TEXT: Traveller
  
  Alien Module 4: Zhodani ©2011 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written 
  permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted 
  by Mongoose Publishing. This game product contains no Open Game Content. No portion of this work may be reproduced in any form 
  without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com.
   
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any 
  similarity to actual people, organisations, places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence. Printed in the USA.
  Credits
  Original Zhodani Alien Module
  J. Andrew Keith, Marc W. Miller and John Harshman
  Mongoose traveller 
  Author
  Don McKinney
  Editor
  Charlotte Law
  Layout
  Will Chapman
  Proofreader
  Nick Robinson
  Cover Illustration
  Ben Wooten
  Interior Illustrations
  Rom, Dan Masso, Rich Longmore, Gill Pearce and  Nuno Nobre
  Deckplans
  Mark Lucas
  Special Thanks
  Marc Miller, Robert Eaglestone, Alex Jeffries, Jake Collins, Jim 
  Kundert, Andrew Ford, Roger Howe, P-O Bergstedt, Mike West, 
  David Smart, Paul Pomykala, Susan McKinney, Roger Malmstein, 
  Clifford Linehan, John Wood, Guy Garnett, Stuart Dollar, Gregg 
  Giles, Mike Mikesh and Amy Chapman
  Contents
  Introduction 
  2
  Zhodani Characters 
  3
  Psionics 
  27
  The Zhodani Race 
  29
  Glossary 
  53
  History 
  57
  Equipment 
  75
  Spacecraft 
  91
  Encounters 
  121
  Worlds 
  133
  Ziafrplians Sector 
  138
  Campaigns 
  188
  
  2
  introduCtion
  In the Original Traveller Universe, the Zhodani are one 
  of several races to have independently discovered jump 
  drive technology. These races are commonly referred to 
  as the Six Major Races and some groups define these 
  races as the most powerful and dominant species within 
  Charted Space. The Six Major Races are generally 
  considered to be the Aslan, the Droyne, the Hivers, the 
  K’kree, the Vargr and Humaniti (if the reader merges the 
  Vilani, Solomani and Zhodani branches of the human 
  race into one).
  But the Solomani and the Vilani branches would prefer to 
  forget their Zhodani brethren exist – because they have 
  built their empire on the science of the mind. In a universe 
  where science has finally given all the ability to seek their 
  maximum potential – to know what pursuit can allow a 
  person to unlock all he can be – the Vilani and Solomani 
  would prefer to not know.
  The Zhodani, the third major race of Humaniti, are the 
  subject of this Traveller supplement. With this book, the 
  Zhodani can be incorporated into any and all aspects of 
  Traveller. Whether the Zhodani are to be used as Player 
  Characters, Non-Player Characters, patrons, opponents 
  or just as a backdrop against which adventures may take 
  place, this supplement provides Referees and Players 
  with sufficient information to deal with the Zhodani, both as 
  individual characters and as a complete society.
  The Traveller Core Rulebook deals with characters 
  as humans within an Imperial society, which is fairly 
  comprehensible to most players. Outside that society, 
  aliens are different in culture as well as physiology and a 
  careful presentation of what shapes an alien’s character 
  is necessary if players are to interact with, or role-play, 
  those aliens.
  Traveller players can find any number of activities that 
  include or deal with the Zhodani, whether inside the 
  Consulate or beyond its borders. The Zhodani Consulate 
  (the area of space dominated by the Zhodani) is located 
  spinward and coreward of the Imperium. This supplement 
  also details Ziafrplians sector, a Zhodani and Vargr 
  controlled sector located spinward and coreward of the 
  Spinward Marches.
  The Zhodani found themselves on a world they did not 
  come from and experienced repeated disasters to forge 
  an interstellar empire. Along the way they have explored 
  a path 5,000 parsecs coreward from their homeworld, 
  drawn by an Ancient artefact to seek what lies at the 
  end. But because of the fear the Vilani and Solomani 
  have of psionics, the Zhodani and the Imperium have 
  fought four wars and observers see little chance for 
  peace ahead.
  
  3
  Zhodani CharaCters
  Zhodani character generation follows the same procedures 
  and concepts as for regular human characters in the 
  Traveller Core Rulebook. However, several changes take 
  into account the cultural differences between Zhodani 
  characters and other humans.
  For Player Characters, new players should focus on 
  Nobles and Intendants; Zhodani Proles should be 
  reserved for players with more experience in role-playing 
  Zhodani characters.
  initial CharaCter generation
  For Zhodani characters, seven characteristics are 
  generated randomly. The first six – Strength (Str), 
  Dexterity (Dex), Endurance (End), Intelligence (Int), 
  Education (Edu) and Social Standing (Soc) – are identical 
  to the standard human attributes and are determined in 
  the normal manner. The seventh, Psionic Strength (or 
  Psi), is addressed in the Psionics rules (starting on page 
  152 of the Traveller Core Rulebook). Psionic Strength is 
  recorded in the same way as a skill, so a character might 
  have listed Psi-6 or Psi-11.
  Characteristics initially will range from 2 to 12; they 
  may rise as high as 15, or may be reduced to 1 during 
  character generation. Note that there is no reduction in 
  Psionic Strength by terms of service (as indicated in the 
  Traveller Core Rulebook) for Zhodani characters, as they 
  are tested before they enter a career.
  Because 
  Nobles 
  (Zhobrdievl) 
  and 
  Intendants 
  (Dlenchiepr) are more interesting as Player Characters 
  than Proles (Zhant’ad), the Referee may institute (before 
  character creation) rule changes to help make characters 
  Intendants or Nobles. One way is to make Psi 1d6+6 
  instead of 2d6, to increase the chance of becoming an 
  Intendant or Noble.
  Characteristic Adjustment
  Zhodani society has certain customs and restraints that 
  will affect some characters through changes in their 
  Characteristics.
  In the Zhodani Consulate, all children are tested for 
  psionic potential. The result is that Proles with high 
  Psionic Strength are elevated to Intendant rank. If the 
  character has Psi 9+ and Soc 9−, the character’s Social 
  Standing is raised to 10.
  On the other hand, children of Nobles and Intendants 
  receive better educations than Proles do. In this case, 
  the effect is that initial Education cannot be higher than 
  initial Social Standing. If Education is higher than Social 
  Standing initially, lower Education to be equal to Social 
  Standing. If Soc 10+ and Edu 7−, increase Education to 8.
  These adjustments apply only at the start of character 
  generation. They do not apply if a character’s Socials 
  Standing changes because of career events, or if a 
  character’s Psionic Strength changes due to aging 
  effects.
  Social Classification
  Zhodani society has three broad social classes. Social 
  Standing determines to which of these classes an 
  individual belongs: Nobles have Soc 11+, Intendants 
  have Soc 10 and Proles have Soc 9−. The player should 
  determine and note the character’s social class (Prole, 
  Intendant or Noble) after making the Characteristic 
  adjustments.
  Starting Age
  Zhodani characters begin their careers at 18 standard 
  years of age (about 24 Zhodani years). At this point, as 
  untrained and inexperienced Zhodani, they embark on a 
  career to gain skills and experience. Careers are resolved 
  by terms of service, which are four standard years (a little 
  over five Zhodani years) each.
  Gender
  Women are as likely as men to possess psionic talents. 
  As psionics became more prevalent, any cultural bias 
  regarding gender disappeared. Those careers that regard 
  physical ability as more important (Army and Guards) 
  tend to attract more men than women but women can 
  easily enter those careers and excel. Zhodani society 
  would regard gender bias as a mental illness to be treated 
  rather than a perspective to be tolerated.
  Naming and Titles
  Proles take a family name from either their mother or 
  father. Some families follow different traditions and so 
  
  4
  inheritance can be traced through either the father or 
  mother. A Prole character has a child’s name which is 
  used until adulthood, at which point the individual selects 
  his or her own personal name.
  Intendants and Nobles have only one name with a suffix, 
  which indicates Social Standing. The Zhodani Noble 
  Titles table explains the suffixes.
  Ranks (such as military ranks) are stated before a name.
  Psionic Training
  Nobles and Intendants undergo standardised Psionic 
  Training at an early age. As part of training, the character 
  may attempt to learn any of the common psionic talents 
  on the Psionic Training table by making a Psionic 
  Strength check. He may attempt the talents in any order 
  but suffers a –1 DM per check attempted. If a character 
  learns a talent, he gains that talent at level 0.
  If a Prole gains Psi 9+ during character generation 
  (usually through an event), they are elevated to Intendant 
  (increasing their Social Standing to 10) and immediately 
  undergo this same training.
  The Psionic Games
  Any Intendant may apply once during his or her lifetime 
  to compete in the Thequzdievl (Psionic Games) by 
  making a Psionic Strength check. If successful, the 
  individual devotes that term of service to competition in 
  the Thequzdievl instead of to career matters. The term 
  still counts as a term in the character’s current career, 
  except the character does not make survival 
  or advancement checks, or gain skills from the 
  career skill tables. Characters should be permitted 
  Zhodani Noble Titles
  Zhodani Intendants and Nobles are identified by a suffix 
  to their names. A new name suffix replaces the previous 
  one when an individual rises in Social Standing.
  Social 
  Standing
  Title 
  Suffix
  Zhodani 
  Origin
  Anglic 
  Translation
  10
  -iepr
  Dlenchiepr
  ‘intendant’
  11
  -atl
  Pranatl
  ‘aspirant’
  12
  -stebr
  Jdistebr
  ‘wellborn’
  13
  -tlas
  Viestlas
  ‘highborn’
  14
  -tlasche’
  Zhobrtlasche’
  ‘noble born’
  15
  -iashav
  Preblshienchiashav
  ‘princely born’
  While these do not directly correlate to Imperial noble 
  titles, Zhodani characters visiting the Imperium are 
  generally accorded status and honours based on their 
  Social Standing.
  Talent
  Learning DM
  Awareness
  +1
  Blocking*
  −2
  Clairvoyance
  +3
  Empathic Healing*
  −1
  Healing*
  −2
  Machine Symbiosis*
  −1
  Mimic*
  −2
  Psychic Transfer*
  −1
  Telekinesis
  +2
  Telepathy
  +4
  Teleportation
  +0
  Teleprojection*
  −3
  Per previous talent acquisition check
  –1
  *New psionic talent detailed in the Zhodani 
  Psionics chapter.
  to apply to compete in the Thequzdievl only during 
  character generation.
  Preliminary Competitions: For each psionic talent the 
  character is skilled in, make a Psi 8+ check. Record the 
  number of successes and failures.
  Final Competition: Make a Psi 12+ check, DM +1 for each 
  successful preliminary competition and –1 for each failed 
  preliminary competition.
  Awards: After the final competition, a character receives 
  +1 Psi if more preliminary competitions were successful 
  than failed. A winner of the final competition instead 
  receives +2 Psi and becomes a Noble, raising their Social 
  Standing to 11.
  Careers
  The following career types are general careers 
  representative of Zhodani society. To simplify things, each 
  term of service is four standard Imperial years, which is 
  slightly more than five Zhodani years.
  While Zhodani share most careers with other human 
  cultures, there are some differences. The Agent career 
  has no corporate specialty, as corporations within the 
  Consulate do not conduct trade wars or espionage 
  against each other. There is no specific career for 
  Nobles, although the Government career shares some 
  similarities. There is no Scout career, as that is specific 
  to the Imperium. There is no Rogue career, as that 
  represents behaviour largely considered unhealthy by 
  
  5
  Zhodani society. Finally, the pervasiveness of a psionic 
  society requires some changes across all careers. 
  Qualification
  Once a career has been selected, the character must 
  attempt to qualify for that career. If this check is failed, 
  then the character cannot enter their chosen career this 
  term; they must either submit to the Draft or enter play. 
  Remember that Intendants and Nobles may not enter the 
  Proles career.
  draft
  1d6
  Career (speciality)
  1–3
  Army (any)
  4–5
  Merchants (corporate)
  6
  Navy (any)
  Zhodani characters have no penalty for career changes, 
  as Zhodani society recognises that a new perspective 
  on life is mentally healthy and often desirable. Further, 
  characters may return to a career previously left, provided 
  they spent at least one term in a different career or from 
  a Re-education Event.
  Careers from Other Traveller Books
  It is very rare for Zhodani to leave the Consulate and 
  take an active part in other societies and cultures. 
  Zhodani who leave the Consulate permanently are 
  usually considered outlaws and renegades. Many 
  careers (including the Psion career) in the Traveller 
  Core Rulebook are not appropriate for Zhodani 
  characters.
  Careers from Other Traveller Books
  It is very rare for Zhodani to leave the Consulate and 
  take an active part in other societies and cultures. 
  Zhodani who leave the Consulate permanently are 
  usually considered outlaws and renegades. Many 
  careers (including the Psion career) in the Traveller 
  Core Rulebook are not appropriate for Zhodani 
  characters.
  Career suMMary table
  Careers
  Specialisation
  Qualification
  Survival
  Advancement
  Agent
  Int 6+
  Tozjabr
  Int 7+
  Int 5+
  Tavrchedl’
  End 6+
  Int 6+
  Army
  End 5+
  Cavalry
  Dex 7+
  Int 5+
  Infantry
  Str 6+
  Edu 6+
  Support
  End 5+
  Edu 7+
  Entertainer
  Int 5+
  Artist
  Soc 6+
  Int 6+
  Author
  Edu 7+
  Int 5+
  Performer
  Int 5+
  Dex 7+
  Government
  Int 8+
  Administration
  Int 4+
  Edu 8+
  Diplomat
  End 6+
  Edu 6+
  Guards
  End 6+
  Commandos
  End 7+
  Edu 5+
  Ground Assault
  End 6+
  Edu 6+
  Support
  End 5+
  Edu 7+
  Merchants
  Int 4+
  Broker
  Edu 5+
  Int 7+
  Corporate
  Edu 5+
  Int 7+
  Free Trader
  Dex 6+
  Int 6+
  Navy
  Int 6+
  Crew
  Int 5+
  Edu 7+
  Flight
  Dex 7+
  Edu 5+
  Technical
  Int 6+
  Edu 6+
  Proles
  Int 4+
  Colonist
  Int 7+
  End 5+
  Corporate
  Soc 6+
  Int 6+
  Worker
  End 4+
  Edu 8+
  Scholar
  Int 6+
  Field Researcher
  End 6+
  Int 6+
  Lab Scientist
  Edu 4+
  Int 8+
  Physician
  Edu 4+
  Int 8+
  
  6
  Draftees are not eligible for Advancement during their first 
  term of service; they become eligible during the second 
  or subsequent terms of service.
  Skills
  For Zhodani characters, skills are determined as normal 
  but there is an additional skill table for all careers but 
  Proles, the Psionic Skills table. Characters may only roll 
  on this table if they have Soc 10+.
  Psionic Skills: Intendants and Nobles may develop their 
  talents over time just as if they were normal skills. If they 
  receive a talent they were not trained in or failed to gain 
  during their initial psionic training, they may attempt again 
  to gain that talent (all previous DMs apply, including 
  the cumulative −1 DM per previous talent check). If 
  a character receives the Talent skill choice, they may 
  increase any psionic talent they already possess.
  Rare Skills: The skills Deception, Gambling and Streetwise 
  are generally not permitted to Zhodani characters. 
  Deception and Streetwise can be gained by Tozjabr 
  characters, as they need to deal with non-Zhodani who 
  engage in such unhealthy activities. However, Gambling 
  is unknown in Zhodani society.
  New Options for Core Skills
  An examination of the core skills and how they apply to 
  a society based on common psionic training and usage 
  reveals additional common checks for those skills, which 
  should be applied.
  Carousing: While Carousing is the art of having fun and 
  socialising, the art can be used by those skilled in it to 
  determine another person’s intentions by his posture and 
  bearing alone.
  Determine 
  someone 
  else’s 
  general 
  intentions: 
  Intelligence, 5 minutes, Difficult (−2). This task is one 
  level more difficult if the target is a stranger.
  Social Skills: Social skills should vary in effect across 
  cultures and species. Such tasks (at the discretion of 
  the Referee) are one level more difficult if the target is 
  a member of a different culture of the same race (such 
  as Zhodani and Imperials) and two levels more difficult if 
  the target is a member of an alien race (such as Zhodani 
  and Vargr).
  Commission and Advancement
  Nobles 
  and 
  Intendants 
  automatically 
  receive 
  Advancement (Commission if appropriate) in their first 
  term of service, except for draftees: drafted Nobles 
  and Intendants automatically receive Advancement 
  (Commission if appropriate) in their second term 
  of service. Additionally, Nobles gain a DM +1 to all 
  Advancement rolls.
  Proles and Intendants in the Government career may not 
  be advanced higher than rank 3 (Executive).
  Mustering Out
  Zhodani characters receive mustering out benefits at the 
  end of their career service. Most benefits are identical to 
  those on pages 34 and 35 of the Traveller Core Rulebook. 
  The differences are noted here.
  Armour: Battle Dress may not be selected for this benefit.
  Characteristic Increases: Social Standing may never be 
  increased if this would raise a Prole character’s Social 
  Standing above 9. No Characteristic may be increased 
  beyond 15. Unusable Social Standing increases become 
  bonus Ship Shares.
  Courier: The character receives five ship shares towards 
  the use of a Yetsasl-class courier, or two ship shares 
  toward the use of any other Zhodani vessel.
  Nenj: The Nenjchinzhe’driante (in Anglic, the Consular Legion 
  of Merit) is a post-career recognition of valuable service 
  to all Zhodani. Membership in the Nenjchinzhe’driante is 
  egalitarian – Nobles, Intendants and Proles are all eligible 
  for the award. Those who have won enrolment are entitled 
  to wear the distinctive gold sash of honour that marks them 
  as recognised elite of the Consulate.
  Though it is largely honorary, members do receive 
  concrete benefits. Zhodani citizens almost invariably 
  grant members a 10% discount on just about everything, 
  from meals to equipment purchases to starship passages. 
  Sums of more than Cr1,000,000 are rarely so discounted 
  but bank loans in these amounts are made without 
  interest. Membership is for life and is not transferable but 
  companions of a member may share in the benefits when 
  he or she does the buying.
  Scout: The character receives five ship shares towards the 
  use of a Ninz-class scout, or two ship shares toward the use 
  of any other Zhodani vessel. As there is no Scout Service in 
  the Zhodani Consulate, the character covers all costs.
  Ship Shares: Each ship share reduces the cost of a 
  ship by 1% but applied to Zhodani ships rather than the 
  designs in the Traveller Core Rulebook.
  
