This document is intended to collect isolated or obscure quotations
from canon for easy reference, and to show some of the evolution of
canon over time. Full-length articles are not repeated, as this
would violate Fair Use. Some quotations appear in more than one
section, if appropriate.
Table of Contents:
General
Military
Agencies
Institutions
Legal System
Pirates and Smugglers
The Dark Side
The Long Night
General:
"Traveller assumes a remote centralized government (referred to in this
volume as the Imperium), possessed of great industrial and technological
might, but unable, due to the sheer distances and travel times involved,
to exert total control at all levels everywhere within its star-spanning
realm. On the frontiers, extensive home rule provisions allow planetary
populations to choose their own forms of government, raise and maintain
armed forces for local security, pass and enforce laws governing local
conduct, and regulate (within limits) commerce. Defense of the frontier
is mostly provided by local indigenous forces, stiffened by scattered
Imperial naval bases manned by small but extremely sophisticated forces.
Conflicting local interests often settle their differences by force of
arms, with Imperial forces looking quietly the other way, unable to
effectively intervene as a police force in any but the most wide-spread
of conflicts without jeopardizing their primary mission of the defense
of the realm. Only when local conflicts threaten either the security or
the economy of the area do Imperial forces take an active hand, and then
it is with speed and overwhelming force."
Book 4, Mercenary, p. 1. (1978)
"Traveller assumes a remote centralized government (referred to in this
volume as the Imperium) possessed of great industrial and technological
might; but due to the sheer distances and travel times involved within
its star-spanning realm, the Imperium is unable to be everywhere at
once. As a result, the Imperium allows a large degree of autonomy to its
subject worlds, calling only for some respect for its overall policies,
and for a united front against outside pressures."
Book 5, High Guard, p. 1. (1979)
"The Imperium is a strong interstellar government encompassing 281
subsectors and approximately 11,000 worlds. Approximately 1100 years
old, it is the third human empire to control this area, the oldest, and
the strongest. Nevertheless, it is under strong pressure from its
neighboring interstellar governments, and does not have the strength nor
the power which it once had."
Supplement 3, Spinward Marches, p. 2. (1979)
"Imperial Space
"The Imperium is best considered to rule the space that separates the
stars rather than the worlds themselves. Individual worlds are left to
their own devices, providing they pay their taxes, acknowledge the power
of the Imperium, and obey the basic laws it promulgates. The Imperium
wields power in space, protecting trade, encouraging travel and
commerce, and controlling diplomatic relations. Imperial power is
present on worlds in the form of consulates, bureaucratic offices, and
bases; occasionally larger enclaves of Imperial power are placed where
they can enhance the empire's strength."
Supplement 11, Library Data N-Z, p. 6. (1982)
"The Imperium (more properly, the Third Imperium) is a far-flung
interstellar community encompassing over 11,000 worlds within a region
some 2,500 light-years across. It has now ruled its territory for eleven
centuries and looks to continue for many more. The Imperium is straining
at its limits and depends on two basic concepts to hold it together -- a
strong feudal system headed by an emperor, and an express boat network
that speeds messages between star systems at an average speed of about
10 light-years per week. A message from the border areas to the
centrally-located Capital can take upwards of a year."
"Understanding Traveller," p. 11. (1983)
"Imperial worlds are members of the Imperium; the protection of the
Imperial Navy encourages trade and commerce. The size of the Imperium
has strained the ability of the Empire [sic] to govern, and as a result,
worlds remain relatively independent."
Spinward Marches Campaign, p. 17. (1985)
"The Imperium (or more properly, the Third Imperium), is the dominant
interstellar government in this area. The 1,100-year-old empire is a
cosmopolitan government dominated by humans."
Adventure 13, Signal GK, p. 4. (1985)
"The Imperial Navy guards the borders against foreign attack, keeps the
trade routes free of piracy, and protects member worlds from aggression
by other member worlds. The Scout Service encourages trade by publishing
accurate planetary and interstellar charts, contacting new markets
beyond the borders, and administering the express boat service for swift
transfer of information. Other services of the Imperium include the
enforcement of a basic framework of laws governing interstellar
commerce, funding of basic research in all branches of science, economic
and military aid to member worlds whose internal stability is
threatened, and many others. In return for and in support of all the
Imperium provides, its member worlds pay taxes."
The Traveller Adventure, p. 10. (1983)
"The Imperium is a far-flung interstellar community encompassing over
1100 [sic] worlds within a region approximately 700 parsecs across. It
has now ruled its territory for eleven centuries and looks to continue
for many more. Interstellar government over such a large area, however,
becomes a philosophical question; the problem initially seems to be
insurmountable. Distance, travel time, and communication lag all
conspire against a functioning, efficient structure which can meet the
needs of its subject population. But the lessons of history serve as a
guide. Spain in the 16th century ruled much of the New World, with
travel times of up to a year between the seat of government and the new
territories. In fact, through most of history timely governmental
communication, with both rapid dispatch of instructions and an equally
rapid response, has been a dream, not a reality.
"The Imperium has come up with two solutions which together ameliorate
the problems of distance: the xboat network and feudalism.
"The Xboat Network: Like a body, with its network of veins and arteries,
the Imperium is permeated by a network of xboat routes, or links,
devoted entirely to the carriage of messages for official, commercial,
and private purposes.
"The express boat (xboat) is a small, fast ship filled with pilot
compartment, message data banks, and jump drives. The fit is so tight
that the tiny ships don't even have maneuver drives. Each is capable of
jump-4 (four parsecs in a week); it jumps, relays its messages to the
station on arrival, and then waits to be picked up by a tender,
refuelled, and sent on its way to the next station on the route. The
local station on a world accepts messages, encodes them, and transmits
them to a station at the edge of the stellar system. The network works
like the pony express -- with messages always moving at top speed.
Transfer time for the messages from one xboat to another can be as short
as ten minutes, and is rarely more than an hour.
"Ultimately, the little xboats make their way to one of the many
Imperial Navy stations scattered throughout the Imperium's subsectors.
There they are refitted, overhauled, and refurbrished, only to be sent
on their way again.
"The xboat network makes the edge of the Imperium about 44 weeks out
from the core and capital; that represents a saving of better than 50%
of normal travel time. And still the Imperium is straining under the
effects of distance.
"Feudalism: With such great distances separating stellar systems,
individual responsibility and authority became of great importance. ...
"Individual worlds, and even entire systems, are free to govern
themselves as they desire, provided that ultimate power is always
accorded the Imperium. Interstellar government begins at the subsector
level -- on one world designated the subsector capital. the ruling
figure at the subsector capital is a high-ranking noble selected by
higher levels of government. This duke has a free hand in government,
and is subject only to broad guidelines from his superiors. But at the
same time, the duke owes fealty to the higher levels of government,
ultimately to the Emperor himself. The feudal approach depends greatly
on a sense of honor, one cultivated by the hereditary aristocracy. This
sense of honor is very strong within the Imperium; it has proven
essential to the survival of such a far-flung community."
Supplement 8, Library Data A-M, pp. 7-8. (1981)
"Duke Norris Aella Aledon of Regina stood at the head of the civil
bureaucracy in the war zone."
Spinward Marches Campaign, p. 11. (1985)
"The Sectors
"Imposed on the Imperium is a rigid geometrical mapping system that
divides its territory into sectors and subsectors. Each sector is named
and serves as a mapping convention and as a governmental unit...
"Because the sector system is rigid and geometrical, it is sometimes
less than perfect in dealing with the real universe, and the Imperial
government makes appropriate adjustments. For example, the Reft Sector
lies astride the Great Rift, splitting its major population areas into
two distinct regions. The rimward section has closer ties to the center
of the Imperium, and is administered through the Verge sector; the
coreward section is more colonial in nature, and is administered through
the Deneb sector. A similar situation exists in Corridor, where the
rimward section is administered through the Vland sector."
Supplement 11, Library Data N-Z, p. 7. (1982)
"Legislation and enforcement are the prerogative of the Imperium, or of
the sectors."
Supplement 11, Library Data N-Z, p. 6. (1982)
"The Domains
"Currently, the domains have little practical significance. The Imperial
navy no longer includes the domains as a level in its bureaucracy. The
domains collect no taxes. Legislation and enforcement are the
prerogative of the Imperium, or of the sectors. Outside the Imperium,
the domain has never been more than a convenient map reference.
"The archdukes, however, retain some powers. Each archduke has the power
to create knights and baronets (subject only to the disapproval of the
Emperor). Archdukes maintain their hereditary lands and their incomes.
Further, the archdukes serve as surrorgates for the Emperor,
entertaining and receiving Imperial nobles at functions that the Emperor
cannot attend due to distance."
Supplement 11, Library Data N-Z, p. 7. (1982)
"The Imperium maintains communications with its bureaucracy through a
network of express boats travelling along established routes between
specific bases."
Spinward Marches Campaign, p. 17. (1985)
"The scattered worlds of the Imperium manifest a wide range of
technological levels: this diversity is maintained by the distances
between worlds, the high cost of transportation, and the relative
independence allowed to worlds within the Imperium."
Adventure 2, Research Station Gamma, p. 44. (1980)
"The Marquis of Aramis: As an Imperial noble, the Marquis Leonard
Bolden-Tukera of Aramis holds his patent directly from the Emperor,
although the channels of allegiance provide (and require) fealty to
intervening nobles between him and the Emperor. The Marquisate is a
hereditary position which, on Aramis, has made him ruler of the planet.
