Traveller: World Stats: Glisten Gazeteer

World Stats – Glisten Gazeteer

As an example of how it all works together I’m taking the ideas from the series of posts in the “3I World Stats” category and then applying them to all the systems in the Glisten sub-sector of the Spinward Marches.

Traveller Map for the world stats

http://travellermap.com/?x=-94.251&y=43.18&scale=115.359375

My Trade Map for Spinward Marches for the trade info

https://gameystuff.files.wordpress.com/2015/02/spinward_canonports_routes_map.pdf

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Notes

Sometimes the combination of data connected to a system causes a particular result to jump out. Sometimes a die roll on one of the random tables does the trick – other times leave the system blank for a while and come back to it.

Given the nature of jump travel there should be lots of dull tide-locked low population refueling truck stop type systems – not everywhere has to be exotic. However I want a few pulpy / exotic systems per sub-sector.

If there are canon sources for any of these systems I’ll use that or merge it with what I come up with here. This post is just about applying my world stat rules of thumb to the Glisten sub-sector as an example.

Uses the tables from “World Stats – Government Types”

  • the government type table
  • the colony type tables
  • the “native or colony” scores

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Sub-sector Gazeteer

Step 1: Trade Network

  • identify alpha system(s) – A star port, high pop, high(est) tech
  • identify hinterland systems – A or B star port within 6 parsecs
  • draw hinterland trade routes
  • draw long distance routes to other alpha systems
  • identify truck stop systems along the trade routes
  • everything else is boon dock

Step 2:

  • list of colonies (pop 5-)
  • decide if contra or 3I colony based on world stats and trade network
  • low/mid tech and/or off trade routes = more likely contra colony
  • high tech and/or near trade routes = more likely standard colony
  • if canon govt type matches one on the colony table then use as is otherwise roll on relevant colony table and use that in combination with canon data

Step 3:

  • list systems that are mid pop (6-8)
  • use the scoring system to figure out which are successful colonies and which stunted native systems

Step 4:

  • list systems that are high pop (9+)
  • these should all be native
  • although native generally just means a very old successful colony

Step 5:

  • make up stuff that fits

Step 6:

  • add something unique that could be turned into a hook

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Categories

1st step divide systems into three groups of

  • pop 5- (colony)
  • pop 6-8 (successful colony or stunted native)
  • pop 9+ (successful native)

and then further sub-divide the pop categories into tech categories

  • low tech (5-)
  • mid tech (6-8)
  • high tech (9+)

(should probably add an “imperial tech” category)

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Low Pop & Low Tech

Bicornn E563576-2
  • off trade route (see trade map)
  • minimal trade (E star port)
  • prime atmosphere
  • pop 5
  • balkanized
  • tech 2

An undeveloped system with a prime atmosphere requires an explanation – some form of tide-locked leading to limited available land will be my fall back position on that if there’s no other reason in the world data.

Low tech and low trade indicate a contra colony. Roll on contra colony table gets participatory democracy – so Freedom types. Combine that with the balkanized result in the UPP and you might get the idea of multiple small democratic townships.

Exotic hook – they could have developed some kind of Spartan survivalist ideology- Darwinian ideology, fight each other to keep pure.

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Low Pop & Mid Tech

Centry E422447-7
  • boon dock
  • minimal trade (E)
  • very thin atmosphere
  • pop 4
  • democracy
  • high law
  • tech 7

Trade situation implies contra colony. A low value planet no one else wants would fit that also. Democracy and high law might imply a pacifist group.

Some special living arrangement due to atmosphere – tunnel into sides of hills.

Lydia E310430-7
  • boon dock
  • minimal trade (E)
  • remote
  • harsh planet – trace atmosphere / desert
  • oligarchy
  • pop 4
  • no law

Strange place to have a colony so a definite candidate for an odd / exotic location. Roll on contra colony table = religious dictatorship so add that to oligarchy and make this a religious contra colony led by a council of elders, harsh conditions = penance maybe – so say some of the prisoners from the Imperial Prison on Mithras developed a penitential cult and after release some go to live as monks on Lydia (a bit like Alien 3).

