Historical Sketch

In the not too distant future, humans discover a means of faster than light travel. They have previously been exploring and exploiting the solar system in small, in-system spacecraft, and have established economic and scientific colonies and other outposts here and there. After a few years of exploration, an expedition to Barnard's Star encounters other human beings, and a mystery that will not be solved for many centuries: How did they get there? Did humanity originate on Earth, or was it planted there eons ago by a force or forces unknown?

The Terrans had encountered the outskirts of a vast interstellar empire populated mostly by humans who called themselves Vilani (although there are quite a few non-human intelligences as well), and which was in a state of slow decline after ruling space for centuries. Almost instantly, conflict broke out, and against all odds, the Terrans conquered the Vilani Empire (later called the First Imperium) and managed to postpone its collapse for a few centuries. Humans from Earth become known as Solomani, and find themselves masters of a gigantic empire incorporating thousands of worlds. Scattered among these worlds are groups of non-human intelligences, but there are a bewildering number of worlds populated by humans. Some were identical to Terrans, some vastly different, but all were clearly connected by a common ancestry, and were clearly in a superior position vis-à-vis the non-humans.

After a few centuries of Solomani rule (which the Terrans called the Rule of Man, which the Vilani called the Ramshackle Empire, and which historians have labeled the Second Empire), the light of interstellar civilization is extinguished, and the thousand-year period known as the Long Night begins. It is a time of political and economic chaos, during which many worlds completely lost their technological base, and all worlds lost the capability of interstellar flight.

Recovery was slow, but some worlds finally clawed their way back up he ladder of civilization. Gradually, as interstellar travel was rediscovered, star systems coalesced into larger interstellar states, and these began to grow. Finally, over 1100 years ago, on a world named Sylea, a human named Cleon Zhunastu converted the multi-world Sylean Federation into the Third Imperium.

It is now the 1120th year of that Third Imperium, and Cleon's 43rd successor now rules an empire larger and more advanced than either that preceded it. The Third Imperium is not alone: there are other interstellar governments on its boundaries: Neighbors. Allies. Enemies. Partners. Competitors. Some think that the Third Imperium has also grown too large, and is headed for collapse, but others believe it will adapt itself to changing conditions and continue ever stronger.

Alphabetical Library Data

Amber Zone
Traveller's Aid Society classifies a nation, world or system that presents a need for caution in dealings and activities as amber. The amber zone may indicate chaos, upheaval, or xenophobia in local business, politics, society, or culture, or may be applied for other reasons. Travellers should exercise caution.

Ancients
A race of non-humanoid beings that inhabited the general region of the Spinward Marches approximately 300,000 PI (Pre-Imperium). Archeological evidence recovered from the few excavations of known Ancient cities indicates that the race died out during a 2000-year period of intense warfare -the Final War-leaving only ruined cities and shattered planets.

The Ancients were responsible for several major features within the general Imperial region. They created the multi-world rosette at Tireen (in the Vargr Extents), and their warfare resulted in an unusually high proportion of asteroid belts throughout this spiral arm. The asteroid belt at Patinir (Aramis/Spinward Marches) is believed to have been formed during one unusually intense battle between Ancient forces. Reports indicate that other Ancient sites within the sector are currently being excavated, both by official expeditions and clandestinely by treasure hunters in search of artifacts.

The Ancients were responsible for the wide dissemination of humaniti within its current domain when (for reasons currently unclear) they transplanted genetic stock from Terra (Sol/Solomani Rim) to at least 40 worlds across a span of 360 parsecs. They were also responsible for the creation of the Vargr through genetic manipulation of Terran carnivore/chaser stock.

Anglic, Galanglic
Anglic is sometimes called Galanglic (for Galactic Anglic). A distant descendent of Terran English, Anglic was the language of the Rule of Man (-2204 to -1776) and is the official language of the Third Imperium. The Anglic language remained a common interstellar language for trade and commerce during the Long Night. Its widespread use on the original worlds of the Third Imperium made it a natural selection for the official language when the empire was established.

Arden, Federation of
Independent, human-inhabited federation located in the demilitarized neutral area between the Zhodani Consulate and the Imperium.

Arden (Vilis/Spinward Marches) was absorbed by the expanding Imperium in 290. However, it was made independent as part of the armistice of 986 which ended the Third Frontier War. Recently, Arden became imperialist, expanding its dominion by absorbing Zircon (Jewell/Spinward Marches) and Utoland (Jewell/Spinward Marches).

As a small and relatively weak government, the Federation has chosen neutrality as its course toward self-preservation. This neutrality is of a passive nature; its systems have been declared conditionally open; any belligerent may enter any of the systems for replenishment and refueling. Arden 's own defense fleet stands ready to defend the system and segregate ships of the belligerents into designated areas of the systems. Arden's neutrality has made the Federation a clandestine meeting place for agents of all sides - for intelligence gathering and negotiation.

The Federation is controlled by the Arden Society, a small group of dedicated individuals who become members through contributions of finance or labor. The government is extremely repressive.

Aslan
Intelligent major race evolved from carnivore/pouncers on the world Kusyu (Kilrai'/Dark Nebula), situated 135 parsecs from Capital. Physically, the typical adult Aslan masses 220 pounds, stands upright to a height of 6.5 feet, and is similar in physical needs and preferences to humaniti. They have good night vision and a heightened sense of smell. The Aslan hand has three fingers opposing on centrally placed thumb, and all digits have retractable claws. Under the thumb is a single, highly specialized dewclaw which folds back jackknife fashion into a horny covering in the base of the thumb and palm.

The earliest Terran explorers saw in them a vague resemblance to the Terran lion, and they have been described as lion-like ever since. There are two sexes, male and female. The most notable difference between the sexes is the male's increased size and larger mane of the male. Females outnumber males by 3:1.