  7
  Trader: The character receives five ship shares towards 
  the use of a Zdebr-class trader, or two ship shares toward 
  the use of any other Zhodani vessel.
  Weapon: Weapons allowed under this benefit never 
  include plasma or fusion weapons or light support 
  weaponry. 
  retireMent Pay
  Zhodani characters receive retirement pay according 
  to the rules on page 36 of the Traveller Core Rulebook, 
  except they can only collect pay within the Consulate and 
  Nobles receive double the stated amount.
  Aging
  While Zhodani characters use the standard rules for 
  Aging (on page 36 of the Traveller Core Rulebook), the 
  effects are different, reflecting their divergent evolutionary 
  and cultural path. Note that for Aging, Psionic Strength is 
  considered a mental characteristic.
  aging
  2d6
  Physical Effects of 
  Aging
  Mental Effects of Aging
  –6
  Reduce three physical 
  Characteristics by 2.
  Reduce one mental 
  Characteristic by 2,  
  reduce two mental 
  Characteristics by 1.
  –5
  Reduce three physical 
  Characteristics by 2.
  Reduce three mental 
  Characteristics by 1.
  –4
  Reduce two physical 
  Characteristics by 2, 
  reduce one physical 
  Characteristic by 1.
  Reduce two mental 
  Characteristics by 1.
  –3
  Reduce one physical 
  Characteristic by 2, 
  reduce two physical 
  Characteristic by 1.
  Reduce one mental 
  Characteristic by 1.
  –2
  Reduce three physical 
  Characteristics by 1.
  No effect
  –1
  Reduce two physical 
  Characteristics by 1.
  No effect
  0
  Reduce one physical 
  Characteristic by 1.
  No effect
  1+
  No effect
  No effect
  Aging Crisis: If Psionic Strength is reduced to 0 through 
  aging, it does not constitute an aging crisis but the 
  character loses all psionic ability and can never regain 
  it. Reduction of Psionic Strength through Aging does not 
  reduce Social Standing.
  Anagathics: Within the Zhodani Consulate, use of 
  anagathics is viewed as a symptom of mental illness. Use 
  the number of terms since the character started taking 
  anagathics as a negative DM to rolls on the Re-education 
  Events table.
  Additionally, the cost of anagathics in the Consulate is 
  considerably higher than in Imperial space. Such drugs 
  cost 2d6×2,500 Credits for each term that the character 
  uses the drugs.
  Zhodani Life Events
  Life events for Zhodani are similar to those of other 
  humans but the cultural emphasis on psionics alters 
  some events. Treat a second occurrence of ‘Unusual 
  Event’ as no event.
  Re-education Events
  For Proles, re-education is an important part of proper 
  mental health. Intendants and Nobles are only sent to re-
  education in more serious circumstances. In most cases 
  there is no social stigma for re-education; it is viewed 
  as being as necessary as surgery is for physical health. 
  Characters may be sent to this table by various events. 
  Time spent in re-education does not count as time in a 
  career for Benefit rolls, Advancement, or gaining skills; it 
  does count for aging.
  re-eduCation events
  1d6
  Event
  1
  Re-education requires two terms. The character 
  must enter a new career and reduces Endurance 
  by 1. If Soc 10+, reduce Social Standing by 1 
  (minimum 10 if Intendant, 11 if Noble).
  2
  Re-education requires one term. The character 
  must enter a new career, and reduces Endurance 
  by 1. If Soc 10+, reduce Social Standing by 1 
  (minimum 10 if Intendant, 11 if Noble).
  3
  Re-education requires one term but the character 
  can continue his career.
  4
  Re-education requires less than a year and the 
  character’s career is not affected.
  5
  Fine of 1d6 x Cr. 1,000; the character does not 
  require re-education.
  6
  Exonerated! Receive an additional Benefit roll in the 
  current career.
  Anagathics: Use the number of terms since the character 
  started taking anagathics as a negative DM to rolls on the 
  Re-education Events table.
  
  8
  life events
  2d6
  Event
  2
  Sickness or Injury: The character is injured or contracts a serious illness. Roll on the Injury table (Traveller Core 
  Rulebook page 37).
  3
  Birth or Death: Someone close to the character dies, such as a friend or family member. Alternatively, someone close 
  to the character gives birth (or is born!). The character is involved in some fashion (a relative or similar relationship).
  4
  End of Relationship: A romantic relationship involving the character ends. Roll 1d6: On a 1–2 the character’s partner is 
  killed. On a 3–4 the character’s partner leaves. On a 5–6 the character leaves the partner.
  5
  Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some 
  other emotional commitment.
  6
  New Relationship: The character becomes romantically involved with an existing Ally or Contact. If the character has no 
  Contacts or Allies, gain an Ally. If the relationship is with a Contact, the Contact becomes an Ally
  7
  New Contact: The character gains a new Contact.
  8
  Betrayal: The character is betrayed in some fashion by a friend or colleague. If the character has any Contacts or Allies, 
  convert a Contact into a Enemy or an Ally into a Rival. Otherwise, gain an Enemy.
  9
  Travel: The character moves to another world and gains a +2 DM to their next Qualification roll.
  10
  Good Fortune: Something good happens to the character; he comes into money unexpectedly, has a lifelong dream 
  come true, gets a book published or has some other stroke of good fortune. Gain a Benefit roll in the current career.
  11
  Crime: The character commits or is accused of a crime; roll Soc 8+. If failed, lose one Benefit roll and roll on the Re-
  education Events table (see Page 7).
  12
  Unusual Event: Something unusual occurs. Roll 1d6:
  1
  Psionics: An event affects the character, who receives +2 Psi (max 12). If the character is a Prole and this 
  increases Psionic Strength above 8, the character is elevated to the Intendant class (raising their Social 
  Standing to 10) and is sent to psionic training.
  2
  Aliens: The character spends time among an alien race. Gain Language and a Contact with a member of that 
  alien race.
  3
  Alien artefact: The character comes into possession of a curious piece of alien technology or an archaeological 
  relic.
  4
  Amnesia: Something happened to the character but they do not know what it was. Regardless of Social 
  Standing, roll on the Re-education Events table (see page 7)
  5
  Contact with government: The character has brief contact with the highest echelons of Consulate government. 
  Gain one Benefit roll in the current career.
  6
  Ancient technology: The character has an item believed to be left behind by the Ancients. Because it interacts 
  with the character in a unique fashion, he has been allowed to keep it but the item and character both remain 
  objects of occasional study by Consulate scientists and researchers.
  
  9
  agent
  Mental health professionals and intelligence operatives 
  who work for the health of the Consulate and oppose 
  those who would threaten it.
  Qualification: Int 6+
  The character must have Soc 10+ to enlist.
  The character must have Psi 9+ to be assigned to 
  Tavrchedl’.
  Assignments: Choose one of the following:
  • 
  Tozjabr (intelligence): The character was a Consulate 
  intelligence operative.
  • 
  Tavrchedl’ (thought police): The character worked 
  with or for the civilian Thought Police.
  Career Progress
  Survival
  Advancement
  Tozjabr
  Int 7+
  Int 5+
  Tavrchedl’
  End 6+
  Int 6+
  Nobles gain a +1 DM to all Advancement rolls.
  skills and training
  1d6
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Dex
  Carouse
  Advocate
  2
  +1 End
  Computers
  Comms
  3
  +1 Int
  Drive (any)
  Computers
  4
  Athletics (any)
  Gun Combat (any)
  Diplomat
  5
  Gun Combat (any)
  Investigate
  Medic
  6
  Melee (any)
  Recon
  Science (any)
  1d6
  Specialist: Tozjabr
  Specialist: Tavrchedl’
  Psionic Skills (Minimum Soc 10)
  1
  Comms
  Advocate
  +1 Psi
  2
  Deception
  Investigate
  Clairvoyance
  3
  Language (any)
  Melee (any)
  Persuade
  4
  Persuade
  Persuade
  Science (Psychology)
  5
  Recon
  Recon
  Talent
  6
  Streetwise
  Stealth
  Telepathy
  MishaPs
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table (page 37 of the Traveller Core Rulebook) and take the lower result.
  2
  An investigation goes critically wrong or leads to the top, ruining the character’s career. Roll Advocate 8+. If successful, he 
  may keep the Benefit roll from this term. If failed, roll on the Re-education Events table (page 7).
  3
  A mission goes wrong and the character is held responsible for it. The character may accept his fate and leave this career 
  with an extra Benefit roll as compensation or may contest the accusation. If contested, roll Advocate 8+. If successful, the 
  character may stay in this career. If failed, roll on the Re-education Events table (page 7).
  4
  The character suffers psychological stress and must leave this career. Roll on the Re-education Events table (page 7).
  5
  The character is injured in an act of sabotage. Roll on the Injury table (page 37 of the Traveller Core Rulebook) but gain a 
  Contact in the medical field.
  6
  Injured. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  
  10
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  The character is given specialist training in vehicles. Gain one level of Drive (any), Flyer (any), Pilot (any) or Seafarer 
  (any).
  4
  A natural disaster strikes. Roll 1d6; on a 1, roll on the Injury table. Otherwise, gain one level of Survival or Medic.
  5
  The character completes a mission for his superiors and is suitably rewarded. Gain a +1 DM to any one Benefit roll.
  6
  The character establishes a network of contacts. Gain 1d3 Contacts.
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already possessed.
  9
  The character goes undercover to investigate an enemy. Roll Investigate 8+. If successful, roll immediately on the Proles 
  Events table and make one roll on any Proles Specialist skill. If failed, roll immediately on the Proles Mishaps table but 
  the character is not ejected from this career.
  10
  The character is re-assigned to a desk job. Gain one level of Admin, Computers, or Comms.
  11
  The character’s superiors take an interest in his career. Gain an Ally and take a +2 DM to the next Advancement roll.
  12
  The character’s efforts uncover a major conspiracy. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  Tozjabr
  Skill or Benefit
  Tavrchedl’
  Skill or Benefit
  0
  Analyst
  Observer
  1
  Defender of 20
  Persuade 1
  Guardian of 20
  Persuade 1
  2
  Defender of 50
  Investigate 1
  Guardian of 50
  3
  Defender of 100
  Guardian of 100
  4
  Defender of 500
  Gun Combat (any) 1
  Guardian of 500
  Investigate 1
  5
  Defender of 1,000
  Guardian of 1,000
  Admin 1
  6
  Defender of 5,000
  Guardian of 5,000
  +1 Soc
  Mustering-out benefits
  Roll
  Cash
  Other Benefits
  1
  1,000
  Weapon
  2
  2,000
  Armour
  3
  5,000
  Ship Share
  4
  7,500
  +1 Edu
  5
  10,000
  +1 Int
  6
  25,000
  Nenj
  7
  50,000
  +1 Soc
  
  11
  arMy
  Members of the Consulate’s ground-based armed 
  fighting forces or of the ground forces of individual worlds. 
  Zhodani soldiers deal with planetary surface actions, 
  battles and campaigns.
  Enlistment: End 5+
  If age 30 or more, –2 DM.
  Commission: Automatic (except draftees), must be Soc 
  10+.
  Assignments: Choose one of the following:
  • 
  Cavalry: The character served in a tank or other 
  ground vehicle.
  • 
  Infantry: The character served as a fighting man on 
  the ground or as shipboard troops.
  • 
  Support: The character served in one of many Army 
  support roles.
  Career Progress
  Survival
  Advancement
  Cavalry
  Dex 7+
  Int 5+
  Infantry
  Str 6+
  Edu 6+
  Support
  End 5+
  Edu 7+
  Nobles gain a +1 DM to all Advancement rolls.
  Mustering-out benefits
  Roll
  Cash
  Other Benefits
  1
  2,000
  Weapon
  2
  5,000
  Armour
  3
  10,000
  +1 Edu
  4
  10,000
  +1 End
  5
  10,000
  +1 Int
  6
  20,000
  Nenj
  7
  30,000
  +1 Soc
  skills and training
  1d6
  Personal 
  Development
  Service Skills
  Advanced Education 
  (Minimum Edu 8)
  Officer Skills (Commissioned only)
  1
  +1 Str
  Comms
  Computers
  Admin
  2
  +1 Dex
  Gun Combat (any)
  Engineer (any)
  Advocate
  3
  +1 End
  Heavy Weapons (any)
  Explosives
  Diplomat
  4
  Athletics (any)
  Medic (any)
  Navigation
  Leadership
  5
  Carouse
  Melee (any)
  Sensors
  Remote Operations
  6
  Melee (any)
  Vacc Suit
  Survival
  Tactics (military)
  1d6
  Specialist: Cavalry
  Specialist: Infantry
  Specialist: Support
  Psionic Skills (Minimum Soc 10)
  1
  Drive (any)
  Athletics (any)
  Comms
  +1 Psi
  2
  Flyer (any)
  Gun Combat (any)
  Drive (any)
  Awareness
  3
  Gunner (any)
  Heavy Weapons (any)
  Explosives
  Persuade
  4
  Mechanic
  Melee (any)
  Flyer (any)
  Science (Psychology)
  5
  Recon
  Recon
  Mechanic
  Talent
  6
  Sensors
  Zero-G
  Medic
  Telekinesis
  
  12
  MishaPs
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table (page 37 of the Traveller Core Rulebook) and take the lower 
  result.
  2
  The character is involved in a disastrous campaign and barely escapes off planet in a frantic and badly organised 
  evacuation. This leaves him a long way from friendly lines and he makes 1d3 Contacts as he returns home. Roll on the 
  Re-education Event table (page 7).
  3
  The character is sent to an Unabsorbed or Forbidden world to battle against insurgents. He is discharged because of 
  stress or injury. Gain one level of Recon or Survival. If Soc 10+, gain an Enemy as the government buries the whole 
  incident. If Soc 9−, roll on the Re-education Events table (page 7).
  4
  The character discovers that his commanding officer is engaged in some form of illegal activity. He can join him and 
  gain him as an Ally before the inevitable investigation results in discharge; roll on the Re-education Event table (page 
  7). Alternatively, he can cooperate with the Thought Police – the character must leave the career anyway but keeps his 
  Benefit roll from this term of service.
  5
  The character has problems working with an officer or fellow soldier. If Soc 10+, gain that officer as a Rival as he drives 
  the character out of the Army. If Soc 9−, roll on the Re-education Event table (page 7).
  6
  Injured. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  The character is assigned to an urbanised world torn by war. Gain one level of Stealth, Persuade or Recon.
  4
  The character is assigned to a world with a hostile or wild environment. Gain one level of Vacc Suit, Engineer (any), 
  Animals (riding or training) or Recon.
  5
  The character is sent to Commando training. Gain one level of Battle Dress, Heavy Weapons (any) or Zero-G. If the 
  character has Soc 10+, he may leave this career (mustering out as normal) but then automatically qualifies for the 
  Guard (with the same rank) for the next career term, if he fulfils the enlistment requirements.
  6
  The character is thrown into a brutal ground war. Roll Gun Combat or Stealth 8+ to avoid injury; if successful, gain one 
  level of Gun Combat (any), Leadership or Tactics (military).
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  9
  Surrounded and outnumbered by the enemy, the character holds out until relief arrives. Gain a +2 DM to the next 
  Advancement roll.
  10
  The character is assigned to a peacekeeping role. Gain one level of Admin, Investigate or Recon.
  11
  The character’s commanding officer takes an interest in his career. Gain him as an Ally and take a +2 DM to the next 
  Advancement roll thanks to his aid.
  12
  The character displays heroism in battle. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  NCO
  Skill or Benefit
  Officer
  Skill or Benefit
  0
  Trooper
  Gun Combat (slug rifle or energy rifle) 1
  Waiting Officer
  Gun Combat (slug rifle or energy rifle) 1
  1
  Follower
  Recon 1
  Officer of 20
  Leadership 1
  2
  Leader of 10
  Officer of 50
  3
  Leader of 20
  Leadership 1
  Officer of 100
  Tactics (military) 1
  4
  Leader of 50
  Officer of 500
  5
  Leader of 100
  Officer of 1,000
  6
  Leader of 1,000
  Officer of 5,000
  +1 Soc
  
  13
  entertainer
  Arts and entertainment are viewed as important for 
  communicating, 
  stabilising 
  and 
  reinforcing 
  social 
  structures across the Consulate.
  Qualification: Int 5+
  Assignments: Choose one of the following:
  • 
  Artist: The character is a sculptor, holographer or 
  works in some other creative art.
  • 
  Author: The character writes for a living, whether it 
  is novels, poetry, plays, speeches, news reports or 
  games.
  • 
  Performer: The character is an actor, athlete, 
  musician or some other type of public performer.
  Career Progress
  Survival
  Advancement
  Artist
  Soc 6+
  Int 6+
  Author
  Edu 7+
  Int 5+
  Performer
  Int 5+
  Dex 7+
  Nobles gain a +1 DM to all Advancement rolls.
  Mustering-out benefits
  1d6
  Cash
  Other Benefits
  1
  2,000
  Contact
  2
  5,000
  Two Ship Shares
  3
  10,000
  Ally
  4
  10,000
  +1 Int
  5
  40,000
  +1 Edu
  6
  40,000
  Nenj
  7
  80,000
  +1 Soc
  skills and training
  1d6
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Str
  Art (any)
  Admin
  2
  +1 Dex
  Carouse
  Advocate
  3
  +1 Int
  Diplomat
  Computers
  4
  +1 Edu
  Persuade
  Diplomat
  5
  Carouse
  Social Science (any)
  Language (any)
  6
  Stealth
  Steward
  Science (any)
  1d6
  Specialist: Artist
  Specialist: Author
  Specialist: Performer
  Psionic Skills 
  (Minimum Soc 10)
  1
  Art (holography)
  Art (writing)
  Art (acting, dance or instrument)
  +1 Psi
  2
  Carouse
  Comms
  Athletics (co-ordination or endurance)
  Clairvoyance
  3
  Computer
  Computer
  Carouse
  Persuade
  4
  Persuade
  Investigate
  Leadership
  Science 
  (Psychology)
  5
  Science (any)
  Language (any)
  Melee (any)
  Talent
  6
  Trade (any)
  Recon
  Stealth
  Telepathy
  
  14
  MishaPs
  1d6
  Mishap
  1
  Injured. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  2
  The character’s art becomes the centre of some scandal. Gain one level of Carouse, Diplomat, or Persuade. If Soc 
  10+, the character is forced to move to another world. Roll on the Re-education Events table (page 7) but the character 
  may remain in this career.
  3
  The character commits a grievous breach of protocol and public opinion turns against him, ruining his career. Roll 
  Persuade 8+. If successful, the character may keep the Benefit roll from this term. If failed, roll on the Re-education 
  Events table (page 7).
  4
  One of the character’s Contacts or Allies betrays them, ending their career. That Contact becomes and enemy or the 
  Ally becomes a Rival. If the character has no Contacts or Allies, then they are betrayed by someone else and still gain 
  a Rival or Enemy.
  5
  An investigation, tour, project or expedition goes wrong, stranding the character far from home and ending their career. 
  The character gains 1d3 Contacts as they return home.
  6
  The character is tormented by or quarrels with another Entertainer. If Soc 10+, the character is forced out of the career 
  and gains that Entertainer as a Rival. If Soc 9−, roll on the Re-education Event table (page 7).
  events
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  The character is invited to take part in a controversial event or exhibition. If refused, nothing happens. If accepted, roll 
  Art or Persuade 8+. If successful, gain an extra Benefit roll. If failed, roll on the Mishaps table.
  4
  The character becomes a part of the celebrity circles on his world of residence. Gain one level of Carouse, Persuade, 
  or Steward.
  5
  One of the character’s works is especially well received and popular, making him a minor celebrity. Gain an extra 
  Benefit roll.
  6
  The character gains a patron in the arts. Gain a +2 DM to the next Advancement roll and an Ally.
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character receives advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  9
  The character goes on a tour of the sector, visiting several worlds. Gain 1d3 Contacts.
  10
  The character attempts an extremely challenging task in his field. Roll Art or Persuade 8+. If successful, gain a +2 DM 
  to the next Advancement roll. If failed, suffer a –2 DM to the next Advancement roll.
  11
  The character has the opportunity to criticise or even bring down a questionable council leader on his world of 
  residence. If refused and the character supports the leader, gain a +2 DM to the next Advancement roll. If accepted, 
  gain an Enemy and roll Art or Persuade 8+. If successful, the next Advancement roll is automatically successful. If 
  failed, roll on the Mishaps table.
  12
  The character wins a prestigious prize for his work. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  Artist
  Skill or Benefit
  Author
  Skill or Benefit
   Performer
  Skill or Benefit
  0
  1
  Well-known
  Art (any)
  Well-known
  Investigate
  Well-known
  +1 Dex
  2
  3
  Renown
  Investigate
  Renown
  Persuade
  Renown
  +1 Str
  4
  5
  Famous
  +1 Soc
  Famous
  +1 Soc
  Famous
  +1 Soc
  6
  