"The Marquis owes allegiance to the Count Knowln of Celepina (in nearby
Rhylanor subsector), who in turn owes allegiance to the Duke of
Rhylanor, one of several Dukes in the Spinward Marches.
"The Marquis, as head of the feudal technocracy of Aramis, grants a
variety of subordinate positions in city government to citizens of
Aramis and Leedor in return for money, pledges of loyalty, and other
services."
The Traveller Adventure, p. 35. (1983)
"The Duke of Regina, speaking for the Marches, proposed that the Marches
fund one additional ship from its own resources, on the condition that
the Marches receive a contract to produce a portion of the total run.
The school children of the worlds within the Marches contributed their
lunch money, at a quarter credit each, for the ultimate funding of one
ship, and it was named Children of the March in their honor.
"At least, that's the story available to the casual reader. But that
sort of activity is very cost-ineffective, and has a great potential for
graft, or at least inattention. Instead, the sector government came up
with the idea, and implemented it at the highest levels...
"The bureaucracy simply deducted [19.575 billion credits] from funds
budgeted to education; the responsibility for replenishment fell upon
educational administrator, who could solicit donations from students (or
others) for the shipbuilding campaign. Aside from the initial
notification from sector government, no further effort was necessary,
not further credit transfers were needed, and the campaign was allowed
to go on for however long was necessary. Reportedly, some backwater
school districts still collect for the "Starship Fund."
Supplement 8, Library Data A-M, p. 19. (1981)
"The dynastic crisis of 244 had produced a precedent for the
assassination of the emperor if he or she overstepped the bounds of
legitimate activity. The concept was introduced to legitimize the
elimination of Cleon the Mad and never intended for any other purpose.
Nevertheless, in the turmoil of the Civil War, assassination was
introduced and accepted, at least by those utilizing the technique, as a
way of promoting a succession in government."
Supplement 8, Library Data A-M, p. 21. (1981)
"Imperial Warrant: Instrument of power issued at the highest levels of
government. A warrant is a written or electronic document provided to
trusted agents of the Imperium as a method of bypassing the bureaucracy.
Typically, a warrant is provided by the Emperor to an individual who
utilizes the power it provides to accomplish some mission. Missions may
include the establishment of colonies in areas requiring development,
the assumption of military command in the midst of a crisis, and the
unilateral establishment of new noble lines to administer provinces
which have suffered from war or economic collapse."
Supplement 8, Library Data A-M, pp. 32-33. (1981)
"The Five Sisters subsector is only sparsely populated, and depends upon
Imperial payrolls for most of its internal economy. Some colonization
attempts were begun under the auspices of Emperor Paulo I in 740, but
all developmental activity stopped in the psionic suppressions of 800.
The region has been under naval administration since."
Supplement 3, The Spinward Marches, p. 10. (1979)
"However, with the advent of the Third Imperium, the Vegan area was
broken into individual planetary states in accord with Imperial policy;
non-humans were treated as full citizens but, in order to cement
Imperial authority, no multiworld governmental units were allowed...
"After the Solomani Rim War, the present Vegan Autonomous District was
formed as a counterweight to the Solomani."
Supplement 11, Library Data N-Z, p. 29. (1982)
"The League of Antares is a small autonomous region under the direct
control of the Archduke of Antares."
The Atlas of the Imperium, p. 3. (1984)
"Arden (1011), capital of the Arden Federation (with two colonies in
adjacent Jewell subsector) is a former Imperial world which has
established its independence and neutrality."
Spinward Marches Campaign, p. 19. (1985)
"Ruie (1910) was surveyed and settled at about the same time as Regina,
but its culture was structured as isolationist; presented with the
opportunity to join the Imperium in 235, it declined and as remained an
independent world since."
Spinward Marches Campaign, p. 19. (1985)
"Although there is regular contact with the starport, there are few
diplomatic ties. Klavisur is the only nation on Aramanx which is not a
member of the Imperium."
The Traveller Adventure, p. 105. (1983)
"The Imperium maintains a policy of limited, deliberate expansion.
Subsectors along its borders which are potential acquisitions are called
Districts and numbered sequentially...
"As a district, its worlds are not members of the Imperium, but they do
receive Imperial protection."
Spinward Marches Campaign, p. 19. (1985)
"Athough the [District 268] subsector was not formally part of the
Imperium, the region has been colonized primarily by citizens of the
empire [sic], and where necessary, Imperial peace-keeping forces were
deployed to help maintain order in disputes on or between worlds. In
addition, a special trade relationship allows free access to the
Imperium by traders and goods from this area without tariffs or
duties...
"The banning of psionics within the Imperium in 800, and the subsequent
campaigns to suppress psionics everywhere under Imperial rule came as
somewhat of a surprise to Tarsus. Being outside the Imperium, there was
no direct effect. Indirectly, it was necessary for Tarsus to adopt
strict psionics controls or risk being branded pro-psionic by Imperial
authorities. If that had happened, it would have affected exports to the
Imperium, as well as travel by Tarsans within the empire...
"Other activities, however, have taken place in the District. Because
the District is under Imperial protection without being formally part of
the empire [sic], passage into the Imperium is relatively easy. Enemy
agents (Zhodani and Sword Worlder) have used the District as an
espionage and sabotage base, and Imperials have maintained counter-
espionage operations in the subsector. In addition, profiteers have
smuggled Imperial war material into the District, and then beyond to the
industries of the enemies.
"The Imperium, in dealing with such activities, has maintained limited
military and mercenary forces charged with stopping Zhodani and Sword
Worlder agents from succeeding in their missions.
"On Tarsus, this has resulted in occassional Imperial presence, at
various times including an Imperial naval squadron searching ships
entering and leaving the system, and a small, temporary garrison of
Imperial combat troops stationed at the Starport.
"In neighboring systems (although not on Tarsus), the Imperium has
resorted to lightning strike raids to eliminate covert Sworld Worlder
bases.
"Imperial policy has always been to encourage membership in the
Imperium, but to avoid coercing it unless absolutely vital to Imperial
interests."
Tarsus, "World Data: Tarsus," pp. 14-16. (1983)
"Incorporation of Bowman into the Imperium is likely to be delayed for
some time, until the system is placed under some form of responsible
government. Ling-Standard Products has expressed interest in organizing
a corporate-sponsored government, but resistance from the independent
miners and various entrepreneurs currently profiting from the lack of
formal government in the belt has caused LSP to back off from
implementing any large-scale measures... If the LSP petition to the
Imperium is granted, LSP will take over administration of Garrison
Starport and Garrison City from the Scout Service, which would vastly
increase the company's authority. So far, however, the matter is still
under review by the Policy Board at Glisten; no formal decision can be
expected for several years, given the current state of the Imperial
bureaucracy."
Beltstrike, "Bowman System Reference Book: Beltstrike," p. 8. (1984)
Military:
"The combat environment of the frontier, then, is one of small, short,
limited wars. Both sides must carefully balance the considerations of
how much force is required to win a conflict with how much force is
likely to trigger Imperial intervention. At the same time, both belli-
gerents will generally be working with relatively small populations,
with only a negligible number of combat experienced veterans. In this
environment, the professional soldier will find constant employment.
Small, poor states faced with invasion or encroachment will hire pro-
fessional soldiers as cadres to drill and lead their citizen militias.
Larger states will be able to afford to hire and equip complete mercen-
ary contingents as strikers, or spearhead troops. Small commando units
will be in demand as industrial espionage is waged between mega-corpo-
rations virtually nations unto themselves. In addition, the hired sol-
dier will always be in demand as security or bodyguard troops, as force
remains the only true protection against force. The Golden Age of the
Mercenary will have arrived."
Book 4, Mercenary, pp. 1-2. (1978)
"To monitor the space lanes, the Imperium maintains a Navy. Because
these forces can never be everywhere at once, local provinces
(subsectors) also maintain navies, as do individual worlds. This three-
tiered structure of Imperial, subsector, and planetary navies produces a
flexible system for patrolling space, while putting the limited
resources of the Imperium to best use."
Book 5, High Guard, p. 1. (1979)
"The naval forces within the Imperium are divided into three general
categories -- Imperial forces, devoted to the central ruling Imperium
and answering only to it; subsector forces, which patrol their
individual subsectors, filling the gaps that the Imperial forces cannot
handle; and local (planetary) forces raised to protect individual
worlds. The distinctions between such forces are primarily those of
size, resources, and duties."
Book 5, High Guard, p. 2. (1979)
"In addition to the coded symbols, any world with tech level 7 or 8
and a population of 6+ will probably have a base for the local
(planetary) naval forces (such forces will be capable of
interplanetary, though not interstellar, flight). Any world with a
tech level of 9+ and a population of 6+ will probably have a base
for local naval forces (which are capable of interstellar flight,
where necessary).
Supplement 3, The Spinward Marches, p. 40. (1979)
"A land owner (age 46, 9787B9) states that he was a commander in naval
intelligence (Imperial) before he settled here [Vanejen]. He remembers
that they wore silver discs as insignia; they were specially coded to
allow access to any part of the ship."
Adventure 2, Research Station Gamma, p. 15. (1980)
"The threat of action against the planetary defenses and facilities
prompted the world organization to declare Porozlo an open world. Naval
forces either surrendered or jumped to safety at Rhylanor."
Adventure 3, Twilight's Peak, p. 47. (1980)
"Sarsharev (SCP-9906) [is] in service with the Marches Auxiliary Naval
Service and officially designated a Reconnaissance Cruiser.