The Aslan are a warrior race, proud, noble, and devoted to those in authority above them. The basic unit of Aslan society is the family (ekho), 2 to 12 Aslan under the leadership of a strong male (tao). Other family members include the leader's wife or wives, children, and various blood relatives of the leader. Several ekho combine under one dominant family to form a pride (ahriy), with the tao' of the dominant family also the leader (aewar) of the pride. A number of ahriy form a clan (huiha), with one dominant pride. Again, the prides owe their loyalty to the leader of the dominant pride (fouheh). Clans, in turn, may owe allegiance to other, stronger clans. Aside from military services and the Tlaukhu (ruling council within the Aslan Hierate), the clan is the highest socio-political organization among the Aslan.

A deep-seated instinct causes the Aslan to have an inordinate (from a human standpoint) concern with land. For male Aslan, owning land is a major goal in life. An Aslan's stature is determined by the amount of land he (or her husband) controls, or by the amount of land owned by any higher lord the Aslan may be vassal to. The lowest classes of Aslan are landless, and provide the farmers, laborers, craftsmen, and factory workers. A holder of a large territory will often grant authority over it to vassals (usually sons, brothers, or male relatives by marriage) who administer the land in his name.

The sexes have very different roles in their society. Males (in all but the lowest classes) are mostly concerned with military operations, acquisition of territory, and political affairs. Females are concerned with trade, industry, and the accumulation of knowledge. Upper class males have little concept of money and are literally incapable of functioning in a technological society without aid, so they are thus seldom encountered without the supervision of a wife, mother, or other female relative or employer.

For instance, a typical Aslan mercenary unit will be organized by a wealthy married female, who will then assign its operation (for a share of the proceeds) to an unmarried female relative. The battle commander and most of the troops will be unmarried males (many of them also relatives) hired with the promise of land grants (and the opportunity to gain honor and reputation in combat). Staff, operations, supply and intelligence officers will generally be female.

The extremely deadly nature of any combat between Aslan has led to a rigid, ritualized pattern of behavior designed to reduce conflict. Aslan are very polite, and while most have learned to be patient with non-Aslan, accidental fights still occur. The patriarchs handle disputes between individuals; the pride leader handles disputes between families; the clan leader handles disputes between prides.

Aslan have no racial prejudice, but they look upon non-Aslan as tahiwihteakhtau (barbarians) unless they embrace Aslan culture and behave as Aslan. The earliest humans to contact the Aslan (c. -1980 Imperial) felt they resembled Terran lions - and the Aslan felt the humans reminded them of the waufuahyu, a hairless primate-like rodent native to caves in the tropical regions of Kusyu.

Battle Dress
The ultimate in individual protection, battle dress is a powered, strength-enhancing exoskeletal suit, surrounded by a carapace of multiple-layered synthetic armor. It is an advanced version of combat armor.

An in-built IR-masking system selectively bleeds heat to match background radiation, effectively rendering the wearer invisible to IR sensors. In a cold environment, the suit stores heat internally until this compromises operator safety, at which point the on-board computer advises the operator to seek a safe place to dump the waste heat.

A chameleon surface covers the outer armor, allowing it to change color on operator command. Standard patterns include arctic, city, desert, forest, jungle and space, although others can be programmed into the suit.

Integral power packs last for days and the life-support systems provide a sealed, self-sufficient environment for a minimum of 12 hours.

Battle dress enhances the strength and senses of individuals wearing it with variable feedback controls, servo-powered limbs, and various kinds of electronic assistance. The individual wearing battle dress is effectively doubled in strength and given unlimited endurance (for lifting, carrying and fighting purposes. The user can adjust the strength to the situation, but only experienced operators can use this feature without damaging the manipulated object, or even the suit.

Zero-friction bearings and sound-suppression equipment built into the system make this imposing machine eerily quiet.

A standard combat package includes a continental-range directional/scrambled communicator, a tactical battle computer (to manage targets, provide current situation displays, and handle communications to a coordinating tactical computer), and an advanced sensor package (heads-up targeting, IR and LI telescopic visor, micro/macro viewing, and remote viewing from other sources).

Modular add-ons include grav "belt", extended life support (up to 36 hours), and an ECM module. Some suits (generally assault suits) include armored chest-plates and drop capsule fittings as well as smoke and prismatic aerosol dispensers.

No weapons are integral, but a visible computer socket/link is placed on the chest front at the right and left shoulders where a rifle would normally be placed. This allows modular weapons to be linked with the suit. Weapons are chosen to suit the type of mission. Typical weaponry includes one of the following: gauss rifle; RAM grenade launcher; PGMP or FGMP; or a tactical nuke launcher.

Black Globe Generator
Black globes typify the incomprehensible artifacts of the Ancients. Each is a shiny metallic cube measuring 10 feet on a side. Two minor discolorations on the surface are the on/off switches. When activated, the generator projects a force field that absorbs all forms of energy (including light, hence the characteristic black color of the field) in a sphere around the device. Applying energy expands the sphere. Black globe generators have been converted into rudimentary force screens for some select Imperial Navy vessels. Matter cannot penetrate the screen, and energy impinging on the screen is absorbed within the ship's energy capacitors (giving a measure of control over the device) and the mechanism itself. When the screen is dropped, the energy radiates away as heat.

The generator has several disadvantages. First, there is a lack of any contact through the screen, which prevents maneuver drive from working and calls for inertial navigation. Second, fields big enough to encompass typical larger fighting craft have proved inherently unstable; there is a danger that the capacitors will overload with absorbed energy. The result is an explosion, caused by a transfer of the absorbed energy to the interior of the ship.

Crude duplicates have been produced, but scientists are still a long way from understanding how they work. Neither the copies nor the original artifacts are available outside of the Navy.

Communications
As well as seats and consoles, a cockpit or bridge has various "avionic" systems, such as communicators.

Radio
A basic multi-frequency broadcast communicator capable of sending and receiving radio signals over great distances. Transmissions may be scrambled (encrypted), but if continuous will be received by all radios within range. A cockpit has one radio, a basic bridge two, a command bridge 10.

