B59A857-C HZ Pi Tz Wa Climate= T PBG= 522
Ix= 2 Ex= B76(-4) RU= -1848 Cx= 6AF9
Neurilia is an important world with some serious problems. First and foremost the world’s economy is extremely inefficient. Corruption is widespread, politicians and law enforcement can’t be trusted (that’s the common viewpoint, anyway), piracy is a rampant (especially in the outer system), and major corporations are well known for their meddling in political matters. Fortunately their Naval forces are efficient, and incorruptible for the most part. The Navy’s leadership keep out of politics as much as they can, remaining true to their mission. Unfortunately, politics and politicians get in the way constantly, keeping them from performing their missions in an efficient manner. The other armed forces are well known to be involved in the political “game”, and skirmishes between factions (even within the same service) are known to occur more than occasionally.
The primary system’s planetoid belt (orbit #6) is well patrolled by the Navy, as its main base is located here. The Navy moved it here in an attempt to keep political interference to a minimum, and this has been successful for the most part. The piracy threat in this belt has been drastically reduced, though not completely eliminated, and the Navy is constantly on guard for pirate incursions and (especially) spies.
In the Far Companion system are two colonies. A good settlement has been formed on the tidally locked world, close in to the red dwarf star. The star provides just enough heat to support life, and the world is becoming a productive farming settlement. This world runs itself, for the most part, needing only some gear from Neurilia, as well as patrols to protect them from the suspected pirates in this companion system’s asteroid belt.
Though there is a government for the scattered settlements of this (secondary system) planetoid belt, each settlement is essentially independent, paying only lip service to the government of Neurilia, and paying taxes only when forces are sent out to collect them. Most locals will claim to have paid their taxes, but then state local thugs keep stealing their payments. These claims are backed with proper paperwork at times, though how truthful they are is debatable. There are “hundreds” of these scattered settlements in this distant, scattered belt, and enforcement of laws practically impossible, a fact exploited by the suspected pirate bands hiding in the area.
If Neurilia can get these problems under control, it could become a major force in the region, ecenomically at least. Unfortunately, it appears that local politics and greed will continue to be the defining element in Neurilia’s bleak future.
ADVENTURING OPPORTUNITIES – A small list of potential situations. Each must be fleshed out by the GM.
1. Undercover Spies. Players with a ship are hired by the Navy. They are given cash, some improved sensors, and perhaps defensive weaponry. They must deliver cargoes to various settlements in the companion system’s planetoid belt, all the while keeping their eyes, ears, and sensors open for pirate activity, and the locals who are surely supporting them. Can the players stay alive and complete the mission? Is their ission already conpromised, in spite of the Navy’s concerted efforts to keep it secret?
2. Impounded Cargo. The player’s best cargo has been impounded, as the proper paperwork has not been completed. Can they navigate the bureaucratic mess in time to recover their cargo legally, and will they find the greedy corporation which fabricated ths issue?
3. Heist. The players are hired to steal or destroy a specific cargo. Can they complete the job without being caught, and without being left holding the bag? Will law enforcement be waiting for them?
Orbit – Component/Name – UWP
P Primary Star M2V
0 NEURILIA B59A857-C HZ Pi Tz Wa
1 BigWorld YBA9000-0 Fl
2 IceWorld Y89A100-6 Fr Lo Wa 2 moons
3 IceWorld Y669246-3 Lo Fr
5 Worldlet Y201000-0 Ic Va 2 moons
6 Belt H000446-A As Ni
7 LGB Size R (25) 4 moons
14 IceWorld Y567000-0 Fr
15 Far Companion Star MD
__0 InnerWorld H557422-6 HZ Ni Pa Tz
__1 InnerWorld Y6A8000-0 Fl
__2 Worldlet Y304000-0 Ic Va
__3 LGG Size = R (25) 5 moons
__4 Belt G000630-9 As Ni
__5 BigWorld YFC9000-0 Fl
This is my 58th hand-generated “System of the Day” entry, using the Traveller5 (T5) rules, from Far Future Enterprises. My goal is to publish one random system per day in 2020.
This system was generated by hand, using a set of dice I have owned for over 30 years, and using the Traveller5 (T5) rules set. Feel free to use this system in your own campaigns. Permission is granted to publish these results, as long as the copyrights of Far Future Enterprises are not violated, and no money is charged for them.
As always, comments and input are appreciated.
KEEP ON TRAVELLING!
#traveller #traveller5 #T5 #travellerrpg #scifirpg #scifigaming #oldschoolrpg #tabletopgaming #systemgeneration #randomscifiworld
2 thoughts on “System of the Day #58 – Neurilia”
I like the spy idea, but my players would like the Heist. Go figure
LikeLiked by 1 person
I try to add some variety, when I can. As always, GMs must tailor things to their players, to keep them interested. 😎
LikeLiked by 1 person