"Nicolas de Nicolay (CNS-2005) and Bartholomeu Dias (CNS-2023) [are]
owned by the Imperial Grand Survey, Spatial Phenomena Investigation
Branch."
Adventure 4, Leviathan, p. 23. (1980)
"The Zhodani obtained an itinerary for [Vermillion Stance] and
arranged a clandestine reception for it at Garonne. There, they
perpetrated a ruse and took over the ship. For years, the fate of the
vessel was unknown, with details surfacing only after a prisoner
exchange following the Fourth Frontier War."
Supplement 5, Lightning Class Cruisers, p. 11. (1980)
"An important aspect of the [Gazelle-class close escort] is its
interior layout; the ship was designed at a time when mutinies were a
major threat to security. As a result, major bulkheads break up the ship
into distinct areas -- some for crew members, some for officers, and
some common to both."
Supplement 7, Traders and Gunboats, p. 34. (1980)
"In this environment, the soldier for hire finds active employment.
Tolerance by the forces of the Imperium make the hired military force a
practical matter. Imperial policy allows the marketplace to provide
military force to those who can afford it; one line of thought is that
hired military can be more effectively controlled if it gets out of
hand, as opposed to nationalistic or politically motivated military
forces."
Supplement 8, Library Data (A-M), p. 35. (1981)
"Much of the revenues of the Spinward Marches devoted to the military
are used to support the colonial fleets and army elements which form the
Imperium's first lines of defense in the event of invasion. However,
important Imperial fleet elements are also on permanent station in the
Marches..."
Supplement 9, Fighting Ships, p. 4. (1981)
"Following the Fourth Frontier War (1082 to 1084), sometimes referred to
as the False War, the Imperial Admiralty began a fundamental
reexamination of their naval strategy in the spinward regions of the
realm. Prior to that fourth war, naval policy had favored essentially a
"crust" strategy, with major fleet elements well forward in potential
trouble spots such as the Spinward Marches. For decades this strategy
had been effective due to the tremendous technological and material lead
enjoyed by the Imperium over its neighbors. The Fourth Frontier War
demonstrated, however, that the Imperium's lead had narrowed to the
point that a clear superiority could no longer be achieved at all points
along the frontier.
"The new strategy evolved in the decade following the war came to be
known as the "elastic defense" posture. Priority in the new strategy has
been placed on a minimum of fleet assets initially in the actual border
areas, but with much larger reserves available for commitment to any one
region in the event of war. Within the frontier itself, colonial forces
have been strengthened and centered around selected "islands of
resistance," high population, high technology worlds capable of
withstanding protracted seiges. Imperial fleet elements in the Spinward
Marches are intended to delay any hostile advances and disrupt sieges of
key worlds until major fleet reserves, stationed in the Corridor Sector,
can intervene and reestablish the ante-bellum status quo."
Supplement 9, Fighting Ships, p. 5. (1981)
"Used extensively in the outer areas of the Imperium, the Broadsword
class of mercenary cruiser is designed to perform light military
functions over extended periods of time and with great coverage of
distance. The cruiser design was specifically commissioned by the
Imperium, and examples are used by independent military organizations
operating with Imperial approval. In effect, mercenary organizations
serve to enforce a basic policy of peace and order in areas where the
Imperium itself does not have the resources."
Supplement 9, Fighting Ships, p. 21. (1981)
"The Imperial Interstellar Scout Service is a major service within the
Imperium, equal in stature to the Imperial Army and the Imperial Navy,
although assigned a variety of unique, primarily non-military missions."
Book 6, Scouts, p. 4. (1983)
"Vargr mercenary bands sometimes operate within the Imperium, but under
rather close scrutiny by Imperial authorities, who prefer not to
encourage the kinds of major economic dislocations that result from a
policy of widespread, indiscriminant pillage..."
Alien Module 3, Vargr, p. 6. (1984)
"The key is that Imperial squadrons are a constant reminder of Imperial
power, always visible and always available. That power, when called upon
to act, must not fail."
Spinward Marches Campaign, p. 32. (1985)
"During the Civil War, a succession of pretenders to the throne
appeared, each commanding a battle fleet that tried to gain control of
the Imperium. The fleets and squadrons that resisted the pretenders
often did so without any true leadership, instead defending the idea of
the original Imperium."
Spinward Marches Campaign, p. 32. (1985)
"Natually enough, the Navy's high command structure wishes to encourage
bravery, initiative, and victory. Squadrons that win survive; squadrons
with records of losses or mutiny are soon disbanded."
Spinward Marches Campaign, p. 32. (1985)
"The 4518th Lift Infantry Regiment is supported through taxes and levies
imposed by the Imperial bureaucracy."
Spinward Marches Campaign, p. 41. (1985)
"An Imperial Army veteran character can examine the letter and comment
that it is from a civil affairs unit. Throw 9+ for an ex-Army character
to note that such civil affairs units are often covers for intelligence
units."
Adventure 13, Signal GK, p. 11. (1985)
"There was a Zhodani group through the city some weeks ago -- recovering
the remains of Zhodani war casualties."
Double Adventure 7b, A Plague of Perruques, p. 14. (2001)
See also: "The Battle Fleets of the Marches," Marc W. Miller, Journal
of the Travellers' Aid Society #9, pp. 38-43. (1981)
Agencies:
"The Imperial Reserve on Marastan (2231) contains sprawling examples of
flora and fauna collected by the Imperial Interstellar Scout Service
during surveys and explorations. This Imperial collection, available
only for research by accredited scholars, is one of the largest in the
Imperium. Although the Emperor has never visited the collection, it is
reported that action holographs of it are used for decoration and
entertainment at the Summer Palace on Umgadin in Core."
Spinward Marches Campaign, p. 20. (1985)
"Nexine is an underpopulated water world currently being used by the
Ministry of Conservation for reseeding efforts using biologically
altered humans.
Supplement 3, Spinward Marches, p. 32. (1979)
"Nexine (3030) is an underpopulated water world where the Imperial
Ministry of Conservation currently operates a reseeding program using
biologically altered humans. Candidates are provided with gill implants,
synthetic skin insulation, and webbed extremities; they are transplanted
to Nexine and participate in sea farming operations under the world's
shallow seas."
Spinward Marches Campaign, p. 20. (1985)
"The desert world of Thisbe has undertaken a long-term project to divert
large numbers of frozen water and gas asteroids from the Thisben belt to
the planetary surface; the intention is an improved atmosphere and
hydrographic percentage."
Supplement 3, Spinward Marches, p. 34. (1979)
"Thisbe (2539) is a desert world being terraformed by the
megacorporation Sharurshid under a contract from the Imperial Ministry
of Conservation. Ice and frozen gas asteroids are maneuvered from the
Thisbean planetoid belts to Thisbe, where they improve water
availability and atmosphere content."
Spinward Marches Campaign, p. 20. (1985)
"World 728-907, recently surveyed, is a large inhabitable world with no
evidence of higher animal life although extensive forestation and insect
presence have been noted. The Imperial Ministry of Colonization has
designate the world for seeding within the next century, with a view to
colonization upon availability of personnel and funds."
Supplement 3, Spinward Marches, p. 14. (1979)
"The lesser continent of Knorbes (0207) is an imperial game preserve,
under the nominal supervision of the Ministry of Conservation."
Adventure 1, The Kinunir, p. 4. (1979)
"Since virtually no amount of money will entice an individual to leave
his home and livelihood for the bleak desolation of a colony world, the
Ministry of Colonization has established several programs to produce
colonists...
"Finally land grants to retiring veterans has provided a cadre for the
new colony's military and police forces."
Adventure 1, The Kinunir, p. 39. (1979)
"The players' group is approached by a representative of the Imperial
Minister of State, who is searching for a small party to act as an
escort for a visiting Vargr noble."
Supplement 6, 76 Patrons, p. 14. (1980)
"A computer expert (age 46, 5438B7) mentions an interesting data
collection exercise he has been asked to undertake by the Bureau of
Trading Standards. Using publicly available sources, it is required to
predict the percentage chance of extractable deposits of each of the
first series of rare earth elements (atomic numbers 57 to 71) within a
subsector-size volume of space."
Adventure 4, Leviathan, p. 9. (1980)
"A research and survey programme, funded by the Ministry of
Colonisation, is being conducted on [an uninhabited T-norm world],
requiring occasional visits for data."
Adventure 4, Leviathan, p. 15. (1980)
"A small number of Imperial regulatory agencies have power over
megacorporations, and they are subject to any applicable local taxes,
but, provided they do not blatantly violate Imperial sovereignty,
regional managers can usually conduct their company's business as they
see fit. Because a direct confrontation with the Imperium would be bad
for business, intentional violation of Imperial laws is done only on a
covert basis."
Supplement 8, Library Data A-M, p. 40. (1981)
"The Imperium maintains a consular office on Tarsus. The office serves
the needs of Imperial citizens and often intercedes with local
authorities when a problem comes up. In addition, the consular office
can help merchants in dealining with the Imperial bureaucracy, and local
citizens who need information or assistance.
"The Consul should not be confused with an ambassador. The Consul has
limited powers and is primarily concerned with the fostering of trade,
and with the implementation of Imperial policies."
Tarsus, "4. The People of the Forest," p. 1. (1983)
"Proper filings in the Imperial Archives will guarantee that records of
the discovery will remain in library data for millenia."