Lasercom
A tight beam directional communicator using a modulated laser beam, lasercom can receive its signal and only if directly in the path of the pencil thin beam. This makes transmissions secure, but it can only talk to one vessel at a time, and it must be focused on the recipient: no broadband "Free Trader Beowulf, Calling Anyone" SOS... Solid objects and smoke or prism clouds block laser signals. A cockpit or basic bridge has one, a command bridge four.

Meson Communicator
This system uses a modulated beam of mesons for communication. It functions like a lasercom, but is not blocked by solid objects, smoke or prism clouds. Only another meson communicator can receive its signal. Basic bridges at TL12 and both TL10 and TL12 command bridges have meson communicators.

IFF-Transponder
This sends out an automatic identification code (via communicator). Civilian systems are factory sealed -- they can be turned on or off, but the signal can't be altered; military systems can be reprogrammed to give false identities. Of course, a ship that claimed to be a 100-ton scout but appears on radar as a 50,000-ton vessel would attract suspicion, but if it claimed to be a bulk transport...

Cockpits/system have one IFF, bridges include two for backup.

Darrians
Darrians are an intelligent minor race of humaniti from Darrian (Darrian/Spinward Marches). The race is not native to the world, but was placed there by the Ancients about 300,000 years ago. The Darrian physiology is a result of adapting to the alien environment. Darrians are generally tall and thin, averaging just over 2m in height and 78kg in weight. Their most significant adaptation is the ability to digest a normally indigestible amino acid native to Darrian. They are poorly insulated, as they do not develop subcutaneous fat layers very readily. Instead, their metabolism adjusts quickly to the available food supply, whether feast or famine. This adjustable internal "furnace" allows Darrians to be comfortable in a much colder climate, as long as food is available.

Protomelanin skin pigmentation protects Darrians from ultraviolet radiation, without the need for acquiring a tan. It absorbs UV light without darkening in response and controls Vitamin D production in any amount of sunlight. Usual Darrian skin color is golden or grayish tan, and their hair is white or light-toned. Intermarriage with Solomani immigrants (largely of Semitic stock) introduced somewhat ruddier skin tones based on melanin pigments or darker hair, but only one or the other skin pigments occur, not a mixture.

The low gravity of Darrian means that, on average, Darrians are weaker than Imperials. However, they have faster reaction times and acute sight and hearing. Dexterity is highly valued along with mental agility, and most educational systems in the Darrian Confederation attempt to develop both.

Certain Darrian traits have been traced to retroviruses present in the environment. A few were able to meld successfully with Terran genes and produce favorable adaptations. For instance, Darrians can metabolize and thrive on a high concentration of ozone in the high altitudes of their atmosphere.

Nearly 40% of Darrians are left-handed or ambidextrous. Equipment designs reflect this by being neutral as to handedness. The larger than average bridge between the two halves of the Darrian brain may be a cause for this trait as well as a factor in inventiveness and mathematical ability. Musical talent is also widespread.

Darrian society is characterized more by individual's avocations than their vocations. Darrians have a keen fascination with all sorts of knowledge, encouraged by their educational system. Many Darrians develop an avocation of research, selecting a broad topic of interest and spending a lifetime following that topic.

Darrians differentiate between original and secondary research. Original research usually requires extensive equipment and supplies. Even when published, results are often not understood. Secondary research is an analysis of published information in a search for new correlations and conclusions. Many Darrians have composed at least one analysis of existing research; some become experts in their field. Every secondary researcher on Darrian dreams of making a world-shaking discovery by taking two or more published pieces of research and using them to produce wholly unexpected or previously unsuspected results.

Directions, Galactic
North, south, east, west are insufficient terms for referring to directions within the galaxy. Instead, the following conventions have achieved widespread acceptance when referring to direction:

Toward the galactic core (toward Capital from Terra) is Coreward; away from it, in the direction of the rim, is Rimward. In the direction in which the galaxy is rotating (toward Regina from Vland) is Spinward, and the opposite direction is trailing.

These directions are widely used in describing Imperial features and businesses. For example, the Spinward Marches is a Sector at the extreme Spinward fringe of the Imperium.

Finally, within the Imperium, the term Coreward is also used to indicate the direction of Capital, the Imperial core. There is some potential for confusion if the term is accepted out of context.

Express Boat
Rapid communication ships that are designed to make optimum use of jump technology in communicating information within the Imperium. Because the Imperium is so large, ordinary communication must depend on ships traveling along established trade routes, making Regina nearly 4 years out from the Imperial Core.

The express boat (abbreviated Xboat) system, established originally in 624 and expanded to cover the entire Imperium by 718, cuts this communication time by nearly 75 percent. Selected locations along major trade routes are established as sites for express stations, which are orbital facilities which service and refuel the Xboats on their communication runs.

As an Xboat arrives in a system, it beams its recorded data to the express boat station, which then retransmits it to an Xboat standing by for a jump outsystem. Time between jumps is almost always under four hours and has been recorded at under seven minutes, making the speed of communication nearly the speed of jump (since Xboats carry jump-4 drives, speeds near four parsecs a week). In practice, this speed is somewhat reduced by the fact that trade routes do not follow straight lines and that not all jumps are made at jump-4. Nonetheless, the system achieves approximately jump-2.6 per week.

Fifth Frontier War 1107 to 1110
Latest in the series of continuing wars between the Zhodani and the Imperium. Following several years of unrest and provocation, Zhodani forces attacked across the Imperial borders while previously placed guerrillas on selected Imperial worlds began uprisings. Vargr and Sword World forces allied with the Zhodani also participated in the attacks.

Groat
Herbivore native to Fulacin in the Rhylanor subsector, groats are harmless, but the outer members of a herd will attack any perceived danger in groups. Groats have been transplanted to several worlds in the Aramis subsector, most notably Focaline.

