Proctonir (world)
| |||||||||||||||||||||||||||||
See also | UWP | ||||||||||||||||||||||||||||
style="width: 220px; height: 250px;"
Jump map from Travellermap.com [1] | |||||||||||||||||||||||||||||
System Details | |||||||||||||||||||||||||||||
Primary | M1 V M4 V | ||||||||||||||||||||||||||||
Worlds | 11 | ||||||||||||||||||||||||||||
Gas Giants | 3 | ||||||||||||||||||||||||||||
Planetoid Belts | 2 | ||||||||||||||||||||||||||||
Cultural Details | |||||||||||||||||||||||||||||
Government | Feudal technocracy | ||||||||||||||||||||||||||||
Law Level | High | ||||||||||||||||||||||||||||
Cultural Extension | 225C | ||||||||||||||||||||||||||||
Army Size (BEs) | 0 | ||||||||||||||||||||||||||||
Economic Details | |||||||||||||||||||||||||||||
Technology Level | 12 | ||||||||||||||||||||||||||||
Economic Extension | 911+1
| ||||||||||||||||||||||||||||
Importance Extension | 0 | ||||||||||||||||||||||||||||
Resource Units | 9 | ||||||||||||||||||||||||||||
GWP (BCr) | 0 | ||||||||||||||||||||||||||||
World Trade Number | 2.5 | ||||||||||||||||||||||||||||
Trade Volume (MCr/year) | 0 | ||||||||||||||||||||||||||||
Starport Details | |||||||||||||||||||||||||||||
Classification | Class-C | ||||||||||||||||||||||||||||
Port Size | 0 | ||||||||||||||||||||||||||||
Building Capacity (Tons) | 0 | ||||||||||||||||||||||||||||
Port employees | 0 | ||||||||||||||||||||||||||||
Port passengers (annual) | 0 |
Proctonir supports a population of fewer than 10,000 sophonts. This is a high technology world with available technology over the standards for Charted Space. This is a temperate world, with a climate of average temperatures. It is a member of Third Imperium in the Gadde Subsector of Dagudashaag Sector and in the Domain of Vland. Proctonir, as a member world of the Third Imperium, holds the estate of an Imperial knight, a member of the Imperial Nobility charged with overseeing the world. During the Long Night this world was named Kismiga.
Astrography and Planetology
This world has yet to gain any real significance to interstellar merchants. Apart from a place to buy fuel, the world holds little else of interest to the vast majority of merchants and travellers.
Binary Solar System
Proctonir Binary Star System Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Proctonir M1 V
Primary Main Sequence 0.5 3620 - 3660 0.08839 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.0023 0.0247 0.31 - 0.59 0.23 2.3 Orbit # * * 1 0 5 Star Name Hierarchy Category Mass (Sol) Temp (K) Luminosity (Sol) Proctonir M4 V
Secondary Main Sequence 0.23 3110 - 3210 0.00584 Unit Diameter Min Distance Hab Zone Jump Shadow M-Drive Limit AU 0.0013 0.0063 0.08 - 0.16 0.13 1.3 Orbit # * * 0 0 3
System Data
There are eleven worlds in this system.
Mainworld Data
The planet has a surface gravity of 0.47 Gs and an atmospheric pressure of 0.5 atmospheres. There is a high concentration of iron in the core which produces a density of 5.11 g/ml. The climate is a little cooler than normal as the planet orbits 0.27 AU from its primary.
Native Lifeforms
Some of the alien species that were introduced as parts of other species colonization arks have persisted. Most non indigenous species became extinct, relatively quickly, without the technical support from their vectors of invasive introduction. The ones that lived are really tough, mean and generally unpleasant to deal with. Many were former domestic species that have gone feral.
History and background
This world was a lost colony during the Long Night. However, little record and fewer relics of archaeological evidence remain to explain the fate of the earlier civilizations.
It turns out that several different species, from the assortment native to this region of space have occupied this world over the ages. Some evidence supports a S'mrii presence, long ago. Several coalitions of aliens apparently were working on the planet at the same time. There is some evidence of conflict and some suggests cooperation over the years.
Some of the tainted aspects of the atmosphere of an artificial origin. It is theorized that weather control was attempted and things were added to alter the way the atmosphere trapped heat. Some of the tainted particulates are from biochemical traces, others are remnants of nuclear, chemical and biological weapons. Air compression and filtration units run nonstop on all current settlement buildings.
The local nobility, at one time, decided that this planet needed to be redeveloped. To that re-utilization end, a military unit was selected and sent, to get the job done. It turned out, not to be so simple. The local subsector forces, were suffering from some budgetary cutbacks. A few units were selected as being non essential. These units were informed that they were being demobilized. They were given an option, they could elect to be cashiered and muster out, or they could go as colonists and planetary engineers to develop a planet. If they selected for colonization they could bring their families for free. From the available pool of applicants, small groups of robotics experts, information systems warfare and combat engineers were selected. A few years later, the colony ships were disassembled and converted into settlements. Huge fleets of construction and terraforming robots in vast master/slave networks are managed by each settlement for their assigned area. Each department and each parent unit has colonization and development goals. The governmental structure reflects this division of labor and tasks.
The pathfinders were supposed to have luxury homes built, clean cities prepared, farms full of food waiting for the follow on colonists. The boon population is needed to bring the colony up to economically productive levels and to provide relief for some of the more over crowded worlds in the subsector. Development deadlines have come and gone, companies hired to attract settlers have gone bankrupt. It looks like no help is coming. The development units are still slaving away trying to get everything ready, its just that, it looks like no one really wants to come here. So ironic showrooms and colony models stand empty, dusty and unused, with old stained move in special signs being overgrown. The hard working camps, drone on, workers mount up, head out into the wilderness building infrastructure. Local leaders assure them, that really soon, the big pay off, the great arrival is just around the corner. The former military mind set of never give up and never surrender still permeates this tiny culture. Quit isn't really part of the local lexicon.
The law level reflects the strict, no nonsense approach to law and order. Regulations and rules for conduct and behavior are rigid. Appropriate decorum and military bearing is expected. Subsequent generations still hold to these values. Unit directors just wish for a bit more genetic diversity and worry what is being selected for here.
References and contributors
This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it. |
- Jae Campbell. "Library Data: Gadde." Signal-GK 06 (1993): . via HIWG
- Marc Miller. First Survey (Imperium Games, 1996), 84.
- Jae Campbell. Encyclopaedia Dagudashaag (Signal-GK, 2017), 280.
- ↑ "Jump Map API" and map location from Travellermap.com
- Third Imperium worlds
- Domain of Vland worlds
- Worlds
- Era: Milieu 1116
- Binary Star System
- Articles at intermediate completion state
- Needs Work
- HIWG
- First Imperium worlds
- Humaniti worlds
- Rule of Man worlds
- Second Imperium worlds
- Thunderball worlds
- Terraforming worlds
- Ziru Sirka worlds
- T5 Second Survey worlds
- Library
- Canon
- P