Adventure 10, Safari Ship, p. 6. (1984)
"Interdictions must be approved by a member of the Imperial family, but
generally such approval is given in response to a request from an
interested service, almost always the Scouts or the Navy."
Supplement 8, Library Data A-M, p. 34. (1981)
Institutions:
"Note, too, that the Travellers' Aid Society is not simply an Imperial
organization -- its facilities extend to regions beyond the strict
borders of the Imperium...
"A Travellers' Aid Society hostel is present at all [Class A Starport]
locations within the Imperium, and many locations outside the
Imperium...
"A Travellers' Aid Society hostel is present at all locations within the
Imperium, and at some locations outside the Imperium."
Supplement 3, Spinward Marches, p. 36. (1979)
"At the same time, the presence of this metal dust has made the world a
promising location for development by MagnetoDynamics, Inc, which holds
a resource exploitation grant from the Emperor for Fulacin. The world is
an ideal location for the use of the corporation's several patents
dealing with recovery of metal from atmospheric and oceanic
suspension...
"...Fulacin has no gas giant, and all refueling must be performed on the
planet. Since the company has an exploitation grant for the world,
refuelling from the oceans is an infringement."
Adventure 3, Twilight's Peak, p. 15. (1980)
"MagnetoDynamics, Inc: Established in 1040 with an Imperial charter and
a mineral exploitation grant for Fulacin (Fulacin/Rhylanor 0203-A674120-
D). The corporation holds several patents for the recovery of precious
and heavy metals from atmospheric and oceanic suspension, and originally
obtained its position of Fulacin for the use of these properties...
"MagnetoDynamics' exploitation grant expires in 1199, with a
renewability clause for an additional 100 years upon demonstration of
efficient and profitable operations."
Adventure 3, Twilight's Peak, p. 45. (1980)
"Oberlindes Lines: Established in 1084 with an Imperial charter
specifying trade and commerce within the Spinward Marches and supporting
distant trade with states bordering the Imperium...
"Sergei hault-Oberlindes, patriarch and controller of the line, was
awarded a baronial patent, complete with estates on Feri (Feri/Regina
0405-B384879-B), by direction of the Emperor in 1101 for his
contribution to the economic recovery in the Marches following the
Fourth Frontier War."
Adventure 3, Twilight's Peak, pp. 45-46. (1980)
"Seneschal: An aide or executive officer. For high-ranking officials,
the wide range of responsibilities of high office are manageable only
through computer assistance. Even then, the information flow may be too
great. The seneschal is a product of the computer age -- an adjutant or
assistant with responsibilities in information management. The seneschal
has no authority of his own; he manages the massive input of information
associated with his superior's position, keeping the official informed,
but not overwhelmed."
Supplement 11, Library Data N-Z, p. 18. (1982)
"It is traditional for any megacorporation to place some of its stock in
the hands of the Imperial family and various subordinate noble families.
Rarely is the placement considered a bribe; nobles serve on the board of
directors of many megacorporations, and are consultants to many more. The
Imperial family's great wealth initially derived from a commercial empire,
and the promotion of trade and commerce has remained a major emphasis of
Imperial government."
The Traveller Book, p. 149. (1982)
"In 1053, the government of nearby Ludmilla filed a claim to the
(officially uninhabited) Boskone system, offering to provide security to
all major shipping lines in the system for a fee. Although this came
close to a tax on transient vessels, which is forbidden by Imperial
policy, the proposal was accepted by the Ministry of Commerce and all of
the competing megacorporations using Boskone."
GURPS Traveller: Rim of Fire, p. 89. (2000)
Legal System:
"Imperial Edict 97: This executive order is the enabling act for the use
of Imperial warrants. Unusually obscure for such a wide-ranging and
powerful edict, it is nonetheless on file at all Imperial installations.
The edict runs to 34 pages, much of it pure legalese; when distilled
down, it proves very direct -- assist the holder of an Imperial warrant
with all the power you can bring to bear."
Adventure 1, The Kinunir, p. 40. (1979)
"The reports themselves are classified top secret."
Adventure 1, The Kinunir, p. 8. (1979)
"Assisting a deserter is punishable by 15 years confinement in an
Imperial penal institution."
Supplement 6, 76 Patrons, p. 23. (1980)
"...a naval system defense boat hails the ship and boards for a complete
inspection of cargo and crew... Irregularities call for a Cr100,000 fine
and confiscation of cargo."
Adventure 3, Twilight's Peak, p. 12. (1980)
"A small number of Imperial regulatory agencies have power over mega-
corporations, and they are subject to any applicable local taxes, but,
provided they do not blatantly violate Imperial sovereignty, regional
managers can usually conduct their company's business as they see fit.
Because a direct confrontation with the Imperium would be bad for busi-
ness, intentional violation of Imperial laws is done only on a covert
basis."
Supplement 8, Library Data (A-M), p. 40. (1981)
"Except for those pre-dating the Imperium, all corporations engaging in
interstellar commerce are required to possess an Imperial charter. This
is indicated by the letters LIC following the company name. LIC stands
for Limited liability Imperial Charter."
Supplement 8, Library Data (A-M), p. 40. (1981)
"...The Imperium does stand ready to enforce its own standards however.
Certain basic restrictions against improper scales of force are
observed, and weapons, such as poison gas or nuclear devices, are
scrutinized very carefully. If matters get out of hand, then the local
Imperial forces stand ready to intervene. The general situation tends to
keep the mercenary forces within the Imperium in check."
Supplement 8, Library Data A-M, p. 36. (1981)
"The home rule provisions of the Imperial Charter for the world clearly
prohibit interference in internal affairs...
"Due to the nature of the Imperial Charter's home rule provisions, the
Imperium cannot intervene to suppress the Solomani Party on Intavenac
unless they actively engage in treason, or in the event of a declared
Imperial emergency."
Double Adventure 3b, The Argon Gambit, p. 12, 17. (1981)
"The region inside this fence is under direct Imperial authority, and
local laws do not apply. Goods may be purchased here without duty, and
taxes are limited to a small Imperial income tax. Violators of local law
may find asylum and sanctuary, but if the fugitive has committed an act
which is in violation of local law that is also a violation of Imperial
law (murder, most felonies, and so on) and is not being sought for
political reasons, Imperial officials will hold and extradite the
fugitive."
"Champa Interstellar Starport," JTAS #7, p. 12. (1981)
"All retired [Scout] personnel in suitable physical condition will be
inducted into service for the duration of the emergency in accordance
with established procedures.
"Failure to report for examination during a state of emergency is
treason, and a maximum sentence of death may be exacted upon
conviction."
"Traveller News Service," Journal of the Travellers' Aid Society #10,
p. 5. (1981)
"Travellers are also advised that the Khedishi government, although
required by Imperial law to give all Imperial citizens the same
protection afforded Khedishi citizens, is strangely inefficient at
investigating crimes against outsiders."
Supplement 10, The Solomani Rim, p. 10. (1982)
"Legislation and enforcement are the prerogative of the Imperium, or of
the sectors."
Supplement 11, Library Data N-Z, p. 6. (1982)
"This adventure is intended for use with a band of travellers who have
transgressed the bounds of the law (or who have at least been found
guilty of transgressions). For most crimes the characters will be
sentenced to 2D years in prison, as well as having their social
standings reduced by one. Examples of this sort of crime include
smuggling, forgery, fraud, bribing a public official, malicious default
(for example, skipping out on starship payments), harboring a psionic,
entering a red zone, assault and battery, armed robbery, computer
tampering, commerce in controlled substances, and many others. More
serious crimes may command sentences ranging from twice as long up to
life, and reduce social standing by two. Examples of these include
treason, piracy, murder, hijacking, insurrection, mutiny, arson,
kidnapping, genocide, commerce in body organs, destruction of
ecosystems, and so on.
"Some leniency in sentencing may be expected for first offenders, and
generally sentencing may vary wildly from planet to planet, depending on
local law level and government."
Adventure 8, Prison Planet, pp. 5-6. (1982)
"Appeal: A letter arrives from on prisoner's lawyer, stating that new
evidence has been discovered that may allow him a new trial. The legal
system moves slowly, so it will be 1-3 years before the trial takes
place, if it ever does."
Adventure 8, Prison Planet, p. 23. (1982)
"Good behavior: The good behavior (or successful act) of the prisoner
with the lowest reputation has been noticed. If he is eligible for
parole, it may be gained on 8+ (DM + admin skill). Parole is only
possible is the prisoner has served over half of the given sentence, and
has avoided being [punished] for the last 50 weeks. Those with life
sentences are usually eligible for parole after 10 years, although some
crimes are so heinous as to preclude ever being paroled."
Adventure 8, Prison Planet, p. 24. (1982)
"In the universe of GDW, sector and Imperial police agencies are
investigative in nature, and serve mainly to coordinate local efforts
and serve as a central repository of records. Most violations of
Imperial law are handled through local organizations, with occasional
help from the Imperials where it is needed. The Imperium also depends on
the local police forces to maintain order, except in emergencies (when
martial law is declared, and the military takes over)."
"Police Forces in Traveller," JTAS #14, p. 15. (1982)
"Law and justice exist on three levels within the Imperium.
"1. The low justice of planetary and local authorities that governs
everything from homicide t spitting on the sidewalk.
"2. The middle justice of the subsectors that is intended to protect
relatively helpless societies on low technology worlds and to protect
all societies from excessive damage by military actions. This is
enforced by the police and military forces of the subsector duke, aided
(if necessary) by Imperial military and naval forces.