  15
  governMent
  Members of the Zhodani government at a wide variety 
  of levels, involved in making the various government 
  councils across the Consulate operate smoothly.
  Qualification: Int 8+
  Assignments: Choose one of the following:
  • 
  Administrator: The character served one of the many 
  council governments, governing continents, worlds, 
  subsectors, sectors, provinces or perhaps even with 
  the Supreme Council itself.
  • 
  Diplomat: The character served as a member of the 
  Consulate diplomatic staff, either to unabsorbed 
  worlds within the Consulate, client and neutral 
  states around the Consulate, or perhaps even to 
  Imperial worlds.
  Career Progress
  Survival
  Advancement
  Administrator
  Int 4+
  Edu 8+
  Diplomat
  End 6+
  Edu 6+
  Nobles gain a +1 DM to all Advancement rolls.
  skills and training
  1d6
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Dex
  Admin
  Advocate
  2
  +1 Edu
  Broker
  Computers
  3
  +1 Int
  Comms
  Diplomat
  4
  Athletics (any)
  Diplomat
  Language (any)
  5
  Carouse
  Investigate
  Leadership
  6
  Melee (any)
  Persuade
  Social Science (any)
  1d6
  Specialist: Administrator
  Specialist: Diplomat
  Psionic Skills (Minimum Soc 10)
  1
  Admin
  Advocate
  +1 Psi
  2
  Advocate
  Broker
  Admin
  3
  Broker
  Diplomat
  Clairvoyance
  4
  Diplomat
  Language (any)
  Persuade
  5
  Leadership
  Social Science (any)
  Science (Psychology)
  6
  Persuade
  Steward
  Talent
  MishaPs
  1d6
  Mishap
  1
  An error of judgement leads to a severe diplomatic incident. The character is discharged from this career in disgrace. 
  Forfeit all but one Benefit rolls.
  2
  Diplomatic efforts to secure a peace settlement or a trade deal backfires. Forego all Advancement this term but remain 
  in the career.
  3
  The character’s posting loses its diplomatic status following the deterioration of relations between governments. Gain a 
  Rival and leave this career.
  4
  Someone attempts to murder the character. Roll one of Psi 8+, Melee (any) 8+, or Recon 8+ to avoid the attempt. If 
  failed, roll on the Injury table (page 37 of the Traveller Core Rulebook). If successful, the character may continue in this 
  career.
  5
  A foreign ambassador insults the character. Roll Diplomat 8+ to avoid a diplomatic incident. If failed, roll on the Re-
  education Events table (page 7) and leave this career. If successful, gain an extra Benefit roll.
  6
  Terrorists attack the character’s embassy. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  
  16
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  The character’s time in government service gives him a wide range of experiences. Gain one level in Animals (riding), 
  Art (any) or Carouse.
  4
  The character is seconded to act as a special advisor to another career for the remainder of the term. Roll on any of the 
  other Zhodani career Service Skills tables for one skill and gain one cash Benefit roll from that same career.
  5
  The character inherits a gift from a grateful patron. Gain a +1 DM to any one Benefit roll.
  6
  The character becomes deeply involved in politics on his world of residence, becoming a player in the political intrigues 
  of government. Gain one level in Admin, Advocate, Diplomacy or Persuade but also gain a Rival.
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  9
  A group of conspiring Nobles attempts to recruit the character. If refused, gain the conspiracy as an Enemy. If accepted, 
  roll Diplomat or Persuade 8+. If failed, roll on the Mishaps table as the conspiracy collapses. If successful, gain one 
  level of Carouse, Persuade or Tactics (any).
  10
  The character is recognised as building bridges between councils and other groups in Zhodani society. Gain one level 
  of Advocate, Diplomat or Leadership.
  11
  The character makes an alliance with a powerful and charismatic Noble, who becomes an Ally. Either gain one level of 
  Leadership or take a +2 DM to the next Advancement roll thanks to his aid.
  12
  The character excels in his role. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  Administration
  Administration Skill or Benefit
  Diplomat
  Diplomat Skill or Benefit
  0
  Assistant
  Assistant
  1
  Second Secretary
  Admin 1
  Second Secretary
  Admin 1
  2
  First Secretary
  First Secretary
  3
  Executive
  Advocate 1
  Counsellor
  Advocate 1
  4
  Consul
  Consul
  5
  World Consul
  Leadership 1
  Ambassador
  Diplomat 1
  6
  High Consul
  +1 Soc
  High Consul
  +1 Soc
  Proles and Intendants in the Government career may not be promoted above rank 3.
  Mustering-out benefits
  1d6
  Cash
  Other Benefits
  1
  10,000
  Weapon
  2
  10,000
  Ship Share
  3
  50,000
  Two Ship Shares
  4
  50,000
  +1 Soc
  5
  100,000
  Nenj
  6
  100,000
  Courier
  7
  200,000
  +1 Soc, Courier
  
  17
  guards
  Members of the elite Consular Guard, a psionic-only 
  military formation representing the best armed forces 
  chosen from throughout the Consulate.
  Enlistment: End 6+
  The character must have Soc10+ to enlist.
  The character must have Psi 9+ to be assigned to 
  Commandos.
  If age 30 or more, –2 DM.
  Commission: All Guards are considered commissioned.
  Assignments: Choose one of the following:
  • 
  Commandos: The character served in the famed 
  Zhodani psionic commando units.
  • 
  Ground Assault: The character dropped out of a 
  craft in high orbit to capture planets.
  • 
  Support: The character served in one of many 
  ground support roles.
  Career Progress
  Survival
  Advancement
  Commandos
  End 7+
  Edu 5+
  Ground Assault
  End 6+
  Edu 6+
  Support
  End 5+
  Edu 7+
  Nobles gain a +1 DM to all Advancement rolls.
  skills and training
  1d6
  Personal Development
  Service Skills
  Advanced Education 
  (Minimum Edu 8)
  Officer Skills
  1
  +1 Str
  Athletics (any)
  Computers
  Admin
  2
  +1 Dex
  Gun Combat (any)
  Engineer (any)
  Advocate
  3
  +1 End
  Heavy Weapons (any)
  Explosives
  Battle Dress
  4
  Athletics (any)
  Tactics (any)
  Medic
  Leadership
  5
  Carouse
  Vacc Suit
  Pilot (any)
  Navigation
  6
  Melee (any)
  Zero-G
  Survival
  Tactics (any)
  1d6
  Specialist: Commandos
  Specialist: Ground 
  Assault
  Specialist: Support
  Psionic Skills 
  (Minimum Soc 10)
  1
  Battle Dress
  Battle Dress
  Comms
  +1 Psi
  2
  Gun Combat (any)
  Flyer (any)
  Flyer (any)
  Awareness
  3
  Heavy Weapons (any)
  Gun Combat (any)
  Gun Combat (any)
  Persuade
  4
  Melee (any)
  Gunner (any)
  Heavy Weapons (any)
  Science (Psychology)
  5
  Medic
  Heavy Weapons (any)
  Mechanic
  Talent
  6
  Zero-G
  Zero-G
  Medic
  Teleport
  
  18
  MishaPs
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table (page 37 of the Traveller Core Rulebook) and take the lower 
  result.
  2
  The ship that the character boarded is set to self-destruct; in the scramble to get out, men are unnecessarily 
  injured. Irrespective of the reasons or outcome, the character takes some of the blame. Suffer a –2 DM on the next 
  Advancement roll and gain an Enemy.
  3
  The character’s unit is dropped into an unpleasant and potentially hostile environment to battle against local 
  insurgents. Gain one level of Recon, Survival or Vacc Suit but also gain an Enemy.
  4
  The character is ordered to take part in a mission that goes against his conscience. If accepted, the character stays 
  with the Guards but gains the lone survivor as an Enemy. If refused, roll on the Re-education Events table (page 7).
  5
  A mission goes wrong; the character and several others are captured and mistreated by the enemy. Gain an Enemy, 
  reduce Strength and Dexterity by one each because of injuries. While discharged from the service, keep all Benefit 
  rolls from the term.
  6
  Injured. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps Table but the character is not ejected from this career, even from a Re-education Event.
  3
  The character is assigned to the security staff of a space station. Increase Vacc Suit or Zero-G by one level.
  4
  The character is on the front lines of a planetary assault and occupation. Gain one level in Recon, Gun Combat (any), 
  Leadership or Comms.
  5
  The character is sent to Thought Police training. Gain one level of Advocate, Investigate or Persuade. If the character 
  has Soc 10+, he may leave this career (mustering out as normal) but then automatically qualifies for the Tavrchedl’ 
  (with the same rank) for the next career term.
  6
  The character is assigned to an assault on an enemy fortress. Roll Melee (any) or Gun Combat (any) 8+. If successful, 
  gain Tactics (military) or Leadership. If failed, the character is injured; roll on the Injury table (page 37 of the Traveller 
  Core Rulebook).
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  9
  The character has the opportunity to volunteer for a deadly rescue mission. If refused, nothing happens. If accepted, 
  roll Survival or End 8+. If successful, the character is granted a +2 DM to the next Advancement roll and gains an extra 
  Benefit roll. If failed, roll on the Injury table (page 37 of the Traveller Core Rulebook).
  10
  A mission goes disastrously wrong due to the character’s commander’s error or incompetence but the character 
  survives. If the character reports his commanding officer for the failure, then gain a +2 DM to the next Advancement 
  roll. If the character reports nothing and protects his commander, gain the commander as an Ally.
  11
  The character’s commanding officer takes an interest in his career. Either gain one level of Leadership or Tactics 
  (military), or take a +2 DM to the next Advancement roll thanks to his aid.
  12
  The character displays heroism in battle. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  Officer
  Skill or Benefit
  0
  Waiting Officer/Specialist
  Battle Dress 1
  1
  Specialist/Officer of 20
  Leadership 1
  2
  Specialist/Officer of 50
  3
  Specialist/Officer of 100
  Tactics (military) 1
  4
  Specialist/Officer of 500
  5
  Officer of 1,000
  6
  Officer of 5,000
  +1 Soc
  Mustering-out benefits
  1d6
  Cash
  Other Benefits
  1
  2,000
  Weapon
  2
  5,000
  Armour
  3
  5,000
  +1 Edu
  4
  10,000
  +1 End
  5
  20,000
  +1 Int
  6
  30,000
  Nenj
  7
  40,000
  +1 Soc
  Guard psionic troops are considered “commissioned 
  specialists,” not officers.
  
  19
  MerChants
  Members of various commercial enterprises within the 
  Consulate. Merchants carry cargo and passengers between 
  the worlds of the Consulate and even beyond the Consulate.
  Qualification: Int 4+
  Assignments: Choose one of the following:
  • 
  Broker: The character worked in a starport brokerage 
  helping corporations and traders find, purchase and 
  sell goods.
  • 
  Corporate: The character worked on a massive cargo 
  hauler or passenger liner owned by a corporation or 
  even a megacorporation.
  • 
  Free Trader: The character worked on one of the 
  many independent trade ships working across the 
  worlds of the Consulate.
  Career Progress
  Survival
  Advancement
  Broker
  Edu 5+
  Int 7+
  Corporate
  Edu 5+
  Int 7+
  Free Trader
  Dex 6+
  Int 6+
  Nobles gain a +1 DM to all Advancement rolls.
  skills and training
  1d6
  Personal 
  Development
  Service Skills
  Advanced Education 
  (Minimum Edu 8)
  1
  +1 Str
  Broker
  Admin
  2
  +1 End
  Comms
  Advocate
  3
  +1 Int
  Drive (any)
  Astrogation
  4
  Carouse
  Persuade
  Computers
  5
  Gun Combat (any)
  Steward
  Language (any)
  6
  Melee (any)
  Vacc Suit
  Medic
  1d6
  Specialist: Broker
  Specialist: Corporate Specialist: Free Trader
  Psionic Skills (Minimum Soc 10)
  1
  Admin
  Engineer (any)
  Engineer (any)
  +1 Psi
  2
  Advocate
  Gunner (any)
  Mechanic
  Admin
  3
  Broker
  Mechanic
  Pilot (any)
  Persuade
  4
  Diplomat
  Pilot (any)
  Sensors
  Clairvoyance
  5
  Investigate
  Vacc Suit
  Vacc Suit
  Science (Psychology)
  6
  Persuade
  Zero-G
  Zero-G
  Talent
  MishaPs
  1d6
  Mishap
  1
  A war extends across the character’s travel routes enough to disrupt shipping and he is severely injured in action. Roll 
  twice on the Injury table (page 37 of the Traveller Core Rulebook) and take the lower result.
  2
  A series of bad deals and decisions forces the character’s employer into bankruptcy, which forces the character to 
  leave the career. By salvaging what he can, the character may take a Benefit roll for this term as well as any others he 
  is entitled to.
  3
  The character is fined 1d6 x 1,000 Credits for poorly filed paperwork. Pay this immediately to stay in the career. If not 
  paid, and Soc 9−, roll on the Re-education Events table (page 8).
  4
  The character’s ship or company faces declining fortunes. The character may continue in this career but will gain no 
  Benefit rolls for this term and the next.
  5
  The character is asked to leave the career for business reasons and is paid off with 1d6 x 1,000 Credits.
  6
  Injured. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  
  20
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  The government drafts the character’s ship or corporation for military use. He must leave this career (mustering out as 
  normal) but then automatically qualifies for the Navy (with the same rank) for the next career term.
  4
  From time spent dealing with suppliers and spacers, gain a level in any one of these skills: Animals (any), Engineer 
  (any), Social Science (any) or Trade (any).
  5
  The character is put in temporary charge of the paperwork for the crew. Gain one level of Admin, Broker or Computers.
  6
  The character expands into new territories. Gain one level of Broker, Diplomat, Trade (any) or a Contact.
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  9
  A good deal ensures the character is living the high life for a few years. Gain a +1 DM to any one Benefit roll.
  10
  The character’s ship is chosen for elite duty on a very selective route, making it famous in one subsector. Gain an extra 
  Benefit roll.
  11
  The character’s superiors take an interest in his career. Gain an Ally and take a +2 DM to the next Advancement roll 
  thanks to their aid.
  12
  The character’s business or ship thrives. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  Broker
  Skill or Benefit
  Corporate/ Free Trader
  Skill or Benefit
  0
  Assistant
  Deck Hand
  1
  Broker
  Investigate 1
  Senior Deckhand
  Mechanic 1
  2
  Fourth Officer
  3
  Experienced Broker
  Broker 1
  Third Officer
  Engineer (any) 1
  4
  Second Officer
  Pilot (any) 1
  5
  Senior Broker
  Admin 1
  First Officer
  6
  Captain
  Mustering-out benefits
  1d6
  Cash
  Other Benefits
  1
  1,000
  Weapon
  2
  5,000
  Ship Share
  3
  10,000
  Two Ship Shares
  4
  20,000
  +1 Edu
  5
  20,000
  +1 Int
  6
  40,000
  Nenj
  7
  40,000
  +1 Soc, Trader
  
  21
  navy
  Members of the Zhodani Consulate Navy, responsible for 
  the protection of the frontiers and interstellar trade routes 
  from foreign powers.
  Qualification: Int 6+
  If age 34 or more, –2 DM.
  Commission: Automatic (except draftees), must be Soc 
  10+.
  Assignments: Choose one of the following:
  • 
  Crew: The character served as a general crewman 
  or officer on a warship.
  • 
  Flight: The character served as the pilot of a fighter 
  or shuttle.
  • 
  Technical: The character served as a specialist 
  technician, such as an engineer or gunner.
  Career Progress
  Survival
  Advancement
  Crew
  Int 5+
  Edu 7+
  Flight
  Dex 7+
  Edu 5+
  Technical
  Int 6+
  Edu 6+
  Nobles gain a +1 DM to all Advancement rolls.
  skills and training
  1d6
  Personal 
  Development
  Service Skills
  Advanced Education 
  (Minimum Edu 8)
  Officer Skills (Commissioned 
  only)
  1
  +1 Str
  Comms
  Admin
  Admin
  2
  +1 Dex
  Gun Combat (any)
  Astrogation
  Diplomat
  3
  +1 End
  Gunner (any)
  Computers
  Leadership
  4
  +1 Int
  Pilot (any)
  Engineer (any)
  Melee (blade)
  5
  Athletics (any)
  Vacc Suit
  Remote Operations
  Pilot (any)
  6
  Carouse
  Zero-G
  Science (any)
  Tactics (naval)
  1d6
  Specialist: Crew
  Specialist: Flight
  Specialist: Technical
  Psionic Skills (Minimum Soc 10)
  1
  Comms
  Astrogation
  Computers
  +1 Psi
  2
  Gun Combat (any)
  Flyer (any)
  Engineer (any)
  Awareness
  3
  Mechanic
  Gunner (any)
  Gunner (any)
  Persuade
  4
  Sensors
  Pilot (any)
  Mechanic
  Science (Psychology)
  5
  Steward
  Recon
  Medic
  Talent
  6
  Vacc Suit
  Zero-G
  Sensors
  Telepathy
  
  22
  MishaPs
  1d6
  Mishap
  1
  Severely injured in action (This is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury 
  table (page 37 of the Traveller Core Rulebook) and take the lower result.
  2
  Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. Roll on the Injury table (page 
  37 of the Traveller Core Rulebook). Roll Soc 8+ to remain in this career.
  3
  The character has problems working with an officer or fellow crewman. If Soc 10+, gain that officer as a Rival as he 
  drives the character out of the Navy. If Soc 9−, roll on the Re-education Event table (page 7).
  4
  The character’s ship suffers heavy damage in battle and he is injured. Roll twice on the Injury table, taking the lower 
  result. However the character’s actions help save the lives of several colleagues, gaining an additional Benefit roll.
  5
  A serious accident occurs on the character’s watch and he is blamed for it, even though it is the result of another crew 
  member’s negligence. If Soc 10+, suffer a –2 DM to the next Advancement Roll and gain an Enemy. If Soc 9−, roll on 
  the Re-education Events table (page 7).
  6
  Injured. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  The character’s vessel participates in a diplomatic mission. Gain one level in Diplomat, Recon or Steward, or gain a 
  Contact.
  4
  The character’s vessel participates in a notable military engagement. Gain one level in Engineer (any), Gunnery (any), 
  Pilot (any) or Sensors,.
  5
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  6
  The character works helping with a refit of his ship. Gain one level in Engineer (any), Mechanic or Science (any).
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character performs a tour of border worlds. Roll Soc 8+ to gain one level in Animals (any), Recon or Survival, or a 
  Contact.
  9
  The character spends this term in the asteroid belts of a system, showing the navy’s presence and deterring pirates 
  and claim jumpers. Gain one level in Sensors, Vacc Suit or Zero-G.
  10
  An explosion occurs in the character’s section. Roll Mechanic or Engineer (any) 8+ to help the damage control party 
  to bring the situation under control. If failed, roll on the Injury table (page 37 of the Traveller Core Rulebook). If 
  successful, gain a +2 DM to the next Advancement roll.
  11
  The character’s commanding officer takes an interest in his career. Gain him as an Ally and take a +2 DM to the next 
  Advancement roll thanks to his aid.
  12
  The character displays heroism in battle, saving the whole ship. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  NCO
  Skill or 
  Benefit
  Officer
  Skill or 
  Benefit
  0
  Recruit
  Waiting 
  Officer
  1
  Trainee
  Mechanic 1
  Watch 
  Officer
  Melee 
  (blade) 1
  2
  Spacer
  Vacc Suit 1
  Deck 
  Officer
  Leadership 
  1
  3
  Section Leader
  Destroyer 
  Officer
  4
  Compartment 
  Leader
  +1 End
  Cruiser 
  Officer
  Tactics 
  (naval) 1
  5
  Deck Leader
  Battleship 
  Officer
  +1 Soc
  6
  Crew Leader
  Fleet 
  Officer
  +1 Soc
  Mustering-out benefits
  1d6
  Cash
  Other Benefits
  1
  1,000
  Weapon
  2
  5,000
  Ship Share
  3
  5,000
  Two Ship Shares
  4
  10,000
  +1 Edu
  5
  20,000
  +1 Int
  6
  50,000
  Nenj
  7
  50,000
  +1 Soc
  
  23
  Proles
  The lower classes or ‘commoners’ in Zhodani society, 
  performing ordinary but satisfying jobs in the service of 
  the Consulate.
  Qualification: Qualification is automatic if the character 
  has Soc 9-.
  Assignments: Choose one of the following:
  • 
  Colonist: The character is building a new life on a 
  recently settled world that still needs taming.
  • 
  Corporate: The character is a clerk or functionary in 
  some government or civil institution.
  • 
  Worker: The character is a blue-collar worker on an 
  industrial world.
  Basic Training: Unlike other careers, Proles gain level 0 
  skills from the appropriate Specialist table instead of the 
  Service Skills table in basic training.
  Career Progress
  Survival
  Advancement
  Colonist
  Int 7+
  End 5+
  Corporate
  Soc 6+
  Int 6+
  Worker
  End 4+
  Edu 8+
  skills and training
  1d6
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Int
  Drive (any)
  Admin
  2
  +1 Edu
  Engineer (electronics)
  Art (any)
  3
  Athletics (any)
  Flyer (any)
  Broker
  4
  Carouse
  Melee (any)
  Computers
  5
  Jack of All Trades
  Steward 
  Diplomat
  6
  Persuade
  Trade (any)
  Medic
  1d6
  Specialist: Colonist
  Specialist: Corporate
  Specialist: Worker
  1
  Comms
  Admin
  Animals (any)
  2
  Broker
  Diplomat
  Mechanic
  3
  Engineer (any)
  Engineer (any)
  Navigation
  4
  Gun Combat (any)
  Mechanic
  Recon
  5
  Leadership
  Science (any)
  Survival
  6
  Melee (any)
  Trade (any)
  Trade (any)
  MishaPs
  1d6
  Mishap
  1
  Severely injured. Roll twice on the Injury table (page 37 of the Traveller Core Rulebook) and take the lower result.
  2
  One of the character’s co-workers develops hatred towards him, sabotaging his life. Gain an Enemy and roll on the 
  Re-education Event table (page 7).
  3
  A lack of interstellar trade causes economic hardship. Lose all Benefit rolls for this term.
  4
  An attack or other unusual event throws the character’s life into chaos. Roll on the Re-education Event table (page 7).
  5
  A family member or lover is killed in a freak accident. Lose one Ally or Contact and roll on the Re-education Event 
  table (page 7).
  6
  Injured. Roll on the Injury table (page 37 of the Traveller Core Rulebook).
  
