ITD03
ITD03
ITD03
Issue Three
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Travellers Guide
T
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TRAVELLERS GUIDE
a
v
e Khtearle, A World on the Edge
l By Brett Kruger
l
e System Data:
r Khtearle (1733 C595778-5) is found in the Drinsaar subsector of Reavers' Deep. The primary
s star is called Arkarna and has a spectral classification of F2V. The Khtearle planetary system
G has ten major bodies with the only permanently inhabited world being Khtearle. There are four
u gas giants and one planetoid belt in the system.
i
d Orbital Dispersion Table:
e 0 - Empty
III III IV VVI VII VIII IX X-
Arkarna I
Arkarna II
Arkarna III
Arkarna IV
Khtearle
Large Gas Giant
Belt
Small Gas Giant
Small Gas Giant
Small Gas Giant
Planetary Data:
Khtearle has two satellites, Noch and Alexa. Khtearle's diameter is 8,000 kilometres and it
has an atmospheric composition of a dense oxygen-nitrogen mix, with a higher than normal
carbon dioxide content. The air is breathable, but a filter is recommended for long exposure.
Hydrographic percentage is 51% liquid water. The population of 60,520,000 is composed of a
number of human nations and several Aslan clan holdings. The trade classification of Khtearle
is agricultural and, with the governments split across a number of nations as well as several
Aslan clan holdings, the world is considered to be balkanised with an average law level of 8.
Current technology levels on Khtearle have been graded by the ISS at five, although this is
only of the original human population.
Early History:
Travellers Guide
by all sides to boost their numbers
T employed
and
five
years
of bloody conflict followed.
r When the hostilities
ceased the Aslan
a clans were no better finally
off,
but
had lost most of
v their technology and the advantages
it had
e given them. The clans retreated to their
l corners of the world and the human nations
l continued on as before.
e By the time the Gralyn colony ships arrived in
r 727 there were forty eight million humans and
s two million Aslan living on the world. The
G Aslan reacted by sending armed envoys to the
u new, higher tech human colonists, demanding
i to know their intentions. With tensions
d escalating, the largest human nation, the
e Snox, stepped in to act as negotiators and
employed in agriculture.
Due to the higher than normal carbon dioxide
content in the atmosphere the world is warmer
than it normally should be. This has resulted
in a natural greenhouse effect, with the
equator region being quite hot and wet, and
the Polar Regions not having permanent ice
caps.
Ecology:
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Travellers Guide
T Society:
r Life on Khtearle is very much an industrial
a society, especially in the human nations. All
v nations use gas and oil as their primary fuel
e sources, except the Grayln colony, but
l despite this there is little pollution on the
l planet. This is due to the relatively small
e population and the abundant supplies of
r natural gas Khtearle has.
s The Snox are a very open people,
G welcoming trade with all other nations. They
u enjoy high culture, with many opera houses
i and theatres in all their towns and cities.
d They especially like intelligent comedies and
e love to laugh, both at themselves and others.
The other nations tend to find them rude
when they are just trying to be funny. The
Snox always wear brightly coloured clothing
and favour large hats.
Both the Glarlops and Trearlet human
nations are much more conservative. While
they both trade with the other nations they
always look to fulfil their own internal
resource requirements first and only trade
excess production. The Glarlops people in
particular are very utilitarian, working long
hours, having been taught from an early age
that, only by doing so, will they bring the
nation the status its leaders desire. As such
they prefer utilitarian browns and greys for
their clothing and rarely display any humour,
except when drunk. Pubs and taverns are
common in Glarlops cities as the majority of
their citizens spend their work-free days in
such establishments.
The Trearlet humans also tend to be selfsufficient with their resources, but are more
relaxed in their pursuit of these than the
Glarlops humans. They like to purchase
some of the luxury items of the Snox, but are
not as wanton about their indulgences as the
Snox are.