"3. The high justice of the Imperium, intended to prevent revolt against
Imperial authority, to keep the peace among member worlds, subsectors,
and sectors; uphold the rights of sentient beings; and preserve commerce
between worlds, subsectors, and sectors. High justice is enforced by the
Imperial Navy, Army, and Marines, often assisted by the Security Branch
of the Operations Office of the IISS...
"Minor crimes are subject to enforcement by local police and the low
justice of planetary courts. These include smuggling, petty theft (value
under Cr100), possession or sale of illegal weapons (as defined in the
law level chart in Book 3), brawliing in a public place, failure to
carry proper identification, loitering, panhandling, disorderly conduct
(such as public drunkeness), possession or sale of illegal drugs, and
traffic violations.
"Major crimes can be combated by all three levels of law enforcement,
and prosecuted by all three levels of court. Violators are sometimes
subject to capital punishment.
"Major crimes normally prosecuted by local authorities include murder,
assault, robbery, grand theft, illegal use of psionics, forgery,
terrorism, and rebellion.
"Crimes normally subject to subsector justice include the unlawful
introduction of high technology to low technology worlds, the violation
of planetary interdiction, possession and/or use of nuclear, chemical,
or biological weapons, and war crimes as defined by the Imperial rules
of war.
"The prosecutors and high courts of the Imperium concern themselves with
crimes that would affect worlds in more than one subsector of the realm.
These include the capture, transportation, and possession of slaves,
piracy, the murder of Imperial officers, officials, or members of
Imperial nobility, theft of Imperial property, treason, and conspiracy
to commit treason against the Imperium (note that treason against a
planetary government is a local crime)...
"Violations of subsector and Imperial law are tried by a tribunal
composed of from three to nine judges. A prosecutor presents the state's
case and defense attorneys present that of the defendent(s)...
"Minor crimes will generally be punished with fines or short jail terms.
Fines are usually in the range of 4D x 10... The defendents may also be
required to spend 2D days in jail...
"Major criminals tried in planetary courts generally receive jail terms
of 4D years, or death in the case of extreme crimes... Violators of
subsector laws will generally be sentenced to 6D years on an orbiting
prison hulk or an Imperial prison planet. Those convicted of extreme
crimes will receive the death penalty if the referee sees fit.
"Violators of Imperial law usually receive the death penalty or
extremely long prison terms."
"High Justice," JTAS #14, pp. 19-22. (1982)
"Agents of the IISS Security Branch have great authority to arrest,
detain, or question individuals suspected of violations of Imperial law,
and can demand cooperation from local authorities as the need arises."
Book 6, Scouts, p. 6. (1983)
"Akbar was a rebel on Scaramouche prior to his capture; the Baronet [as
Governor] pardoned him in exchange for his help in rooting out a
stubborn nest of rebel resistance."
Adventure 11, Murder on Arcturus Station, p. 48. (1983)
"Unlicensed transport of Doyle's Eel or similar creatures is considered
negligent transport of a harmful species, ans is punishable by fines
ranging from Cr100 to Cr10,000 and /or prison term of 1 to 10 years
(depending upon what damage, if any, is done by the animals). Licenses
are seldom granted except to reputable scientific institutions, such as
zoos, universities, and so on.
"The Beastiary: Doyle's Eel," JTAS #15, p. 47. (1983)
"The Imperium has the power to tax megacorporations and regulate certain
of their actions...
"By Imperial law, SuSAG is required to comply with whatever local laws
are in effect."
"SuSAG," JTAS #16, p. 21. (1983)
"The peak of the bureaucracy -- a subsector duke at a subsector capital
-- is an appropriate place for the group to present their case. A
positive response by such a duke could produce an immediate acquittal
and pardon."
Spinward Marches Campaign, p. 7. (1985)
"Hiver warbots are of such quality that their import into the Imperium
is illegal."
Book 8, Robots, p. 13. (1986)
"Six Eyes Nest: Warbots produced at Six Eyes installations are deadly.
Import of these warbots into the Imperium is a high justice crime."
Book 8, Robots, p. 16. (1986)
See also: "Police Forces in Traveller," Loren Wiseman, Journal of the
Travellers' Aid Society #14, pp. 12-15. (1982)
"High Justice," Terry McInnes, Journal of the Travellers' Aid Society
#14, pp. 19-22. (1982)
Pirates and Smugglers:
"Piracy: A starship may be accosted by pirates while entering or
leaving a system. Similar encounters may involve customs agents or
military vessels, including blockades."
Book 2, Starships, 1st Ed., p. 4. (1977)
"Starship Encounters
"When a starship enters a system, there is a chance that any one of a
variety of ships will be encountered...
"Free traders, if friendly, may serve as a source of information about
other circumstances in the system; Subsidized Merchants may also provide
such information. Patrols may be simple border pickets, or may be a
form of pirate, exacting tolls or penalties."
Book 2, Starships, 1st Ed., p. 36. (1977)
"Pirates: Individuals crewing interplanetary or interstellar vessels,
who make their living by attacking, hijacking, or plundering commerce."
Supplement 4, Citizens of the Imperium, p. 5. (1979)
"Pirate characters may receive a corsair: an armed raiding ship. The
referee may specify if the ship has a crew, or if it needs one.
"Corsair (Type P): Based on the type 400 hull, the corsair is fitted
out with jump drive-D, maneuver drive-F, and power plant-F, giving it
a capability for jump-2 and 3G acceleration. A Model/2 computer [is]
installed, and contains a standard software package. Most important
to this ship are the three triple turrets, although each turret is
equipped with only one beam laser. Ten staterooms serve as quarters
for the crew (pilot, navigator, three engineers, and assorted thugs
and cutthroats numbering up to five or more); twenty low berths are
available for emergency use, or to hold captives. Fuel capacity is
120 tons, and cargo capacity is 160 tons.
"Notable features on the corsair are large cargo doors and variable
identification features. The large clamshell doors can open to
reveal the entire cargo bay; the ship can accept a 100 to[n] ship into
its cargo bay. The ship has several centrally controlled identifi-
cation features which can alter the shape and configuration of the
ship at a moment's notice; fins retract or extend, modules appear or
disappear, and radio emissions alter frequency and content. The
ship's transponders can be altered to identify the vessel as having
any of a variety of missions and identities.
"The approximate value of the corsair is Cr180,000,000, but this price
would be difficult to obtain on the open market, as the ship is a non-
commercial type, and its lineage and paperwork are of uncertain
origin. It could probably bring about one-quarter its value."
Supplement 4, Citizens of the Imperium, pp. 14-15. (1979)
"Incident III -- Enemy Aboard! Year of the Imperium 1090
"Jolly Roger: Arriving at Lewis/Aramis in 1090, the Loathesome
Reverie was responding to an appeal to the Duke of Regina from
several shipping lines that their trade was being raided by pirates
under the guise of trade regulations and tariffs. Once there,
however, the locals proved quite polite and proper, welcoming the
ship and its crew to their small world and isolated cities.
"Unknown to the ship, visitors placed at least one explosive device
on board, and detonated it at a crucial point in their negotiations
-- and then they attempted to board, ultimately succeeding in
placing only a small band. If the band could disable the power
plant deck, the ship would die under the fire of the pirate
vessels.
"The small pirate raiding party worked its way through the ship
from a fuel deck where they boarded undetected some hours before,
and were stopped short of the drive decks only by alert security
teams."
Rules Booklet, Azhanti High Lightning, p. 34. (1980)
"Loathesome Reverie (FI-6348, later CF-6348) was committed to routine
naval patrol in the Spinward Marches after the Fourth Frontier War
(1082 to 1084). In 1090, the ship was transferred to the Imperial
Core, and ordered to make a call at Lewis/Aramis en route and
investigate a report of piracy. Several shipping lines had
complained that the system was encumbering trade with boardings and
confiscations under the guise of customs inspections.
"Upon arrival, the ship was welcomed by locals and no improprieties
appeared to exist. Unknown, however, to the crew, explosive devices
were placed at crucial points within the ship, and a small boarding
was attempted. Their goal -- the power plant, proved unattainable,
and the attempt was beaten off.
"The ship's commander, in retaliation, sought out the actual pirate
base and destroyed it with ship's weaponry."
Supplement 5, Lightning Class Cruisers, pp. 10-11. (1980)
"ARAMANX (TNS) Pirates today attacked cargo carrier Grand Tour as it
left the Aramanx system, succeeding in ransacking the ship, disabling
the drives, and then abandoning the ship before jumping beyond the
range of local defense vessels. Casualty reports have not been made,
but it is estimated from communications monitors that three crew are
dead and more than half a dozen injured. It is expected that salvage
and rescue operations will be completed within three days.
"Piracy in the [Aramis] subsector has been virtually non-existent since
a spate of raids occurred in the Lewis area in 1090."
The Traveller Adventure, p. 109. (1983)
"Corsair: The third variant of the tender is altogether
unofficial. Express boat tenders are a prime target for hijackers.
The tenders make excellent corsairs, especially if upgunned.
Typically, a tender will be surprised and hijacked by a band of thugs,
often feigning shipwreck in order to attract the ship's attention. If
they are lucky, the tender will have with it a scout/courier or a
couple of xboats, which are then used to make the tender look more
realistic when it plies the space lanes. The large ship bay allows
most smaller ships to be enveloped and then boarded at the pirate's
leisure."