  24
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  Changes in the character’s job give him a wide range of experiences. Gain one level in Jack of All Trades.
  4
  A natural disaster strikes. Roll one of Str 8+, Dex 8+ or End 8+. If failed, roll on the Injury table (page 37 of the 
  Traveller Core Rulebook). If successful, gain one level of Survival or Medic.
  5
  The character spends time maintaining and using heavy vehicles, either as part of his job or as a hobby. Gain one level 
  of Drive (any), Engineer (any), Flyer (any) or Mechanic.
  6
  The character’s business expands, or his corporation grows, or the colony thrives. Gain a +1 DM to any one Benefit 
  roll.
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  9
  The character is rewarded for his diligence. Gain a +2 DM to the next Advancement roll.
  10
  The character gains experience in a technical field as a computer operator or surveyor. Gain one level of Comms, 
  Computers, Engineer (any) or Sensors.
  11
  The character befriends a Noble in his colony or corporation. Gain an Ally and take a +2 DM to the next Advancement 
  roll thanks to their aid.
  12
  The character rises to a position of responsibility. The next Advancement roll is automatically successful.
  ranks and skills
   Rank
  Colonist/Corporate/
  Worker
  Colonist Skill or 
  Benefit
  Corporate Skill or 
  Benefit
  Worker Skill or Benefit
  0
  Worker
  1
  Assistant Supervisor
  Survival 1
  Admin 1
  Trade (any) 1
  2
  Supervisor
  3
  Manager
  Navigation 1
  Advocate 1
  Mechanic 1
  4
  Executive
  5
  Senior Executive
  6
  Director
  Gun Combat (any) 1
  +1 Soc (max 9)
  Engineer (any) 1
  Mustering-out benefits
  1d6
  Cash
  Other Benefits
  1
  1,000
  Weapon
  2
  5,000
  Ship Share
  3
  10,000
  Two Ship Shares
  4
  20,000
  +1 Edu
  5
  30,000
  +1 Int
  6
  50,000
  Nenj
  7
  100,000
  +1 Soc (max 9)
  
  25
  sCholar
  Zhodani trained in technological or research sciences, 
  conducting scientific investigations into alien or Ancient 
  artefacts, materials, situations and psionic phenomena, 
  or who practise medicine.
  Qualification: Int 6+
  Assignments: Choose one of the following:
  • 
  Field Researcher: The character was an explorer or 
  field researcher, equally at home in the laboratory or 
  the wilderness.
  • 
  Lab Scientist: The character was a researcher in 
  some corporate or Consulate research institution.
  • 
  Physician: The character was a doctor or researcher 
  in the life sciences.
  Career Progress
  Survival
  Advancement
  Field Researcher
  End 6+
  Int 6+
  Lab Scientist
  Edu 4+
  Int 8+
  Physician
  Edu 4+
  Int 8+
  Nobles gain a +1 DM to all Advancement rolls.
  Mustering-out benefits
  1d6
  Cash
  Other Benefits
  1
  5,000
  Scientific Equipment
  2
  10,000
  Two Ship Shares
  3
  20,000
  +1 Edu
  4
  30,000
  +1 Int
  5
  40,000
  Nenj
  6
  60,000
  Scout
  7
  100,000
  +1 Soc, Scout
  skills and training
  1d6
  Personal Development
  Service Skills
  Advanced Education 
  (Minimum Edu 8)
  1
  +1 Dex
  Admin
  Art (any)
  2
  +1 End
  Computers
  Advocate
  3
  +1 Int
  Diplomat
  Computers
  4
  +1 Edu
  Investigate
  Engineer (any)
  5
  Athletics (any)
  Medic
  Language (any)
  6
  Carouse
  Science (any)
  Science (any)
  1d6
  Specialist: Field 
  Researcher
  Specialist: Lab 
  Scientist
  Specialist: Physician
  Psionic Skills (Minimum 
  Soc 10)
  1
  Diplomat
  Admin
  Animals (any)
  +1 Psi
  2
  Investigate
  Computers
  Computers
  Awareness
  3
  Language (any)
  Engineer (any)
  Investigate
  Clairvoyance
  4
  Science (any)
  Investigate
  Medic
  Talent
  5
  Sensors
  Science (any)
  Science (any)
  Telekinesis
  6
  Survival
  Sensors
  Steward
  Telepathy
  
  26
  MishaPs
  1d6
  Mishap
  1
  Severely injured in action (This is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury 
  table (page 37 of the Traveller Core Rulebook) and take the lower result.
  2
  A disaster leaves several injured and others blame the character, forcing him to leave the career. Roll on the Injury 
  table (page 37 of the Traveller Core Rulebook) twice, taking the higher result and roll on the Re-education table (page 
  7).
  3
  The planetary government interferes with the character’s research for political reasons. If he continues with his work 
  openly, increase any Science skill by one level, but gains a rival in government. If he continues with his work secretly, 
  increase any Science skill by one level but lose all Benefit rolls for this term. If Soc 9−, roll on the Re-education table 
  (page 7).
  4
  An expedition or voyage goes wrong, leaving the character stranded in the wilderness. Gain a level of Survival or 
  Athletics (any). By the time he finds his way home, his job is gone.
  5
  The character’s work is sabotaged by unknown parties. He may salvage what he can and give up (leave the career 
  but retain this term’s Benefit roll) or start again from scratch (not leaving the career but losing all Benefit rolls from this 
  term).
  6
  The character is assigned to an off-world laboratory but his ship crashes en route. Gain one level of Survival and roll 
  End 8+. If failed, roll on the Injury table (page 37 of the Traveller Core Rulebook).
  events
  2d6
  Event
  2
  Disaster! Roll on the Mishaps table but the character is not ejected from this career, even from a Re-education Event.
  3
  The character is called upon to perform research that goes against his conscience. Accept and gain an extra Benefit 
  roll, a level in each of any two Science (any) skills and 1d3 Enemies, or refuse and gain an Ally.
  4
  The character is assigned to work on a secret project. Gain one level of Computers, Engineer (any), Investigate, Medic 
  or Science (any).
  5
  The character wins a prestigious prize for his work, garnering the praise of his peers. Gain a +1 to any one Benefit roll.
  6
  The character spends much time on the fringes of known space. Roll Survival or Pilot 8+. If successful, gain a Contact 
  with in an alien race and one level in any selected skill. If failed, roll on the Mishaps table.
  7
  Life Event. Roll on the Zhodani Life Events table (page 8).
  8
  The character is given advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already 
  possessed.
  9
  The character makes a breakthrough in his field. Gain a +2 DM to the next Advancement roll.
  10
  The character becomes entangled in a bureaucratic or legal distraction, keeping him from his work. Gain one level of 
  Admin, Advocate, Diplomat or Persuade.
  11
  The character works for an eccentric but brilliant Noble mentor, who becomes an Ally. Increase any one Science (any) 
  skill by one level and take a +2 DM to the next Advancement roll thanks to his aid.
  12
  The character’s work leads to a considerable breakthrough. The next Advancement roll is automatically successful.
  ranks and skills
  Rank
  Field Researcher
  Skill or Benefit
  Lab Scientist Skill or Benefit
  Physician
  Skill or Benefit
  0
  1
  Social Science (any) 1
  Physical Science 
  (any) 1
  Medic 1
  2
  3
  Investigate 1
  Investigate 1
  Life Science 1
  4
  5
  Computers 1
  Computers 1
  Social Science 
  (any) 1
  6
  
  27
  The Zhodani have devoted millennia of study to psionic 
  talents. The finest minds of the Consulate have examined 
  the common psionic talents and discovered others. While 
  these other special talents are rare, they also provide 
  Zhodani psionic characters to expand their psionic 
  abilities.
  All of the rules regarding Psionics in the Traveller Core 
  Rulebook still apply and the common talents presented 
  there remain unchanged. This chapter presents additional 
  talents for Zhodani psions to study and train in.
  Special Psionic Talents
  Talent
  Learning DM
  Blocking
  −2
  Empathic Healing
  −1
  Healing
  −2
  Machine Symbiosis
  −1
  Mimic
  −2
  Psychic Transfer
  −1
  Teleprojection
  −3
  Blocking
  Psions with this rare talent are capable of broadcasting 
  psionic ‘static’ over some considerable distance, which 
  effectively blocks the use of other psionic talents, 
  rendering weak psions powerless. While a psion 
  maintains blocking, all psions within range (not including 
  himself) suffer a penalty to their psionic skill checks equal 
  to half the blocking psion’s current Psionic Strength 
  (round fractions up).
  A psion entering an area that is being blocked in this way 
  may make an unpenalised Psionic Strength check to 
  realise they are being blocked. This has no cost and the 
  Referee may make this check in secret on behalf of the 
  blocked psion.
  Blocking, Psionic Strength, 1-6 minutes, Average (+0).
  Costs: 1+Range (Teleportation).
  Empathic Healing
  The character may transfer wounds – only in their entirety 
  – from others to himself. The difficulty level for the transfer 
  check is equal to the points of damage. The psion heals 
  normally, although very rapidly; if the character has the 
  Awareness talent, he may then use Regeneration to 
  heal the damage that has been transferred to himself. 
  The physical effects of the damage take an immediate 
  toll and, if a Characteristic reaches zero, the psion is 
  affected as per the damage rules found in the Traveller 
  Core Rulebook.
  Empathic Healing, Psionic Strength, 10-60 seconds, 
  difficulty based on damage.
  Costs: Amount healed+Range (Telekinesis).
  Healing
  The character may perform any of the powers listed 
  under the Awareness talent but only on others. All power 
  details are as the Awareness talent.
  Costs: As Awareness+Range (Telekinesis).
  Machine Symbiosis
  The Machine Symbiosis talent allows psions to interact 
  with machines. If a machine has no Psionic Interface, a 
  psion may still attempt to use Machine Symbiosis with 
  the machine but at a standard –2 DM. Machines that 
  are fitted with a Psionic Interface (available at TL 14+) 
  offer no such resistance. When dealing with self-aware 
  machines (such as sentient computers or robots), this 
  talent is used in the same way as Telepathy with an 
  organic sentient being.
  Symbiosis Shielding is also available, which can reduce 
  the effectiveness of the Interact, Interrogate and Control 
  powers of this talent (at TL 13+).
  interaCt
  The psion can sense the flow of data within a machine. 
  This allows the psion to react more quickly and smoothly 
  to changes in the data flow, lowering the difficulty rating of 
  all Computer checks that the psion is doing, making them 
  one level easier.
  Machine Symbiosis, Psionic Strength, 1-6 Minutes, 
  Average (+0 but with modifiers for shielding, if present).
  Costs: 1 (0 if the machine has a Psionic Interface).
  PsioniCs
  
  28
  interrogate
  The psion can ‘communicate’ psychically with a machine, 
  determining its physical state of repair, properties, age, 
  programming and so forth. The psion effectively reads 
  the psychometric aura that accompanies every device in 
  much the same way that an organic aura can be read 
  (although machines have no specific aura). The Effect 
  of the Machine Symbiosis roll determines the depth and 
  extent of the information but it does not provide any 
  measure of control.
  An example of information available through the 
  Interrogate talent:
  Who made the machine, when and where.
  Specific functions.
  Hidden functions.
  Specific/hidden instructions or programming.
  Access to stored data.
  State of repair/damage.
  Amount of power available in batteries.
  Machine Symbiosis, Psionic Strength, 1-6 Minutes, 
  Average (+0 but with modifiers for shielding, if present).
  Costs: 2.
  Control
  The psion is able to control a machine’s functions, 
  overriding fixed settings, programming routines and 
  so forth. Machines can be switched on or off and their 
  functions changed, as long as the device is capable of 
  performing the instruction the psion gives to it. The Effect 
  of the Machine Symbiosis roll indicates the degree of 
  success of the attempt to control the machine; lower 
  Effects reflect a partial control over function, whilst higher 
  effects reflect total control of it. Only one instruction at a 
  time can be given to a machine.
  Machine Symbiosis, Psionic Strength, 10-60 Minutes, 
  Average (+0 but with modifiers for shielding, if present).
  Costs: 3.
  Mimic
  A psion with this talent has a mental shield, much like 
  any skilled telepath. However, other psions attempting to 
  probe or use other psionic talents against the mimic must 
  make opposed checks to succeed. If failed, telepaths 
  perceive an unshielded mind having a personality 
  fabricated by the mimic. Clairvoyants will see and/or hear 
  images appropriate to the mimic’s fabricated personality, 
  instead of the mimic’s true personality.
  Costs: None.
  Psychic Transfer
  The psion may transfer some or all of his Psionic 
  Strength to another character. Points lost in the transfer 
  are recovered normally. 
  Psychic Transfer, Psionic Strength, 1-6 seconds, Average 
  (+0).
  Costs: 1+Range (Telepathy), +1 per Psionic Strength 
  point being transferred.
  Teleprojection
  The psion can perform any of the powers listed for the 
  Teleportation talent but only on others and then only if the 
  target is not wearing, or within, a psionic shield. Costs are 
  the same as for Teleportation, with an additional cost for 
  the range between the psion and the intended target. The 
  teleported individual suffers the effects of relative motion 
  or altitude as per normal.
  Cost: Range (between psion and target)+Teleportation 
  talent cost+Range.
  
  29
  Humans evolved on Earth – Terra – over the past several 
  million years. It therefore came as a great shock for the 
  explorers from Earth to travel to the stars only to find 
  other Humans not only there already but also ruling vast 
  empires such as the First Imperium. It took many centuries 
  to establish that all the races of Humaniti originated on 
  Terra and were spread to worlds across charted space 
  some 300,000 years ago by the mysterious Ancients.
  Of all these far-flung races of Humaniti, only three 
  developed jump drive technology on their own: the 
  Vilani of the First Imperium, the Solomani of Earth and 
  the Zhodani. By Imperial standards, the Zhodani are the 
  most alien.
  The Zhodani have the longest unbroken stretch of 
  interstellar civilisation of any Human major race. Unlike 
  the Solomani and Vilani, they did not experience a Long 
  Night. However, the Zhodani have suffered their own 
  tragedies in the past, having faced near-extermination 
  in their pre-history, overcoming that to achieve space 
  flight, then thrown back to another dark age, only to 
  rise again with a unique civilisation based around the 
  powers of the mind.
  Even before they reached into space, the Zhodani began 
  to develop the science of psionics and integrated it into 
  their society. The result was a culture in which people 
  act, and also think, in a different way than any other 
  spacefaring Human race – and one that possessed 
  radically different values than those of the Solomani and 
  Vilani-dominated Third Imperium.
  tiMekeePing
  In any Traveller game, Referees and players will find a 
  need to keep track of the passage of time. The Imperial 
  measurements are the accepted Traveller method but the 
  Zhodani have their own units of measuring time based on 
  their homeworld and culture.
  Imperial Standards: The Imperial Calendar has a 
  ‘standard’ year of 365 ‘standard’ days. Often days are 
  grouped into 52 seven-day weeks for convenience. 
  A ‘standard’ day has 24 ‘standard’ hours. Common 
  timekeeping devices track standard hours, minutes and 
  seconds.
  Zhodani Standards: The rotational period of the Zhodani 
  homeworld of Zhdant is the basis of timekeeping. This 
  period, the zhdanstial (day), is 27.02 standard hours. 
  The Timekeeping table shows the basic Zhodani units 
  of time, their value in the next lower Zhodani unit and 
  their Imperial equivalents. Referees and players are 
  encouraged to adopt Zhodani timekeeping where 
  appropriate for role-playing.
  SeaSonS
  The chten has six shidr (or seasons), each being 40 
  zhdanstial long. Four zhdanzhdanstial (or holidays) 
  separate the shidr. In modern usage, shidr function as 
  months, although certain weather characterisations 
  remain attached to the words. The weather that 
  characterises each season is typical of the middle 
  latitudes of the western Dleqiats continent on Zhdant. 
  The six shidr are:
  •	
  Atrint (‘raining’), associated with spring rains and the 
  planting of crops.
  •	
  Vrienstial (‘heat’), the often stagnant, hot summer 
  season.
  •	
  Atchafser (‘waning’), a period when the hot summer 
  weather becomes temperate.
  •	
  Ataniebl (‘harvest’), the autumn season to harvest 
  mature crops.
  •	
  Atshtiavl (‘chill’), the freezing winter.
  •	
  Atpaipr (‘thaw’), the melting of winter ice and frozen 
  ground.
  the Zhodani raCe
  Timekeeping
  Period
  Equivalent
  Translation
  Imperial
  atlthequzdij
  3 thequzdij
  ‘triple olympiad’
  2476.76 days
  thequzdij
  3 chten
  ‘olympiad’
  825.2 days
  chten
  244 zhdanstial
  Zhodani year
  274.7 days
  shidr
  40 zhdanstial
  Zhodani season
  45 days
  zhdanstial
  —
  Zhodani day
  1.1258 days
  Every third chten has one additional zhdanstial; every third thequzdij has another additional zhdanstial.
  
