Library Entries
This is the repository for the array of knowledge the Travellers acquire.
list of many links
Many many links
Library Entries
These are the entries that the Travellers have made to share with each other. This is a place to cross reference links on a particular topic to the several other pages that the information might be on.
Corporations - Domain of Deneb
Excerpt: Behind the Claw, GURPS Traveller, SJG, 1998.
Bilstein Yards
Based at Glisten/Glisten, Bilstein Yards specializes in the construction of yachts for wealthy customers, and also custom one-off jobs such as the Pavabidian flying palace. The high standard of workmanship does not come cheap, so Bilstein does not construct military vessels. They are rumored to have access to military weaponry, though.
Potential Link to: Amanda Parsons (Homeworld of)
- Pavabidian Flying Palace: Pavabid, Double Adventure 6 - Divine Intervention, 1982, Game Designers' Workshop, Inc.
Corporations - Domain of Deneb
Excerpt: Behind the Claw, GURPS Traveller, SJG, 1998.
Kaldi Research
Kaldi is a private corporation with two main branches. The bulk of Kaldi's assets are employed in fixed installations that undertake research on contract for corporate bodies and planetary governments. A much smaller proportion of Kaldi's effort is placed into the operation of a number of laboratory ships that travel throughout the Marches and beyond, either hiring out their services to whomever needs a general research team or engaging in ongoing studies.
Potential Link to: Athena Solis (Research Contracts?)
Corporations - Domain of Deneb
Excerpt: Behind the Claw, GURPS Traveller, SJG, 1998.
Mordor Industries
Based on Wurzburg/Glisten, Mun.lor constructs custom weapons and devices for the private market Blade weapons are a specialty, but firearms made to individual specification are the staple product of this small but highly regarded firm. Many Imperial nobles have bought or have been presented with weapons or devices from Mordor.
Potential Link to: Sir Lieutenant Gopal Sultana (Endorsement Contract?)
Organizations - Third Imperium
Source: Wiki Link
Doctors Without Borders (DWB)
Doctors Without Borders (DWB) is an intergalactic medical humanitarian organization created by doctors and journalists in 971 at Capital (Core 2118)
Today, DWB provides aid in nearly 600 systems to sophonts whose survival is threatened by violence, neglect, or catastrophe, primarily due to armed conflict, natural disasters, malnutrition, epidemics and natural disasters. DWB provides independent, impartial assistance to those most in need. DWB reserves the right to speak out to bring attention to neglected crises, to challenge inadequacies or abuse of the aid system, and to advocate for improved medical treatments and protocols.
Link to: Mikhel Dromah (Registered with DWB, holds credentials as Field Trauma Doctor: willing to work in Combat Zones)
Donations to the Real Médecins Sans Frontières: DrivthruRPG - Pay What You Want
Source: Wiki Link
Code of Ledriasda
Technically the Code of Ledriasda is not a religion, but a code of ethics and morals. It is rumored to have been developed on Ishag/Liasdi (Zarushagar 1323) around -6000 by the wanderer/philosopher Ledriasda.
Adherents to the Code believe that all humans (later extended to all sophonts) have a moral obligation to preserve intelligent life. This not only means that killing is immoral, but that the strong should help the weak, the more fortunate should help the less fortunate, etc.
The Code helped shape Darmine history, making the Darmine a generally peaceful race with the desire to be builders, not destroyers. Even those individuals who are not strict adherents to the Code follow its general tenets.
The Code was an integral part of Darmine history prior to the arrival of the Vilani, but since that time, the number of practitioners has dropped off. (Under pressure, the Darmine were forced to conform to Vilani tradition. Many believed that cultural concessions were responsible).
Integral to the Code is the Law of Just Cause (for Self Defense). Ledriasda made provision for the use of force in defending oneself and others, but only after negotiation and concession were exhausted or dismissed as viable options.
Today about half of all Darmine, still the largest practicing group, hold Ledriasda to be of some importance. Many in fact seek employment in fields where they can directly help people.
Note: This Code has spread across the Vilani sphere of influence as a footnote in some histories, so has a smattering of proponents across the Third Imperium. There are not many followers outside of the Darmine population, but some Imperial citizens know of it, if only vaguely.
Link-> Darmine (Minor Human Race)
Notable Persons - Third Imperium
Star Marine Eneri "Stormy" Zmiish, SEH
1071st Imperial Marine Regiment
Eneri Zmiish was an insubordinate marine and hellraiser who didn’t believe in taking orders. As a result of his carefree attitude, he was promoted to the rank of Corporal and then demoted back to Marine nine times!
