cargo ships, coming in for Menorb's agroproducts, mild Vargr alcoholic beverages, and Vargr entertainment products. Only during the 30-day festive season of [[Kengrogarz]] (a Vargr religious occasion, celebrated every six years) does traffic become impossible, and many starships are forced to conduct operations in close orbit, instead of loading up on the starport.
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''Menorb'' could be a good agricultural center, if the {{Imperium}} would increase the colony’s finances and allow the building of a better [[starport]] to attract trade from the heavily traveled Efate-to-Boughene route. {{Page cite|name=Behind the Claw|version=GURPS Traveller|page=79}}
  
Despite the low tech level, the port itself is well equipped (to TL D standards) and well-run. Trade law is "8" - expect to get most of your lots past customs, but don't expect it to happen quickly. The local customs officals are well-trained Regency Vargr's, and have a master's understanding of smuggling pratices. If you are here strictly as a stopover, there is a nice TL D hotel attached directly to the starport, with all the amenities. Because of high demand, though, lodgers may only stay for a week. If you can get in, though, the price is quite reasonable.
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==== World Military ====
 +
* 50 System Defence Boats in [[1107]]{{Page cite|name=Fifth Frontier War}}
  
If you judge only by the population at New Menorb Starport, you'd think that Menorb is a [[Vargr]] world. And you'd be wrong: only about 22% of the population is Vargr, the rest is human [typically local-born, and vaguely [[Solomani]]-looking (Indonesian? East Indian?)]. However, the Vargr tends to be the progressive element on Menorb: they dominate local business interests, and are the main reason why Menorb's tech level has risen from TL 6 (back in 1050) to TL 7 (1116) to TL 8 (from 1180 to today).
+
=== Rice Paper: AWP 104 ===
 +
'''Non-canon:''' Approaching Menorb is simplicity itself. Most of the traffic consists of regular, 5000-[[ton]] cargo ships, coming in for Menorb's agroproducts, mild Vargr alcoholic beverages, and Vargr entertainment products. Only during the 30-day festive season of [[Kengrogarz]] (a Vargr religious occasion, celebrated every six years) does traffic become impossible, and many starships are forced to conduct operations in close orbit, instead of loading up at the starport.
  
There are several items to be checked off before you leave Startown (locals use the Vargr term of Anosarr). A) Stow all weapons away. B) Be sure to obtain a Murk vaccine shot. C) Obtain a "Visitors ID Card"; looking like a TL 8 credit card, it will make dealing with the authorities much easier. D) Change your Regency currency to local Verba Script ("Verba Currency" is a form of money used by the Verba Trading Block of Menorb, Yres, Pixie, and Boughene): local merchants cannot use Regency credits.
+
Despite the low tech level, the port itself is well equipped (to {{TL|D}} standards) and well-run. Trade law is "8" – expect to get most of your lots past customs, but don't expect it to happen quickly. The local customs officials are well-trained Regency Vargr, and have a master's understanding of smuggling practices. If you are here strictly as a stopover, there is a nice {{TL|D}} hotel attached directly to the starport, with all the amenities. Because of high demand, though, lodgers may only stay for a week. If you can get in, though, the price is quite reasonable.
  
Monorail lines can bring you swiftly to most important cities on Menorb; hiring a driver (taxis or chauffers) is not recommended in the cities (too expensive), but vital in the countryside. Buses are the only alternative in the cities, but are usually crammed and - depending on the line - can be the site of thieves and hotheads.
+
If one judges only by the population at New Menorb Starport, one would think that Menorb is a [[Vargr]] world. And one would be wrong: only about 22% of the population is Vargr, the rest is human [typically local-born, and vaguely [[Solomani]]-looking (Indonesian? East Indian?)]. However, the Vargr tend to be the progressive element on Menorb: they dominate local business interests, and are the main reason why Menorb's tech level has risen from {{TL|6}} (back in [[1050]]) to {{TL|7}} (in [[1116]]) to {{TL|8}} (from [[1180]] to today).
  