The groat's shaggy hair (known as groatle) is the most obvious resource it provides. Once sheared, cleaned, and groomed, it has a softness and silkiness rivaling the finest synthetic. In addition, groatle contains metal salts, which has two beneficial effects. First, groatle cloth is proof against most small lifeforms (such as Terran moths), which eat other animal fibers.

Second, a simple chemical treatment brings out an iridescent, shimmering quality, which is very attractive. Groats are also raised for their meat, which is highly prized by Vargr.

Imperial Calendar
Dates count from the founding of the Imperium. Dates before zero are negative, dates after are positive. For example, Terra discovered jump drive in -2431. The Imperium was founded in zero. The year is divided into 365 standard days, which are grouped into 52 weeks of seven days each. The lengths of days and weeks are a legacy of Terran domination during the second Imperium. Days are numbered consecutively, beginning with one. The first day of the year is a holiday and is not part of any week. For example, the first day (Holiday) of the year 1120 is 001-1120.

Click to get Adobe AcrobatClick here for a printable PDF of the Imperial Calendar. You will need Adobe Acrobat Reader 4 or later to view this file.

Imperial Marines
Members of the armed fighting forces normally assigned to squadrons or fleets to give them a military reaction capability. Originally formed as an adjunct to naval forces, marines have developed into a full-fledged military force in their own right. Within the Imperium, this force is known as the Imperial Marines.

The Imperial Marines provide a hard-hitting, rapidly deployable strike force for offensive and defensive military operations. They deal with piracy and boarding actions in space, defend the starports and bases belonging to the Imperial Navy, and supplement other ground forces such as the local or Imperial Army.

In many places along the frontier, the Imperial Marines also serve as an interstellar police force, keeping the peace and enforcing the Imperial Rules of War. This last function has led to them being known by mercenaries as "the cops".

Imperial Rules of War
To mitigate the potentially most disastrous aspects of armed conflict, the "rules of war" have evolved as an accumulation of unwritten concepts on a case-by-case basis. The rules of war have never been officially codified, both to prevent them being seen as an Imperial endorsement of war and to prevent formal precedent from preventing Imperial intervention whenever the Imperium deems it necessary. The main aim of the rules is to maintain the economic and military well being of the realm, and the Imperium will intervene only when military action threatens this. The primary causes of instability, as viewed by the Imperium, are long-term economic dislocation and excessive extra-planetary influence.

Long-term social or economic dislocation is suffered when a region suffers some permanent or semi-permanent loss in its ability to carry on at its pre-war level of economic activity.

The excessive extra-planetary influence concept is even more vague. The Imperium tolerates the use of force as a necessary outlet for built-up political and social pressures. In such cases, a short war is deemed preferable to continuing tension, sabotage, political agitation, and so on. However, attempts by extra-planetary forces, such as off-world governments or large commercial interests, to seize control of a world's affairs are beyond the scope of the "safety valve" rationale. "Assistance" is tolerated, so long as it is deemed appropriate to the level of legitimate interest in the affairs of the world held by the extra-planetary organization.

For example, the Imperium tolerates mercenary forces that have been hired by local governments or other on-planet powers. It has even tolerated the provision of training cadre, arms, equipment, and so on (on a limited scale) by megacorporations, and even of fully equipped striker units to local forces. However, when it has appeared that the primary burden for the conduct of the war has been carried out by an extra-planetary power, the Imperium has intervened, claiming the power is using the misfortune of a local dispute as a pretext for aggression.

Unlike the above rules, one prohibition is clear and firm throughout the Imperium: use or possession of nuclear weapons and nanites, if discovered, and regardless of size or type, will almost certainly trigger Imperial intervention. The Imperium alone retains the rights to such weapons.

Imperial Standard Credit Card
The Imperial Standard Credit Card (ISCC) is a portable bank teller. A microprocessor unit tracks the account, and contains information for personal identification. Made of plasteel, the card is nearly indestructible. It is nearly tamper-proof; most attempts merely blank the card and leave an identifiable trace. Identification information consists of a thumbprint actuator and a record of the owner's retina print. The latter is checked for verification on all transactions over Cr100,000.

Residents of systems of TL 10+ accept the card. In such systems, purchases are sped up through this card's use and take only a fraction of the time to do a quick retina scan in a credit register's sensor.

The Travellers' Aid Society accepts the use of the credit card in all of its facilities for cash advances or other services. It also offers, for a modest lifetime fee, a similar TAS services card.

Only millionaires can obtain the iridium edition of the card. It contains the owner's DNA code, allowing for positive identification and practically unlimited reliability of credit. Starships have been purchased on these cards!

The Imperium
It is often said that the Imperium rules the space between worlds and leaves the dirt to the worlds themselves, but that is (as with most sayings) a simplification. In point of fact, the Imperium governs all things it chooses to govern, which includes the space between the worlds within its boundaries, but also includes many worlds themselves, and a great many places besides. The Imperium controls and/or regulates:

If this sounds vague and open to interpretation, it is. If it sounds undemocratic, it is. It does make for a relatively quiet and profitable climate for the empire as a whole, however.

It could be said that all Imperial government is military government, because the ultimate threat the Imperium can hold over anyone's head (literally and figuratively) is military. The Imperial Navy, the Imperial Marines, and (to a lesser extent) the Imperial Army are the "Big Stick" behind all Imperial control. However, the Imperium has vast economic, technological, and political resources that can be brought to bear as well, and these are not inconsequential.

The Ine Givar
The Ine Givar was originally an outgrowth of a political movement, and that heritage is reflected in its organization. Central Committee, a group of thirteen individuals headed by a President, directs the movement.

In theory, the Central Committee is the supreme body and the President merely chairs it, with all decisions made collectively. However, in reality, the Ine Givar has never actually conformed to this theoretical pattern. For the greater bulk of its history, the real seat of power was the President, with the Central Committee acting as a debating forum for the more powerful factions within the organization. Even during the so-called "Committee Period" (1077 to 1114) the Ine Givar were effectively controlled by the Zhodani and Sword Worlds intelligence agencies.