Both the Aktirao and Hiyulew Aslan clans
have made Khtearle their home. Honour
governs their way of life. The clans expand
into the land around them as needs require,
and there is plenty available to meet these
needs. The Uawairlew clan is aggressive
and war-like, they will often attack the other
clans when their own resources are in short
supply. The only balance to this aggression
is the fact that the Uawairlew clan continues
Government:
Military:
Travellers Guide
weapons and large, short range
T automatic
but without nuclear capability. The
r missiles,
Grayln colony on the other hand arms their
a police force with tech level ten weapons, with
v ACRs and combat armour. Overall the
e military posturing of the nations on Khtearle
l have been, and continues to be, low key and
l of a defensive standing.
e
r Trade:
s The nations of Khtearle trade extensively
G between themselves and with the formation of
u the Council of Nations the Gralyn colony has
i been appointed the primary partner for the
d Council for all off-world trade. The wisdom of
e this is a continuing point of dispute amongst
the diplomats, with many questioning the
impartiality of the Grayln colony.
Nevertheless the world is prospering
with the agreement, though some
suggest they could do better.
Only the Uawairlew Clan
is not a part of this trade
agreement, continuing
to send their
Adventure Hooks:
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Travellers Guide
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Ships Locker
S
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SHIPS LOCKER
i
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s Medical Devices!
L By Brett Kruger
o
c Hand-held medical scanner
k
e This tablet style device has a bio-scanner embedded in it to allow field scanning of patients for
r quick diagnosis. A wireless link also allows the device to connect to local nets to augment the
in-built database. A TL10 model is available at the same size but half the weight. At TL13 the
display is replaced by a hologram, the weight is 100 grams and the size is halved.
Manufacturer: MediTeknix LIC
Tech Level: 9
Weight: 500 grams
Diameter: 250 x 150 mm
Height: 10 mm
Price: 5,000 Cr
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Ships Locker
S
h Fixed low berth
i
p Cold sleep facilities often found in starships.
s These units are installed at a slightly inclined
L upright angle to allow easy access by the
o passenger.
c
k Manufacturer: MediTeknix LIC
e Tech Level: 10
r Weight: 500 kg
Diameter: 2500 x 1200 mm
Height: 2000 mm
Price: 50,000 Cr
WANTED
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Construction Yard
C
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CONSTRUCTION YARD
n
s
t Imperial Intruder Class Scout
r By Brett Kruger
u
c The scattered stellar density of the Reavers' Deep sector was always going to cause issues
t for the Imperial Scout Service. The standard scout designs used throughout the Imperium did
i not meet the requirements of operating in the Deep, and thus the Intruder class was born.
o Currently the Intruder class scout ships are built on St George, Kaagin, Stonehaven,
n Concorde, Khakhan, Nexus and Lavinia. The ships are named after the shipyard in which they
Y are constructed as well as the build number. Thus the third Intruder class scout ship built at
a the St George yards was called St George III. The current design of the Intruder class is built
r at Tech Level 13 to enable the jump 4 capability of the design. Also under development at the
d Naval yards at Aries is a Tech Level 15 version of the Intruder class. Besides the prototype
one sample of the TL 15 Intruder has been built.
Class: Intruder
Ships in class: 32 ships in active service, 3 in reserve, 1 lost from possible mis-jump.
Type: SI
Architect: Brett Kruger
Tech Level: 13
Tonnage: 100 Tons
Cost: MCr 94.637
Computer: Model/4 Bridge: 1
Staterooms: 1
Drives: 4 jump, 2G, Power plant-4
USP
SI-1142441-130000-20002-0 MCr 93.7 100 Tons
Bat Bear
1
1
1
Bat
1
1
1
Crew: 2, Pilot, Gunner
Cargo: 1.000
Fuel: 44 tons
EP: 4.000
Agility: 1
Armament: Triple turret with 1 beam laser, 1 missile rack.
Defences: 1 sand caster, factor 1 armour.
Craft: Carried air/raft at 0.6 Mcr Fuel Treatment: Fuel Scoops
Architects Fee: MCr 0.937 Cost in Quantity: MCr 74.960
Ships in class: Aries I.
Tech Level: 15
Tonnage: 100 Tons
Staterooms: 1
USP
SI-1142441-100000-00000-0 MCr 80.0 100 Tons
Bat Bear
Bat
Crew: 1, Pilot
Cargo: 7.000
Fuel: 44 tons
EP: 4.000
Agility: 2
Armament: 1 hard point. (1 ton)
Defences: Factor 1 armour. (4 tons)
Craft: Carried air/raft at 0.6 Mcr (4 tons) Fuel Treatment: Fuel Scoops
Architects Fee: MCr 0.794 Cost in Quantity: MCr 63.520
INTO THE DEEP - ISSUE 3
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Construction Yard
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Construction Yard
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Bestiary
B
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BESTIARY
s
t
i Lightning Reds
a By Brett Kruger
r
y The Lightning Reds are a large, two meter four crimson eggs in amongst the lilies bulbs
long, swimming omnivore reptilian native to
Khtearle. Although they will eat the
underwater tubers and bulbs of the oceans of
Khtearle, they much prefer the taste of flesh.