Supplement 7, Traders and Gunboats, p. 15. (1980)
"Seekers are also known to be in the small package trade (a
euphemism for smuggling). Using their dismountable fuel tanks for
greatest range, the ships carry ten tons of important (and illegal)
goods such as drugs, information, or weapons."
Supplement 7, Traders and Gunboats, p. 29. (1980)
"Patrolling the Starlanes
"With high levels of trade between the stars, both the ships and the
worlds they call on become vulnerable to a variety of ills. Merchants
become the prey of pirates and corsairs. Worlds become the prey of
smugglers and raiders. Huge warships built for fleet actions are
nearly useless in this sort of situation, and special ships --
gunboats -- are designed and committed to the everyday patrols of the
starlanes.
"The Close Escort
"To protect ships from the menace of pirate activity, stellar
governments may require flights in convoy with armed escorts, or they
may establish routine patrols in troubled areas in the hopes of
catching corsairs in the act. In either case, the close escort is an
ideal small ship for the protection of merchant traffic...
"Most close escorts have been assigned to specific star systems or
groups of systems for commerce protection.
"Close escorts may be encountered in nearly any star system, including
in amber and red coded zones, protecting local merchant traffic.
Because of this duty, they may be expected to stop much of the local
traffic for inspection of cargo and to determine the correctness of
the ship's papers."
Supplement 7, Traders and Gunboats, p. 30. (1980)
"Finally, such system defense boats are also used for routine duties
such as customs inspections, piracy suppression, and search and rescue."
Supplement 7, Traders and Gunboats, p. 35. (1980)
"Smuggling missions involve the carriage of contraband; such missions
will treat themselves as transport missions whenever possible and will
avoid betraying their true nature...
"Patrol missions involve brief calls at worlds and bases to ascertain
that there is no problem or trouble that the ship should respond to...
"The distress call... may be legititmate, or it may be a decoy to lure
a ship to a pirate or corsair; corsairs are generally produced from
ship types SB, CE, or XT..."
"Ships on patrol may be expected to stop any ships encountered and
question or inspect them for legal or enforcement purposes."
Supplement 7, Traders and Gunboats, p. 42-44. (1980)
"Jae Tellona/Rhylanor (0410-A560565-8). Arriving in system, a naval
system defense boat hails the ship and boards for a complete
inspection of cargo and crew. This severe records check will turn
up any irregularities on 9+; if it does, then a naval pilot is put
aboard and the ship is sent to Jae Tellona. Irregularities call for
a Cr100,000 fine and confiscation of cargo."
Adventure 3, Twilight's Peak, p. 12. (1980)
"Arakesh Spacers [is] a frankly predatory outfit on the thin line
between accepted commercial practice and outright piracy. With a
nominal headquarters on Strouden/Lunion (0707), Arakesh Spacers eschew
regular bases, instead relying on (often criminal) contacts on many
Marcher worlds to provide custom and maintain their vessels. Attracted
to anything with profit in it."
Adventure 4, Leviathan, p. 5. (1980)
"A longshoreman (age 38, 555765) is overheard in a bar, stating that
the pinnace of a Kinunir class battle cruiser, he thinks the Ishmeilun,
called today. The cruiser is thought to be on an anti-privateer cruise
along the Imperial border."
Adventure 4, Leviathan, p. 9. (1980)
"A customs and excise official (age 38, 674886) bemoans the lack of
control exercised by the Navy over privateers. It is fairly certain,
he says, that the government of Trane/Glisten (0408) has issued letters
of marque to one or two corsairs operating from the Outrim."
Adventure 4, Leviathan, p. 10. (1980)
"Imperial Navy: General patrol sweeps, anti-piracy cruises and
resupply missions are the main naval activities [in Egyrn Subsector]."
Adventure 4, Leviathan, p. 15. (1980)
"Marucci (MC-51336): Captured by corsairs 135-1095 in the Quare region
of the Vilis subsector. Subsequently identified on a number of
occasions in pirate service. Present fate unknown."
Adventure 4, Leviathan, p. 23. (1980)
"Piracy: A starship may be attacked by pirates while entering or
leaving a system. Similar encounters may involve customs agents or
military vessels, including blockades."
Book 2, Starships, 2d Ed., p. 6. (1981)
"Starship Encounters
"When a starship enters a system, there is a chance that it will
encounter any one of a number of different ships going about their
business...
"Free traders may want to swap rumors and gossip; scouts may want
information; patrol cruisers may want to inspect for smugglers.
"The suffix P on any ship type can be construed as pirate; such a ship
will probably attack, or at least try to achieve a position where it can
make the attempt."
Book 2, Starships, 2d Ed., p. 35. (1981)
"The close escort, even when new, was not intended to stand up to
combat vessels; rather, it was envisioned as an anti-piracy and revenue
patrol ship."
Supplement 9, Fighting Ships, p. 17. (1981)
"Reports over the course of the last several weeks of a marked increase in
piracy in the coreward reaches of the subsector have been substantiated by
Navy officials in a routine press release. In today's weekly press briefing,
a naval spokesman confirmed that an unusually large amount of shipping had
failed to make scheduled planet-fall and that no communications from the
Kinorb Cluster had been received for over two months.
"When questioned further, Public Relations Officer Lieutenant Commander
Vanderheydt hault-Josephson pointed out that fewer than ten ships had been
scheduled to make the little-used Kinorb-Pixie run in that period, and
difficulties at Riesling Down Starport on Kinorb could easily explain the
situation. However, hault-Josephson added that the Navy had not ruled out
the possibility that piracy from "a source or sources unknown" could be
responsible."
"Traveller News Service," Journal of the Travellers' Aid Society #8, p. 5.
(1981)
"In essence, colonial squadrons are locally fielded, locally manned,
locally commanded, and locally oriented squadrons of types that are useful
to the systems involved. A system may decide that they require a battle
squadron for protection against marauding neighbors, unchecked piracy, or
insufficient regular protection."
"The Battle Fleets of the Marches," Marc W. Miller, Journal of the
Travellers' Aid Society #9, p. 41. (1981)
"In 960 it was discovered that corsairs operating in the surrounding
systems were supplied personnel, technical assistance, and fuel by
Tarkine's government in exchange for a share of captured goods. To
eliminate this hazard to shipping and to civilization, an Imperial task
force was dispatched, the corsairs destroyed, the government replaced,
and a scout base established."
"Tarkine Down," Roger Moore, Journal of the Travellers' Aid Society #12,
p. 12. (1981)
"More serious crimes may command sentences ranging from twice as long up
to life, and reduce social standing by two. Examples of these include
treason, piracy, murder, hijacking, insurrection, mutiny, arson,
kidnapping, genocide, commerce in body organs, destruction of
ecosystems, and so on."
Adventure 8, Prison Planet, p. 5. (1982)
"Equus authorities have learned that the disappearance of the merchant
vessel Harun-al-Rashid was due to barratry, not terrorism, as had been
originally suspected."
"Traveller News Service," Journal of the Travellers' Aid Society #14,
p. 5. (1982)
"The Imperial Navy guards the borders against foreign attack, keeps the
trade routes free of piracy, and protects member worlds from aggression
by other member worlds."
The Traveller Adventure, p. 10. (1983)
"Smuggling, though subject to control by planetary authorities and
periodic suppression by the Navy, is widely considered to be less of a
crime than a minor peccadillo. Most merchants hold that rules concerning
contraband and customs duties are made to be broken, and have considered
smuggling (or "the Trade") to be nothing more than a potentially
profitable, if somewhat risky, business.
"Most of the Aramis subsector is relaxed about duties and import
restrictions, but there are a few notable exceptions -- most
particularly Junidy, which has placed a number of high import duties on
various offworld imports, including liquor, pharmaceuticals, and certain
highly priced spices...
"[T]he penalty for evading customs duties is confiscation of all cargo,
a fine of 2D x 1,000 credits, and possible temporary impounding of the
ship for up to 30 days."
The Traveller Adventure, pp. 68-69. (1983)
"In all cases, the subsidy holder receives 50% of gross revenues. At
times, unscrupulous ship captains circumvent these provisions by
smuggling."
The Traveller Adventure, p. 129. (1983)
"Smuggling is a Free Trader pursuit in which the ship captain decides to
transport goods illegally in order to make large profits.
"Piracy is a Free Trader pursuit in which the ship captain actively
attacks and raids other shipping in order to steal their cargos."
Book 7, Merchant Prince, p. 18. (1985)
"On each call at a new planet, ships will be inspected by port
authorities to check for compliance with applicable laws and regulations.
On occasion, patrol ships will board and inspect merchant ships in deep
space.
"When inspections occur, a throw of 7+ is required to be found in
compliance and passed; DM +1 for each level of legal skill, or for each
two levels of Admin skill; DM -5 if anything illegal is aboard the ship.
Failure of the throw detects the illegal contraband; otherwise, failure
of the throw can be assumed to be a violation of some petty red tape or
minor safety regulations. Other skills (bribery and forgery, for
example) may also affect the matter."
Book 7, Merchant Prince, p. 30. (1985)
"Al Morai also protects the ships on their routes with a squadron of
four Route Protectors. Cruising the trade routes on a random basis,
these ships maintain an armed presence for the line and act as a
deterrent to piracy against Al Morai...
"Route Protectors: Al Morai's route protectors are privately
constructed Gazelle class close escorts.
"The 400-ton close escort was originally designed as an anti-piracy
vessel and is better adapted to that role than to large scale naval
combat. In Al Morai service, the close escort is used as a piracy
deterrent and as a fast messenger."