Directly beneath the Central Committee are the Quadrants. Each Quadrant consists of (typically) four Imperial Subsectors. Each Quadrant is run by a Committee of seven, charged with carrying out the directives of the Central Committee. Each Quadrant divides itself into a military and a political arm, independent of the one other but answering to the Quadrant Committee. For reasons of security, no person in the political arm is supposed to have any knowledge of the personnel of the military arm and vice versa. However, this is not always possible. Both the military and political arms divide themselves into a number of Districts (the actually size of an individual District is dependent on a number of factors, but most cover between four and six worlds), though the military and political districts do not necessarily correspond.

The political arm is responsible for organizing all forms of political agitation, from student demonstrations to workers strikes; it is the most "visible" face of Ine Givar. The military arm is divided into four distinct types: Main force units (guerrilla cadres), Direct action units (terrorists), Intelligence units (deep agents planted for intelligence gathering), and Special operations groups (agents provocateur).

In order to minimize the security risks, both the military and political arms are organized along a "cell" structure. Under this organization, each cell is a completely independent unit. Only the cell leader has any outside contact within the Ine Givar, and that contact is typically limited to a single superior, and the cell leaders of any subordinate cells. This structure minimizes compromise in the event of capture, and has remained relatively constant throughout the Ine Givar's existence.

The driving aim of the Ine Givar has always been to reform the Imperium into a democratic society. This goal underlies all of the organization's aims and demands, and their simple manifesto: "We demand an end to the nobility. We demand that the Imperium remove all corrupt and oppressive local governments. We demand that the Imperium restrains the predatory economic activities of Imperial corporations, and we demand that the Imperial security apparatus be replaced with a system not riddled with corruption and brutality."

Jump Drive
The mechanism used to move a starship into jumpspace and thereby take it to a pre-determined destination. Jump drives are rated in terms of the distance they can carry a ship. Jump-1, for example, indicates the ability to travel 1 parsec. Jump numbers range from 1 to 6; higher jump numbers are not possible in ordinary usage, although misjumps can carry ships over greater distances. A standard Imperial jump drive consists of four components: a high-yield fusion power plant, an energy sink of zuchai crystals, a jump governor, and a lanthanum-doped hull grid.

The special high-yield fusion power plant within the jump drive provides the energy required to enter jumpspace. The jump drive power plant consumes huge amounts of fuel very quickly in order to charge the energy sinks with high-grade energy. Hull radiators disperse low-grade heat energy.

The energy produced by the jump drive's power plant is stored in an array of high-energy sinks (also termed jump capacitors). Most Imperial ships use a network of zuchai crystals for this task. No other known sink construct can retain such high levels of energy without decomposing. However, the crystals will begin to decompose after 2 to 3 hours if not discharged. In extreme cases, they can explosively decompose and do significant damage to the ship. Zuchai crystals store a near-perfect "impression" of the energy fed into them. Very little energy is lost from leakage; however, fluctuations in energy input are mirrored in the output when the crystals are drained. Thus both quantity and quality of the charge are important.

When the command is given to jump, energy from the zuchai crystals is directed into the jump governor. This device determines how the lanthanum hull grid is to be powered up. The jump governor incorporates its own computer system and is linked to the main computer for guidance and backup. With utmost precision, the governor applies initial bursts of energy in the proper sequence to the hull grid. About 20% of the power stored in the zuchai crystals is used in this way to "warm up" the grid. At this point it is still possible to abort the jump. The next step is the transition phase, and commits the craft to the jump. The jump governor feeds the remaining 80% of the zuchai charge to the hull grid, opening the weave of jumpspace and controlling the vessel's "tumble" into the jumpspace tunnel.

The lanthanum hull grid is built into the ship's hull. It is fairly coarse, spaced about 1 m between grid lines. During jump transition, power is routed to specific portions of the hull as directed by the jump governor. By controlling the surges to within microseconds, the vessel's tumble is controlled, which properly directs the craft through jumpspace.

Due to the delicacy of jump drives, most ships perform routine maintenance operations on their drives after every jump. It is possible to make another jump almost immediately (within an hour) after returning to normal space, but standard procedures require a 16 hour wait to allow for cursory drive checks and some recharging. Most commercial vessels spend a week between jumps, using the time to maneuver to a world, land, unload cargo and load new cargo, and maneuver away from the world for the next jump.

Lasers
Light Amplification by Stimulated Emission of Radiation devices emit concentrated light energy in beams or pulses. Lasers can be tools or weapons.

As tools, lasers can be used in such diverse tasks as surgical operations or welding. As weapons, lasers can range from hand-held to ship-mounted weapons. They are perhaps the most versatile weapons yet developed.

Ship-mounted lasers cause damage to the exterior surfaces of enemy targets. Pulse lasers fire short bursts of high energy at targets, and are more effective at inflicting damage than are beam lasers. Beam lasers fire continuous beams of energy at targets, and are more effective at hitting than are pulse lasers.

Main
Any large grouping of systems forming a chain of worlds all within jump-l of another provides a sort of "corridor" allowing jump-l capable ships to travel to any world along the chain without ever exceeding jump-l.

Many such groupings exist in the Imperium. Prominent examples include the Spinward Main in the Spinward Marches, the Vilani Main centered in the Vland sector, the Sylean Main in Core sector, and Antares Main originating in the Antares sector.

Smaller then a Main is a cluster. An example of a small cluster is the Towers Cluster in the Aramis Subsector in the Spinward Marches.

Major and Minor Races
A superficial classification system for the various intelligent races has been created, based on empirical evidence, and to some extent on tradition. In general, the dominant races of known space are those, which have achieved faster-than-light travel by themselves, rather than receiving it through contact with starfaring civilizations. These dominant races are called major races; all others are called minor races.