The Lightning Reds are air breathers but can
live for hours under the water. They can
sometimes be found sunning themselves on
top of the huge fifty meter wide water lilies that
grow on the continental shelves of the world.
More often than not they are encountered
underwater, usually to the detriment of
unprepared travellers. The Lightning Reds are
extremely fast and absolutely vicious
underwater.
Lightning Reds are long and thin, with eight
large, but short, webbed appendages running
the sides of their bodies. These webbed
appendages also consist of four razor sharp
claws used for ripping up their prey. This
attack often disables their prey enough for the
Reds to finish them off with a snap or two of
their needle sharp teeth. The Reds' get their
name from the crimson colour of their scales,
which allows them to blend in completely with
lilies and other large water plants of Khtearle.
Lightning Reds are only ever encountered by
themselves or in pairs. The female Reds' lay
Page 13
UPP: 7A8FD7
Skills: Computer 3, Jack-o-T 3, Grav Vehicle 1, Mechanical 1, Electrical 1,
Battle Dress 2, Medic 1, Demolitions 1, Combat Rifleman 2, Zero-G Weapons 1,
Zero-G Combat 1, High Energy Weapons 1, Survival 2, Liaison 2, Recruiting 2, Carousing 1,
Brawling 1, Vacc Suit 1, Streetwise 2, Pilot 1, Forgery 1, Bribery 1, Recon 1.
Player Information:
4. An unknown bacteria, which causes uncontrollable bleeding in victims, has been causing
issues at an Imperial army base. While the local medical authorities have the outbreak under
control the party is hired to find the source of the outbreak.
Page 15
Featured Adventure
F
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FEATURED ADVENTURE
a
t
u Next Lily Over
r By Brett Kruger
e This adventure requires a party of four to seven player characters without their own ship.
d
plans to locate the hunt in one of the neutral
A Player's Information
seas. However the political situation is a little
d The Situation
unstable at the present time, which is why
v
is looking to hire guards for the hunt.
e The party is on one of the worlds within jump Brice
Brice intends to spend two weeks on Khtearle
n 2 of Khtearle (Collin's World, Brandon, Banff, during
so will offer the party 5,000Cr
t Marion, Gralyn, Venice or Aikhiy) looking for a each forthethehunt,
four week job, all expenses
u patron. They are approached by a man
The party will have to provide their
r calling himself Brice Jockson. Brice is a 6 foot included.
own weapons. Brice tells the party that the
e tall, rough looking man. Well built he has
general law levels on Khtearle prohibit all
black hair and what looks like a permanent
five o'clock shadow. Brice is looking to hire
some capable people to act as guards and
stewards aboard his 200 dTon safari starship.
Brice tells the party that they are looking to
jump from their current world to Khtearle to go
hunting Lightning Reds, the huge fighting sea
creatures native to that world. By "they" he
means the other members of his crew, whom
he will introduce if the party takes on the job.
Khtearle is currently a balkanised world so he
Page 16
Featured Adventure
F
e The Hunter's Prize
a
t The Hunter's Prize is a standard, if battered,
u Type K Safari Ship. She has the typical 200
r ton wing shaped hull, jump drive B,
e manoeuvre A, and power plant B, giving a
d performance of jump 2 and 1G acceleration.
Next to the bridge is a model 1/bis computer.
A There are eleven staterooms, but no low
d berths. The ship has two hardpoints with dual
v turrets and fire control on each. One turret
e has dual missile launchers and the other has
n dual sandcasters. The Hunter's Prize also
t carries an air/raft and a 20 ton launch. Cargo
u capacity is 5 tons, as well as the two 7 ton
r capture tanks. The ship is streamlined and
e has fuel scoops for wilderness refuelling.
The Hunter's Prize is routinely maintained,
however its hard life means its engineer is
constantly fine tuning the engines and fixing
minor breaks. A roll of 10+ on 2D6 (no
modifiers allowed) means a minor system has
broken. This can even occur during jump.