In the countryside, trains (electric or steam) and helicopters (for those with money) are favoured. In the Rough, transportation is by foot, jeep, or by animals (typically, the triped Bro-Ckok, capable of carrying one or two people, is favoured as a riding beast. Not very fast, but capable of enduring without water for three weeks.)
+
There are several items to be checked off before one leaves Startown (locals use the Vargr term of Anosarr).
  
A large, influencial minority of the Vargr are followers of Runetha, a Odysseus-like figure of widespread fame among Regina, Uthe, and Dirgir
+
# Stow all weapons away.
 +
# Obtain a [[Murk vaccine]] shot.
 +
# Obtain a Visitors' Identification Card.
 +
# Change Imperial currency to local [[Verba Scrip]] ("Verba Currency" is a form of money used by the Verba Trading Block of Menorb, Yres, Pixie, and Boughene); local merchants do not use Regency credits.
  
Vargr's. (Uthe and Firgr subsectors are located Coreward of the Spinward Marches). Runetha Saetedz (817 - 866) was a legendary Vargr adventurer/pirate/scout who's exploits are betime reading for young Regina Vargr. Dying from old internal wounds, he managed to lead his band to a heroic victory on Menorb, but died soon after.
+
Monorail lines can bring visitors swiftly to most important cities on Menorb; hiring a driver (taxi or chauffeur) is not recommended in the cities (too expensive), but they are vital in the countryside. Buses are the only alternative in the cities, but are usually crammed and – depending on the line – can be the site of thieves and hotheads. In addition to Menorb Startown, other major settlements on Menorb include Khalir, Monet, Indias, and Karmad Town.
  
Soon after his death, his followers founded the Runetha Society, to keep alive his memory and his philosophy. As his fame grew, they built the Greater Thatho Temple in the Dro-Zhemm Hills, and spread his philosphy throughout the region.
+
In the countryside, trains (electric or steam) and helicopters (for those with money) are favoured. In the Rough, transportation is by foot, jeep, or by animals (Typically, the triped [[Bro-Ckok]], capable of carrying one or two people, is favored as a riding beast. They are not very fast, but capable of enduring without water for three weeks.)
  
The Temple is the central site of the Runetha religion, now run by the High Runetha Federation of Holy Adventurers. The temple itself is a circular building, of about 25 m length, 5 m in height, with a concave roof. Of strong interest is what's _above_ the temple: a large, floating, glowing yellow ball, of about 30 m diameter. It's quite bright (you cannot lok at it directly within 50 meters if the ball), and can easily be mistaken for a second sun.
+
A large, influential minority of the Vargr are followers of [[Runetha Saetedz]], a Odysseus-like figure of widespread fame among the Vargr of [[Regina Subsector]], [[Uthe Subsector]], and [[Firgr Subsector]].  
  
While there is a constant flow of about 500,000 visitors per year, the Kengrogarz (which occurs every six years) leads to an influx of 10-20 million pilgrims from Regina, Uthe, anf Firgir subsectors. Once here, they go through various rituals (including a rigourous Hunt in the countryside), leading up to a mass meeting and blood sacrifices of various animals at the temple.
+
While there is a constant flow of about 500,000 visitors per year, the Kengrogarz (which occurs every six years) leads to an influx of 10–20 million pilgrims from Regina, Uthe, and Firgir subsectors. Once here, they go through various rituals (including a rigorous Hunt in the countryside), leading up to a mass meeting and blood sacrifices of various animals at the temple.
  
The religion itself is strongly focused on heroic endeavers, felt to be the way of a True Life here and a glorious afterlife. Study of Runetha's history -- and the history of other hero's, Vargr and Humaniti's -- is a required tenant of the religion, as is the Aiding of all True Heroes, the pursuit of at least one Quest in your life, and the support of the Runetha Brotherhood above all worldly loves.
+
In contrast, the local humans – who mainly work in Vargr plantations, or in isolated, independent communities – tend toward two religious traditions. The larger religion revolves in a form of nature-worship, with a stress on the 'interconnectedness' of Menorbianti life, and the divinely-ordained place of humans in it. Most of the workers follow this faith, and tend to mix wise ecological practices with the purest superstition (the most prevalent being in the Evil Eye and Forbidden Phases). While there is no house of worship or formal prayers, there are ''many'' "holy days" and "feast days", which are strongly agricultural in nature. There is also the tradition of the "Holy Fool", usually an insane man who supposedly is "closer" to Menorb's World Spirit than normal mortals.
  