However, in combat, he was absolutely fearless. Some labeled him reckless. In his citation for the Starburst of Extreme Heroism, he held a bridgehead position unassisted against three armored fighting vehicles and 30 attackers, with a gauss rifle and a ballistic anti-armor weapon. He rendered inoperable two of the armored vehicles and drove off the counter-attack, carried a wounded marine to the medic station, and returned to his fighting position alone to maintain the bridgehead. He held that position for the rest of the day, allowing time for reinforcements to take over and fortify the position.
Zmiish’s heroism earned him an audience with Her Grace The Lady Delphine Adorania Muudashir, 15th Duchess of Mora, KSC, who personally awarded him the SEH at the Palace at Mora. He was the lowest ranked Marine to be awarded the SEH during the Fourth Frontier War. In fitting fashion, he refused to bow, as is customary, and simply saluted the Duchess. The night before he received the award, he was placed in cells at the Mora Marine base, with a couple of his favorite beverages, in order to “keep him out of trouble”.
Zmiish might have been a garrison commander’s worst nightmare, but in a fight, with everything on the line, there was no other man you would want beside you.
This entry is a reference in support of Imperial Military communications about Mikhel Dromah.
Also: Appendix III Stat Dec – GSgt G Surma
Abyss Rift
The Abyss Rift is an area of space within the Lanth Subsector with a curious anomaly.
- It is a smaller rift and typically not mentioned except by local astrographers or starship captains.
It has been the site of several notable ship disappearances over the last half millennium and has built up a substantial amount of lore associated with them.
- Curious jump related phenomena have been reported in the rift for centuries, often by reliable witnesses.
- Scouts plying the X-boat route report events such as receiving radio signals in jumpspace to reports of "someone on the hull, trying to get in".
Further Reading: Lost Treasure Ships of the Abyss Rift
Source1: Wiki Link
Source2: Lost Treasure Ships of the Abyss Rift by Michael R. Mkesh in Challenge 44.
Location: Lanth Subsector
Excerpt: 101 Cargos, 2nd Ed, Traveller T4, BITS, 1997.
Link-> Traveller Wiki - Pleasurestar
Pleasurestar
They are suppliers of exclusive designer products to the more discerning and eclectic clientele.
- Pleasurestar specialize in locating unusual raw materials and combining them with current fads to create unique (and expensive) products.
- Pleasurestar cloth fabrics (IE: Wendle's Ferns) and other materials (IE: Hellboria wood) are used in clothing, furniture, wall hangings and other products. Some fabrics are designed to change colors, opacity, and other properties.
Objects - Darrian Confederation
Flame Sculptures
Excerpt: Darrians - The Secret of the Star Trigger, Traveller Alien Module 8, GDW, 1987.
One type of unusual art from Darrian has been able to establish a widespread reputation: the flame sculptures of Rimb.
Flame sculpture is an old art form on Darrian, originating in the heady, high-tech years before the Maghiz. Technicians working with gravity generators applied their forces to gas flames and were able to shape and mold them into required forms. The first applications were to cutting torch heads. Soon, the flames were being moulded to form letters, company names, and logos. Artisans learned to create images, busts, sculpted landscapes, and other three-dimensional forms from flame, in the process finding that there was an appreciation and a market for this type of artwork.
The Maghiz stopped development of the art form as recovery took higher priority. A few examples were produced between -921 and -200. and they are considered the rarest of Darrian flame sculptures.
Flame sculpture takes several forms:
- The simplest (and considered the purest) is the static image. A single flame generator produces a flame that is moulded into a specific form by a variety of interacting grav and magnetic modules. Typical simple sculptures are busts or animal figures.
- More complex flame sculptures add a variety of features. Some use chemically-enhanced flames to add color to images.
- Others use computer manipulations to add motion to animal figures. Still others have a repertoire of several images which can be called upon demand.
Darrian flame sculptures are broadly categorized as Early (dating from before the Maghiz, and all considered simple in form) Maghiz (simple in form, notable primarily for their rarity) and Modern (tending toward complexity).
Darrian flame sculpture, because of its high-tech novelty, has a minor reputation in art circles within the Spinward Marches. Examples are on display in museums as far away as Capital.
Note: Flame sculptures require careful environmental balancing, if used in a confined space. Sometimes, they require being isolated within a protective envelope. If exotic colors are present, some of the off-gassing can be toxic, and require evacuation systems to external air or filtering. Most Flame sculptures are not portable, as there needs to be a supply of fuel. Some flame sculptures have been known to be moveable, but have to incorporate hydrocarbon fuel cartridges with integral power cells.