The Hunter's Prize was constructed 52 years
earlier at the Garrison (Reavers' Deep 2221)
shipyards.
Cr85,000
Cr50,000
Cr90,000
Cr2,000
Age 32
0 terms
Page 17
Featured Adventure
F Large swaths of kelp are also found in the
e area, supplying abundant food sources for
a small marine animals, which in turn feeds the
t larger creatures like the Lightning Reds. The
u water is warm year round, and has a visibility
r of up to 50 meters. The Hunter's Prize will
e spend the two weeks drifting on the sea, while
d Brice, Dane and Millis take the air/raft
underwater on the daily hunts. They will be
A gone for several hours at a time and
d sometimes even at night. They will
v occasionally they will be seen unloading
e crates into one of the holding tanks.
n At least once a day the crew will observe a
t prop driven aircraft fly over their location.
u They will also see coastal craft in the
r distance moving along the coast and one
e particular black craft will be observed along
the Uawairlew clan coast several times. After
seven days the players will be required to
take the cutter back to the downport for fresh
supplies.
Referee's Information
This adventure is not a big game hunt but is
in actual fact a treasure hunt. During his time
in the Imperial Navy Brice came across an old
report in the Naval archives about the Imperial
White Fleet that was dispatched to the Deep
to suppress the violent natives of Drexilthar
(Reavers' Deep 1826). One of the starships
of that fleet was the 10,000 dTon heavy escort
Kjentkal's Revenge.
The records indicated that Kjentkal's
Revenge mis-jumped from Stonehaven and
was never seen again. The records also
indicated that the starship was carrying part of
the fleet's payroll at the time it disappeared,
over 100 million credits in hard currency.
Once out of the Navy Brice set about locating
the lost escort and its hidden prize.
His endeavours were helped when he
inherited the Hunter's Prize from an eccentric
uncle. Searching Imperial and other records
eventually lead Brice to a report of a possible
starship crash listed by scouts during a
routine survey of the Drinsaar subsector.
After conducting an orbital survey of the
The following URLs contain deckplans for the Type K Safari Ship.
http://classictraveller.wordpress.com/starships/safari-ship-type-k/
http://www.elvwood.org/Traveller/Animal.html
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Featured Adventure
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The Hunter's Prize floats on the Sea of Senerriferis
n
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u
LOOKING FOR MORE ON REAVERS' DEEP?
r
e
Find all previous issues, library data and more at the Reavers' Deep Project web site.
http://sites.google.com/site/reaversdeep
INTO THE DEEP - ISSUE 3
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Business As Usual
B
u
BUSINESS AS USUAL
s
i
n
e Banff System Company
s By Brett Kruger
s
History:
A Banff System Company was incorporated in 1000 employees work in the Sales and
s 994 on Collin's World (Reavers' Deep 1631) Transportation departments.
U to exploit the resources of the Banff system
s (Reavers' Deep 1831). As the population of Corporate Culture:
Life in the mines of Banff is hard but the
u Collin's World reached 3 billion the Civil
Service
Government
found
that
the
cost
of
miners
are well paid, at times the pay rates
a
l local resources, particularly the raw materials have been up to thirty percent over standard.
required for the construction of the living
habitats that protected the population from
the vacuum of the world's surface, starting to
climb sharply. A group of local merchants
was approached with the offer of a resources
contract and thus Banff System Company
was formed. Banff System Company
prospered for well over two decades until a
rival trade syndicate set up a similar mining
enterprise in the Brandon system. A brief
trade war ensued between the two
companies before an agreement was
reached in 1015. With the city-states of
Collin's World divided up between the two
resource companies, Banff System Company
was able to get back to the business of
supplying raw materials. As the population of
Collin's World grew, so too did the size and
profits of Banff System Company. Thus after
120 years the fortunes of Banff System
Company is tied closely to the rise of Collin's
World.
Divisions/Corporate Structure:
Page 20
Business As Usual
B Corporate Affairs/criticisms:
u Some segments of the Collin's World
s government have criticised companies like
i Banff System Company as being too singular
n in their core business and not having enough
e diversity to remain profitable in the current
s economic downturn. While it is true that Banff
s System Company only exists to bring
from Banff to Collin's World, it has
A resources
done so with great efficiency for its entire
s history.