Inhabitants live in sealed vaults left over from some earlier dead colony or planetary catastrophe near a dead sea with lots of old bones and coral. Monks are known for carving coral jewelry which is rumored to bring luck, occasional Free Trader brings spare parts and new inmates in exchange for the coral.

(Ghosts of previous inhabitants or some other creature/thing down in the deep wells.)

(Coral maybe has some minor psionic effect.)

Mithras C8B5568-8
  • 3I subsidized trade route
  • some trade (C)
  • truck stop
  • nasty atmosphere
  • pop 5
  • captive government

Easy one as specified 3I prison planet. Population is prisoners and guard ruled by Glisten.

Subsidized trade routes imtu are where the 3I subsidizes trade that wouldn’t otherwise exist, in this case the long route to Five Sisters generally involving 3I refueling stations and subsidized merchants. The 3I station in Mithras system is an orbital station above the prison planet.

Prison admin complex like an oil rig, prison blocks involve a central column and a series of globes containing the cells. The column turns and the globes are raised and dropped under the sea.

Cthonian (Cthulhu Mythos) type creatures live at bottom of Chlorine sea under great pressure. Move higher to breed, young live nearer surface until they grow.

Famous artist lives on abandoned research version of one of these columns.

Melior D540466-7
  • boon dock
  • minor trade (D)
  • harsh: thin atmo / desert
  • pop 4
  • captive govt

Trade situation implies contra colony but captive govt. implies controlled from outside most likely from Glisten somehow so maybe a contra colony taken over by Glisten because of some problem or other or a non-commercial 3I colony. Roll on both colony tables for a hint: contra table = religion, non-contra table = company.

Say Melior originally had native desert population but planet gradually dried up. Most of the population moved to Glisten over time. Meliorite religion/culture involves making a pilgrimage back for special occasions and a company from Glisten runs the pilgrimage trips and effectively runs the planet.

Planetary population is made up of small groups of natives, company workers and transient pilgrims.

(Yearly mass pilgrimage or small individual ones for things like baptism, wedding, burial?)

Romar B550456-8
  • main trade route
  • moderate trade (B star port)
  • truck stop
  • naval base
  • crappy planet: tainted/desert
  • feudal technocracy = 3I related govt
  • tech 8

A crappy planet on a main trade route implies a truck stop system so say the B star port and naval base are orbital stations servicing and guarding the merchant ships traveling between Glisten and Pax Rulin. The orbital station is the fief of an Imperial Baron.

Roll on 3I colony table = free company (Belters) so the presence of the orbital station lead to Belter free companies operating on the nearby planet while using the orbital station as a base. Tech 8 so say the planet also has a surface facility with some boat repair capability. Resource extraction not profitable enough for big corps but okay for free companies (assume people in free companies want freedom more than wealth).

As a noble fief maybe chunks of the surface are allocated as knight’s fees to various off-world nobles so the Belters have to pay a license fee to the Baron’s office.

The resource extraction is probably mining but could be something else.

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Low Pop & High Tech (3I colony or exotic contra colony)

Grote A400404-B
  • off main trade route
  • was remote but now on 3I subsidized route to Five Sisters
  • A star port (valuable trade)
  • harsh planet: vaccuum/desert
  • pop 4
  • no govt. (family)
  • high tech

A remote, crappy planet which still has A star port = very unusual and possibly shady.

Roll on 3I colony table = company/corporation and combine with family govt.

Grote is the home of the Grotean bio-engineering corp owned and operated by the Grote family, all world inhabitants are company employees, and all employees are clones of the founder: Gustavus Grote (they wear masks). Lots of robots also.

The corporation have their own shipyard and a small fleet of ships for transporting their products: highly expensive custom bio-engineering and life-enhancing implants and symbiotes. A lot of what they do is amoral to the point of evil but they are allowed to operate as they occasionally do illegal work for the 3I. Not everything they do is sketchy; for example they are responsible for the famous bio-engineered version of song dragons.