Maneuver Drive
Ships move through ordinary space using maneuver drives. Power for the drives is provided by the ship's power plant. Tech level requirements for maneuver drives are imposed to cover the grav plates integral to most ship decks, and which allow high-G maneuvers while interior G-fields remain normal.

Maneuver drives can be made up either of grav modules or thruster plates. Both make use of the graviton. Gravitic drives produce a field which alters the way incoming gravitons react with the ship, allowing them to be used for thrust. Thrusters are more advanced, reacting with both the strong and weak nuclear force to create a reactionless drive usable even outside of gravity well.

Thruster plates are usually mounted in the aft of a ship, as they tend to build up a slight ionization field around them. This is generally bled off into space.

Monadium
Impenetrable bluish-gray metal used as the basic construction material by the Ancients at the site on Antiquity (Corridor/Ian). It has defeated all efforts to determine its exact composition; some experts believe it contains titanium. Even modern tech level 12 plasma and fusion weapons have been unable to penetrate it.

Naval Base
Port facility for the support, maintenance, repair and refit of naval vessels that is made up of several distinct parts, the typical Imperial Navy base is comprised of an orbital berthing area, a surface berthing area, a maintenance section, and an administrative headquarters.

Berthing areas provide locations for ships to lay over, whether for a day or for months. Planetary surface facilities are generally provided for vessels of 1000 tons or less; orbital facilities handle larger ships. All berthing areas include provisions for refueling from storage tanks or fuel lighters.

Maintenance sections vary from base to base. Where such a section would be redundant to the local shipyard, it is small, and repairs or alterations are carried out under contract to the local facility. Where adequate facilities do not exist, the naval base itself may have a large maintenance section capable of extensive repairs and refits. Maintenance is performed on the ships on the world surface or in orb as necessary.

The administrative headquarters handles the day-to-day operations of the base as well as the paperwork, including allocation of funds, distribution of personnel, and disbursement of maintenance and repair contracts.

The naval base is not a tactical unit. It has no battle forces of its own, and does not exert control even over local SDBs (which are under a separate command). The naval base is responsible for supporting the fleet and keeping it in optimum shape for its combat missions.

Psionics
The criminal use of mental powers for the manipulation of matter and energy and for communication is labeled Psionics. It has been demonstrated that minds (human or non-human, conscious or unconscious, intelligent or unintelligent) contain some capacity to operate without apparent use of physical facilities. For an individual to seek training in such abilities is a criminal act.

Until circa -1000, psionics was little studied in most regions except on a disorganized level (parapsychology, the occult, spiritualism, and so on). It was known and practiced among the Zhodani and by some minor races, but it was by no means wide spread.

However, during the Long Night, many races, (human 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.

Even though it assumed scientific validity, psionics remained a backwater science until about 650, when it underwent a tremendous burst of popularity. Psionics within the Imperium reached its peak in the latter half of the 700s. In the 790s, however, the crest of popular opinion broke with the revelation of scandals within the Psionics Institutes; the result was the psionics suppressions (800 to 826), which shifted public opinion away from support of psionics.

Red Zone
The Traveller's Aid Society travel zone classification for a nation, world or system that is dangerous to travelers. In general, the imposition of a red zone classification indicates the location is quarantined, interdicted by higher authority, or at war.

Quarantine indicates that a dangerous disease is present and the danger of war is self explanatory, but interdiction requires further discussion. Interstellar governments often find it necessary to restrict access to worlds or systems for political or military reasons, and they do so by publishing interdictions.

Enforcement of interdiction varies with the reason for the restriction. Interdiction may be imposed on a world if it is a military base or other sensitive installation, for private reservations belonging to powerful families desiring seclusion, for developing societies which government has elected to allow to evolve in isolation, or for valuable resource areas being saved for later development or exploitation.

Sandcaster
Defensive starship weapon that dispenses small particles of a granular agent that obstructs light; when fired it interferes with incoming laser or energy weapon fire and protects the ship.

The specific particles used are similar to ablat personal armor; replacement canisters of this special "sand" weigh about 100 pounds and cost Cr400.

Scout Base
The Imperial Interstellar Scout Service maintains a variety of scout bases scattered throughout the Imperium for support, maintenance, and repair of scout vessels tending to be on less well-developed worlds with starports type II or III. Scout bases tend to be surface installations equipped with basic facilities for fueling and for minor maintenance activities oriented toward ships of 1000 tons or less.

Scout bases are positioned in systems more out of the way than are naval bases for a reason. The scout bases serve as a source of ships carrying dispatches from the well-traveled Xboat lanes to more remote worlds. Scout bases also have other responsibilities, and most have an administrative responsibility in addition to the maintenance and refueling of scout ships. Within a subsector, one base will hold responsibility for cartography in the subsector, another will be responsible for technical developments, and still another for contact or liaison activities. The scout base is more extensive than an Xboat station, but less comprehensive than a way station.

Sensors
Bridge and cockpit/system module avionics generally consist of four standard sensor types: PESA, AESA, radscanner and radar/laser detector.

Passive Electromagnetic Sensor Array (PESA)
This is an array of infrared thermal imaging and lowlight telescopic sensors. A PESA gives the bridge crew a visual picture of objects within its TL10 sensor range. The PESA is mounted in a small pop turret that can retract out to scan a 360-degree arc.

Radscanner
This is a multifunction energy scanner that can detect and scan for various types of radiation, such as radio, neutrino or radar emissions. It can detect the neutrinos emitted by fusion power plants -- this is a good way to tell a scout ship from a dreadnought... It is capable of detecting radiation from all directions simultaneously.

Active Electromagnetic Sensor Array (AESA)
This is a multimode sensor that works as radar, imaging radar and ladar. In radar mode it detects objects within its range, although they only appear as "blips" with inexact size and shape. In imaging radar or ladar mode, it has only half its range but better resolution: objects appear as actual silhouettes permitting identification of known vessels and exact determination of size.

In any mode it will also function as a rangefinder, feeding targeting data to weapons consoles and giving +2 to hit detected objects. It's mounted in the same pop turret as the PESA.

