B350566-6 De HZ Ni Climate= T PBG= 920
Ix= 0 Ex= 6434 RU= 288 Cx= 154D
Dalreon is another low tech desert world. Lying near a major regional trade route, the world does see some commercial traffic, so its trade goods have a ready market. The world’s economy is very efficient, and has a very high level of production, compared to other worlds with similar techhology and population levels.
Dalreon’s main problem is, and always has been, lack of water. While most desert worlds (which are in their star’s habitable zone) do have some water, somewhere, Dalreon has almost none. Its atmosphere is dangerously dry. Amazingly, even without any real detectable quantities of water here, there is life. Not much of it, but it is there. It is these strange lichens, molds, and such, which produce the world’s atmosphere. Scientists are still curious about this process, though little real research has been conducted in recent years.
In the past, Dalreon got its water (and starship fuel) from the system’s planetoid belts, mining ice. A sizeable community of ice miners developed. This community eventually took over the starport in order to “efficiently supply water to Dalreon”. This led to Dalreon’s other major, recent problem…
Dalreon’s government has been taken over by these ice miners, who have used their control of the water supply to force the issue. They have also brought in higher technology over the last decade, and have that edge as well in their favor, The belt’s nearly 900,000 people now consider themselves to be the true powers in the system, controlling the starport, fuel and water supplies.
The new leadership has considered moving the starport to their belt, solidifying control of the system. This poses several problems, however. First is cost and time. They would need to rebuild the entire port at a new location, and this requires a lot of money (these belters aren’t nearly as efficient as the folks on Dalreon, who aren’t cooperating for obvious reasons). And second, the belt lies far inside the system’s jump limit. The great increase in travel times to the belt would drastically reduce traffic into the system. The new leadership is considering these problems, but has yet to find a solution, (though to be fair, they have only gained control of Dalreon in the past few months.)
Meanwhile, Dalreon has begun an insurrection. Efficiency in industry, and at the port, is being disrupted, and acts of sabotage are increasing. The new leaders are rumored to be cutting off the world’s water supplies. These rumors are beginning to cause deep concern amongst Dalreon’s citizens, who see the belters as outsiders and opportunists. Unless something can be done, and quickly, they may have no choice but to cave in to pressure (dying of thirst would not be desirable).
Note: The planetoid belt in the system’s 12th orbit is mainly composed of rocky planetoids. Few, if any, icy asteroids have ever been located. In addition, the belt is sparse, with fewer planetoids than most comparable belts. Thus this planetoid belt is largely ignored.
ADVENTURING OPPORTUNITIES – A small list of potential situations. Each must be fleshed out by the GM.
1. Help Wanted. On a world nearby Dalreon, the players (who must have military experience) are hired by agents of Dalreon’s deposed government. These agents have procurred backing from nearby worlds, and are looking to regain control of Dalreon. They see two options. First is a strike against the belt miner’s power base, located at several planetoid bases. The other would be bringing weapons and gear – and water – to Dalreon, training some locals to continue the insurrection, as well as direct strikes against the belters’ forces on and orbiting Dalreon. Either option poses significant challenges, which the player group must overcome in some manner.
2. Wanna Steal A Planetoid? A local belter, who is opposed to his government’s takeover of Dalreon, has come up with a plan. He has recently discovered an ice planetoid, which has apparently gone undetected by others. He aims to bring this icy rock to Dalreon itself, and crash it into the planet. Failing that, he’d like to have it placed into a secure orbit, providing fuel and (most importantly) water to the beleagered citizens of Dalreon. This would be a massive undertaking, involving several problems. First and foremost would be recruiting enough vessels and manpower to assist. Second would be plotting the move and subsequent orbit (or controlled crash). All while keeping the project as secret as possible – and protecting the endeavor from the ultimate backlash from the belters who control the system. Are the players up to this massive task? Can they become the local heroes? (As a side benefit, the ice planetoid could be found to have a solid core, with a potentially-valuable mineral deposit inside.)
3. Impounded. The player’s ship has arrived on Dalreon after the recent takeover by the belters. Their vessel, carrying extra fuel or water, has been impounded as a violation of recently enacted laws. No matter how much the players protest, their pleas will be ignored. How will they retrieve their ship?
Orbit – Component/Name – UWP
P Primary Star M3II
0 Inferno YBC0000-0
4 StormWorld Y9A0000-0 2 Moons
5 RadWorld Y770000-0 De
6 RadWorld Y740000-0 De 1 Moon
8 Belt H000455-A As Ni
9 StormWorld Y562000-0 Ho Ring 2 Moons
———- Jump Limit ———-
10 DALREON B350566-6 De HZ Ni
12 Belt Y000000-0 As
This is my 68th 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!
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