U
s
u Brandon System Company
a By Brett Kruger
l
History:
Divisions/Corporate Structure:
Current Projects:
Stock ownership:
Corporate Culture:
Business As Usual
B Corporate Affairs/criticisms:
u Charlie Lin-Shring currently holds the
s position of Chief PR Manager, and is a master
i of public relations. Brandon System
n Company has a reputation as a top quality
e shipper that delivers on time and under
s budget. Much of this reputation is directly
s attributable to Lin-Shring's aggressive
marketing to both customers and media
A outlets, ensuring that successes are promoted
s extensively while any failures are quietly
U covered up.
s
u Current Projects:
a Company officials are currently in contract
l negotiations with the government of Venice to
help supplement local transport companies
transporting foodstuffs from Aikhiy to Venice.
Brandon System Company is also
investigating the possibility of investing in, or
the outright purchases of, Venice or Gralyn
shipping companies.
Stock ownership:
Join your clan brothers today as they seek out new worlds and claim
territories ripe for the taking. Fight glorious battles and lay claim to what
will be ours!
INTO THE DEEP - ISSUE 3
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Contact
C
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CONTACT!
n
t
a H'Oskhikhil A Minor Non-Human Race.
c By Brett Kruger
t
Origins and History:
on their homeworld.
The juvenile buds on the adults are triggered
with temperature increases, hence the desire
by the adult H'Oskhikhil to stay cool and delay
the process. Once the budding has started
the adult always die as the juvenile buds hatch
to release the young. The dead parent then
provides food for the offspring. As the
comparatively short and hot periastron period
ends the offspring mature and begin their
metamorphosis into the long lived adult form.
Language:
Psychology:
Contact
C Society and Government:
o H'Oskhikhil adults live in large stone
n buildings that have the look of fortresses or
t mausoleums. These buildings are armored
a and air-conditioned refuges where they can
c live to pass on their culture and technology to
t the next generation. There are currently eight
Adult H'Oskhikhil
Page 25
Featured Article
F
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FEATURED ARTICLE
a
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r Standard Shipping Containers
e By Gabe Thullen
d A bit of history
The standard shipping container is a major
in less than a day by an eight person crew.
A invention
which
revolutionized
interstellar
Some historians claim that this is a casebook
r shipping. Nowadays, these containers are example
of ancient technology which had
t taken for granted, but historians agree that been forgotten
during the Long Night. The
i their advent contributed to a large extent to standard shipping
containers would have
c the success of the Zhunastu Industries, which been invented on Terra
before the
l in turn lead to the birth of the Third Imperium. development of spaceflight,
would have
e Cleon Zhunastu, the future emperor Cleon I, contributed to an explosion ofandcommerce
acquired controlling interest in the Zhunastu
Conglomerate in the year -30, and the
corporate records, available at the imperial
archives, show that the first standard shipping
containers were being produced shortly
thereafter.
According to his biographical notes, Cleon
developed his idea of standard shipping
containers during his sabbatical tour of the
Rimward frontier, from -34 to -30. He noted
that he had to spend days or even weeks
waiting at the starports while hundreds of
stevedores unloaded then reloaded the
interstellar freighters. He then thought of a
way to speed up this process. By way of
comparison the same task is now completed
Page 26
Featured Article
F greatly improved by further standardization,
e and some of the recommendations by the
a Imperial Standards Bureau (ISB) concerned
t shipping containers:
u
r R-668: terminology, dimensions and ratings;
e R-790: identification markings;
d R-1161: corner fittings;
R-1897 minimum internal dimensions of
A general purpose freight containers.
r These different standards can be summarized
t as follows:
i Dimensions: 6m x 3m x 3m (+/- 0.01 m).
c Mass: 3.85 tons
l Fully loaded containers should be stackable
e 10 high.
Contact
C
o
CONTACT!
n
t
a Ayansh'i A Minor Human Race.
c By Brett Kruger
t
Origins and History:
Language:
Psychology:
Contact
C the Daibei Sector and may one day become
o as highly sought after throughout the
n Imperium.
t Though the Ayansh'i rarely leave their
a homeworld they have, on several occasions,
c been persuaded to do so by clients they judge
t worthy. The "Ducal Gardens" on Wariner
Page 29
Library Data
L
i
LIBRARY DATA
b
r
a NOTES & CREDITS
r Reavers' Deep sector data in this article is based on the work by Paul Sanders and the Keith
y Brothers, specifically the Reavers' Deep Sector Sourcebook, A Pilot's Guide to the Drexilthar
Subsector and A Pilot's Guide to the Caledon Subsector. Sections that are based on these
D sources retain the copyright of the original authors where appropiate.
a
t
a Drinsaar Subsector: The Drinsaar subsector is made up of several multiworld states and
scattered independent worlds. The largest of these governments is the Carillian Assembly to
trailing and coreward. The Gralyn Assembly controls two worlds on the Drinsaar Loop. To
rimward lie the Lanyard Colonies, the Carter Technocracy and the Purity Union.