Spinward Marches Campaign, pp. 30-31. (1985)
"Both the Imperium and the Solomani strictly control trade across the
border, but no line through space can be perfectly patrolled."
Adventure 13, Signal GK, p. 6. (1985)
"Because the border is so close, Ochre is a natural focus for smuggled
goods in each direction. The local government tolerates the practice
because it generates taxes through passage fees and inspection duties
(which amount to about 1% of the value of goods passing through)."
Adventure 13, Signal GK, p. 12. (1985)
See also: "Tradewar," The Traveller Adventure, pp. 108-109. (1983)
"The Ecology of Piracy on the Spinward Main," Steven Sowards, The
Journal of the Travellers' Aid Society #19, pp. 9-11, 21. (1983)
"Bait: Q Ships in Traveller," Steven Brinich and James Schwar, The
Journal of the Travellers' Aid Society #25, pp. 32-33. (1986)
The Dark Side:
"Exile Camp. A location committed to the containment of individuals
guilty (or presumed guilty) of political crimes of discontent.
Governmental controls are usually restricted to the retention of
inmates, and a general oppression of the population."
Supplement 3, The Spinward Marches, p. 2. (1979)
"Aboard the battle cruiser, all will be incarcerated in the brig, and
interrogated individually concerning their intentions and actions. After
two days, the Luuru will be relieved on station by the Adamdun, and
will proceed to Pixie (0303). There, the travellers will be transferred
to the Gaesh for an indefinite period of imprisonment...
"A young lady ... approaches the band hoping that they may help in the
solution of her problem. Her father is both a noble and a senator, but
has been missing since 1102 [3 years]. She has only recently learned
that he is held prisoner by the Imperium itself in an orbital prison
hulk at Pixie (0303). The subsector government has suppressed this
information; but it has treacherously offered a reward of Cr1,000,000
for the senator's location in order to conceal its involvement in his
disappearence."
Adventure 1, The Kinunir, p. 5. (1979)
"Interdiction: The Imperial practice of interdiction of worlds within
the boundaries of the Imperium has long been a source of contention
between liberal and conservative factions in the government.
Interdictions must be approved by a member of the Imperial family, but
generally such approval is given in response to a request from an
interested service, nearly always the Scouts or the Navy...
"The Navy is held to be more vindictive in its recommendations, using
interdiction to punish local governments or to hide its own mistakes."
Adventure 1, Kinunir, p. 40. (1979)
Supplement 8, Library Data A-M, p. 34. (1981)
"Himon is a mineral poor world, run by a council which is really a
front for Hortalez et Cie, a megacorporation."
Supplement 6, 76 Patrons, p. 19. (1980)
"LSP has arranged for the group to be ambushed and evidence planted on
the bodies to indicate that the break-in was sponsored by the Imperial
police to plant phony evidence of infractions of the law."
Supplement 6, 76 Patrons, p. 25. (1980)
"The dynastic crisis of 244 had produced a precedent for the
assassination of the emperor if he or she overstepped the bounds of
legitimate activity. The concept was introduced to legitimize the
elimination of Cleon the Mad and never intended for any other purpose.
Nevertheless, in the turmoil of the Civil War, assasination was
introduced and accepted, at least by those utilizing the technique, as
a way of promoting succession in government."
Supplement 8, Library Data A-M, pp. 20-21. (1980)
"...many of the books are unavailable to ordinary individuals, being
psionics instruction texts or books banned by the Imperium."
Adventure 2, Research Station Gamma, p. 21. (1980)
"The project is showing some signs of success, at least at
interplanetary distances, and might lead to interstellar telepathy, if
initial success leads to more funding. It probably won't, for two
reasons. First, the public still rejects psionics as a legitimate
interest, and is not likely to accept it as a means of communication.
Second, other races (for example, the Zhodani) use psionics already, and
they could implement such a system, if developed, much faster than the
Imperium. The result would be to the military advantage of the enemy.
The Imperium, if it learns of the progress of the project, would
immediately suppress the information."
Adventure 2, Research Station Gamma, p. 37. (1980)
"Ganulph 0507-X200000-0 Ni G
"This world was originally inhabited by a society that had obtained tech
level 5. During the Fourth Frontier War, it was garrisoned by Imperial
Marines as an advanced base, including a major munitions store. In early
1084 all life on the planet, and its atmospheric envelope, was destroyed
in the Manoeuvre of Ganulph (see Library Data). The Marine commander was
posthumously court-martialled.
"The planet is now completely valueless and still highly radioactive."
Adventure 4, Leviathan, pp. 13-14. (1980)
"Ganulf, Manoeuvre of, 1084: Important Note -- Restricted to Naval
Files only.
"In early 1084 during the Fourth Frontier War, Imperial forces assigned
to the Egyrn subsector were drawn into a long series of skirmishes in
the vicinity of Walei (0102) and Nabeth (0402). The reason for these
became clear when a Zhodani task force arrived over Ganulph (0407) and
overwhelmed the solitary guardship, the Light Cruiser Alchemda.
"The Imperial resupply base with its small marine garrision held out for
a short time, but eventually a spread of missiles penetrated a munitions
storage silo, causing an immense nuclear explosion and sympathetic
detonations in other storage areas. In the increasing convulsions that
followed, Ganulf lost its thin atmospheric envelope and all life on the
planet became extinct.
"Munitions at the base included certain experimental weapons, and the
subsequent court of enquiry laid the blame on the logistics staff for
inadequate storage safeguards."
Adventure 4, Leviathan, p. 40. (1980)
"Mudge, in the Concord subsector, is attempting to relieve its
population pressure by colonizing Okefenokee. The original inhabitants
are resisting and a guerilla war is in progress."
Supplement 10, The Solomani Rim, p. 10. (1982)
"Sixty-five psionics institutes held Imperial charters in 800. The
suppression orders issued by Paula II, apearing over a period of ten
years, first "suppressed" the various charters, rendering them
temporarily suspended, and then revoked them at a later date. Sixty-five
suppression orders were issued, numbers 2 through 66 (SO1 was a general
order to the realm concerning the issue) followed by sixty-five orders
for revocation (SO67 to SO131). Of these, actual records indicate that
SO83 and SO96 were themselves revoked by orders published elsewhere. The
result is that a cursory examination of the SO files will reveal all
Imperial charters of psionics institutes to have been revoked; in
actuality, two institutes have retained their charters, now under the
auspices of the Ministry of Defense."
Supplement 11, Library Data N-Z, p. 15. (1982)
"The "unnamed interests" on Collace that want to see the Pavabid iridium
deposits opened up are several... Third is the Imperial Navy, which
wants to ensure that the valuable metal finds its way into the Imperium.
Collace has applied for membership in the Imperium, and though there are
many formalities to complete, the Navy knows that Collace is as good as
in. The Navy wants the iridium available for its own fleets so they do
not want Trexalon, Collace's rival, to be developer of the deposits.
Trexalon has been developing long-range economic ties with the Sword
Worlds Confederation, and a large percentage of the metal would
undoubtedly find its way there if Trexalon were to get the mining
franchise. It was the Navy who arranged to provide the grav belts and
stun carbines for the mission."
Double Adventure 6a, Divine Intervention, p. 9. (1982)
"Charges were brought against Urshukaan after his post was taken over by
an Imperial appointee. These accusations of excessive force, violation
of various sophont rights codes, and embezzlement of tax revenues were
dismissed."
Adventure 11, Murder on Arcturus Station, p. 26. (1983)
"Her last official position was as Governor of Scaramouche, which she
took over from Acting Governor General Urshukaan. It was on her
recommendation that Urshukaan was charged with using unnecessary force
and exceeding his authority in his treatment of the rebels on the
planet...discrepencies in the treasury were traced to the Baronet.
Charges of malfeasance were brought against her. She resigned under a
cloud, and, though pardoned by a high official in the sector government,
never again held any post connected with the government."
Adventure 11, Murder on Arcturus Station, p. 46. (1983)
"Resistance to the presence of an Imperial governor and a brigade of
marines at the starport/capital led, in 1098, to the outbreak of the so-
called Unity Uprisings against the government. The uprising was largely
suppressed by Acting Governor General Ringiil Urshukaan, though his
methods were harsh and later repudiated by higher authority..."
Adventure 11, Murder on Arcturus Station, p. 52. (1983)
"The government on Quiru is a military junta which is the result of a
mercenary operation. Imperial force has not yet been brought to bear."
Supplement 3, Spinward Marches, p. 24. (1979)
"Quiru (2321) is governed by a military junta. Placed in power by a
small mercenary army, the junta is tolerated by the Imperium because the
government it replaced was less efficient."
Spinward Marches Campaign, p. 20. (1985)
"[The 154th Battle Rider Squadron] participated in the suppression of
the Kamurinmur Rebellion in Gushemege sector in 760."
Spinward Marches Campaign, p. 32. (1985)
"But before leaving for the core of the Imperium, [Admiral Arbellatra
Alkhalikoi] left the Marches in the hands of a few loyal nobles, Caranda
among them. Although only a baron, he controlled the crucial world of
Regina and he was charged to continue to hold it for the Imperium...
"Baron Caranda proceeded to suppress local cliques disloyal to the
Imperium. Looking back across the centuries, it is difficult to say what
the exact nature of their disloyalty was, except that they lost and
Caranda won...