Advanced Radar/Laser Detector
This sensor can detect and locate any operating radar or ladar sensor (such as an AESA) within twice that sensor's range. For this reason any vessel wanting to avoid detection will often turn off their active sensors and rely solely on their passive PESA sensor arrays. All bridges include two of these for redundancy.

Solomani Hypothesis
Theory proposed by Magis Sergei haut-Devroe (64 to 141), stating that all of the many widely scattered human races of the galaxy originated on Terra (Sol/Solomani Rim 1827). Rather than the far-fetched concept of "parallel evolution", the theory states that all human races were transported to their current homeworlds by an alien race known as the Ancients, for reasons that even today remain unclear. The approximate date of this scattering of "humaniti" has been established as -300,000.

When Terra was incorporated into the Imperium in 588, a small historical mission reviewed the fossil records of Terra and verified much of haut-Devroe's work. The majority of the human population in the Imperium already generally accepted the hypothesis.

More than 40 known human races have been located (several more of them failed to adapt to their new worlds and are now extinct); only three rose to widespread prominence: they are the Solomani, the Vilani, and the Zhodani. Each of the three is considered to be a major race.

Most human races accept the hypothesis but give it no special importance. The hypothesis is used by the Solomani Movement as a basis for its claims of Solomani racial superiority.

Spinward Marches Sector
At the Spinward edge, 120 parsecs from the center of the Imperium, the Spinward Marches sector represents the Imperium's farthest frontier sector, containing 437 star systems divided along a Coreward/Rimward line by the Imperial border. The region is dominated by two major powers: the Imperial Spinward Marches sector and the frontier provinces of the Zhodani Consulate. In the independent territory between the two powers lie four small territories: the Federation of Arden, the Sword Worlds Confederation, the Border Worlds (a splinter state cut from the Sword Worlds during the Fifth Frontier War), and the Darrian Confederation. Each follows its own diplomatic line designed to maintain independence from both the Zhodani and the Imperium.

The Spinward Marches has been settled since the 400s and is still a frontier sector. High-tech worlds are scattered among empty, fallow worlds; there is potential for exploration, exploitation, and development for centuries to come.

Spinward Main
A grouping of systems in the Spinward Marches sector, each within jump-1 of another. This grouping forms a corridor that allows jump-1 capable ships to travel to fifteen of the sixteen Spinward Marches subsectors and to 223 of the sector's 437 worlds.

Forty-three amendments were made over the course of the Concords' active life. The best known is the 37th amendment, which no pseudo biological robot may attempt to pass itself off as a living being. A hardcopy of the Concords is on display at the Museum of Sylean History on Capital.

Starport
Port facilities established for the landing, servicing, refueling, and control of starships. Starports range in quality from V (the best and most extensive) to I (the worst, little more than a spot of cleared ground).

Starports generally have two components: a surface facility and an orbital facility. The surface facility includes cargo handling installations, a landing field, control towers, and other necessary areas. Surface starport components are frequently called down or downport (as in Credo Down Starport on Regina). Orbital facilities are present (usually in stationary orbit above the surface component) to enable handling of unstreamlined ships and to allow construction of heavy craft in orbit. The orbital component is often called Orbital (as in Credo Orbital Starport), high or highport (as in Jesedipere Highport).

Type II and I starports have no extensive orbital facilities, but they usually have navigational satellites or similar equipment. Shuttles must service nonstreamlined ships at these starports. Starports, being the primary point at which starships interact with a system, are usually the location for shipyards and additional bases, such as scout bases, naval bases or other military installations.

Sword Worlds Confederation
This loose confederation of worlds in the Spinward Marches, Coreward of the Darrians and Spinward of Imperial space had its first settlement in the region was on Gram in -399.

By circa -200 the settlement of the area was largely complete, and the first interstellar government in the region, the Sacnoth Dominate, was formed in -186. Consisting of the twenty worlds settled up to that point, the Dominate lasted until 102, when it was fractured by rebellion into several smaller states.

During the ensuing centuries various Sword World governments rose and fell; they sometimes coalesced all the worlds under a single world's domination and sometimes splintered into several small states. Contact with Imperial traders in 73 brought increased trade and had a stabilizing influence on the region, but this stability was short-lived.

The First Frontier war brought a desire for cooperation among the various squabbling worlds, and the end of the war saw the formation of the first unified confederation in centuries, centered on Sacnoth, and referred to as the Second Dominate. As a result of the Outworld Coalition's victory, the Sword Worlds annexed Terant 340, Torment, Trifuge, and Cunnonic, which are all in the Darrian subsector.

The Second Dominate held power until 698, when it was overthrown by a coalition headed by Gram. The Gram Coalition ruled until 788, when a short war with the Darrian Confederation resulted in the loss of the four worlds gained during the First Frontier War.

Public outrage at the mishandling of the war caused the subsequent fall of the Gram government. The replacement was the Trilateral Alliance, a decentralized organization headed by Narsil, Sacnoth, and Durendal. The Alliance broke up in 848 due in large parts to the inherent weakness of its organization, and an interregnum of essentially independent worlds lasted until Gram reasserted its influence (helped substantially by Zhodani money and advisers, rumor has it) in 852. This government has retained control-down to the present day.

The government allows almost complete local autonomy. Individual worlds maintain separate military forces, pass their own laws, and completely regulate their own internal affairs. The Confederation government regulates inter world trade, handles diplomatic relations with outside powers, and adjudicates inter world disputes.

In peacetime, the Confederation government maintains a pool of high-ranking military officers (selected from the military forces of all member worlds) who are trained in large unit command and staff operations.