In contrast, the local humans - who mainly work in Vargr plantations, or in isolated, independent communities - tend toward two religious traditions. The larger religion revolves in a form of nature-worship, with a stress on the 'interconnectedness' of Menorbianti life, and the divinely-ordained place of humans in it. Most of the workers follow this faith, and tend to mix wise ecological pratices with the purest superstitution (the most prevelant being in the Evil Eye and Forbidden Phases). While there is no house of worship or formal prayers, there is a LOT of "holy days" and "feast days", which are strongly agricultural in nature. There is also the tratidion of the "Holy Fool", usually an insane man who supposedly is "closer" to Menorb's WorldSpirit than normal mortals.
+
The isolated "Freeholder" communities – almost all desert tribes – prefer their household and tribal idols. Most of these idols are weapons of one kind or another – i.e. the "Holy Hand Grenade of Antioch" or "The First Machinegun of Aezo". Fusion guns are especially popular.
  
The isolated "Freeholder" communities - almost all desert tribes - prefer their household and tribal idols. Most of these idols are weapons of one kind or another - ie. the "Holy Hand Grenade of Antioch" or "The First Machinegun of Aezo". Fusion guns are especially popular.
+
The top industries on Menorb is agribusiness (Menorb fruits and grains, marketed for Vargr tastes) and entertainment (Vargr recordings). Both are centered on Llil Suet, a city of 200 million set in the 2 km-deep Prince Martin Valley. Like most Menorbianti, the locals prefer to dress in simple togas and light, garish robes. They speak both Rark Vargr and Anglic fluently; a few of the humans even speak French! They tend to view visitors as "Funny folk", but can be easily coaxed into aiding the traveller, once their initial shyness is overcome.
  
The top industries on Menorb is agribusiness (Menorb fruits and grains, marketed for Vargr tastes) and entertainment (Vargr recordings). Both are centred on Llil Suet, a city of 200 million set in the 2 km-deep Prince Martin Valley. Like most Menorbianti, the locals prefer to dress in simple togas and light, garish robes. They speak both Rark Vargr and Anglic fluently: a few of the humans can even speak French! They tend to view visitors as "Funny folk", but can be easily coaxed into aiding the traveller, once their intital shyness is overcome.
+
Again, the city is dominated by Vargr. They tend to take a romantic view of life, believing that "Life is to be Lived to the ''fullest''." Almost every Vargr has his own small clique, with similar social, political, economic, and spiritual interests. These cliques are set in a continual struggle for power, but they fight their battles using legal and bureaucratic methods, rather than fighting Vargr to Vargr. To get anything done – say, to obtain housing in a valued neighborhood – takes weeks of political maneuver and in-fighting. Connections with the government bureaucracy, lawyers, and political figures are highly valued, and dictate the amount of "pull" one has available (Money also helps... but in several situations, personal Charisma counts for more, especially if what one asks for entails major risks to get.)
  
Again, the city is dominated by Vargr's. They tend to take a romantic view of live, believing that "Life is to be Lived to the FULLEST." Almost every Vargr has his own small clique, with similar social, policical, ecomomic, and spiritual interests. These cliques are set in a continual struggle for power, but they fight their battles using legal and bureaucratic methods, rather than fighting vargr to vargr. To get anything done - say, to obtain housing in a valued neighbourhood - takes weeks of political maneuver and in-fighting. Connections with the government bureaucracy, lawyers, and political figures are highly valued, and dictate the amount of "pull" you have available (Money also helps... but in several situations, your personal Charisma counts for more, especially if what you ask for entails major risks to get.)
+
City architecture is typically Vargr. Enormous sizes, bizarre and whimsical forms, and hard-to-find entrances mark the typical Vargr corporate building. While Solomani build to flaunt technical expertise, and Vilani build to last, the Vargr designers want "to express themselves"... in a riot of color. The streets are a maze of avenues, alleys, and large "asphalt football fields" that apparently exist for no reason at all. Those humans who take "the laws of the road" as a personal challenge will delight in Menorbianti traffic.
  