Weiss A626464-B
  • hinterland trade route
  • extensive trade (A star port)
  • very thin atmosphere
  • pop 4
  • captive govt
  • high tech

A class A star port on a hinterland trade route means the planet produces something very valuable. Hostile environment. Captive govt. implies Glisten. Roll on 3I colony = feudal technocracy which fits captive govt, an Imperial Baron with a bunch of Knights.

So a resource extraction planet exporting to Glisten – high tech facility, industrial robots, population live in domes or underground.

(B+ star port)

Windsor C783511-9
  • hinterland trade route
  • low trade
  • truck stop
  • average planet
  • pop 5
  • company govt

Standard truck stop colony on route to Weiss where tide-lock prevents extensive development. 3I Baron licenses a Free Company to run the star port which provides refueling and minor repair facility. Some minor resource extraction based out of the star port.

Inthe C100598-B
  • off trade route
  • low trade
  • harsh: vaccuum/desert
  • pop 5
  • impersonal bureaucracy
  • high tech

Trade situation indicates a contra colony. Tech implies 3I. Roll on 3I colony table = feudal technocracy combined with impersonal bureaucracy? Another penal colony – mining – less serious offenders than Mithras. High tech resource extraction.

Egypt BAC6567-9
  • hinterland system
  • moderate trade
  • truck stop
  • naval base
  • harsh: high gravity, horrible atmosphere
  • pop 5
  • captive
  • tech 9

Trade, tech and captive implies 3I colony ruled from Glisten. Given the position and the naval base maybe originally a border fortress now more of a support base and hinterland truck stop due to extension of 3I to Mille Falcs and Mertactor in District 268.

Orbital stations serving the trader route using ex military installations. Planet mostly uninhabited but extreme conditions will mean something weird about it so possibly hunters, scientists or something.

Wurzburg C795300-A
  • off trade
  • low trade
  • scout base
  • dense/tainted
  • pop 3
  • tech A

Scout training base – for what? Low trade = mostly supply ships and trainees plus maybe Scout Service runs corporate training programs also. A Free Trader in Glisten may occasionally be hired to take something/someone.

Trane C639422-B
  • off trade route
  • low trade
  • tainted, very watery
  • pop 4
  • company
  • tech B

Trade implies contra, tech implies 3I, canon type says company. Roll on both colony tables and see what seems to fit best. Roll on 3I colony table = corporation. Roll on contra colony = charismatic dictator

Planet has licensed high tech corporate aquatic resource extraction. 3I Baron maintains a villa for hunting trips.

Aster C86A410-9
  • remote
  • low trade
  • prime atmosphere
  • water world
  • pop 4
  • democracy
  • tech 9

Explanation for undeveloped prime atmosphere world is water and remoteness. Participatory democracy suits a mixture of free company / Belters licensing resource extraction claims from  a Banneret who lives on Glisten.

Mille Falcs B9A2469-C (not technically in Glisten subsector but ruled from there)
  • hinterland system
  • moderate trade
  • truck stop
  • naval base
  • bad atmosphere
  • pop 4
  • captive govt.
  • tech C

Naval base, position and captive govt. implies ruled from Glisten as border fortress. Overall authority for the system is held by the commander of the naval moon base.

Orbital truck stop above main world used as base for high tech resource extraction connected to exotic atmosphere – grav extraction facilities in upper atmosphere. Licenses to extract are Knight’s fees.

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Mid Pop (6-8)

These will generally be colony populations that have done unusually well or native populations that are stunted in some way.

Scoring system from “Government Types” can be used to figure out which.

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Low Tech:

Sorel E58569A-2
  • boondock
  • minimal trade
  • J1 truck stop to Bendor
  • dense prime atmosphere
  • pop 6
  • bureaucratic oligarchy + high law = strict govt
  • tech 2

score

  • contra colony: +1 (pop) +1 (low trade) +1 (low tech) = 3
  • standard colony: +1 (pop) = 1
  • native: +1 (low tech) +1 (low trade) +1 (prime atmos & low tech) = 3

contra colony and native score 3 each

Stunted Native, prime atmosphere but undeveloped due to heavy jump shadow. J1 truck stop orbits a distant outer rim gas giant. Small planet, dense, standard gravity, very mountainous, limited land surface, dense atmosphere leads to thick jungle in between mountains.