The spinward and coreward worlds of the subsector make up a portion to the Drinsaar Loop,
a 23 world main that extends into the Eakoi and Drexilthar subsectors.
The Drinsaar subsector contains 25 systems with a population of 49.527 billion. The highest
population is 30 billion at Rintarna and the highest tech level is 13 at Rintarna and Lanixohn.
Hex
1733
1734
1735
1735
1740
1831
1832
1839
1840
1933
1937
1938
2032
2033
2034
2037
2038
2133
2136
2234
2239
2337
2431
2433
2438
2440
UWP
C595778-5
E643569-4
B758899-A
A488608-A
A7589A8-B
C516310-A
C7B4352-A
B8878AC-9
B000666-9
B887A99-D
D767551-7
B89A569-B
C799435-A
A789973-D
C885665-7
B446562-8
B659698-8
B877687-A
E323523-5
D87A466-8
C213367-B
D567585-5
B554759-9
C999563-7
E6A1453-8
B8889DC-A
Bases Classes
Ag
Ni Po
J
Cp
J
J
J
J
J
J
S
J
J
J
Zn
A
Hi Cp
Lo Ni Ic
Lo Ni Fl
Na Ni As Va
Hi
Ag Ni
Ni Wa
Ni
Hi
A
Ag Ni Ri
Ag Ni
Ni Cp
Ag Ni
Ni Po
Ni Wa
Lo Ni Ic
Ag Ni
Ag
Ni
Ni Fl
Hi Cp
A
PBG
614
310
111
AL
Na
Ga
Ga
Stars
F2V
F5V M0D
K5III
402
601
703
313
603
313
804
314
803
700
702
803
811
105
610
505
201
904
421
204
212
813
Ct
K7V
Na
F3V
Na G8V
Ct
G8V
Ct
F4V
Na
G3V M5D
Ly
F0V M5D
Ly
F4V M9D
Na
F9V M9D
Cb
M5V M3D
Cb
F7V M2D
Ly
G2V M1D
Ly
F4V
Cb
M2III
Na
G0V M7D
Cb
G8V
Pu
F6V
Cs
F1V
Cb
M1V
Cb
F7V
Na
F5V M5D
Pu
F2V M9D
Page 30
Library Data
L
i Drinsaar Subsector Map
b
r
a
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y
D
a
t
a
Page 31
Library Data
L Askoapoy (Reavers' Deep 1735 A488608i A): Although Askoapoy has native life, it is
b believed that the Droyne presence on this
r world is the result of Ancients' activity.
a Archaeologists working with the Droyne on
r Askoapoy have dated the first colonization of
y the Gralyn system to some 300,000 years
when a colony of Droyne was
D ago,
there by the Ancients. This
a established
survived the Final War that ended the
t colony
Ancients' domination of known space and
a slowly recovered until its technological society
Library Data
L Dran (Reavers' Deep 2136 E323523-5):
i Dran is a world in decline. Increased volcanic
b activity 80 years ago has seen the very thin
r atmosphere badly polluted. With little in the
a way of natural resources to attract trade the
r already struggling population is now in decline.
y
(Reavers' Deep 2032 C799435D Drinsaar
Once an important gateway for human
a A):
into the Drinsaar Loop, fortunes
t exploration
changed for the population of Drinsaar after
a the government of Rintarna struck a trade
deal with the fledgling Carrillian Assembly.
Drinsaar had presented a request to join the
Assembly, but given recent internal strife in
the Assembly, the government of Drinsaar has
withdrawn the request.
Drinsaar Loop: The Drinsaar Loop is a 23
world Main. The Loop runs through Eakoi,
Drinsaar and Drexilthar subsectors in the
Reavers' Deep. This Main is named for
Drinsaar, near the trailing end of the Main,
which was an important gateway for human
exploration of the area. Drinsaar is no longer
the most important world on the Main, but the
name has stuck, even among the nonhumans who trade up and down the length.