  30
  the holidays
  The inter-season zhdanzhdanstial have their origins 
  in early Zhodani farm festivals and religious holidays, 
  some dating back many thousands of years. On most 
  worlds they are civic holidays and are celebrated with 
  considerable pomp and ceremony.
  Dranzhrin (‘sunbright’) is the Zhodani New Year and takes 
  place between Atpaipr and Atrint. It is the vernal equinox, 
  the point when days and nights are of equal length.
  Viepchaklstial (‘moonday’) was originally a religious 
  holiday associated with the worship of Viepchakl, the god 
  resident in Zhdant’s large moon. It is now a festival of wild 
  abandon held between Atrint and Vrienstial.
  Dranzhrinatch (‘sunflight’) is the autumnal equinox, when 
  days and nights are of equal length. It is a melancholy 
  time for the commemoration of the dead, taking place 
  between Vrienstial and Atchafser.
  Kazdievlstial (‘completion of harvest’) is a traditional 
  harvest festival held between Ataniebl and Atshtiavl.
  Thequzastial (‘olympiad day’) is a special holiday inserted 
  between Atshtiavl and Atpaipr every third year. This is 
  also the day for announcing council election results and 
  winners of the Thequzdievl (‘psionic games’). Every 
  third olympiad adds Atlthequziastial (‘triple olympiad 
  day’) immediately after. Its function is to synchronise 
  the calendar (like a leap year) but it also extends the 
  olympiad celebration.
  expreSSing DaTeS
  Day numbering (from 1 to 40) is seasonal. Zhodani date 
  format is Olympiad.Year Season/Day; a holiday name 
  replaces season/day if necessary. The equivalent to 001-
  1105 is 3467.2 Atrint/14.
  Physiology
  While Human in all respects, the Zhodani differ slightly in 
  appearance from Humans of Solomani or Vilani ancestry. 
  They tend to be tall and lithe, averaging close to two 
  metres in height and massing roughly 90 kilograms. 
  Complexions are predominantly swarthy and hair colour 
  is usually black or brown. Blond hair is uncommon but a 
  mutation that occurred on Zhdant in the last 10,000 years 
  made prematurely grey hair twice as common as red hair.
  Zhodani have 28 relatively large teeth in contrast to the 
  32 teeth possessed by Solomani and Vilani. This is not 
  especially noticeable but it does mean a brief dental 
  examination can identify Zhodani (unless they have been 
  surgically disguised for operations within the Imperium).
  All the physiological characteristics of Zhodani are the 
  result of two factors: the original gene pool of the Humans 
  who first inhabited Zhdant and minor mutations or 
  developments that have taken place during the 300,000 
  years they have lived on their planet. Their height and 
  physical build are both consequences of Zhdant’s 0.85G 
  surface gravity. Environmental factors, which selected 
  specific traits during their evolution on Zhdant, have also 
  shaped their basic complexion.
  The original Zhodani came from a rather limited stock. 
  The Ancients brought a fairly small number of Humans 
  to Zhdant, mostly from the same small area on Terra. 
  Coupled with a lower rate of environmental induced 
  mutation (less solar radiation from Zhdant’s K0V star) 
  and a social reluctance to intermarry with other Human 
  races, modern Zhodani do not have the wide range of 
  racial characteristics (colouring, height and so on) that 
  characterises the Imperial population.
  Lifespan
  Zhodani have the same intrinsic lifespan as Solomani 
  and many other human races. While Zhodani measure 
  maturity by mental, rather than physical, characteristics, 
  this still results in adulthood at 24 chten (approximately 
  18 standard years), an expectation of a high quality of life 
  through to the late 70s and a maximum lifespan of around 
  160 chten (approximately 120 standard years). Note that 
  Zhodani do age somewhat differently than other Humans 
  with regard to mental characteristics. The Aging table 
  (page 7) reflects these differences. 
  Diet
  An evolutionary adaptation allows Zhodani to digest 
  certain proteins native to Zhdant, which are indigestible 
  by off-world Humans. A minority of popular Zhodani 
  foodstuffs and meat animals are not digestible by other 
  Human races; eating them may result in digestive 
  problems, allergic reactions or food poisoning.
  Restaurants and food shops in regions frequented by 
  non-Zhodani Humans (for example, in starports on the 
  Zhodani-Imperial border) will have menus or labels 
  that mark which foods are or are not appropriate for 
  non-Zhodani. Likewise, caterers at official diplomatic 
  receptions will be aware of the problem. Travellers eating 
  elsewhere in the Consulate should exercise caution.
  soCiety
  The fact that psionics makes up a major part of everyday 
  life within the Consulate has had a profound influence on 
  the mental and emotional makeup of its people. While 
  they are Human, their way of looking at life is quite differet 
  from most non-psionic Human cultures. It has been 
  
  31
  said that psionics have made the Zhodani Consulate 
  government the most effective, powerful and absolute 
  tyranny in Human history – and the happiest and most 
  stable state to live in. Both of these statements are true.
  In contrast to the patchwork quilt of planetary societies 
  making up the Third Imperium (whose techno-feudalism 
  is an overlay that affects interstellar politics but rarely 
  daily life), the worlds of the Zhodani Consulate possess 
  a homogenous society that, despite minor variations for 
  local conditions, is essentially the same from planet-to-
  planet across its expanse.
  Zhodani society is divided into three hereditary groups:
  Zhobrdievl (Nobles) perform all elective governmental 
  functions. They are the only inhabitants of the Zhodani 
  Consulate allowed to vote and be elected to government 
  office. Not all Nobles work in government – some have 
  senior military positions, manage large hereditary estates 
  or engage in artistic pursuits. Nearly 6% of the Zhodani 
  population are Nobles.
  Dlenchiepr (Intendants) are a psi-trained middle class. 
  They include most bureaucrats, business and project 
  management, merchant captains and officers, teachers, 
  psychologists and doctors, police and journalists (though 
  some Nobles may also be found in these positions). 
  Many serve as psionic troops (technically ‘commissioned 
  specialists’) or military officers. Intendants also act as 
  personal aides to individual Nobles. They make up about 
  15% of the population.
  Zhant’ad (Proles) are the commoners of Zhodani society 
  and the largest social class. Proles include farmers and 
  factory workers, supervisory and junior managers, small 
  business owners and shopkeepers, enlisted soldiers and 
  starship crews, scientists and technicians, and common 
  labourers. Just over 79% of the Zhodani population are 
  Proles.
  There is a huge gulf between the lower-class Proles and 
  the higher-class Intendants and Nobles. That divide is 
  psionics: their possession and use of psionic abilities 
  define the upper classes. Nobles and Intendants receive 
  training in psionics from childhood. Only Psi 9+ allows 
  movement from the Prole to the Intendant class; when a 
  Prole child is tested and found to have such a high Psionic 
  Strength, they are adopted into an Intendant family and 
  raised as an Intendant. Note that children of Intendants 
  and Nobles who have Psi 9− still receive psionic training 
  and inherit their parents’ Social Standing. Similarly, 
  Intendants and Nobles who suffer a permanent decrease 
  in their Psionic Strength (such as, from an accident) do 
  not lose their Social Standing.
  Sex, Love anD marriage
  The Zhodani have been sexually egalitarian since their 
  dark ages, largely because of the emphasis on mental 
  rather than physical strength. Marriage between different 
  classes is illegal; liaisons do occur but (especially Prole/
  Noble) are socially disapproved of (any children that 
  result are born into the mother’s caste, though of course 
  children of Proles who test high for Psionic Strength 
  become Intendants).
  Intendant birth rates tend to be low because of a strong 
  focus on career over family: Nobles stop after only one 
  or two children, because estates normally go only to the 
  eldest child and it is bad form to leave too many younger 
  sons or daughters lacking such an inheritance. In fact, 
  without the influx from the other classes, the Noble class 
  would decline.
  Spiritual and Philosophical Beliefs
  The Zhodani do not have a ‘religion’, for they do not 
  acknowledge, let alone worship, any sort of Supreme 
  Being, nor do they believe in an afterlife in the conventional 
  sense. The ancient Zhodani worship of the moon god 
  Viepchakl had fallen by the wayside as early as the 
  industrial revolution and had disappeared entirely by the 
  ‘Second Dark Age’ that saw the rise of the psionic Nobility. 
  Around −6623 on Zhdant there appeared what some 
  Imperial academics have termed a vaguely Buddhist, 
  vaguely ‘green’ philosophy, Tavrziansh (‘morality’s path’), 
  which is taught in the schools as fact and endorsed by the 
  state as a component of ‘proper thought’. It is governed 
  by a small organization, academic and secular, the 
  Fevranzhtavrchedl’ (‘guardians of the book’), which every 
  50 years or so releases a slightly modified version of the 
  ‘holy book’, the Fevranzhtavr (‘the book of morality’).
  Tavrziansh holds that life is a matter of duty. Duty 
  arose with life; even the humblest creatures have and 
  perform their duty, in an unconscious ‘state of grace’. 
  Nevertheless, even unintelligent life can fail in its duty. 
  A plague of rodents, philosophically, indicates that 
  the rodents have forgotten their place and corrective 
  measures would be justified.
  With intelligence comes the ability to understand one’s 
  duty to all life and most especially to one’s race. Duty 
  to the race takes priority over all other duties but it is 
  most praiseworthy to keep one’s duties from coming 
  into conflict. Hence the delicacy with which the Zhodani 
  contacted, befriended and incorporated the Addaxur. The 
  Zhodani can contemplate war, and even genocide, to 
  protect their race but they follow Tavrziansh better if they 
  protect other life, especially intelligent life, as well.
  
  32
  Duty is also the watchword of the individual. Everyone 
  understands that they have a duty to the race; Proles do 
  their duty in one way, Intendants and Nobles in another. 
  Part of duty is to recognise the duties of others and work 
  to harmonise yours with theirs.
  Death, to the Zhodani, is not a complete ending. The 
  ‘evil’ (that is, failure of duty) of the individual spirit will 
  be lost. The ‘good’ of the spirit will merge for a time with 
  the universal energy field, the Tavrian, and then return to 
  another member of the race. The more dutiful the spirit, 
  the more personality (and possibly even memory) will 
  remain; this resembles reincarnation. An undutiful spirit 
  diminishes in proportion to its failures. However, actual 
  demotion on the ‘chain of being’ is rare. It would be a very 
  bad Noble who returned as a Prole and a very bad Prole 
  who returned as, for instance, an Imperial or a rodent.
  However, dutiful spirits do advance. Merit in Tavrziansh, 
  is tied up with psionic power, at least as far as Zhodani 
  spirits are concerned (Tavrziansh recognises the spirits 
  and duty of other races but has little to say about them). 
  When a Prole displays psionic power, it means he showed 
  great devotion to duty in his previous cycles and now 
  receives greater duties as a reward. Interestingly, this is 
  also a sign of past devotion in the family of such a Prole. 
  Witnessing and participating in the elevation of a spirit is 
  a sign that the parents themselves are also worthy; by 
  performing their duty to their talented child, they confirm 
  their worthiness. In some later cycle, their spirits will rise 
  as well.
  The gradual spread of psionic training in the Consulate, 
  and the gradual increase in the proportion of Nobles 
  and Intendants, proves that the Consulate as a whole is 
  behaving well and that the race as a whole is performing 
  its duty to all life.
  Eventually, holds Tavrziansh philosophy, worthy spirits 
  will move on to ... what? Flietavrian, or ‘union with Tavrian’ 
  is presented as a merger with the universal energy field, 
  with a retention of personality and memories of the 
  spirit’s good (dutiful) behaviour in all cycles. Tavrziansh 
  speculates, but does not positively teach, that some of 
  the Ancients may have already reached that state; who, 
  after all, can know? On the other hand, the rubble of the 
  Ancients’ civilisation makes it clear that some among 
  them cared nothing for their duty.
  Imperial scholars and political scientists feel quite certain 
  that Tavrziansh and its brief ‘holy book’, Fevranzhtavr, 
  were not ‘organic’ developments of Zhodani belief. They 
  seem too well tailored to foster compliance with the 
  norms of the Consulate. Direct research on the question 
  has been difficult but evidence is strong: Fevranzhtavr 
  appears in the historical record quite abruptly in −6623, 
  with no precursor movement or writings of any kind. 
  The earliest copies of Fevranzhtavr are very similar in 
  content but not as ‘polished’. Later versions do not reflect 
  a development of philosophy but rather a more skilled 
  presentation of the underlying message: ‘Conform, be 
  good, and you might be a Noble someday.’
  ZhoDani anD oTher reLigionS
  It is illegal to teach alternate philosophies or religions 
  to Zhodani in the Consulate. The Tavrchedl’ or Thought 
  Police will visit offenders (and any converts they have 
  made). Visitors, client races and so forth are nominally 
  free to practice their own beliefs but not to proselytise 
  ... and on human-populated worlds taken over by the 
  Zhodani, other religions are subtly but firmly discouraged.
  Of course, wide varieties of belief systems are available 
  to Zhodani who travel outside the Consulate. Despite 
  the best efforts of the Tavrchedl’, some Zhodani find 
  Tavrziansh to be unsatisfying once they have encountered 
  an alternative. The very notion of a Supreme Being is 
  unfamiliar to Zhodani raised in Tavrziansh, the idea of 
  a personal afterlife is strange and laughable. Yet some 
  Zhodani stay to hear more and inevitably some convert.
  Of course, the convert knows that his next encounter 
  with the Tavrchedl’ will lead to the loss of his new belief 
  and possibly danger to his teachers. Some accept this: 
  others run. In fact, religious conversion is the chief source 
  of Zhodani renegades, as religion offers an ‘end run’ 
  around the normally firm Zhodani cultural norms. Both 
  the Imperium and the Tavrchedl’ are keenly aware of this.
  CustoMs
  Zhodani society’s acceptance and use of psionics 
  strongly influences the way they think. It differs from that 
  of the average Imperial citizen in many respects.
  Honesty
  Extensive psionic ability among the ruling classes has 
  permitted the Zhodani to weed out criminal personalities 
  and potential subversives early in life, in order to re-
  educate them as useful members of society. Thus, there 
  has been practically no serious crime or dissent for 
  thousands of years. One of the foremost values (which 
  Imperial Humans notice most quickly) is the fundamental 
  honesty that pervades everything. Walls protect from the 
  elements rather than from intruders. Locks are rare and 
  most are safety devices to protect children rather than 
  anti-theft precautions. Laws deal more with appropriate 
  action than with crime.
  
  33
  Negotiation
  At first glance, the idea of negotiation, or bargaining, in 
  a psionic society appears impossible. Looking deeper 
  shows the practice is alive and well. Bargaining occurs 
  when market pressures produce varying prices for goods 
  and each side in the encounter tries to obtain the most 
  advantageous price for the transaction.
  Negotiators with psionics might be able to read the mind 
  of their opponent, determine the worst offer he will accept 
  and then offer that. Obviously, a psionic negotiator has 
  a tremendous advantage but this model is simplistic. A 
  Zhodani does not approach a negotiation with thoughts 
  of ‘what can I get out of this deal’, but ‘what do I believe 
  my work is truly worth’ or ‘what do I believe I deserve for 
  my labour and skill’. Anyone reading those thoughts may 
  still disagree and negotiate but there is no dishonesty in 
  the process.
  In any case, Zhodani view the use of psionics in such a 
  situation as unfair, much like reading a teacher’s mind for 
  answers to test questions.
  Respect
  Regard for social superiors is a natural part of Zhodani 
  society, ingrained into everyone in the schools and the 
  community. Of course, for true respect to persist, Nobles 
  must earn it. Many do so in a roundabout way: their 
  Intendants make sure they receive credit for a great 
  many worthy activities.
  The hard-working Intendant class does almost everything 
  in the name of the Nobility. Nobles receive credit for a 
  great many efforts and deeds, some of which they are 
  personally responsible for but many more of which are 
  handled by Intendants with little or no supervision. It is 
  in the best interest of an Intendant to make his superior 
  Noble look good because that Noble is responsible for 
  his promotion and advancement. Nevertheless, the credit 
  accorded the Nobles helps ensure that they are perceived 
  as hard working and worthy of their positions.
  Conformity
  Zhodani are largely conformists. Everyone knows the 
  relatively narrow band of activities that all members of 
  society understand and approve of, and everyone strives 
  to act within that range. This extends to many areas of 
  Zhodani culture. Even the range of acceptable dress 
  (while wide) is rarely exceeded. Interests rarely involve 
  strange or unsuitable subjects. Too much deviation from 
  the norm is considered an aberration and subject to re-
  education.
  While Nobles have more freedom of thought than Proles, 
  they are still subject to human failings. Eccentric Nobles, 
  while rare, can and do still occur. Noble children are 
  subject to careful psionic supervision when they are 
  babies and pre-adolescents, thus by the time they are 
  proficient enough to possess mind-shields (usually as 
  early adolescents) and have earned the right to mental 
  privacy, they have been thoroughly integrated into 
  Zhodani cultural mores.
  Racism and Intolerance
  Zhodani feel uncomfortable in most places outside 
  the Consulate, where ‘liars and thieves are allowed to 
  wander around loose’ and the fundamental values of 
  Zhodani society are not enforced. Moreover, as Zhodani 
  lack racial diversity, the average Zhodani has had little 
  experience with other types of Humaniti, who appear 
  strange or unusual to their eyes. These two impressions 
  tend to mingle, resulting in an instinctive distrust of 
  anyone with non-Zhodani features.
  While Zhodani are by no means xenophobic, they 
  take time to trust strangers. Zhodani settling on worlds 
  with indigenous Human peoples have been reluctant 
  to intermarry with them, which reinforces this. On the 
  other hand, any Human who looks outwardly Zhodani 
  (tall, lithe, swarthy complexion, dark or grey hair) is 
  instinctively welcomed as a friend; even if the Zhodani 
  know the person is a foreign citizen, they are more 
  likely to warm to him. Later experience will shape future 
  attitudes, of course.
  Intendants and Nobles, because of their wider experience, 
  are not entirely averse to working with foreigners, 
  especially if those individuals agree to a telepathic scan 
  to check their motivations.
  Ambition and Education
  Rather than individuals seeking to find themselves, 
  Zhodani society attempts to actively direct individuals to 
  the most productive and satisfying pursuit available.
  Psionics allow Zhodani educators to help nearly all 
  members of society to see their own potential and 
  determine the paths they can take toward its realisation 
  at an early age. These techniques help each person 
  understand his needs and motivations and find a place 
  where ability and aptitude can contribute most to personal 
  well-being and the community as a whole.
  Individual ambition is accepted as part of Zhodani 
  society in all areas except one – crossing the huge social 
  gap from Prole to Intendant. Achieving this requires 
  one criterion only: a high level of psionic power. With 
  it advancement is certain, while without it going from 
  common Prole to Intendant or Noble status is impossible 
  and going from Intendant to Noble is extremely difficult. 
  
  34
  Note that because inheritance of Psionic Strength is not 
  predictable, it is possible for two Prole parents with low 
  power to have a highly psionic child.
  proLeS
  The aspirations of the Proles are generally limited to 
  economic and personal goals – to succeed at whatever 
  job they do and thus win financial security and personal 
  satisfaction. While many individuals are content to do 
  their jobs and enjoy happy lives, those Proles with 
  more ambition may seek to excel within a discipline, 
  whether it is as an artist, athlete, scientist, explorer 
  or whatever. Alternatively, they may seek economic 
  success, perhaps using earnings to open a small 
  business or working hard to impress superiors and win 
  promotion and higher salaries.
  However, this ambition has a definite ceiling: Proles 
  working within an organisation can attain junior 
  management, supervisory or non-commissioned officer 
  (NCO) positions that involve supervising other Proles 
  but they will never rise to hold policy-making, executive, 
  command or commissioned officer posts.
  As such, the social ambition of Proles is sublimated into 
  ambition for their children – hopes that they (or their 
  grandchildren) will have a high enough psionic power to 
  warrant training and elevation into the Intendant class.
  inTenDanTS
  As with Proles, an Intendant’s childhood education will 
  result from natural aptitudes being identified and trained 
  for a suitable and necessary career. Additionally, psionic 
  training is an important part of an Intendant’s education.
  After his studies (which may include education at a local 
  or off-world university or college), his records will be sent 
  to those individual Nobles or public- or private-sector 
  organisations that express a need for new Intendants 
  with that particular career path. Usually, an Intendant or 
  his family will have already made such contacts during his 
  studies and there will be a job waiting for him – perhaps 
  a local Noble that his family has traditionally served. 
  Often, there will be a number of different choices, some 
  of which may require travel and interviews. Because the 
  Intendant’s education is geared toward a career, there is 
  almost never any difficulty finding a position.
  Each Noble has one Intendant specifically assigned to 
  him; this direct relationship provides the Noble with a 
  capable secretary and assistant. Such positions are 
  avidly sought after by ambitious Intendants since most 
  of the fame and power of a strong Noble rubs off on his 
  personal Intendant.
  Other Intendants take positions within corporations or 
  institutes, with the military, with professions that require 
  psionics (psychologists, sociologists, teachers) or as 
  secondary personal assistants with specific duties or 
  assignments for Nobles. The remainder of the Intendant 
  population works for the generalised bureaucracy that 
  helps the Zhodani government function.
  Intendant social ambition centres on elevation to the 
  Noble class. One method is through participation in the 
  Thequzdievl, which brings psionically powerful individuals 
  to the Noble class: perhaps 10% of Intendants are 
  elevated to the Nobility in this way. Another is as a reward 
  for faithful service in later life; another 10% of Intendants 
  achieve this, usually near the end of their careers. Some 
  Intendants strive for such rewards; others are reasonably 
  happy with their existing place in society.
  nobLeS
  Nobles have more freedom to shape their own destiny than 
  Intendants. From childhood, their education concentrates 
  on psionic training and fostering proper social attitudes. 
  They are given a more generalised ‘classical’ education 
  with emphasis on leadership, psychology and personnel 
  management, although they may choose to specialise in 
  certain fields from their teenage years onward.
  From the Noble’s perspective, the most important skill 
  is to be a good manager, to know which Intendants are 
  doing a good job and which are simply time-servers, and 
  how to best motivate them. Unjustified praise will lead to 
  sloppy work; on the other hand, being seldom recognised 
  for their achievements can lead to their becoming 
  disillusioned. Since Intendants are also psionically 
  trained (and thus, in many cases, their minds cannot be 
  casually read), motivating them requires more skill than 
  dealing with Proles whose thoughts are an open book.
  Some Nobles will inherit family businesses or large 
  estates. By custom, the majority of any inheritance goes 
  to the firstborn Noble, though this does vary between 
  families. If the family owns a large corporation or the like, 
  the heir may take a position within it as a junior executive, 
  captain of a merchant vessel or the like, and eventually 
  expect to inherit it. Those Nobles who are not direct heirs 
  typically enter politics at the local level, go into military 
  service as a junior officer or if they have exceptional 
  aptitude in such areas, may take up an academic career. 
  Nobles may change careers. For example, one who ran 
  a successful corporation or had served with distinction in 
  the military may choose to retire and enter politics.
  There are several different ranks of Nobility in Zhodani 
  society. These do not come with hereditary government 
  