City architeture is typically Vargr. Enormous sizes, bizzare and whimisical forms, and hard-to-find enterances mark the typical Vargr corporate building. While Solomani build to flaunt technical expertize, and Vilani build to last, the Vargr designers want "to express themselves"... in a riot of color. The streets are a maze of avenues, alleys, and large "asphalt football fields" that apparently exist for no reason at all. Those humans who take "the laws of the road" as a personal challange will delight in Menorbianti traffic.
+
Personal buildings are generally built of pre-fab concrete slabs, of questionable stability. Of course, they are painted and garnished to the owner's taste. Strangely enough, they can look very beautiful in the deep red twilight of ol' Red Eye when he's setting. But don't stay out at night long: even though (at 35 deg latitude) the days are quite hot (at about 20 Deg Celsius in spring/fall), the nighttime temperatures can fall to −44 easily. {{Unpublished cite|author=RICE Paper by Peter Keel|page=1}}
  
Personal buildings are generally built of pre-fab concrete slabs, of questionable stability. Of course, they are painted and garished to the owner's taste. Strangely enough, they can look very beautiful in the deep red twilight of ol' Red Eye when he's setting. But don't stay out at night long: even though (at 35 deg latitude) the days are quite hot (at about 20 Deg celsius in spring/fall), the nighttime temperatures can fall to -44 easily.
+
== Sources ==
 +
{{Intermediate}}
 +
{{Sources
 +
| {{Ludography cite|name=The Spinward Marches|version=Classic Traveller|page=20-21}}
 +
| {{Ludography cite|name=The Spinward Marches Campaign|version=Classic Traveller|page=18-19}}
 +
| {{Ludography cite|name=Imperial Encyclopedia|page=94-100}} (UWP only)
 +
| {{Ludography cite|name=MegaTraveller 1: The Zhodani Conspiracy}}
 +
| {{Ludography cite|name=Megatraveller 2: Quest for the Ancients}}
 +
| {{Ludography cite|name=MegaTraveller Journal 3|article=Domain of Deneb: Sector Data|page=47-58}} (UWP only)
 +
| {{Ludography cite|name=The Regency Sourcebook|page=38}} (UWP only)
 +
| {{Ludography cite|name=Behind the Claw|version=GURPS Traveller|page=79}}
 +
| {{Ludography cite|name=The Spinward States|page=103}} (UWP only)
 +
| {{Ludography cite|name=The Spinward Marches|version=Mongoose Traveller}}
 +
| {{Ludography cite|name=Behind the Claw | version=Mongoose 2nd|page=40-45}} (UWP only)
 +
| {{Ludography cite|name=Secrets of the Ancients|page=254}}
 +
| [[Peter Keel]] - [http://www.mu.org/~joe/traveller/archive/Rice_Papers/AWP-00104-Menorb.txt AWP 104 Menorb Rice Paper]
 +
}}
  
Source: [http://seegras.discordia.ch/Roleplay/Traveller/Space/Sectors/spinward/sec_c.html#efate InfoData Library]
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[[Category: Battle of Two Suns worlds]]
 
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[[Category: Fifth Frontier War worlds]]
{{LE|M|Worlds}}
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[[Category: Humaniti worlds]]
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[[Category: Imperial Vargr worlds]]
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[[Category: Irklan worlds]]
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[[Category: Religion]]
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[[Category: Safari worlds]]
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[[Category: Vargr worlds]]
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{{LE|GT|T5 Second Survey worlds}}
 +
{{LEN|}}