Ancients era native population at pop. limit for the tech level and culture – Empire of the Petal Throne type oriental bureaucracy – maybe Droyne / Droyne Hybrids or primitive humans with Droyne head masks. Maybe a hidden Ancient behind the scenes.

The planet’s problems make it perfect for a reclusive contra colony and there been numerous attempts over the centuries but they all fail due to insanity and murder.

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Mid Tech:

Marastan D868772-5
  • main trade route
  • minor trade
  • truck stop
  • scout base
  • imperial reserve
  • prime atmosphere
  • pop 7
  • balkanized
  • tech 5

score

  • contra: +1 (tech)
  • standard: +1 trade
  • native: +1 (pop) +1 (tech) +1 (atmos) = 3

So stunted native, low tech so orbital truck stop deals with passing trade. Prime atmosphere so take reason for stunted population and tech from the high water result – held back by lots of low swampy islands.

Imperial reserve related to prolific island fauna and flora.

Caledonia C541636-5
  • boondock
  • low trade
  • thin atmosphere/low water
  • pop 6
  • oligarchy
  • tech 5

score

  • contra: +1 pop +1 trade +1 tech +1 (bad atmos & low tech) = 4
  • standard: +1 pop
  • native: +1 trade +1 tech +1 (bad atmos & low tech if modified) = 2 or 3

So successful contra colony.

Say low water value = ice planet and population at limit for tech level. Original contra colony of low tech Fremen contras led by a chief relatively successful due to white fur of native creatures valuable enough to allow a gravpunk society – mix of low tech and some imported high. Over time original group separated into multiple clans ruled by clan chiefs.

Craw C573645-5
  • boondock
  • low trade
  • standard, tainted
  • pop 6
  • democracy
  • tech 5

score

  • contra: +1 pop +1 low trade +1 low tech +1 (bad atmo & low tech) = 4
  • standard: +1 pop
  • native: +1 low trade +1 low tech +1 (bad atmo & low tech if modified) = 2 or 3

Successful contra colony. Democracy ties into contra colony table option of Fremen Republic.

Arid planet? Herders? What taint?

Callia E550852-6
  • boondock
  • J1 truck stop
  • minimal trade
  • harsh: tainted/desert
  • pop 8
  • feudal technocracy
  • tech 6

score

  • contra: +1 low trade +1 atmos
  • standard:
  • native: +2 pop +1 low trade +1 atmos (if modified) = 4

Stunted native. Minor truck stop for J1 trade between Overnale and Egypt, bypassed by J2 and J3 trade.

Ancients era resource extraction, mined out now. Legacy population are bio-engineered desert natives, pop limited by harsh planet conditions. Feudal power but not 3I nobles – maybe a caste who control some  tech needed for survival – maybe automated legacy tech from previous era e.g. deep wells or something that work or operate on a dna imprint.

Tsarina D420636-7
  • boondock
  • minor trade
  • J1 truck stop
  • harsh: very thin atmosphere and desert
  • pop 6
  • oligarchy
  • tech 7

score

  • contra: +1 pop +1 low trade +1 atmos = 3
  • standard: +1 pop
  • native: +1 low trade +1 atmos (if modified)

Contra colony – govt type ties into option 6 on the contra colony table. Roll again to see what the original colony was = Fremen republic.

J1 truck stop system on route between Glisten and Bendor, bypassed by direct J3 route. The families connected to the star port used the money from the star port to set themselves up as an oligarchy.

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High Tech:

Overnale B55467A-9
  • hinterland system
  • subsidized route to Five Sisters
  • moderate trade
  • thin/tainted
  • pop 6
  • balkanized + high law
  • tech 9

Trade and tech combined with pop 6 = successful 3I colony, harsh conditions = resource extraction and limited pop.  Roll on colony table for a hint = feudal technocracy. Combine that with balkanized and high law could be imperial noble, domed townships, resource extraction and a rebellion / terrorist situation.

