blast from the past: traveller musings

This first appeared on the now defunct skunkworks wiki for VSCA. It’s a love letter to the way I used to run Traveller and a response to canon fanatics on the Traveller Mailing List.

The Imperium According to Brad

There are many ways to interpret the setting details for Traveller — between multiple revisions of the game, board games with implied (and explicit) historical information , the ramifications of the technology, and the myriad actual games being played, the divergence is (pardon me) astronomical. So this here is just mine. When I run Traveller, this is the context.

The Imperium

The Imperium is an effort at maintenance — a philanthropic project that confronts the limitations of technology head on and makes hard decisions about how to minimize human suffering within that reality. It has no loftier (nor lesser) goal than the minimum suffering of Humaniti. The mechanism by which this is accomplished, however, is a vast disorder — a loosely connected and barely controlled balkanization of trillions. The secret to the success of the Emperor is an almost total release of command.

The Speed of Civilization

The core limitation of the Traveller universe is the speed of information. The only superluminal mechanism for transmission of information is the Jump drive which has a maximum range (approximately six parsecs) and a minimum time (a week). Nothing travels faster than that. We’ll take for granted that Special Relativity is wrong or incomplete so we can ignore causality issues. Anyway, this limitation means that you can’t maintain central control over any interesting distance — the minimum time between an event and your response is two weeks. The practical response time is vastly larger and the response must physically travel along one of a small number of calculable paths, making interception or blockade quite feasible. Empires that tried to maintain central control have fallen.

So this means that an existing high technology society cannot sustain neighbouring technologies — if a given society is suffering a major setback (war, future shock, catastrophic ennui) there is no certainty that it is possible, let alone economically viable, to sustain it externally. A critical tenet of the Imperium’s ruling philosophy, then, is that you can’t save everyone. The practical goal that follows is that there is a minimum level of technology that can be sustained on average given the limitations of travel speed and economics. That tech level, it turns out, is around 10.

The Imperium’s concrete efforts are to ensure that jump technology gets to societies that have lost it and to help create and sustain sufficient infrastructure to do so. They do not make any effort to control the leadership of these systems except where that leadership inhibits the primary goal of sufficient technology. The net result is a kind of feudalism and certainly the trappings of ancient feudal societies have been cheerfully adopted.

Fealty: The Exchange of Servitude for Jump Drives

The transaction that all systems in the Imperium undergo is an oath of fealty: the system agrees to have its economy and industry influenced (sometimes outright controlled but not necessarily) by an Imperial agent of noble blood. Their duty to the Emperor is to see to it that their charge attains and sustains at least tech level 10 — establishing a space port and the technology to make and keep making jump drives and therefore participate actively in interstellar trade. Their authority relies in large measure on the fact that he’s a conduit for improvement of the local way of life, but also on the military guarantee of the Empire — if things go badly the marines will show up. Not necessarily in any great hurry, but the Empire will assert itself.

These governor/observers usually carry some traditional feudal title like Duke or Count depending on the region, the social standing of the individual, the value of the holding, and the culture of the location. This Imperial delegate lasts as long as they are needed — sometimes that is decided by them, sometimes by the Imperium, and, in some unfortunate cases, it’s decided by the populace with the tacit approval of the Imperium. The actual mechanism of the observation and its connection to local authority is entirely at the discretion of this noble, but usually pursues an established ((Imperial Advancement Strategies|advancement schedule)). As long as they are demonstrating results their methods are rarely questioned.

The Reality of Technological Limits

Maintenance of a culture past tech level 15 appears to be impossible — no post-15 cultures have demonstrated any lasting stability and those currently at that state are all on the cusp of failure. The Imperium has tried to maintain these in the past but it is now considered an unarguable fact that these civilizations will fall. 15 appears to be a relatively stable level of technology and consequently this is the target technology level for all systems. It is not, however, commercially viable to try to do this outside of the immediate core of the Imperium, so the Empire stops pushing once a system can communicate and compete in interstellar affairs on its own.

A side effect of this is that the Imperial core worlds are all a little paranoid about technology — there is an effort (sometimes deliberate and sometimes unconscious) to fail to progress. Typically this expresses itself in an accretion of mysticism and in socio-political rituals around technology, limiting its efficiency and therefore its capacity to accelerate itself. Imperial core worlds are high tech places with low tech appearances. Swords are favoured over lasers, costume is highly decorative and hand crafted, the nobility ride horses to court, but everyone carries their hand computers and communications gear and is hooked into the world network. Technology has produced a great deal of leisure and luxury and the Imperials are determined to choke technological advancement with it. This as much as their goal of maintenance may explain the durability of the Imperium.

Client States

The systems that fall inside the Imperial borders that have shucked off the Imperial guidance are free to pursue their own interests as long as they do not disrupt Imperial interests. The obedience thus demanded from the Emperor is simple:

* You don’t interrupt the mail. The X-boat routes and the people and ships that ply them are absolutely sacrosanct. Problems with regular X-boat deliveries will result in the eventual arrival of the Imperial Navy and its Marines. Resolution will be swift and under the local discretion of the arriving military commanders (you can’t wait for clarification on orders with a six month turn around in the sticks).