Latest revision as of 01:20, 4 March 2022

Menorb/Regina (Spinward Marches 1803)
Milieu 1116
C652998-7
StarportC Routine: No Construction, Major Repair, Unrefined fuel
Size6 Medium (9,600 km, 0.60g - 0.81g)
Atmosphere5 Thin
Hydrographics2 Dry World 20%
Population9 High (3 billion)
Government9 Impersonal Bureaucracy
Law8 High Law (controlled blades)
Tech Level7 Pre-Stellar (electronics)
See also UWP
System Details
Primary K2 V
Worlds 7
Gas Giants 0
Planetoid Belts 1
Cultural Details
Government Impersonal bureaucracy
Law Level High
Cultural Extension 9957
Army Size (BEs) 20000
Economic Details
Technology Level 7
Economic Extension
B89+1
ResourcesBAbundant
Labor8Moderate (300 million)
Infrastructure9 Extensive
Efficiency+1Average
Importance Extension 0
Resource Units 792
GWP (BCr) 3,432
World Trade Number 4.5
Trade Volume (MCr/year) 4,852
Starport Details
Classification Class-C
Port Size 4
Building Capacity (Tons) 3,449,999
Port employees 405
Port passengers (annual) 18,100

Menorb has a scarcity of water and a relatively sparse atmosphere. The system has a population over 1 billion sophonts. It is a member of Third Imperium in the Regina Subsector of Spinward Marches Sector and in the Domain of Deneb. Menorb, as a member world of the Third Imperium, holds the estate of an Imperial knight and the fiefdom of a count. Both are members of the Imperial Nobility charged with overseeing the world.

Astrography & Planetology[edit]

Menorb (Spinward Marches 1803) is a poor world on the fringe of the Imperium.


Monostellar System[edit]

Menorb Monostellar System
Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol)
Menorb

K2 V

Primary Main Sequence 0.82 4830 - 5100 0.49928
Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit
AU 0.0036 0.0586 0.7 - 1.26 0.36 3.6
Orbit #  *  * 3 1 5

History & Background (Dossier)[edit]

Menorb could be a good agricultural center, if the Imperium would increase the colony’s finances and allow the building of a better starport to attract trade from the heavily traveled Efate-to-Boughene route. [2]

World Military[edit]

Rice Paper: AWP 104[edit]

Non-canon: Approaching Menorb is simplicity itself. Most of the traffic consists of regular, 5000-ton cargo ships, coming in for Menorb's agroproducts, mild Vargr alcoholic beverages, and Vargr entertainment products. Only during the 30-day festive season of Kengrogarz (a Vargr religious occasion, celebrated every six years) does traffic become impossible, and many starships are forced to conduct operations in close orbit, instead of loading up at the starport.

Despite the low tech level, the port itself is well equipped (to TL–D standards) and well-run. Trade law is "8" – expect to get most of your lots past customs, but don't expect it to happen quickly. The local customs officials are well-trained Regency Vargr, and have a master's understanding of smuggling practices. If you are here strictly as a stopover, there is a nice TL–D hotel attached directly to the starport, with all the amenities. Because of high demand, though, lodgers may only stay for a week. If you can get in, though, the price is quite reasonable.

If one judges only by the population at New Menorb Starport, one would think that Menorb is a Vargr world. And one would be wrong: only about 22% of the population is Vargr, the rest is human [typically local-born, and vaguely Solomani-looking (Indonesian? East Indian?)]. However, the Vargr tend to be the progressive element on Menorb: they dominate local business interests, and are the main reason why Menorb's tech level has risen from TL–6 (back in 1050) to TL–7 (in 1116) to TL–8 (from 1180 to today).

There are several items to be checked off before one leaves Startown (locals use the Vargr term of Anosarr).

  1. Stow all weapons away.
  2. Obtain a Murk vaccine shot.
  3. Obtain a Visitors' Identification Card.
  4. Change Imperial currency to local Verba Scrip ("Verba Currency" is a form of money used by the Verba Trading Block of Menorb, Yres, Pixie, and Boughene); local merchants do not use Regency credits.

Monorail lines can bring visitors swiftly to most important cities on Menorb; hiring a driver (taxi or chauffeur) is not recommended in the cities (too expensive), but they are vital in the countryside. Buses are the only alternative in the cities, but are usually crammed and – depending on the line – can be the site of thieves and hotheads. In addition to Menorb Startown, other major settlements on Menorb include Khalir, Monet, Indias, and Karmad Town.