  35
  positions (which are elective) but do correlate with the 
  influence (and often wealth and estates) of a family. A 
  member of the higher ranks of the Nobility will be expected 
  to live up to his title; if he does so, he can benefit from 
  its prestige and the social connections that come with it 
  to rise far more rapidly through the military or be elected 
  more easily to higher office.
  Ambitious Nobles can aim at achieving election to high 
  political office or becoming senior officials in government 
  agencies or high-ranking officers in the military. If they 
  do so with distinction, they will often be recognised by 
  the Zhodani state and rewarded with higher Noble titles, 
  if they did not already possess them. Other Nobles turn 
  their attention to other areas: exploration, research or 
  even commerce... although high Nobles are more likely 
  to own a business, relegating its operation to Intendants, 
  than to actually manage it.
  governMent
  The Zhodani have the distinction of being governed by 
  the oldest and most stable Human interstellar state still 
  extant.
  The Driantia Zhdantia is a representative democracy 
  with a strictly limited franchise (in practice, an oligarchy). 
  Citizenship (and voting rights) is restricted to the Nobility. 
  Proles and Intendants cannot vote, although plebiscites 
  and other mechanisms enable them to express opinions.
  Government is based around a hierarchy of councils that 
  extend from local communities to the Qlomdlabr (the 
  Supreme Council of the Zhodani). On average, each 
  higher council oversees the affairs of anywhere from 
  three to a dozen or more lower councils. This continues 
  all the way up the ladder, from a local town council to 
  world councils to the Qlomdlabr.
  Councils consist of elected representatives called consuls. 
  A council’s membership is typically sufficient to supervise 
  the lower councils under it, although the Zhodani consider 
  the ideal size of a council to be 10 members. A council uses 
  consensus (majority vote is used only if consensus clearly 
  cannot be obtained) to make executive decisions appropriate 
  to their level of government and budget. Each council, when 
  it approves an order, implements it through its Intendant 
  administrative staff and the staff of various government 
  agencies under its jurisdiction. Intendants are often the 
  source of recommendations to the council; they are equally 
  often the individuals who see that the order is carried out.
  Consuls serve for an Olympiad (about 2.26 standard 
  years). At the end of an olympiad, each council will elect 
  two of its members to serve on the next higher council; 
  the remainder leave office, often moving horizontally 
  to appointments in government agencies or projects 
  rather than returning to the private sector. At the lowest 
  community council level, elections are held by popular 
  vote of Nobles resident in that district. Consuls thus 
  follow an ‘up or out’ progression through the rungs of the 
  government ladder, with those who stay in office gaining 
  experience and prestige. It is possible, though rare, to go 
  back and run for community office again. The progress 
  vaguely resembles the election of Consuls in the Roman 
  Republic of ancient Terra, hence the Anglic translation of 
  the government’s name as ‘the Consulate’.
  Local Government
  Community councils represent small municipalities or 
  larger rural areas. A typical council has 10 members 
  who represent some 2,800 Nobles and oversee around 
  50,000 Proles and Intendants. Non-Nobles do not vote 
  but a council is expected to listen to their concerns and act 
  in a paternal fashion to ensure their well-being. Regular 
  plebiscites are held on community issues. Community 
  councils can also receive petitions and lobbyists from 
  individual Proles (though this is rare) or, far more often, 
  from their Intendants and Noble patrons acting on behalf 
  of themselves, businesses or other special interests.
  Community 
  councils 
  handle 
  education, 
  local 
  infrastructure such as roads, hospitals and public utilities, 
  the maintenance of public order and mental health, and 
  municipal tax collection. Consuls will generally work to 
  implement specific goals during their tenure, such as 
  improving local crop harvests, improving transportation 
  networks or ensuring economic growth.
  Planetary Government
  Consuls elected from local councils are presumed to 
  continue to represent their original community’s interests 
  but as they rise to higher and higher councils, are 
  expected to distance themselves from local pressures 
  and issues, broadening their perspectives to serve the 
  greater good of the larger constituency.
  The number of council layers on a given world depends 
  on its population – there are usually between one and 
  six intermediate councils before the World Council. As 
  one community council usually exists for every 50,000 
  people, the ‘ideal’ structure on a modest population 
  world with 10 million inhabitants would be about 200 
  community councils, 40 city or district councils, eight 
  regional councils and one world council. On the other 
  hand, in a tiny mining colony with only 20,000 people, 
  the community council would be its world council. In 
  some cases, worlds with very small populations are 
  
  36
  actually ‘colonial’ territories governed by a consul sent 
  from a neighbouring world: this prevents the next level 
  of government from being too unwieldy.
  Interstellar Government
  Subsectors, sectors and provinces (groups of sectors) 
  have their own councils. At world or lower level councils, 
  consuls take office almost immediately after being 
  elected. At the higher levels, a year or more may be 
  spent just travelling to the world where the council meets. 
  The accepted convention is that a consul serves until his 
  replacement arrives.
  The Qlomdlabr
  The ultimate ruling authority of the Zhodani Consulate 
  is the Qlomdlabr – the Supreme Council of the Zhodani. 
  Unlike the other councils, where newly elected members 
  replace those promoted upward, the Supreme Council 
  consists of two groups: the Standing Council (composed 
  of conventionally elected members) and the Senior 
  Members (composed automatically of all former members 
  of the Standing Council).
  Members of the Standing Council are responsible 
  for overseeing various projects and programs of the 
  Qlomdlabr. In reality, this means overseeing those 
  portions of the Consulate bureaucracy responsible for 
  those functions at higher levels, setting key policies 
  and then passing those down to provincial, subsector 
  or even world councils for implementation. Functions 
  such as administration of the Consulate military forces, 
  particularly the Consular Guard, or diplomacy with other 
  interstellar polities require direct Qlomdlabr oversight 
  and a larger body of Nobles, Intendants and even 
  Proles serving as bureaucrats. As a general rule, if an 
  issue can be handed down to a lower council, it will be. 
  However, if that issue becomes important enough, the 
  Qlomdlabr can take responsibility back from a lower 
  council and handle it directly.
  For example, the Standing Council would select 
  and approve a new Ambassador to the Imperium, 
  since all Ambassadors from the Consulate serve as 
  representatives of the Qlomdlabr. The Ambassador 
  would have been reviewed and approved by those 
  members of the Standing Council responsible for 
  external diplomatic activities but before coming to their 
  attention would have been reviewed along with other 
  candidates by the supporting diplomatic bureaucracy. 
  That same bureaucracy will determine the Ambassador’s 
  staff (subject to the Ambassador’s approval), budget and 
  will support his activities during service.
  Senior Members are an advisory body: they provide 
  experience and advice to the Standing Council. They 
  do not have to attend every meeting and are often 
  offered specific projects to oversee to completion. This 
  is especially useful for lengthy programs, such as an 
  important research project, the economic development of 
  a particular subsector or the planning of a core expedition, 
  where great authority and someone who can maintain a 
  single vision and steady hand over the long term is vital 
  for its success.
  Senior members may also suggest new programs for 
  the Standing Council to undertake and, if accepted, 
  may be placed in charge of them. Much of the political 
  manoeuvring in the Qlomdlabr is of an ‘I will support 
  your pet program if you support mine’ nature. However, 
  in theory at least, it is all geared toward serving and 
  protecting the best interests of the Consulate as a whole.
  Government Revenue and Services
  The Zhodani Consulate maintains itself through a variety 
  of taxes on goods and services. Each council has the 
  authority to levy a tax on gross income to support services 
  like roads, hospitals, fire-fighting or the Tavrchedl’ and 
  at higher levels, starports and the military. A corps of 
  Intendants administers the tax laws, auditing records 
  and levying taxes. Basic public utilities (energy supply, 
  air or environmental maintenance companies, computer 
  network providers and so on) tend to be state-owned and 
  provide the government with income.
  An interesting note is that starports on worlds are 
  usually administered and responsible to the subsector 
  council rather than the world council of the world where 
  the starport is located. The arrangement is somewhat 
  analogous to the Imperium’s ‘extrality line’ arrangement 
  in Imperial starports, although law enforcement on both 
  sides in Zhodani space is the Tavrchedl’.
  the Zhodani hoMeworld
  The Zhodani homeworld of Zhdant (Zhdant 2719) lies far 
  spinward of the Imperium, in the centre of the Consulate. 
  It is located within Jadlapriants province, Zhdant sector 
  and Qaval subsector.
  Zhdant orbits Pliebr, a solitary K0V star that is smaller 
  and dimmer than Sol. Luminosity is 0.42. Radius is 0.908 
  of Sol. Mass is 0.811 of Sol. Zhdant orbits Pliebr at 0.769 
  AU (orbit number 2) with a period of 275.2 standard days. 
  It rotates on its axis once every 27.02 standard hours.
  WorLD DaTa
  Zhdant is 9,620 kilometres in diameter and has a thin 
  atmosphere. Over 40 percent of the world is covered by 
  water, primarily in two seas which divide the world into a 
  large and a small continent. Polar icecaps are minimal, 
  amounting to about two percent of the world’s surface.
  
  37
  Neither the planet’s axial tilt of 18 degrees nor its orbital 
  eccentricity of 0.05 are sufficient to cause any extreme 
  variations in temperature or climate. Seasonal variations 
  are similar to most habitable worlds. In the extreme 
  northern and southern latitudes, temperatures can reach 
  lows of −40°C in winter and range as high as 40°C in 
  summer. The average worldwide temperate is 18°C.
  Zhdant has two continents: the extensive Dleqiats and 
  the smaller Qiknavra. Dleqiats covers almost 40 percent 
  of the globe and is divided naturally into three regions: 
  western Dleqiats, the Dleqiats Desert and eastern 
  Dleqiats. Of the three, the west is the oldest and most 
  settled, with a few cities more than 18,000 years old. 
  The largest city is the seacoast metropolis of Dlolprikl, 
  which is also the site of the Hall of Consuls, where the 
  Qlomdlabr meets in session. Dlolprikl is a beautiful city 
  with some buildings dating back to pre-industrial times. 
  Its air of antiquity, excellent museums, ancient religious 
  shrines and vibrant cultural life attract visitors from across 
  the Consulate and even a trickle of adventurous non-
  Zhodani tourists and academics from the Vargr Extents, 
  Imperium and even the Solomani Rim. Eastern Dleqiats, 
  rich in minerals and soil, was settled in earnest only after 
  the invention of the railway and the laying of track across 
  the desert. The desert itself remains undeveloped, except 
  for the arable land along the northern shore.
  Qiknavra is a much smaller subcontinent (about 10 
  percent of Zhdant) with thick jungles at the equator and 
  mixed broad plains and forests in the temperate regions. 
  The Shivvajdatl (‘mountains of moonlight’) stretches from 
  the north to the south through the centre of the continent. 
  A stretch of the western shore of Qiknavra was originally 
  the site of ancient Zhdant City; destroyed in the Final 
  Wars, its ruins have been excavated and explored by 
  the Zhodani for centuries and the process continues as 
  new techniques are developed. Also of archaeological 
  interest are a number of Qiknavaran cities founded not by 
  Humans but by Chirpers (degenerate Droyne). Nearly all 
  these cities have long since been occupied and rebuilt by 
  Humans in the 8,000 years since the Chirper extinction 
  but a few remnants of Chirper architecture (designed for 
  a winged race) remain, giving the region a unique flavour.
  Social Data: Zhdant’s population is a mere 83 million. 
  More than 90 percent are racial Zhodani; the non-
  Zhodani population is primarily Addaxur. Zhdant is 
  governed directly by the Qlomdlabr, the Supreme Council 
  of the Zhodani, elected from the Nobility throughout the 
  Consulate.
  viepchakL
  Zhdant has one natural satellite, a large, tidally locked 
  moon with a very thin atmosphere and no water. Viepchakl 
  
  38
  orbits Zhdant with a period of 40.7 local days at a distance 
  of 379,500 kilometres. The moon dominates the night sky 
  over Zhdant. Natural coloration makes it a reddish pink 
  with dark shadows across its face. Windblown dust storms 
  rage across it from time-to-time, a phenomenon visible 
  from Zhdant and long seen as portending future events. 
  Viepchakl has a number of Ancient sites, including a partly 
  ruined city with an extensive subterranean complex and a 
  huge crater left by an Ancient weapon. This site is under 
  Naval and Consular Guard protection, although a few of 
  its tunnels have been made into a museum accessible 
  to tourists. The moon is largely unspoiled, with the only 
  other installations on its surface being a naval base and 
  an archaeological institute.
  oTher pLaneTS in The ZhDanT SySTem
  Both orbits inward of Zhdant are occupied by small, 
  airless worlds of no special value.
  Adrablsish: The innermost ‘hot rock ball’ world in the 
  Zhdant system is tidally locked to the star Pliebr. Some 
  mining is still carried out on the innermost planet, taking 
  advantage of natural smelting processes due to Pliebr’s 
  heat. Robots do most of the mining and fewer than 100 
  people live there.
  Pliantshotl: This bare rock has never been exploited 
  for minerals, though it served as a Zhodani Army hostile 
  environment training area in the remote past. A stand-by 
  military base (currently unused) is located on the planet.
  There are three occupied orbits beyond Zhdant. The fifth 
  orbit is empty.
  Dlemstiats Tsiaqr: This is Zhdant’s asteroid belt. Mining 
  is the major industry here; the mineral-rich belt has 
  still not been played out despite thousands of years of 
  exploitation. The belt also provides hulls for some large 
  asteroid-based ships.
  Brovlekal: The system’s only gas giant. Three large 
  satellites and six small ones orbit it: they are home to 
  traffic-control installations and large naval system 
  defence bases.
  Emkachdraf: A small airless ice ball. There is a minor 
  system defence outpost on the surface, largely manned 
  by robots.
  law
  The character of crime in the Consulate is markedly 
  different from that of other Human societies. Responsibility 
  for law enforcement is maintained by the Tavrchedl’, who 
  are as much concerned with people’s mental health as 
  with actual deeds.
  Three broad categories of crime are recognised among 
  the Zhodani: inadvertent, incited and insane offenses. 
  The concept of premeditated crime for personal gain fits 
  under the insane heading.
  Inadvertent crime is an unintentional violation or infraction 
  of the law. It results from inattention or distraction. 
  Examples include accidental violations of traffic or other 
  regulations, failure to return borrowed materials to a 
  lender, forgetting an appointment with a Noble or causing 
  an accident because you forgot to maintain your vehicle. 
  For minor cases, the usual punishment is a small fine, to 
  compensate society and encourage the offender to be 
  thoughtful in the future. If significant damage or injury 
  resulted, the recompense to society can be substantial 
  and repeated or extreme cases may be taken as evidence 
  of wilful negligence requiring re-education, though such 
  are rare.
  Incited crime is an infraction of a law brought about 
  by another. Often it results from an overreaction by an 
  individual to an inadvertent crime or misfortune. For 
  example, if someone responds violently to a perceived 
  insult or injustice, this in an incited crime. The Zhodani 
  recognise that people can perform wrong actions out 
  of anger, despair or the like; this mitigates wrongdoing, 
  if the crime is not unduly disproportionate to the 
  situation, but does not excuse it. The solution is re-
  education: often, the incited individual is seen as weak-
  willed, vulnerable to being incited to crime because of 
  a character flaw or subconscious fault. Re-education 
  uses psychological and psionic techniques to remedy 
  the flaw, retraining the individual to recognise similar 
  provocations and avoid or properly handle them. 
  Sometimes, the investigation of an incited crime will 
  turn up an actual injustice: if so, that will also be dealt 
  with in as fair a manner as possible.
  Those who have been outside the Consulate and have 
  trouble behaving and thinking in a proper way when they 
  return sometimes fall into this category.
  Insane crime is a general heading for most major crimes 
  against property or individuals, including theft for personal 
  gain, rape, premeditated assault, treason or murder. The 
  general concept is that any individual who commits such 
  a crime must be insane. Sentences for insane crimes call 
  for re-education until the insanity is cured. Sometimes 
  the offender’s personality must be largely rebuilt. In rare 
  instances, an execution will be ordered if the individual 
  appears incurable.
  
  39
  Note that someone who is caught thinking about 
  performing a crime may be arrested and judged guilty if 
  mental examination shows that there was serious intent 
  to commit the actual deed.
  Justice
  Technically all Nobles are empowered to sit in judgment 
  of any accused criminal. In practice, Nobles who do not 
  possess telepathy are expected to refuse to judge a 
  case and defer judgment until a telepath can be found 
  to handle it.
  Cases are generally presided over by a Noble consul 
  from the community council in the area where the crime 
  was committed or the legal dispute look place. If there 
  are multiple Nobles on a council with telepathic abilities, 
  the case will go to whichever Noble is not otherwise 
  occupied. Some councils rotate judicial duties among 
  themselves; others have a few Nobles that specialise in 
  them. If a region, facility or ship is under military control, 
  one of the Noble officers will handle the case.
  Procedures are informal: the Noble listens to the basic 
  case and considers the facts presented. In a dispute 
  between two parties, the Noble will hear both sides. 
  Additional facts are gathered by reading the minds of 
  those involved. If necessary, the Noble may dispatch 
  Tavrchedl’ investigators to locate evidence, suspects 
  or additional witnesses. A judgment is made and the 
  decision recorded, usually being sent telepathically to an 
  Intendant clerk in the local records centre.
  Crimes committed by Nobles and Intendants are seen 
  as special cases, since a Noble of higher rank than the 
  accused must judge them. Inadvertent crimes are handled 
  with a warning or admonition; repeated errors might also 
  result in the Noble or Intendant being dismissed from 
  their present job or losing hope of further promotion.
  Nobles are believed, under the law, to be incapable of 
  incited crimes. Insane crimes reflect a breakdown in a 
  Noble’s personality (commonly portrayed to the Proles as 
  a result of overwork and the demands of responsibility). 
  Minor violations may be let off with a warning and 
  usually a short or lengthy enforced vacation from work: 
  major crimes call for re-education. For the good of all 
  concerned, a convicted Noble is usually transferred to 
  another location or world after re-education. Intendants 
  are also re-educated but usually lose their Intendant 
  status (reverting to Proles) and have mental blocks 
  placed in their minds to make them forget how to use 
  their psionic talents.
  re-eduCation
  The cure for any aberrant behaviour is re-education. 
  Psionics has made this extremely efficient. Long ago, 
  psionics made studies possible that confirmed which 
  educational techniques worked and how efficiently. They 
  allowed academics to plan out lessons with far greater 
  efficiency and create tests and examinations that confirm 
  the learning has taken place. Psychologists and mental 
  health professionals were able to study the mind and 
  develop mood and behaviour-altering techniques with 
  levels of effectiveness unheard of elsewhere.
  The result is excellent diagnosis and careful treatment 
  in re-education centres. While duration of treatment will 
  vary depending on the patient and the complexity of 
  the issues, when treatment is completed, the individual 
  normally rejoins society without any stigma or blot on his 
  record. The period of re-education is viewed by Zhodani 
  society like a period of recovery from illness.
  Rights and Responsibility
  So exactly what rights and freedoms do the different 
  classes have in Zhodani society and under Consular law?
  proLeS
  It is important to remember that Proles are not citizens. 
  They are subject to the jurisdiction of the Consulate, as 
  manifested through the local government council in the 
  region they reside or, in the case of individuals working 
  directly for a consular agency (such as the military), that 
  organisation’s hierarchy.
  Proles are not serfs owned by a Noble family but they 
  are considered dependents of the Consulate as a 
  whole. If a Prole wishes to change his job and move to 
  another town or another planet, and can afford to pay 
  for moving and transport, he still requires the permission 
  of the local council. In practice, all this means is letting 
  the council office know he is moving and explaining why 
  to an Intendant bureaucrat. If he has a good reason to 
  do so, such as an opportunity for a new, better-paying 
  job or a region whose schools better suit the aptitudes of 
  his children, the request will be routinely approved. If his 
  decision seems frivolous, or not in his own best interest, 
  the council may not grant it and the Tavrchedl’ will inquire 
  into the person’s mental health – why is he unhappy 
  enough to want to change his job and move to a different 
  location?
  This is an important fact to remember: all of a Prole’s major 
  decisions are subject to the scrutiny of the Tavrchedl’ and 
  the upper classes (or superior officers, if the Prole is in the 
  