Horosho C4378A6-A
  • main trade route to Pax Rulin
  • low trade
  • truck stop
  • very thin, tainted
  • pop 8
  • high priest
  • tech A

Native. Long ago heretic contra colonists from Crout. Pop and tech jumped with development of J2 drives and the opening of the route to Pax Rulin sub-sector through Romar.

Mertactor B562732-B
  • hinterland system
  • subsidized trade route
  • moderate trade
  • scout base
  • prime atmosphere
  • pop 7
  • oligarchy
  • tech B

Prime atmosphere = should have been colonized in previous eras and reached high pop. So if native then either population is limited by something or it had a recent reduction or it could be an “Elf” system (high tech + mid pop + prime atmos).

Due to position between Collace and Glisten say…c. 200 years ago before Glisten was part of the 3I a conflict between the Collace and Glisten clusters with Mertactor factions as proxies led to Mertactor being nuclear wintered. Since then Glisten joined the 3I and the border was officially established at Mertactor. Agreement that Collace moth balled its fleet and Imperial navy doesn’t go beyond Mille Falcs (scouts can).

Native + colony: lots of radiation in some areas, native planetary population centered around vaults with Overseers and various wastelander groups (cf. Fallout). 3I colony centered around space port on one continent.

New Rome B837866-B
  • hinterland system
  • moderate trade
  • very thin, tainted atmosphere
  • pop 8
  • captive govt
  • tech B

Moderate hinterland trade and high tech combined with a bad atmosphere implies a 3I resource extraction colony but pop 8 implies either very successful colony or native population. Moderate trade close to Glisten could be large volume of low value goods like meat or fruit. Odd name. Captive govt.

Originally contra colony of mid tech Fremen inspired by charismatic leader’s obsession with Rome. On planet they managed to develop something valuable that could be sold to Glisten – became successful. United Fruit Company from Glisten move in employing mostly Crout labor due to the thin atmosphere. Conflict between the by then tech 8 original colonists and the c. tech 10 UFC was used as an excuse by the 3I to take over and get both groups to swear to an imperial Baron.

Exotic: the problem and success of the fruit growing relates to weird native insect life.

Ffudn A41489D-C
  • hinterland system
  • main trade route
  • valuable trade
  • truck stop
  • trace atmosphere
  • pop 8
  • impersonal bureaucracy + extreme law
  • tech C

Trace atmosphere = not originally native so high tech resource extraction colony, domed or underground, valuable resource, colony became successful, turns into native population. Turned dystopian.

Bendor A756656-C
  • hinterland system
  • main trade route
  • valuable trade
  • truck stop
  • naval base
  • tainted
  • pop 6
  • feudal technocracy
  • tech C

Tide locked truck stop originally settled by Free Traders on the J2 trade route between the alphas of Glisten and Trin developed into a successful resource extraction colony. Descendants of the original twelve Free Trader families still control the fuel, water and air purification. Made Bannerets of the 3I in exchange for 50% cut to the empire.

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High Pop (9+)

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Mid Tech

Crout E4359CA-7
  • boondock
  • minimal trade
  • very thin, tainted atmosphere
  • pop 9
  • religious oligarchy
  • tech 7

Crouts are bio-engineered Ancients era natives, short, live in densely populated townships with houses stacked four high in circular rows around central temple/forum, peaceable, ruled by priesthood, tech gardening/farming surrounding each township. 3I ambassadorial colony.

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High Tech

Aki B543987-9
  • hinterland system
  • moderate trade
  • thin atmosphere
  • pop 9
  • corporate oligarchy
  • tech 9

Native. Tech solution to the thin air long ago. Extensively developed solar system.

Very corrupt, lots of corporate intrigue, high grade 3I ambassadorial colony.

Tirem C7B5975-B
  • boondock
  • low trade (C)
  • very nasty atmosphere
  • pop 9
  • balkanized
  • tech B

doesn’t make a lot of sense

Glisten A000986-F
  • alpha system
  • extensive trade
  • asteroids/planetoids, vaccuum
  • pop 9
  • corporate oligarchy
  • tech F
  • probably described in canon

If no canon I’d make it an automated Ancients habitat tech that Vilani explorers found in the middle of a resource rich asteroid field.

 

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