* You obey interdiction zones. If the Imperium says you can’t visit a system, you can’t visit the system. An Imperial response here is usually restricted to systemic exploitation — systems are interdicted because it would be dangerous if colonised or exploited on a large scale. Sometimes, however, red zones can be very strict indeed with Imperial attention even to individuals crossing the line. Again, the threatened response is autonomous naval units with marine support.

* You don’t mess with the elevation exercises. Systems without jump technology are not interdicted, but any effort to keep the Imperium from achieving its goal of elevating the local technology to an interstellar one will be frowned upon. With ships and guns.

Other than that you are free to wreck your own and other civilizations through devastating local or interstellar warfare. Be careful of unplanned side effects that might attract Imperial attention though — when the Imperium chooses to end a war it takes the simplest possible route.

The Imperial Marines

Few things command faster compliance with Imperial dicta than the arrival of a squad of black and red battle dress uniforms — featureless visors, the whir of electro-mechanically enhance strength and mobility, and the blunt snouts of man portable fusion guns all contribute to the staggering awe inspired by these troops. Rumour of their dispatch is often enough to compel even the most stubborn rebel.

These troops are the expensive elite of a much broader organization, of course, but they are also the face of Imperial force, so while they are deployed as part of a more complex order of battle, they are nearly always present in every order of battle. The Imperium only sends troops when it intends to fight — there are no idle Imperial threats — so it never holds back to cut costs. The unit types available to any given deployment include:

Elite Imperial Guard

These are what you think of when you hear “Imperial marines”. They wear full battledress armour and wield FGMP-15s for all duties except boarding or the interdiction of high value structures, in which case they will carry a mix of Gauss rifles and laser rifles, retaining the FGMP as a squad support weapon instead of the standard longarm. These units are deployed to swiftly crush all resistance through sheer shock — they land without warning dropped from orbit individually and their missions are simple.

Imperial Interdiction Forces: Infantry

The IIF units are a little less imposing than the EIG but what they lack in enormity they gain back in number: the IIF deploys unpowered combat armour with FGMP-15 sidearms. The armour is lighter and cheaper but can’t be used for individual re-entry, so the IIF is deployed by carrier landing groups en masse. These units are used to occupy and defend ground taken by the EIG shock troops and will also provide the bulk of any counter-attacking forces.

IIF units will also maintain artillery components and nuclear damping units.

Imperial Interdiction Forces: Armour

The IIF infantry is supported by fast fire and maneuver grav tank platoons capable of delivering direct and indirect heavy weapons fire on distant targets. As they are extremely expensive to move (mass is cost when you’re shipping a hundred parsecs) these armour units are often built to specification at the nearest TL-15 industrial base and as a result will vary in specific loadout depending on local resources and, perhaps more relevantly, local terrain and opposition.

Armament will vary most widely ranging from rocket-assisted low velocity CPR artillery to VRF gauss anti-personnel only to Z-category fusion weapons. Closer to the Imperial core meson guns may also be present in some numbers.

Armour is always the most bonded superdense that can be manufactured and deployed on the frame and power supply: the marines like their armour invulnerable.

Supporting gear will include laser detection and counter-measures, a full range of target detection and acquisition electronics, and nuclear damping gear.


The Imperial marines are further supported by a broad base of logistic and command personnel wearing uniform cut black and red combat environment suits. The standard sidearm for support troops is the ((IMS-66 TL15 Snub Pistol)), an autoloading variant of the snub pistol loaded with self-guiding subsonic ammunition with a dual purpose explosive warhead and a sophisticated ranging and target marking system.

The Solomani

The Solomani are a loose confederacy of interstellar governments that achieves by accident what the Imperial devotes effort to. No central authority exists and efforts to make one happen are stillborn. The difference in actual effort results in a similar result but with a different statistical profile — Solomani systems have the same mean technology level but the distribution is closer to even. In the Imperium there is a big bump in the curve around tech 11-12 because of Imperial management policies. In the Solomani space there is no such bump — any efforts to elevate pre-interstellar cultures are purely local efforts.

Similarly there is no resistance to technological advance. Practically speaking this means that there are more TL15+ worlds than in Imperial space because there are no brakes on progress, but there are also many more recently fallen cultures that have reached there socio-technological barriers and been crushed back to pre-atomic industrial capacity. Or worse — there are plenty of scarred and empty wastelands in Solomani space too.

The nature of this near anarchy is such that further describing the Solomani as though they were a single entity is fruitless. Where they war with the Imperium their war is local in both effect and context for the Solomani even where it is of Imperial interest.

The Express

The Solomani do have an X-boat system and it is the reason they continue to exist as an interstellar entity, but it is not centralised as it is with the Vilani. Instead meddling with the Express is something of a cultural taboo — it’s simply not done. This means, of course, that it is indeed occasionally done, but it’s generally reacted to violently by all affected systems. It most often happens in times of war though its impact on systems nearby that are not involved in the fray makes it an undesirable tactic for the aggressors, almost to the point of being considered a war crime.