  40
  military). If his actions seem ill considered or unhealthy, 
  the government may intervene for the Prole’s own good.
  inTenDanTS anD nobLeS
  Privacy of thought is highly respected by Intendants and 
  Nobles as their greatest freedom; Proles have no such 
  rights. Nobles have an almost complete right of privacy 
  and Intendants nearly as much; in either case, it can 
  only be breached if there is suspicion (in the case of an 
  Intendant) or clear proof (for a Noble) that the individual 
  is guilty of aberrant thought.
  In other ways, Intendants have less freedom than Proles 
  do. Membership in this class carries a precondition 
  of service: Intendants are expected to be engaged in 
  socially acceptable work under the close supervision of 
  the Nobility (at least until their retirement). Soon after 
  reaching adulthood an Intendant will select a career 
  path and will generally remain in that career until either 
  retirement (and a pension) or successful promotion to 
  the Nobility. Retired Intendants have somewhat more 
  freedom and usually end up raising a family, taking up 
  travel or becoming involved in hobbies or personal 
  business pursuits.
  Nobles are, to a large degree, as free as any Imperial 
  citizen is. They have the right to vote or hold office, and 
  are free to travel and do as they wish provided they 
  obey Consular laws. Those who choose to enter military 
  service or join a government agency will, of course, be 
  expected to obey their superior officers.
  soCial serviCes
  Most ‘social services’ of other cultures and societies are 
  handled by the Tavrchedl’ in Zhodani society. A Prole 
  family barely surviving on the poverty line (or worse) is not 
  given government social benefits. In the Consulate, the 
  Tavrchedl’ would investigate the underlying causes of the 
  situation, provide mental health treatment where needed 
  to assist the adults in conforming or understanding their 
  role, and insure that the children are cared for and trained.
  The difference is a change in perspective – the Zhodani 
  recognise that normal people can go through temporary 
  crises in their lives, so financial and health assistance are 
  investments in that person’s future. Bringing a responsible 
  parent back home to continue being a responsible parent 
  is a strong example to children that when they go through 
  such problems in life, they are never alone.
  Culture
  Outsiders often expect Zhodani society to be stagnant 
  and moribund. However, while conservative, Zhodani 
  culture demonstrates a wide variety of differences across 
  the Consulate. Conformity does not mean sameness 
  and certainly Zhodani designers and artists are not 
  discouraged from creating new forms and styles.
  Art
  Artists have an important role in Zhodani society. Zhodani 
  fine arts are much the same as those in the Imperium: 
  painting, music, sculpture, theatre and literary endeavours 
  all thrive. The Zhodani have one significant difference in 
  the practice of their art, however.
  An artist with telepathy soon learns what provokes a 
  given response and can pass this information along to 
  others. For example, a Zhodani artist learns exactly what 
  mural to put in a dental waiting room to calm nervous 
  patients. They know what effects specific colours have 
  on the majority of viewers and can achieve exact (and 
  sometimes subliminal) results by their artwork.
  Because of the conformist nature of Zhodani society, most 
  Zhodani art seems limited and unimaginative by Imperial 
  standards. Zhodani artists are not placed under any legal 
  restrictions or censorship, however. They simply know 
  what is acceptable to society as a whole and remain 
  within those limits voluntarily. Zhodani artists do not feel 
  compelled to stretch the limits of their expression, as do 
  many Imperial artists and will argue that their creativity is 
  not stunted by the restrictions they work under.
  Architecture
  As psionic Nobility took control, architectural forms 
  changed from a functional form to an imposing form. 
  Architects with telepathic talents learned how to build 
  structures that conveyed emotions to those entering or 
  spending time inside them. For example, hospitals are 
  built to comfort those spending time there, rather than 
  built as a cold, sterile environment. By the same token, 
  government buildings were designed to demonstrate the 
  vitality and strength of the institutions working therein. 
  Business institutions and megacorporations take the 
  same considerations with their construction plans.
  So it is with private homes; Prole homes, whether they are 
  high-tech arcologies on long-settled worlds or wilderness 
  settlements on new colonies, are intended to give their 
  residents a sense of belonging and satisfaction. Noble 
  homes, on the other hand, might vary widely depending 
  on the desire of the Noble owner or builder.
  
  41
  There is one form of architecture that has very different 
  elements – the Qiknavrats school. This form of 
  architecture evokes the ancient forms of the Qiknavrats, 
  with designs more suited to flying humanoid reptiles rather 
  than Humans – but the Zhodani continue to develop it 
  using modern materials. The surviving ancient structures 
  on Zhdant continue to be preserved where possible and 
  carefully rebuilt where needed, even though today those 
  cities are filled with Humans.
  Dress
  The most distinctive elements of Zhodani dress are the 
  turbans and cloaks worn by the Nobility, along with the 
  stylish beards male Nobles favour and the headbands 
  worn by Intendants. However, there is much more to 
  Zhodani dress than this.
  In work roles, all Zhodani wear practical clothing, to fit their 
  station and responsibilities. At other times, Zhodani prefer 
  comfortable, loose clothing (often trousers and tunics), 
  generally made of lighter fabrics. During appropriate 
  holidays (especially Viepchaklstial), Proles can wear 
  quite outlandish colours and clothes but the Nobility tend 
  to be more restrained. Zhodani Noble fashion is intended 
  to provoke a response of respect and deference, and no 
  Noble would ever go out in public in anything less.
  In combat gear, Zhodani prefer form-fitting armour rather 
  than bulky armour. Uniforms tend to be based around 
  environment or vacc suits, or combat armour. Note 
  that Noble armours always tend to favour forms that 
  derive from ancient Qiknavrat armours (from the Chirper 
  empires of Zhdant’s historic past), particularly in the 
  helmet designs.
  Humour
  The Zhodani sense of humour is different from the Imperial 
  norm in some ways. In general, the Zhodani laugh as an 
  expression of delight or in reaction to a pleasant surprise. 
  Zhodani have little in the way of nervous laughter or 
  laughter in reaction to another’s misfortune. Zhodani 
  appreciate wit, especially plays on words (puns). Jokes 
  that work on many levels and multilingual puns are 
  especially appreciated.
  Mildly self-deprecating humour is considered a sign of 
  good mental health, as everyone is expected to exercise 
  humility. The Zhodani feel it takes a certain degree of 
  self-confidence to make fun of oneself, up to a point. 
  Taken to excess, however, such humour is viewed as 
  an indicator of potential mental instability. Good-natured 
  jests as an indication of friendship, romantic attraction or 
  camaraderie are acceptable, if they are received jovially 
  and reciprocated in kind. Gallows humour intended to 
  raise spirits and divert attention from impending disaster 
  is tolerated but not especially encouraged.
  The Zhodani have little appreciation for slapstick comedy. 
  The notion of laughing at another’s pain or misfortune 
  strikes the average Zhodani as perverse and the idea 
  of laughing at another’s embarrassment makes them 
  uneasy. Watching a man slip on a banana peel and 
  fall down does not strike them as funny. Watching a 
  man being hit in the face by a cream pie is viewed as 
  mildly humorous if the victim is clearly not physically 
  injured and laughs afterward. They can see humour in 
  certain situational incongruities (a waiter in a restaurant 
  uncovering a tray to reveal a carefully cooked boot and 
  so on).
  Shock comedy (obscenities, vulgarisms) is a complete 
  mystery to the Zhodani. The notion that simply mentioning 
  perfectly natural bodily functions is funny is not something 
  they understand easily. The practical joke is also foreign 
  to Zhodani society. Most such jokes involve some form 
  of humiliation or insult (albeit minor ones) and Zhodani 
  do not consider such things productive or socially 
  acceptable.
  Recreation
  It is widely held within the Imperium that the Zhodani are 
  humourless automatons incapable of having fun but this 
  is not true. Sports and games are encouraged because of 
  their health benefits. Zhodani children play simple games 
  similar to those of the children of the Imperium, including 
  versions of tag, blind-man’s bluff, hide-and-seek and so 
  forth, providing exercise and diversion.
  As Zhodani get older, they are introduced to various 
  team games and individual physical competitions such 
  as races, to instil a sense of teamwork as well as provide 
  exercise. Psionic skills are used in some games but 
  others are purely tests of physical skill.
  Adult sports tend to be less team-oriented and stress 
  physical skills as well as psionic ones (the Thequzdievl are 
  not the only competitions in Zhodani culture, merely the 
  best known). In many sports, psionic skills are prohibited, 
  as the competitions are intended as comparisons of 
  physical abilities alone. Cheating is almost unknown, 
  of course, and would be detected almost immediately 
  anyway.
  Robotics
  Almost every industrialised race uses industrial robots in 
  their factories but the vast majority of these are nothing 
  more than reprogrammable machine tools that remain 
  fixed in their factories. The Zhodani use industrial robots 
  
  42
  Zhodani Megacorporations
  Megacorporations doing business within the Consulate include:
  Chiadle
  Chiadle is a major heavy industry combine, noted for its rugged farm and factory machinery and industrial, 
  maintenance and repair robots. Chiadle also makes many utility vehicles and armoured personnel carriers used 
  by the Zhodani Army and Consular Guard. Chiadle equipment has been exported to some Vargr states and 
  neutral worlds. The company has significant holdings in the Kronor subsector of Tloql sector.
  Ibr Ajklia Driachobl
  An electronics and consumer products giant, Ibr Ajklia Driachobl (IAD) is best known for its quality computer 
  software, making everything from computer operating systems to starship navigation programs. Some IAD 
  software (chiefly translation programs) is even marketed within the Imperium and Vargr Extents.
  Priantqlovr Drafr
  Priantqlovr Drafr dominates transport and passenger service within the border province of Iadr Nsobl, with a 
  homeport at Kronor (0304 Tloql); its name means ‘Military Star Shipping’. It is owned by a Noble family but 
  enjoys a permanent military subsidy as a reserve arm of the Consulate Navy. Its ships are armed and can be 
  called up or requisitioned by the Navy when needed.
  Tanzhrtl Zofrtia
  Tanzhrtl Zofrtia is one of the largest manufacturers of civilian starships within the Consulate. Their passenger 
  vessels are noted for the excellent attention to internal ergonomics. A ride on one of their liners is always a 
  pleasant experience. Their gigs and pinnaces have been used by the navy but only recently has the company 
  started manufacturing warships.
  Tliazhashal
  The largest Zhodani defence contractor, Tliazhashal manufactures starships, grav vehicles, robots, military 
  electronics, energy weapons and scientific instruments. Tliazhashal Shipyards are the major military shipbuilder 
  in the Consulate. They have been very busy of late replacing losses from the Fourth Frontier War.
  Tliazhashal does not construct civilian merchantmen but does build scout and survey vessels, and sell many 
  prospecting and lab ship vessels to belters, universities and research firms.
  They also own and operate a small fleet of survey and scientific vessels. The Zhodani Consulate has no 
  equivalent to the Imperial Scout Service and as such privatises many of those functions not directly related 
  to the navy. Tliazhashal’s Survey Division performs, under Consular contract, routine astrographical surveys 
  throughout Zhodani and neighbouring space. Tliazhashal is also the major provider of equipment and civilian 
  personnel for the Zhodani Core Expeditions.
  Vestabl-Makarin
  Vestabl-Makarin’s name indicates a wish to claim descent from the original Makarin combine (founded circa 
  −2800) that was involved in the first contacts with Vargr traders. Actually the company itself is considerably 
  younger, dating only to 743, but was incorporated on Shtia’ial (1504 Ziafrplians), the same world as the original 
  Makarin combine and views itself as its successor. In 992 it merged with Vestabl (owners of the largest fleet of 
  ore carriers in Zhodani space) to form the present combine.
  Vestabl-Makarin operates subsidised merchants with Consulate-wide interests but is best known for dominating 
  trade along the Zhodani-Vargr borders, especially with Briakqra’ sector. Unusually for a Zhodani corporation, 
  many of its ships are armed.
  
  43
  but they also use mobile robots to a consistently greater 
  degree than do other major races outside of the Hivers.
  The fact that robots do not have minds that can be 
  communicated with through ordinary telepathy means 
  that Zhodani do not try to anthropomorphise robots to 
  the same degree that Humans in the Imperium do. An 
  Intendant or Noble need only to try to touch a robot’s 
  mind to know it is not ‘alive’ or see inside the machine’s 
  body with ESP to reveal what makes it tick. Nor, in closely 
  monitored Zhodani society, are the fears and prejudices 
  that other races have about a ‘robot revolt’ or ‘android 
  doubles’ likely to occur – at least, not without swift 
  treatment by the Tavrchedl’.
  Lacking the biases that limit the use of mobile robots in 
  the Imperium, it is not surprising that the Zhodani make 
  a greater use of robots. Even so, the Zhodani preference 
  for psionics has slowed the development of advanced 
  Artificial Intelligence. Instead, all Zhodani robots are 
  designed to receive orders from regular computer inputs 
  and psionically – and as a result, do not need any great 
  intellect. The role of robots in Zhodani society is simple: 
  machines do repetitious or dangerous jobs, freeing 
  Zhodani for safer or more rewarding pursuits.
  CorPorations
  The Zhodani economy is a blend of feudalism, capitalism 
  and state socialism. Individuals are free to own property 
  and make money. They can choose their career but will 
  typically be steered toward a particular field based on 
  early testing and aptitudes. It is considered anti-social 
  not to work if able. Individuals may quit a job but doing so 
  because of unhappiness, as opposed to because a new 
  opportunity has opened up, is seen as anti-social and 
  may result in a visit from the Tavrchedl’ and re-education.
  Small family businesses are owned and operated by 
  Proles but often a local Noble has a part-interest in them 
  as well. Generally, a Prole will approach a local Noble 
  with a business proposal and if it seems reasonable, 
  the Noble will provide a certain degree of capital and 
  use his influence to assist with permits, contracts and 
  so forth. In exchange, the Noble gets part-interest in the 
  company. This is not considered ‘favouritism’ – anyone 
  can approach a Noble; the profits from a successful 
  business are seen as benefiting everyone. Alternatively, 
  a Prole might instead use a financial institution or try to 
  gain sponsorship from a larger corporation.
  Corporations of planetary or subsector size are often 
  owned directly by a particular Noble or, more often, a Noble 
  family; they may also be run by a large financial holding 
  company that represents the interests of stockholders, 
  most of which are individual Nobles or Intendants seeking 
  diversified investments for their income.
  Single Noble families dominate a few megacorporations 
  but the majority are controlled by holding companies 
  representing numerous interests. In many cases, the 
  Zhodani Consulate is one of these interests, with part of 
  the company being government-directed (and that portion 
  of the profits going to support the government). This is 
  especially true of defence contractors and companies 
  working as public service providers. In general, Zhodani 
  industry is much more ‘nationalised’ than that of the 
  Imperium, with the government having a stronger 
  administrative and financial role in it.
  the Military
  Though they do not consider themselves a warrior 
  people, the Zhodani do have a lengthy military tradition. 
  There are three major services: the Navy, the Army and 
  the Consular Guard.
  In the Zhodani military, Intendants and Nobles cannot 
  hold enlisted rank. The lowest rank held by either is that of 
  commissioned specialist, roughly equivalent to the lowest 
  officer grade in the Imperial military. Commissioned 
  specialists are officers by virtue of their psionic training, 
  however, and though they hold officer-equivalent rank, 
  they are not in the chain of command and do not give 
  orders (an example in the Imperial military is that of 
  doctor, who holds a commission and officer-equivalent 
  rank but is not in the chain of command). In addition, 
  some positions require both a specific psionic talent 
  and command responsibilities, such as the commander 
  of a commando groupment. It should be noted that not 
  all officers in the Zhodani military have useful psionic 
  talents. Of course, the technicians, drivers, gunners, non-
  commissioned officers (NCOs) and so on are Proles.
  The Zhodani have long used mobile robots as part of 
  their armed forces. 
  Naval Organisation
  The Consulate Navy carries out two principle duties: 
  exploration and maintenance of the status quo. Exploration 
  is driven by several long-range missions in the direction 
  of the galactic core undertaken at the direct order of the 
  Qlomdlabr. The Navy also engages in scientific research 
  and short-range survey operations closer to home, and 
  coordinates private and corporate research and survey 
  operations to cover gaps in its activities.
  
  44
  In regards to maintaining the status quo, the Consulate 
  has developed a defensive perspective that accepts 
  the need for occasional pre-emptive strikes to shape 
  the thinking of a neighbouring state or to remove a 
  prospective threat. 
  Like the navies of the Imperium, the Zhodani Navy 
  operates at three levels, here termed Consular, Regional 
  and System.
  The conSuLar navy
  This is the interstellar space navy tasked with obtaining 
  space superiority during war, besieging enemy worlds 
  and protecting interstellar trade routes within the Zhodani 
  Consulate. It is mainly equipped at TL12–14 but a small 
  number of TL15 ships have been produced since the 
  Fourth Frontier War.
  The Consular Navy is organised into eight provincial 
  fleets, one per province, and in peacetime is nominally 
  managed by provincial councils. Zhodani squadrons tend 
  to follow a similar organisation to that of the Imperium. In 
  general, frontier systems are defended by squadrons of 
  battleships and cruisers, with battle rider squadrons held 
  back in reserve fleets within the Consulate.
  The biggest difference between the Consular Navy 
  and the Imperial Navy is that a good percentage of the 
  former’s ships (12% but only 5% of total tonnage) are 
  occupied with exploration duties, which in the Imperium 
  would be the province of the Scouts. Some Zhodani 
  ships are dedicated exploration vessels packed with 
  scientific instruments, while others are simply serving as 
  escorts or on armed reconnaissance missions. Many are 
  tasked with supporting the Zhodani core expeditions but 
  exploration also continues in other directions, albeit at a 
  much slower pace.
  This ‘warrior-explorer ethic’ has a strong effect on Zhodani 
  naval culture. Many Zhodani officers possess advanced 
  degrees in sophontology or other scientific fields as 
  well as engineering or naval tactics and senior officers 
  will have spent a term or so serving on an exploration 
  mission; as such, they are expected to be ready to be 
  diplomats as well as soldiers when necessary.
  regionaL navieS
  Regional navies operate the jump-capable warships 
  that are raised by individual subsectors and under the 
  control of the subsector councils. In peacetime, each 
  regional navy is responsible for patrolling space within 
  its subsector’s borders, especially near worlds that lack 
  the Technology Level, population or wealth to support a 
  system navy. In Iadr Nsobl and Shtochiadr provinces, 
  the regional navies are relatively well equipped and 
  experienced, due to constant operations against Vargr 
  corsairs, Imperial forces and squabbling client states. 
  In the other provinces, they are generally neglected and 
  under-equipped and mainly serve a ‘coast guard’ role; 
  rescuing ships that have misjumped into frontier worlds, 
  ferrying disaster relief teams about and performing 
  courier missions. In times of war, the regional navies are 
  placed under Consular Navy command.
  SySTem navieS
  These are the planetary defence and system patrol 
  squadrons maintained by local world councils. They are 
  primarily composed of non-jump capable vessels; these 
  are normally system defence boats, often with defence 
  satellites and orbital fortresses in border subsectors. 
  Unlike the Imperium, the Zhodani Consulate does not 
  permit system navies to possess jump-capable warships 
  (although client states may).
  navaL TacTicS
  At every level, the Zhodani Navy makes extensive use 
  of fighters and other small craft. This provides an easily 
  mobile, quickly constructed force, which can be utilised 
  in a myriad of roles in its three levels. At a more practical 
  level, the Navy can quickly replace such Consulate fleet 
  losses from the regional or system navies. Additionally, 
  the Navy sees this as providing more force projection in 
  frontier sectors at peacetime. Others would argue that it 
  comes back to a basic Zhodani combat design philosophy 
  preferring weaponry over armour.
  While the Zhodani Navy does not use psionic talents in 
  special formations like the Army and Guard’s commando 
  groupments, it has found some success in using 
  telepaths as fleet or squadron directors, conveying battle 
  information and tactical orders to ship captains or small 
  craft pilots. At the small craft level, this allows the pilots 
  to make use of the tactical skills of the directing telepath.
  Army and Guard Organisation
  The Zhodani Army comprises the planetary-armed 
  fighting forces of the individual worlds and subsectors 
  within the Consulate. They deal with planetary surface 
  actions, battles and campaigns. Where necessary, they 
  may serve as ship’s troops aboard naval vessels. The 
  Army, like the Navy, have their own command structure, 
  which parallels the governmental council structure. 
  Zhodani Consular Guard units, however, are under direct 
  Qlomdlabr authority, ordered across the Consulate as 
  circumstances require. 
  While both groups make use of conventional formations 
  that match the Imperium, the formation which makes the 
  
