This is a world I generated using the Mongoose Traveller worldgen rules some time ago, and have been fleshing out. This post shall be the initial data; subsequent posts shall deal with the description.
Risvarin Landing
D port, poor quality, unrefined fuel, limited repairs. Main port at Risvarin Landing-Port; 10 subsidiary D ports.
Size 5; 7200 Km diameter; gravity 0.62.
Atmosphere 2, very thin; pressure 0.3. Temperate world for atmosphere and pressure.
Hydrographics 50%.
Population 5; reported as 166,000; some observations suggest as high as 466,000.
Government 8; civil service bureaucracy. 2 factions, 1 minor technocracy (Technophiles) and 1 fringe religious (Nuevos Masadan Ayatollahs, a Hispanized fusion of Judaism and Islam).
Law Level 9; 9 weapons, 9 drugs, 9 info, 9 tech, 5 travellers, 8 psionics.
Tech level 9.
Scout base. Asteroid beltsx2, gas giantsx4. Some colonies in outer belt, directing cometary material towards planet for terraforming; some colonies in moons of closer gas giant, mining or being isolated. Outsystem population not higher than 50,000.
Culture notes: ritualized (psionics accepted, but all psions must be in priestly order which provides psychological counseling and cultural preservation); unusual custom: offworlders (offworlders are accepted onplanet, and are very polite, nice and friendly in an odd way). GM NOTE: Locals are nice, polite, friendly and accomodating to distract from the fact that they think all offworlders who do not want to settle are nosy privacy-invaders.
Trade codes: Poor, nonindustrial
Freight traffic: -6 current, -3 destination
Passenger modifier: -3 current, -2 destination
Always available trade goods: Textiles, basic electronics, basic machine parts, basic manufactured goods, basic raw materials, basic consumables, basic ores.
Capital city is Risvarin Landing, with a population of 12,000. Most denizens of the world are colonists or workers, with a good proportion of corporate citizens; a small Army unit of battalion size is based at the capital, with most other locations having a primarily-volunteer militia which takes care of police and emergency services. Terrain is mostly mountains or desert, and most people live in either domes or underground communities; some experimental low-pressure plant farms are present in search of ways to increase atmosphere. Communities near the capital are connected by rail lines, while communities further away are generally connected by the use of either small craft or by gravitic or ground craft.
There is a squadron of 20-ton fighters and a quartet of Serpent-class ships (serpent-class from MGT TMB, but remodeled to have the gig removed); two Serpents and four fighters are at the ports on-planet, and the rest are spread around the outsystem (the fighters are in two flights of four). Plans are underway to improve the main port to Class-C in order to build in-system ships in order to better exploit the belt and increase the rate of terraforming.
The colonial government is interested in attracting more non-governmental colonists from primarily non-Imperial neighboring worlds, even though it is trying to upgrade the port with help from the Imperial Bureau of Colonization—the government is willing to allow in Imperial citizens in numbers which are far more limited than the IBC wants. However, the Technophiles, a faction of about 10,000 people, want to ally more closely with the Imperium in order to increase their technology (and install themselves as the tech-holding rulers, of course); to that end, their few government members are advocating a closer Imperial relationship. This view is less than popular with most people, of course.
The Nuevos Masadan Ayatollas are keeping fairly quiet; no one knows quite what they’re up to but with only 2000 people in four or five domes no one thinks that they can do much.
The structure of government is a bureaucracy dedicated to managing the direction of colonial growth; it is surprisingly streamlined for a bureaucracy. The primary bureau is the Bureau of Internal Colonial Management, which controls most of the operations of the colony except for trade, immigration, external relations (the Bureau of External Outworlder Interaction), terraforming, the environment (the Bureau of Environmental Control and Awareness) and defense (Bureau of Defense and Attack Prevention). Subbureaus within the BICM are the Agency of Technological Entrustment (which handles technological research and development), the Agency of District Building (which oversees settling management and human-useable resources—a bone of contention with the BECA, and sets down medical, legal and police procedures) and the Agency of Cultural Heritage (which oversees the psionic churches). Fortunately, the BICM is focused more on raising the planet’s tech level, and is making a point of pointing its agencies in that direction. One last bureau is of note—the Bureau of Church Psionics Supervision. The BCPS is in charge of overseeing the registration of all psionics, or at least all that can be found, with the church. The church, being the other primary focus of the BCPS, is as noted primarily a focus of psychological counseling and cultural preservation; most people are not of strong enough faith to do much more than come in at set times and listen to the priest-psions arguing (which is what they call praying). Sometimes, rarely, the priests to assist in dispute mediation or lie detecting at the request of a judge or police officer.
Travellers from offworld are welcome within most places, except for experimental farms, military or militia bases or private domes; they must be prepared to either leave their weapons aboard their vessel or with Starport Control.