The Express is a system of private companies that manage the routes between themselves. In high density subsectors the competition is fierce and a valuable system may have as many as a dozen competing Express companies, some inter-sector and many inter-system. This system is less efficient than the Imperial X-boat network but is also completely unmanaged, making support of the system the problem of the interested parties rather than all citizens. In practice the differences are negligable. Basically in the Imperium your delivery is a near certainty with a very predictable schedule whereas in Solomani space your delivery is marginally less certain and you have a wide variety of choice for delivery speed, insurance, route, and of course, cost.

The Vargr

While not truly alien in any strict sense, the Vargr represent a problem in perspective as well as practical politics for the Imperium. They are loosely organised, much like the Solomani, but have much less of a pre-disposition towards order. Their internal communications are again similar to the Solomani but, due to their cultural tendency towards piracy, not nearly as reliable. This means that there really is no one in Vargr space for the Imperium to talk to — at least with the Solomani they can negotiate with the various Express companies and big traders, but with the Vargr the largest clans represent only a few thousand individuals at best.

The most obvious consequence of this is that, where the Imperium borders on Vargr space, a military presence is provided to deter Vargr piracy but no actual effort towards political contact is made. This seems to suit the Vargr just fine.

The Incursion Zones

The Incursion Zones are a series of systems in the ((Arbalest)) sector that have no clear relationship but that are the source of significant attention from an otherwise unaggressive alien species — the Khelkevarians. Each of the systems were colonised many years ago by designated Imperial colony forces but have been in a constant state of warfare since their inception. Whether they were previously occupied or have since been invaded is not clearly understood though the Imperium, in choosing the terminology of “Incursion Zones” has declared their position on the matter.


The first contact in the Incursion Zones occurred in the colony of ((Typhoon: Khelkevaria|Khelkevaria)), a habitable moon of a gas giant in the bio zone of a yellow star in the region. Early technology imports established an industry there in the lush jungles that proved a rich source of organics ranging in utility from tailored bacteria to anagathics. Valuable both for its stratgeic location on a single jump path through the Corridor and for these natural resource, it soon became hotly contested by a species that has come to be knowne as the Khelkevarians even though they do not originate from that system.

The Khelkevarian moon is a deep jungle with a dense canopy that reaches dozens of kilomters above ground. The base of the forest is an organic soup in a high pressure atmosphere while the upper zones are dominated by predatory avian species and flimsy light gathering foliage. Only in the middle zone is there a suitable region for habitation and this is where the colonies themselves lie — using the trunk and branch systems of the huge World Trees for both foundation and transportation in the mid-zone where the atmospheric pressure is roughly normal for human habitation.

It is in this forested world that the Khelkevarians, a pseudo-reptilian high technology race battle Imperial forces for control. No real attempt at communication has ever been made between the two forces and the war has raged for many years. The electromagnetic interference from the gas giant makes ship detection extremely difficult and so both sides regularly attempt rapid deployment of ground troops while larger scale naval battles occasionally break out in deeper space. Both are essentially attempting to blockade access to the surface and both are largely unsuccessful.

The Khelkevarians appear to excel in gravitics technology — in these areas they are closer to TL15.

Khelkevarian Assault Forces

The Khelkevarian invaders have substantial technological and industrial resources somewhere on the moon — something that is very easy to hide in the dense forest that covers the entire planetoid — and produce effective fighting forces well suited to the environment. They do not appear to be able to breath the atmosphere in the mid-world (nudge nudge) but may be more suited to the higher pressures below. Their technology level is approximately TL13 but they exhibit both higher and lower variations, leading to speculation that they have a widely spanning empire not unlike the Imperium in which some variation of technological capacity exists.

Incursion Troops

Human mercenary in a captured gravcan.

The basic unit of the Khelkevarian forces is the Incursor — a Khelkevarian in TL13 hardsuit combat armour with a “gravcan” on the lower half that can be detached instantly if needed. The gravcan provides rapid propulsion and lift allowing for speedy traversal of the World Tree branch networks. Incursors are typically armed with some Gauss rifle system, often the ((KM-119 Khelkevarian Close Quarters Gauss System|KM-119 system)) designed for very close quarters combat. These troops obviously specialise in very rapid deployment and ambush and will typically establish an ambush with two or more wings of reinforcements ready to exploit or extract the ambush once sprung. The Khelkevarians invented the gravitically polarised charge, TDX, that is now prevalent in Imperial forces and the Incursors always carry a great deal of it as demolitions charges or grenades.


The logistic and command arm of the Khelkevarians have not bee sighted and certainly not captured. They may not exist or they may not be distinct from the Incursors. Certainly when heavy weapons installations are established (such as the usual VRF Gauss brackets often installed on Khelkevarian owned branches) they are installed and manned by Incursor troops. There appear to be no distinct engineers or other supporting units.

One thought on “blast from the past: traveller musings

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s