Gralyn (Reavers' Deep 1735 B758899-A):
Settled with the help of the Droyne on
Askoapoy who transported the humans to
Kraln (which human tongues eventually
corrupted to "Gralyn"). Many major features
of Gralyn, including the continent of Merinu
are still called by the corrupted Droyne names
originally given to them by astronomers on
Askoapoy. Throughout the Long Night regular
flights connected the two worlds, and with the
help of the Droyne, Gralyn quickly expanded
beyond the initial colony, and prospered.
Towards the end of the Long Night raids by
Reavers became increasingly common and
Gralyn and Askoapoy developed a joint
system defense boat network to defend
themselves. This system was very effective,
and soon the Reavers learned to avoid the
system. Having this space navy in place and
toughened by the Reavers, Gralyn was able
to defend itself against Aslan colonists and
weathered the Long Night well.
During the Imperial Era, Gralyn continued
INTO THE DEEP - ISSUE 3
Library Data
L Khtearle (Reavers' Deep 1733 C595778i 5): Khtearle is an agricultural world split into a
b number of nations, including a Gralyn
r (Reavers' Deep 1736) colony and several
a Aslan clan holdings.
r
y Lanixohn (Reavers' Deep 2033 A789973A member world of the Carrillian
D D):
Lanixohn has always been a
a Assembly,
spot for the Assembly. The
t trouble
balkanization of the world has resulted in hot
a spots of trouble and the occasional brush war
between nations. This has become a
constant irritation for the Assembly and, with
the ascension of High Justice Daldreem, lead
to the declaration of martial law on Lanixohn.
Lanyard (Reavers' Deep 1938 B89A569B): Although the vast water world of Lanyard
was the first of the colonies to be settled from
Morgan, it has the highest technological level
due to extreme hazards that have to be
overcome. Originally the technology had to
be imported from Solomani space but
ultimately the inhabitants learned to construct
and maintain their own technology. Lanyard
is still governed from Morgan, and is the
primary source for high tech goods for the
home world.
Lysiches (Reavers' Deep 2037 B4465628): Another of the Lanyard Colonies,
Lysiches is also governed from the home
world of Morgan. Lysiches contains the only
naval base available to the Colonies.
Marion (Reavers' Deep 1832 C7B4352-A):
Marion is a forbidding world with a corrosive
atmosphere. This same atmosphere is also
the source of valuable organic compounds.
Most of the population lives in a floating city
that sits high in the upper atmosphere. (?)
Morgan (Reavers' Deep 2038 B6596988): Morgan is the capital world of the Lanyard
Colonies. Originally a forward base set up
during the later years of the Rule of Man, the
citizens were left to their own devices when
the Long Night reached them. Given the
bureaucracy already in place the leaders of
the world gave all power to these public
servants in an effort to survive their isolation.
INTO THE DEEP - ISSUE 3
Library Data
(Reavers' Deep 2133 B877687-A):
L Taraan
Another military world of the Carrillian
i Assembly,
Taraan sits at the Spinward front of
b the Assembly
protects Assembly assets
r from incursionsandalong
the Drinsaar Loop.
a
r Tlasayerlaahel: Merchant corporation
y controlled by the Yehaso clan, a strong Aslan
on Roaa (Reavers' Deep 0237).
D group
Tlasayerlaahel
a powerful company with
a many interests inisthe
Deep, among them the
t tlaospice trade with Roakhoi
Deep
a 1224), the risthscent trade with(Reavers'
Htalrea
(Reavers' Deep 1226) and some commercial
contact with the natives of Gaajpadje
(Reavers' Deep 1124), from whom glassware
and other objects d'art are obtained.
Tlasayerlaahel is currently engaged in stiff
economic competition with the human
merchants of Caledon Ventures Ltd from
Caledon (Reavers' Deep 1815) and is on the
verge of what could be open tradewar
between them.
Page 35
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a
BACK PAGE
c
k
Unknown Worlds. Scout Commander Dirk and Science Officer Bobby
P
investigate a large metal ring.
a
g
e
Look for the next issue of 'Into The Deep' in June 2011!
INTO THE DEEP - ISSUE 3
Page 36