"When news of Arbellatra's victory reached the Marches (after nearly a
year in transit), some worlds did not accept the rebel defeat. Menorb
was one such world, and it fell to Baron Caranda to enforce
acceptance...
"The assault was swift and sure, taking out Menorb's communications
centers and bureaucratic offices in the capital. A few recalcitrant
bureaucrats lost their lives, but the action was essentially bloodless.
With the governmental offices in the hands of the Huscarles, Menorb fell
to Caranda and the loyalists...
Marquis Caranda attended the coronation ceremonies for Arbellatra in
629, and received his patent as Grand and Noble Duke of the Imperium
from her hand personally the next day."
Spinward Marches Campaign, p. 38. (1985)
See also: "Tradewar," The Traveller Adventure, pp. 108-109. (1983)
The Long Night:
"During the Rule of Man, large numbers of humans from Terra and its
oldest colonies emigrated throughout the Imperium. People of Terran
ancestry or culture (many of them assimilated Vilani) assumed positions
of power on most worlds, becoming industrialists and administrators.
"The problems of sheer size and scientific stagnation, which had brought
about the fall of the Vilani Imperium, continued to plague the Rule of
Man. The Vilani had coped with the problems of ruling a large empire by
a rigid caste system with all citizens rooted permanently in their
places, but this system could last only as long as there was no
significant external threat. The Terrans did away with this system, but
were not able to replace it with a new social order. The destruction of
the caste system swept away the foundations of society. Key industries
fell apart as their workers became free to move elsewhere.
"The [AD 2745] date for the end of the Rule of Man is arbitrary, and
notes the financial collapse of the central government, when the
Treasury at Hub/Ershur refused to honor a monetary issue of the branch
treasury at Antares. The resulting lack of confidence within monetary
circles marked the end of large-scale interstellar trade and of
effective government power within the Rule of Man. Although the
Imperium did not completely fall apart for many years, the Rule of Man
had effectively ceased to exist as a viable interstellar community, and
the period known as the Twilight (q.v.) had begun."
Supplement 11, Library Data (N-Z), p. 17. (1982)
"Twilight ([AD 2745 to 2995]): The failure of the Rule of Man triggered
the collapse of most of interstellar civilization. While interstellar
travel and commerce continued, it was at a greatly reduced rate, and the
many worlds of the Imperium turned in on themselves. The period of
collapse is termed Twilight and lasted for two and a half centuries.
"Modern historians consider Twilight to have begun in [AD 2745] when the
treasury of Hub/Ershur refused to acknowledge a monetary issue of the
branch treasury at Antares, triggering a financial collapse and the
destruction of large-scale trade within the Imperium.
"The end of Twilight is commonly accepted as the year [AD 2995], when
the last governmental body claiming to be the Rule of Man ceased to
exist."
Supplement 11, Library Data (N-Z), p. 25. (1982)
"What followed is romantically called the Long Night. It wasn't
romantic at all. The fall of the empire halted much of the trade and
commerce between worlds -- many of those worlds simply died, no longer
able to maintain their previous standard and unable to recapture the
lower technology levels necessary for survival. Some worlds banded
together into pocket empires, mere shadows of the former glory that was
the First Imperium. Some worlds wasted their technological jewels
fighting for the scraps of the empire that were left. The fighting and
the turmoil lasted nearly two hundred and fifty years -- from twilight
to maybe nine o'clock. Some worlds didn't even know for sure that the
empire had fallen; communications ships simply stopped coming, and no
one could find out why.
"Night continued for another twelve hundred years. Worlds turned in on
themselves, developing local resources and moving in their own directions."
Supplement 8, Library Data (A-M), p. 6. (1981)
"The Rule of Man was followed by an interregnum called the Long Night.
Its first stages were marked by warfare among the Imperium's small
successor states, sometimes no more than large-scale piracy.
Interstellar trade ceased in most areas. Some worlds, not self-
sufficient, simply died; many worlds' economies were ruined; most lost
the technology to construct starships. By -1500 the wars were over:
most of the old starships had broken down and no one knew how to repair
them. The Solomani Rim suffered less than most areas. The Easter
Concord, The Vegan Polity, the Dingir League, and the Old Earth Union
survived the Long Night by trading within themselves and maintaining
their defenses. In the rest of the old Imperium, recovery was slow,
but trade was reestablished in many areas by -500.
Supplement 10, The Solomani Rim, p. 5. (1982)
"...Terra developed jump-3 drives between [AD 2121] and [AD 2286]
(Library Data N-Z) and probably managed to retain at least tech level
9 throughout most of the Long Night (see Solomani Rim)."
"Prologue: Adventures in the Imperium's Past," Loren K. Wiseman,
Journal of the Travellers' Aid Society #20, p. 34. (1984)
"During the Long Night, Terra became the capital of the Old Earth
Union, which included most of the early Terran colonies from Barnard
to Forlorn and from Dismal to the merchant refueling station at
Sirius."
Supplement 10, The Solomani Rim, p. 30. (1982)
"[The Concord] subsector takes its name from the stable confederation
centered on the area during the Long Night. During the troubles
occasioned by the fall of the Rule of Man, the major worlds of the area
formed a union for mutual defense, with its capital at Easter. The
Easter Condord remained a secure bastion of civilization throughout the
Long Night..."
Supplement 10, The Solomani Rim, p. 12. (1982)
"Dingir has an important place in history. It has been, in turn, a
provincial capital of the First Imperium, headquarters of the Terran
fleet, for a brief time capital of the Rule of Man, independent world
(during the Long Night)..."
Supplement 10, The Solomani Rim, p. 28. (1982)
"The Vegan Polity prospered under the Rule of Man, and survived the
Long Night largely intact."
Supplement 11, Library Data (N-Z), p. 29. (1982)
"Most of the Solomani Confederation's portion of the sector was only
sparsely colonized before the establishment of the Solomani Autonomous
Region. Settlement of the Jardin subsector began especially late and it
contains only five worlds which may be regarded as habitable; these two
facts account for its low population."
Supplement 10, The Solomani Rim, p. 34. (1982)
"The Kulculcan Subsector... Kulculcan [was] the only world colonized
before [AD 5224]."
Supplement 10, The Solomani Rim, p. 40. (1982)
"The Ultima subsector is so named because it is a sector backwater, far
from the major trade routes. The region suffered economically during
the Long Night more than the rest of the sector, and has still not
recovered fully."
Supplement 10, The Solomani Rim, p. 8. (1982)
"The domain of Ilelish, encompassing systems which had been part of
the Rule of Man, was easily absorbed into the Imperium for two
reasons. First, the populace of the region looked upon the Rule of
Man as a high point in their history, and welcomed the new Imperium
as successor to the old. Second, the region was still suffering from
the effects of the Long Night and was fragmented and disorganized
politically. The domain of Antares was only partially absorbed into
the Imperium, because most of it had not been a part of the Rule of
Man, and was not severely affected by the Long Night."
Supplement 11, Library Data (N-Z), p. 6. (1982)
"Until circa [AD 3500], psionics was little studied in most regions,
except on a disorganized level... However, during the Long Night,
many races, (humans and others) turned introspective. As a result,
many finally began to engage in serious research in psionics, which
revealed much about the empirical nature of the phenomenon, although
the principles involved were, and remain, little understood...
"[Psionics Institutes] have existed before the advent of space
travel, but attained prominence only during the Long Night, when
reproducible scientific discoveries made psionics a teachable,
learnable science."
Supplement 11, Library Data (N-Z), p. 14. (1982)
"Aslan Border Wars ([AD 3401 to AD 4901]): Series of conflicts between
various Aslan clans and human systems as the Aslan expanded toward
already settled human territory. The Aslan achieved major race status
late (circa [AD 2622]) and proceeded to expand into the available
territory in their region of space. Contacts along their trailing
border necessarily resulted in friction with the human systems in that
region. Because the Long Night was well under way by the time the
Aslan encountered humans, there was no central human government to
resist Aslan attacks. Since there was no united Aslan authority
either, the sides were fairly matched, and numerous small warswere
fought between Aslan clans and human splinter states, with alliances
among the various powers constantly forming and dissolving. The border
between human and Aslan space remained relatively constant, with a few
systems changing hands after each war. At this time, some clans also
launched raids into the interior of the former Imperial domains,
conquering and settling worlds as much as 40 parsecs from the border."
Supplement 8, Library Data (A-M), p. 14. (1981)
"GSbAG: Founded, according to company propoganda, in [AD 2084] from a
consortium of old Terran manufacturing firms... Unlike other
manufacturers, GSbAG (popularly known as Gas-bag) has restricted
itself almost exclusively to the manufacture of starships since its
earliest known existance."
Supplement 8, Library Data (A-M), p. 41. (1981)
"One of the few periods of importance for local society came in the
waning days of the Rule of Man. A loose alliance of local worlds became
infamous for its piratical raids into Imperial space. These "Reavers"
harried worlds as far away as the Solomani Rim and the heart of Aslan
territory before their alliance collapsed around [AD 3421]. Even after
that point, raids and petty wars continued throughout the sector, as the
Human worlds fought each other and the encroaching Aslan."
GT: Humaniti, p. 79. (2003)
"Most worlds before the coming of the Third Imperium were either
independent, or members of small confederations or petty empires. Very
little material on the pre-Imperial governments of most sectors have
appeared, so referees have a free hand most of the time."
"Prologue: Adventures in the Imperium's Past," Loren K. Wiseman,
Journal of the Travellers' Aid Society #20, p. 34.
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