There are miniature "souvenier" versions of some of the most prominent sculptures, but these are 3D Holographs, not actual 'flame sculptures':
- Mertactor/District 268: In the city of Seacheard, visitors will be astonished by the beauty of the Darrian flame sculpture exhibit at the Seacheard Museum of Art.
- Imperial Museum of Art and Culture: The museum has a sculpture from pre-Maghiz, pre-Third Imperium diplomatic relations, as well as artifacts from other worlds gifted to the museum since the Maghiz (Year -924).
- Flame Art in the Outrim Void - Link: Flame Art 1
Link-> N/A
Organizations - Sindalian Empire
Link-> Sindalian Empire - Naval Forces
Naval Forces
Prior to the collapse the fleet consisted of:
Capital Ships (Large):
- 1 Liaoning class Carrier, 65,000 tons, 300 m long, with fifty fighters
- 11 Type 058A Fedko class Tankers, 35,900 dTons, 178 m long
- 3 Type 071 Yuzhao class Assault Cruisers, 20,000 dTons, 210 m long
- 69 Type 095 Shang class Missile Cruisers, 13,800 dTons, 110 m long
Fighting Ships (Medium):
- 26 Type 052D Yulang III class Destroyers, 7,000 dTons, 156 m long
- 49 Type 053H Xiamen class Frigates, 4,000 dTons, 134 m long
- 23 Type 056 Jiangdao class Corvettes, 1,500 dTons, 90 m long
- 58 Type 073 Yudao class Landing Ships, 850 dTons, 69 m long
Fighting Ships (Small):
- 28 Type 043 Yuan class Mine Countermeasure Ships, 500 dTons, 58 m long
- 94 Project 122bis Kronshtadt class Pursuit Ships, 325 dTons, 53 m long
- 109 Type 022 Houbei class Missile Boats, 220 dTons, 43 m long
- 232 Type 092 Qiongsha class Fleet Auxiliary Supply Ships, 300 dTons, 29 m long
- 17 Type 054A Huangpu class Gunboats, 50 dTons, 25 m long
- Unknown number of Rorix class command vessels, 600 dTons
- Unknown number of Wyvern class Gunships, unknown tonnage & dimensions (possibly in the 800-1000dTons range)
Paramilitary Forces
- Unknown number of Harrier class Commerce Raiders, 200 dTons (Note: possibly several hundreds)
Any surviving ships of the Sindalian Navy would be at least over 2000-ish years old (Empire collapsed in -1146).
Did Drinax actually build any ships in its 2000 years of existence (-1440 to 885)?
*Note: Drinax was/is TL14, not TL15.
Organizations - Interstellar Law
Link-> N/A
Naval Law - Letters of Marque
government commission
Written and fact-checked by:
The Editors of Encyclopaediopolis, Reference (Core 0140)
Several conventions on space warfare in respect to merchant vessels in space were adopted late in the Third Frontier War (979 – 986), by the Imperium and by the Aslan Hierate, the Solomani Confederation, Members of the Two Thousand Worlds, and the Zhodani Consulate over the intervening years. One Convention setting up an interstellar prize court to hear appeals from belligerent prize courts was never ratified. The rules adopted were as follows:
- A merchant ship converted into a warship cannot have the rights and duties appertaining to vessels having that status unless it is placed under the direct authority, immediate control, and responsibility of the power the flag of which it flies.
- Merchant ships converted into warships must bear the external marks which distinguish the warships of their nationality.
- The commander must be in the service of the state and duly commissioned by the proper authorities. The commander’s name must figure on the list of the officers of the fighting fleet.
- The crew must be subject to military discipline.
- Every merchant ship converted into a warship is bound to observe in its operations the laws and customs of war.
- A belligerent who converts a merchant ship into a warship must, as soon as possible, announce such conversion in the list of its warships.
It has since become part of interstellar law that armed merchant ships must be listed as warships, though there have been various interpretations of the word “armed.”
The ambiguous status of the privateer has ceased to exist, and Letters of Marque are no longer issued, as belligerent governments now assume full responsibility for all converted ships engaged in military operations. The right to arm merchant vessels in self-defense was generally admitted in the First (589 – 604) and Second (615-620) Frontier Wars and the Solomani Rim War (990-1002).
Note: The above paragraph specifically states "self-defence", and therefore precludes attacking other vessels.