B5A69CA-9 Fl Hi Tz Climate= H PBG= 820
Ix= 2 Ex= B882 RU= 1408 Cx= 7B41
Erkalt is an important, high population world in its region. Its industries are well known for their efficiency, and Erkalt is a major producer of trade goods, especially entertainment. It is well regarded as a producer of wide-spanning, interactive sagas and epics.
Erkalt has long had a major mining operation in the system’s richest planetoid belt [fifth orbit]. As the resources produced here are critical for Erkart’s industries, Erkalt’s ruling Council goes out of its way to make sure the workers are productive, and happy/satisfied. The work is difficult, and sometimes dangerous, of course, but there have been few strikes or labor shortages in recent years, owing to the Council’s policies. This appears to be shifting, however, as some radical elements in the workforce are beginning to make their presence felt.
Food has always been an issue on Erkalt; after all, the local ecology is completely unfit to support human-compatible lifeforms. To combat this, Neu Erkalt was settled. This effort, however, had met with serious problems; though the world is technically habitable, its lifeforms are radically different from Terran life. Modifying both native crops and Terran lifeforms for some semblance of compatibility has been a serious challenge, but it appears this effort may finally be bearing some fruit…
NOTE: These systems, as generated, are generic. Referees will need to modify the system and descriptions to fit their campaign needs.
ADVENTURING OPPORTUNITIES – A small list of potential situations. Each must be fleshed out by the GM.
1. Charter. A locally famous, and pampered, film starlet charters the players’ ship for a discrete tour of the local systems. The players must provide transport and security, as well as all of a pampered starlet’s random needs and desires – no matter how strange, unrealistic, or dangerous. In addition, they must bring her and her entourage to The most interesting and lavish locations on each world – and she won’t accept excuses as to why they can’t. The players may soon feel like this is a setup; each system, the problems continue to mount. And they would be correct; the starlet and her managers have engineered a scenario where a “star struck former lover” (another actor) will follow the ship, attempt to reach “his love”, and get aboard any way he can. He does have actual ship experience (steward and engineering skills, at low levels), so he will try to be hired aboard – and may even attack a crewmember (pc or npc) to create a vacancy. And to make matters even worse, this actor has fallen completely into his role, and may have trouble discerning the job from reality…
Orbit – Component/Name – UWP
P Primary Star K8V
0 InnerWorld Y550000-0 De Tz
1 ERKALT B5A69CA-9 Fl Hi Tz
———- Jump Limit ———-
2 Neu Erkalt Y569341-7 HZ Lo
3 RadWorld Y410000-0
5 Belt H000768-7 As Na
7 IceWorld Y555000-0 Fr 3 Moons
8 IceWorld Y101248-9 Lo Va
12 Companion Star M3V
__0 InnerWorld Y100000-0
———- Jump Limit ———-
__2 Worldlet Y324000-0 Fr 2 Moons
__4 Belt F0005249 As Ni
__7 BigWorld YADA000-0 Fr Oc 2 Moons
__8 Worldlet Y225000-0 Fr
This world’s name was taken from that great scifi book series, The Dumarest Saga, written by E.C. Tubb, and published from1967 to 2008. I make no claim to this world name; I use it only as an homage to a series which heavily influenced me (and, according to legend, Traveller itself).
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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