During time of war, all military forces are confederalized and placed under a single unified command. For ground forces, generals from the individual worlds, corps, and higher organisations by Confederation officers will command divisions. The component forces of a division will be from the same world whenever possible. For naval forces, individual ships are under the command of local officers, squadrons and fleets by Confederation officers

Thoengling Empire
Large, centralized state in the Vargr Extents. The Thoengling Empire is one of the most stable of the Vargr states and has existed in its current form since 792. The Emperor, who has great governmental authority, is chosen for life by vote of an elected assembly; by law, no member of the emperor's family may succeeded them. Sons and daughters of the higher nobility are brought up at the Imperial court, where every effort is made to inculcate personal loyalty to the Emperor.

The Thoengling Empire has become a major trading partner of the Imperium and generally supports Imperial interests in the Vargr Extents.

Vargr
Intelligent major race descended from carnivore/chaser stock transplanted from Terra (Sol/Solomani Rim) to Lair (Grnouf/Province) during the heyday of the Ancients approximately 300,000 years ago. The typical Vargr is about 5 feet tall and weighs approximately 130 pounds. They are upright bipedal carnivores, with rear limbs digitigrade and hands very similar in size and appearance to those of a human, although with significant internal differences. They have approximately the same physical parameters as humans and are able to use the same equipment without modification or additional instruction. Vargr still bear a considerable resemblance to their ancestral canine stock externally, though internally there are many important differences.

The Vargr were a puzzle to Imperial xenologists for many years. Their biochemistry and genetic make-up is almost identical with a number of terrestrial animals, but differs radically from most flora and fauna indigenous to Lair (their purported homeworld). Researches during the early years of the Third Imperium concluded them to be the result of genetic manipulation of transplanted Terran animals of the family Canidae, and almost certainly of the genus Canis. The development of intelligence and of manipulation was thus artificially induced, and not the result of natural mutations or other environmental factors. Considerable adaptation took place, although exact knowledge of the nature of this manipulation is scant.

Certainly the Vargr were never fully fitted for the environment of Lair. This has produced rigorous conditions that have caused the further natural selection and adaptation essential to the survival of the race. This may even have resulted in developments not introduced by the Ancients in their original genetic experimentation on Vargr ancestral stock.

The Vargr have no centralized government. Indeed, there is no government that can be said to be "typically Vargr". Every conceivable form of governmental organization can be found in the Vargr Extents - often more than one exists on the same world. The only cohesive force in the Extents is a fierce racial pride, which can cause a slight tendency towards racial cooperation. Vargr have long suffered from an inability to organize (to any degree or for any length of time) beyond the star system level, and their empires rise and fall with unsurprising regularity.

Although gregarious, the group behavior of Vargr is characterized by a constant struggle for dominance within the group. The ability to exert personal authority over others derives from an individual's prestige and force of personality. The Vargr have various words to describe this important personal characteristic, but humans call it charisma. Individuals with high charisma are likely to become leaders of groups, even if they do not have real leadership skills. Charisma and the struggle for dominance play a crucial role in Vargr society.

Zhodani
The Zhodani are a branch of Humaniti similar in most respects to other human races. In general, they tend to be taller than Solomani or Vilani, and lithe of build. Their most important difference is the acceptance and use of psionics. Zhodani society is divided into three classes: nobles, intendants, and proles. Nobles are the enfranchised ruling class, and receive psionic training from childhood. Intendants are the managers and administrators of society, and also receive early training. Proles constitute the masses, are forbidden the use of psionics, and do not receive training. Within this rigid class system, there are two opportunities for promotion to a higher class. All prole children are tested for psionic potential, and those showing high scores are taken from their families and adopted into the intendant class. Intendants are rewarded for great diligence, service to the state or victory in the psionic games, through the granting of noble rank.

The presence of psionics in the hands of those in power means that many aspects of society work at high efficiency. Psychology, behavioral science, communication science, and education are more refined and exact than in other societies. Educational methods are finely tuned, and capable of teaching concepts rapidly and accurately. Mental deviance or criminal tendencies can be detected early and corrected with facility.

Zhodani society is generally a happy one. Individuals are members of a functioning whole, with each making a contribution to its success. The relative lack of upward mobility for the proles is offset by the possibility for their children to move upwards if they have the proper potential. The burden of responsibility imposed on the intendants is lightened by the ever-present possibility of reward through elevation to the noble classes. The nobles themselves temper their burden of authority with the comfort derived from their station in life.

The Zhodani has a general distaste for other human races that do not practice psionics. Effective indoctrination and the ever-present possibility that one's mind is being read have removed dishonesty and deviance as common features of society. The tavrchedl (Thought Police) are a special branch of the government who are charged with maintaining correct thought in the population.

Imperial distaste for the Zhodani is founded on two facts. Firstly, the Zhodani practice psionics, and an Imperial cannot be sure that a Zhodani is not invading his mental privacy at any time. Imperials feel exposed and uncomfortable in the presence of Zhodani. Second, because of their psionic abilities, the Zhodani have the most effective authoritarian government in history. Imperial citizens, used to a great degree of local autonomy, fear Zhodani conquest because of the loss of freedom it would entail.

The Zhodani Consulate is a participatory democracy in which only nobles are allowed to vote. Executive and judicial functions are the responsibility of a series of councils of varying sizes. Each council elects one of its number as executive officer, and a number of its members as delegates to the next higher council.

A city, for example, will elect several of its council members to be representatives to the world council. The process continues upward through several layers of councils to the overall Grand Council of the Zhodani. Nominally, each member of a council serves for one Olympiad (three Zhodani years), but in practice each councilor serves until their replacement arrives and they are officially replaced, or until word of the delegate's re-election is received. Often, the district from which a councilor is elected will have only relatives as voters, and re-election is virtually assured.

Standard practice (when possible) calls for Zhodani councils to submit important questions to a plebiscite of those affected. The principle can be suspended where immediate action is required, but the official ordering the action stands responsible to the voters, and actions must be justified as soon as possible.

Supreme executive power is vested in three consuls, one elected each Zhodani year for a term of one Olympiad by and from the members of the Grand Council. No consul may be elected twice in succession, and retired consuls become life members of the Grand Council.