In the countryside, trains (electric or steam) and helicopters (for those with money) are favoured. In the Rough, transportation is by foot, jeep, or by animals (Typically, the triped Bro-Ckok, capable of carrying one or two people, is favored as a riding beast. They are not very fast, but capable of enduring without water for three weeks.)

A large, influential minority of the Vargr are followers of Runetha Saetedz, a Odysseus-like figure of widespread fame among the Vargr of Regina Subsector, Uthe Subsector, and Firgr Subsector.

While there is a constant flow of about 500,000 visitors per year, the Kengrogarz (which occurs every six years) leads to an influx of 10–20 million pilgrims from Regina, Uthe, and Firgir subsectors. Once here, they go through various rituals (including a rigorous Hunt in the countryside), leading up to a mass meeting and blood sacrifices of various animals at the temple.

In contrast, the local humans – who mainly work in Vargr plantations, or in isolated, independent communities – tend toward two religious traditions. The larger religion revolves in a form of nature-worship, with a stress on the 'interconnectedness' of Menorbianti life, and the divinely-ordained place of humans in it. Most of the workers follow this faith, and tend to mix wise ecological practices with the purest superstition (the most prevalent being in the Evil Eye and Forbidden Phases). While there is no house of worship or formal prayers, there are many "holy days" and "feast days", which are strongly agricultural in nature. There is also the tradition of the "Holy Fool", usually an insane man who supposedly is "closer" to Menorb's World Spirit than normal mortals.

The isolated "Freeholder" communities – almost all desert tribes – prefer their household and tribal idols. Most of these idols are weapons of one kind or another – i.e. the "Holy Hand Grenade of Antioch" or "The First Machinegun of Aezo". Fusion guns are especially popular.

The top industries on Menorb is agribusiness (Menorb fruits and grains, marketed for Vargr tastes) and entertainment (Vargr recordings). Both are centered on Llil Suet, a city of 200 million set in the 2 km-deep Prince Martin Valley. Like most Menorbianti, the locals prefer to dress in simple togas and light, garish robes. They speak both Rark Vargr and Anglic fluently; a few of the humans even speak French! They tend to view visitors as "Funny folk", but can be easily coaxed into aiding the traveller, once their initial shyness is overcome.

Again, the city is dominated by Vargr. They tend to take a romantic view of life, believing that "Life is to be Lived to the fullest." Almost every Vargr has his own small clique, with similar social, political, economic, and spiritual interests. These cliques are set in a continual struggle for power, but they fight their battles using legal and bureaucratic methods, rather than fighting Vargr to Vargr. To get anything done – say, to obtain housing in a valued neighborhood – takes weeks of political maneuver and in-fighting. Connections with the government bureaucracy, lawyers, and political figures are highly valued, and dictate the amount of "pull" one has available (Money also helps... but in several situations, personal Charisma counts for more, especially if what one asks for entails major risks to get.)

City architecture is typically Vargr. Enormous sizes, bizarre and whimsical forms, and hard-to-find entrances mark the typical Vargr corporate building. While Solomani build to flaunt technical expertise, and Vilani build to last, the Vargr designers want "to express themselves"... in a riot of color. The streets are a maze of avenues, alleys, and large "asphalt football fields" that apparently exist for no reason at all. Those humans who take "the laws of the road" as a personal challenge will delight in Menorbianti traffic.

Personal buildings are generally built of pre-fab concrete slabs, of questionable stability. Of course, they are painted and garnished to the owner's taste. Strangely enough, they can look very beautiful in the deep red twilight of ol' Red Eye when he's setting. But don't stay out at night long: even though (at 35 deg latitude) the days are quite hot (at about 20 Deg Celsius in spring/fall), the nighttime temperatures can fall to −44 easily. [4]

Sources[edit]

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 Far Future Enterprises or by permission of the author. The page history lists all of the contributions.
  1. "Jump Map API" and map location from Travellermap.com
  2. Martin DoughertyNeil Frier. Behind the Claw (Steve Jackson Games, 1998), 79.
  3. Marc Miller. Fifth Frontier War (Game Designers Workshop, 1981), .
  4. Information provided to the library by RICE Paper by Peter Keel