The scout base is a very small survey base operated on a joint basis by the world government and the IISS, which is assisting in a survey of the world as an incentive for the world to join the Imperium.
Risvarin Landing
D port, poor quality, unrefined fuel, limited repairs. Main port at Risvarin Landing-Port; 10 subsidiary D ports.
Size 5; 7200 Km diameter; gravity 0.62.
Atmosphere 2, very thin; pressure 0.3. Temperate world for atmosphere and pressure.
Hydrographics 50%.
Population 5; reported as 166,000; some observations suggest as high as 466,000.
Government 8; civil service bureaucracy. 2 factions, 1 minor technocracy (Technophiles) and 1 fringe religious (Nuevos Masadan Ayatollahs, a Hispanized fusion of Judaism and Islam).
Law Level 9; 9 weapons, 9 drugs, 9 info, 9 tech, 5 travellers, 8 psionics.
Tech level 9.
Scout base. Asteroid beltsx2, gas giantsx4. Some colonies in outer belt, directing cometary material towards planet for terraforming; some colonies in moons of closer gas giant, mining or being isolated. Outsystem population not higher than 50,000.
Culture notes: ritualized (psionics accepted, but all psions must be in priestly order which provides psychological counseling and cultural preservation); unusual custom: offworlders (offworlders are accepted onplanet, and are very polite, nice and friendly in an odd way). GM NOTE: Locals are nice, polite, friendly and accomodating to distract from the fact that they think all offworlders who do not want to settle are nosy privacy-invaders.
Trade codes: Poor, nonindustrial
Freight traffic: -6 current, -3 destination
Passenger modifier: -3 current, -2 destination
Always available trade goods: Textiles, basic electronics, basic machine parts, basic manufactured goods, basic raw materials, basic consumables, basic ores.
Capital city is Risvarin Landing, with a population of 12,000. Most denizens of the world are colonists or workers, with a good proportion of corporate citizens; a small Army unit of battalion size is based at the capital, with most other locations having a primarily-volunteer militia which takes care of police and emergency services. Terrain is mostly mountains or desert, and most people live in either domes or underground communities; some experimental low-pressure plant farms are present in search of ways to increase atmosphere. Communities near the capital are connected by rail lines, while communities further away are generally connected by the use of either small craft or by gravitic or ground craft.
There is a squadron of 20-ton fighters and a quartet of Serpent-class ships (serpent-class from MGT TMB, but remodeled to have the gig removed); two Serpents and four fighters are at the ports on-planet, and the rest are spread around the outsystem (the fighters are in two flights of four). Plans are underway to improve the main port to Class-C in order to build in-system ships in order to better exploit the belt and increase the rate of terraforming.
The colonial government is interested in attracting more non-governmental colonists from primarily non-Imperial neighboring worlds, even though it is trying to upgrade the port with help from the Imperial Bureau of Colonization—the government is willing to allow in Imperial citizens in numbers which are far more limited than the IBC wants. However, the Technophiles, a faction of about 10,000 people, want to ally more closely with the Imperium in order to increase their technology (and install themselves as the tech-holding rulers, of course); to that end, their few government members are advocating a closer Imperial relationship. This view is less than popular with most people, of course.
The Nuevos Masadan Ayatollas are keeping fairly quiet; no one knows quite what they’re up to but with only 2000 people in four or five domes no one thinks that they can do much.
The structure of government is a bureaucracy dedicated to managing the direction of colonial growth; it is surprisingly streamlined for a bureaucracy. The primary bureau is the Bureau of Internal Colonial Management, which controls most of the operations of the colony except for trade, immigration, external relations (the Bureau of External Outworlder Interaction), terraforming, the environment (the Bureau of Environmental Control and Awareness) and defense (Bureau of Defense and Attack Prevention). Subbureaus within the BICM are the Agency of Technological Entrustment (which handles technological research and development), the Agency of District Building (which oversees settling management and human-useable resources—a bone of contention with the BECA, and sets down medical, legal and police procedures) and the Agency of Cultural Heritage (which oversees the psionic churches). Fortunately, the BICM is focused more on raising the planet’s tech level, and is making a point of pointing its agencies in that direction. One last bureau is of note—the Bureau of Church Psionics Supervision. The BCPS is in charge of overseeing the registration of all psionics, or at least all that can be found, with the church. The church, being the other primary focus of the BCPS, is as noted primarily a focus of psychological counseling and cultural preservation; most people are not of strong enough faith to do much more than come in at set times and listen to the priest-psions arguing (which is what they call praying). Sometimes, rarely, the priests to assist in dispute mediation or lie detecting at the request of a judge or police officer.
Travellers from offworld are welcome within most places, except for experimental farms, military or militia bases or private domes; they must be prepared to either leave their weapons aboard their vessel or with Starport Control.
The scout base is a very small survey base operated on a joint basis by the world government and the IISS, which is assisting in a survey of the world as an incentive for the world to join the Imperium.