  45
  Zhodani unique is the Commando Groupment (roughly 
  equivalent to a battalion). The significant number of such 
  units in Guard formations, and the fact that all Guard 
  members have psionic training, gives any Imperial 
  military planner a number of unique nightmare scenarios 
  to consider.
  commanDo groupmenT
  Zhodani commando forces are considered by some 
  experts to be the most dangerous troops opposing the 
  Imperium. Because of their psionic nature and training, 
  commandoes cause disruption and morale deterioration 
  greatly out of proportion to their actual numbers.
  In Consular Guard formations, one commando groupment 
  is part of each lift infantry regiment and mechanised 
  infantry regiment of those respective divisions and of the 
  grav tank regiment of the lift mechanised division. Two 
  commando groupments are part of each ground assault 
  regiment of a ground assault division and one commando 
  groupment is attached directly to each lift infantry and lift 
  mechanised division. Three groupments are attached 
  directly to a Consular Guard corps as part of the corps 
  troops. In the regular army formations, one commando 
  groupment is attached to each corps.
  Unlike other Zhodani units, which have only a small 
  detachment of psionic interrogation specialists attached 
  to each battalion headquarters, most of the personnel 
  in a commando groupment are required to have a 
  specific psionic talent, depending on their assigned role. 
  There are some clairvoyance, telekinesis and telepathy 
  specialists but the bulk of the unit will be made up of 
  teleport specialists. The teleport talents are all of Psi 9+. 
  All psionic talents in the Zhodani armed forces are issued 
  doses of Double psi-drug to enhance their abilities.
  The principal difficulty of most commando operations lies 
  with inserting the commando force behind the enemy 
  lines in close proximity to its target. Unit clairvoyants scout 
  out locations for teleports to insure safety and increase 
  the chances of success. A commando groupment will 
  seldom make more than two teleport jumps per day and 
  never more than three. Distances travelled rarely exceed 
  very distant range (5 to 50 kilometres), because of the 
  disorientation involved and the effects of energy and 
  momentum differences.
  Zhodani commandos are equipped to the highest 
  possible standard, because only a limited amount 
  of equipment can be carried in a teleportation. The 
  combatants are all equipped with Guards Battle Dress 
  and grav belts and armed with PGMP-13s. In jump 
  commando units, all personnel are issued jump capsules 
  when expected action may require them. One member 
  of each group is armed with a FGMP-14 as a support 
  weapon. Individually-carried tac missiles are issued to 
  combatants according to the demands of the individual 
  tactical situation. Teleporting commandos often carry 
  light warbots with them, to provide additional support 
  and for cover in case of retreat. Occasionally, a unit 
  may be armed with other weapons (grenades, gauss 
  rifles and so on), or support units such as artillery may 
  be temporarily attached for special missions. Support 
  personnel in commando units are equipped with combat 
  armour and armed with gauss rifles.
  In long-range penetration situations, where teleport 
  disorientation is to be expected, commandos jump to 
  previously reconnoitered safe areas (such as small 
  clearings in woods) where they can recover from teleport 
  and then move out against their objective. In short range 
  teleports, commandos are sometimes inserted directly 
  onto the battlefield and open fire almost immediately. In 
  this regard, they are often used in retrograde operations 
  to disrupt an enemy advance, being inserted immediately 
  behind advancing enemy spearheads to ambush follow-
  up forces or even attack spearhead forces from behind.
  Another problem encountered in commando operations 
  is that of recovering the troops after the mission is 
  conducted. Zhodani commandos usually accomplish 
  this by teleportation also. While the best defence 
  against commando raids is to mine or carefully watch 
  every possible assembly point, a task which is almost 
  impossible, considerable success has been had deterring 
  teleports by stringing webbing or netting in unoccupied 
  areas prone to such raids.
  LifT infanTry baTTaLion
  The lift infantry battalion is one of the most common 
  ground formations of the Zhodani military. In Consular 
  Guard formations, two lift infantry battalions are found in 
  the lift infantry regiments and lift mechanised regiments 
  of those respective divisions. One lift infantry battalion is 
  assigned to the tank regiment of a Guard lift mechanised 
  division. In the regular army formations, there are three 
  lift infantry battalions in the lift infantry regiments of a lift 
  infantry division, two in the lift mechanised regiments of a 
  lift mechanised division or lift cavalry division, two in the 
  grav tank regiment of a grav tank division and one in the 
  grav tank regiment of a lift cavalry division.
  With few exceptions, all lift infantry battalions in a lift 
  infantry division are equipped with combat armour and 
  armed with 4mm TL 12 gauss rifles and 40 mm RAM 
  
  46
  grenades. Each squad of a rifle company has one PGMP-
  14 as a support weapon. Individually-carried tac missiles 
  are issued as the tactical situation may warrant.
  Lift infantry battalions in grav tank, mechanised infantry 
  and lift cavalry regiments are equipped with battle dress 
  and armed with PGMP-13s, using FGMP-14s as the 
  squad support weapon. Plans to equip all lift infantry with 
  battle dress are in progress. Medium or larger warbots are 
  generally attached at the corps level but may be assigned 
  to battalions as required by the battlefield situation.
  Zhodani doctrine for the employment of lift infantry is 
  almost identical to Imperial doctrine and only the use of the 
  psionic detachment will be dealt with here. The scramblers 
  (specialists with telekinetic talent) of the assault teams 
  are most often used in conjunction with attacks on enemy 
  fortified positions that, for one reason or another, cannot 
  be neutralised by firepower. Immediately prior to the 
  infantry assault on the position, scramblers will disrupt 
  the defence by telekinetically pulling pins on grenades, 
  squeezing triggers on defender’s weapons, activating 
  safeties on guns and so forth. Troops experienced in 
  combat with Zhodani troops are accustomed to such 
  tactics and take steps to minimise the effects. Fortified 
  positions are generally provided with grenade sumps 
  and troops are careful to either keep weapons pointed 
  out of embrasures or unloaded. Nevertheless, the actual 
  scrambler assault will clearly mark the position to non-
  psionic assault troops and suppress the defender’s ability 
  to fire for several seconds. Properly exploited, this is often 
  a critical advantage for the attackers.
  seCurity and intelligenCe
  The Tozjabr (literally, ‘the eye and the hand’) is the 
  Consulate’s primary intelligence and covert operations 
  agency. The institution is relatively ‘young’, having been 
  established during the period of tension that led up to 
  the First Frontier War. Prior to the establishment of the 
  Tozjabr, intelligence gathering activities and special 
  operations had been handled by various military branches, 
  diplomatic offices and assisted by the Tavrchedl’.
  Faced with a confrontation with a polity the size of the 
  Third Imperium, the Qlomdlabr realised that treating 
  covert operations as an adjunct to other operations 
  was no longer practical. With the need for a dedicated 
  covert operations and foreign intelligence organisation 
  identified, the Qlomdlabr established the Tozjabr as a 
  civilian body independent of all other agencies, including 
  the Tavrchedl’.
  The Zhodani character makes finding suitable candidates 
  for undercover agents and giving them proper training a 
  difficult proposition, even with telepathy. The stress of 
  making decisions and compromises alien to Zhodani 
  culture can be considerable. Extensive counselling is 
  given to operatives before retirement but a small number 
  of Tozjabr agents are unable to readjust to life in the 
  Consulate and have required re-education or, in a few 
  cases, have turned to crime or defected to foreign powers.
  Tozjabr Operations
  The new Tozjabr was formed to participate in the First 
  Frontier War but lacking experience, had relatively 
  minimal impact, being essentially an appendage of 
  Zhodani naval intelligence despite the original wishes of 
  its founders.
  Tozjabr operations became bolder during the long period 
  of tension leading up to the Third Frontier War, when 
  it was largely responsible for the covert funding of a 
  number of psionic institutes throughout Tloql sector (and 
  even beyond). Some of these institutes became schools 
  for turning border world or Imperial citizens into Zhodani 
  agents.
  Since the Second Frontier War, one of the major concerns 
  of the Tozjabr has been activities in the Vargr Extents. 
  These are aimed at propping up friendly governments 
  (such as the 40th Squadron or the Thirz Empire) and, in 
  some cases, weakening unfriendly ones. On the simplest 
  level, these involve gathering intelligence to determine the 
  stability and intentions of ostensible allies and cultivating 
  a web of Vargr agents. Sometimes more direct measures 
  are involved, such as providing covert sponsorship to 
  various groups whose charisma and prestige would be 
  weakened if it were known that non-Vargr arms or funds 
  were flowing toward them. 
  In 1042 the Tozjabr attempted its most audacious 
  operation to date. The Lightning-class cruiser Vermillion 
  Stance, flagship of the Imperium’s 208th Fleet in the 
  Five Sisters subsector, was retired from active service 
  in 1040, it and its consorts being replaced by several 
  ships of newer classes. Transferred to the Scouts, it 
  underwent refit and refurbishment for 16 months at Mora 
  and then was returned to the Five Sisters subsector in 
  preparation for a long-range penetration into the client 
  states to spinward. The mission included large-scale use 
  of the ship’s on-board libraries and labs to enhance local 
  technology as ‘a gift from the Emperor’.
  The Tozjabr acquired the itinerary of the ship from 
  agents within the Imperium and arranged a surprise for 
  
  47
  the ship in the Garconne system of Steblenzh sector 
  (Vanguard Reaches). When it arrived, all went normally 
  until the reception of the Garconne government on the 
  quarterdeck. The Zhodani had procured a variety of 
  data acquisition modules, which were actually warbots 
  in disguise. Programmed to act clumsily, they gave the 
  impression of the Garconne’s wanting to appear very 
  advanced, while obviously having more show than 
  substance. These modules were shipped to the cruiser to 
  acquire much of the technological data being given away. 
  The ruse worked – each group of modules wandered 
  in selected areas of the ship, accompanied by Tozjabr 
  agents surgically altered to prevent detection. The 
  takeover was set for four minutes to midnight (midnight 
  exactly being too obvious). Had it not been for a curious 
  fuel deck ensign who saw through a warbot’s disguise, 
  the plan would have worked perfectly. As it was, the fate 
  of the Vermillion Stance was unknown to the Imperium 
  for years, with details only surfacing after a prisoner 
  exchange following the Fourth Frontier War.
  Capitalising on their successes in Steblenzh and 
  surrounding sectors, the Tozjabr constructed a dummy 
  organisation known as SORAG (in Anglic, ‘Study and 
  Operations 
  Recording Activities 
  Group’). 
  SORAG 
  monitors events in the various Imperial and Zhodani 
  client states in the sectors rimward of the Consulate, 
  allowing them to stay ahead of Imperial diplomatic 
  and economic missions in that region. This false front 
  organisation is believed to have been directly responsible 
  for destabilising pro-Imperial governments and pushing 
  worlds into the Zhodani bloc.
  Since the Fourth Frontier War, and with the approval of the 
  Qlomdlabr, substantial naval and Consular Guard assets 
  have been placed under Tozjabr direction. Rumours 
  persist of the construction of secret Zhodani bases in 
  remote systems of Tloql and Briakqra’ sectors. Certainly 
  the Tozjabr has directed a major effort to support the 
  expansion of the Ine Givar movement in Imperial space 
  (often channelling funding and weapons through the 
  Sword Worlds). The Tozjabr knows that a final reckoning 
  is coming with the Third Imperium and intends to give the 
  Consulate every advantage it can in that clash.
  language
  The Zhodani speak the same standardised language 
  throughout the Consulate, Zdetl, which was adopted 
  during the 300th Olympiad, around −6060. As the 
  Consulate has remained a homogenous entity since 
  the early spacefaring period, only a few dialects 
  exist. They tend to arise from the terminology used 
  by specialised professions rather than planetary or 
  regional linguistic drift.
  Some words in Zdetl have been included in this book 
  but others will likely be needed in the course of any 
  adventures involving Zhodani, especially for personal 
  and world names. Words in Zdetl, as in English, have 
  definite letter frequencies and syllable patterns. Zdetl 
  syllables are formed from up to three elements: an initial 
  consonant sound, a vowel sound and a final consonant 
  sound. The following tables show the various sounds and 
  their relative frequencies. The number in parenthesis 
  shows the total of the relative frequencies: thus initial 
  consonant ‘B’ occurs an average of three times in 127 
  and the vowel ‘I’ eight times in 31.
  Initial Consonants (127)
  Sound
  Freq
  Pronunciation
  B
  3
  bat
  BL
  2
  blood
  BR
  3
  bring
  CH
  3
  chain
  CHT
  7
  which type
  D
  6
  doll
  DL
  4
  paddle
  DR
  3
  drain
  F
  3
  fool
  FL
  2
  flood
  FR
  2
  fry
  J
  4
  joy
  JD
  3
  charged
  K
  3
  kid
  KL
  1
  heckle
  KR
  1
  cracker
  L
  2
  long
  M
  1
  moor
  N
  5
  new
  P
  4
  poor
  PL
  4
  play
  PR
  2
  prey
  Q
  1
  like king
  QL
  1
  like cling
  QR
  1
  like crown
  R
  3
  run
  S
  4
  sun
  SH
  4
  shield
  SHT
  4
  Ishtar
  ST
  4
  store
  T
  3
  town
  TL
  6
  Tlaloc (Aztec)
  TS
  2
  cats
  V
  3
  vine
  VL
  1
  Vland
  VR
  1
  vroom
  Y
  2
  yellow
  Z
  3
  zebra
  ZD
  6
  mazda
  ZH
  4
  measure
  ZHD
  6
  zh + d
  
  48
  Vowels (31)
  Sound
  Freq
  Pronunciation
  A
  7
  lock
  E
  8
  get
  I
  5
  kit
  IA
  4
  yank
  IE
  4
  layer
  O
  2
  go
  R
  1
  Przemysl (Polish)
  Final Consonants (122)
  Sound
  Freq
  Pronunciation
  B
  1
  crab
  BL
  4
  able
  BR
  4
  labour
  CH
  3
  which
  D
  2
  had
  DL
  4
  paddle
  DR
  4
  bladder
  F
  3
  cliff
  FL
  3
  waffle
  FR
  3
  afraid
  J
  2
  age
  K
  1
  pike
  KL
  2
  heckle
  KR
  1
  cracker
  L
  7
  doll
  M
  1
  dam
  N
  1
  can
  NCH
  4
  branch
  NJ
  3
  ninja
  NS
  3
  cans
  NSH
  4
  n + sh
  NT
  2
  cant
  NTS
  2
  cants
  NZ
  3
  n + z
  NZH
  4
  n + zh
  P
  1
  cap
  PL
  4
  apple
  PR
  4
  prey
  Q
  1
  like king
  QL
  1
  like cling
  QR
  1
  like crown
  R
  3
  red
  SH
  4
  wish
  T
  2
  lit
  TS
  4
  lits
  TL
  5
  Tlaloc (Aztec)
  V
  3
  have
  VL
  2
  Vland
  VR
  3
  vroom
  Z
  5
  zebra
  ZH
  4
  measure
  ‘
  4
  glottal stop
  Generating Zhodani Words
  The word generation table allows the use of dice to 
  determine Zdetl words. Sound frequencies in the table 
  are approximate. The table uses two dice, each of a 
  different colour to differentiate between the row and 
  column of a given table. Word generation involves three 
  steps: determining word length, determining syllable 
  types and determining syllable components.
  Word Length: Words may be almost any length, although 
  words of more than six syllables are rare. Word length can 
  be produced by rolling 1d6 to get the number of syllables 
  (to speed generation, the Referee can treat any word of 
  three or more syllables as only three). Alternatively, the 
  player or Referee can specify word length.
  Syllable Type: For each syllable in a word, generate the 
  type of syllable. The basic table is used for initial syllables 
  and for those occurring after a syllable of type VC or CVC. 
  The alternate table is used for syllables that occur after 
  type V or CV syllables.
  baSic SyLLabLe STrucTure
  1
  2
  3
  4
  5
  6
  1
  V
  V
  V
  CV
  CV
  CV
  2
  VC
  VC
  VC
  VC
  VC
  VC
  3
  VC
  VC
  VC
  CVC
  CVC
  CVC
  4
  CVC
  CVC
  CVC
  CVC
  CVC
  CVC
  5
  CVC
  CVC
  CVC
  CVC
  CVC
  CVC
  6
  CVC
  CVC
  CVC
  CVC
  CVC
  CVC
  aLTernaTe SyLLabLe STrucTure
  1
  2
  3
  4
  5
  6
  1
  V
  V
  V
  V
  V
  V
  2
  CV
  CV
  CV
  CV
  CV
  CV
  3
  VC
  VC
  VC
  VC
  VC
  VC
  4
  CVC
  CVC
  CVC
  CVC
  CVC
  CVC
  5
  CVC
  CVC
  CVC
  CVC
  CVC
  CVC
  6
  CVC
  CVC
  CVC
  CVC
  CVC
  CVC
  Syllable Components: The component consonants and 
  vowels for a syllable are determined from the remaining 
  tables. By inspection of the syllable type, the correct 
  column is determined (initial consonant, vowel or final 
  consonant). Roll one die to determine which table in the 
  column is used, followed by two dice to determine the 
  specific vowel or consonant to be used.
  Sometimes the table dictates two consonant clusters 
  in succession (a final consonant followed immediately 
  by an initial consonant); some such combinations are 
  
  49
  unpronounceable even for the Zhodani and should be 
  truncated to just the initial consonant. Such combinations 
  include any combination of two consecutive three-letter 
  consonant clusters. The sequence RRR is truncated to 
  R.
  iniTiaL conSonanT TabLe 1
  1
  2
  3
  4
  5
  6
  1
  b
  b
  b
  b
  b
  bl
  2
  bl
  bl
  br
  br
  br
  br
  3
  br
  ch
  ch
  ch
  ch
  ch
  4
  cht
  cht
  cht
  cht
  cht
  cht
  5
  cht
  cht
  cht
  cht
  cht
  cht
  6
  d
  d
  d
  d
  d
  d
  iniTiaL conSonanT TabLe 2
  1
  2
  3
  4
  5
  6
  1
  d
  d
  d
  d
  dl
  dl
  2
  dl
  dl
  dl
  dl
  dl
  dr
  3
  dr
  dr
  dr
  dr
  f
  f
  4
  f
  f
  f
  fl
  fl
  fl
  5
  fr
  fr
  fr
  j
  j
  j
  6
  j
  j
  j
  j
  jd
  jd
  iniTiaL conSonanT TabLe 3
  1
  2
  3
  4
  5
  6
  1
  jd
  jd
  jd
  k
  k
  k
  2
  k
  k
  kl
  kl
  kr
  kr
  3
  l
  l
  l
  m
  m
  n
  4
  n
  n
  n
  n
  n
  n
  5
  n
  n
  p
  p
  p
  p
  6
  p
  p
  p
  pl
  pl
  pl
  iniTiaL conSonanT TabLe 4
  1
  2
  3
  4
  5
  6
  1
  pl
  pl
  pl
  pl
  pr
  pr
  2
  pr
  q
  q
  ql
  ql
  qr
  3
  qr
  r
  r
  r
  r
  r
  4
  s
  s
  s
  s
  s
  s
  5
  s
  sh
  sh
  sh
  sh
  sh
  6
  sh
  sh
  sht
  sht
  sht
  sht
  iniTiaL conSonanT TabLe 5
  1
  2
  3
  4
  5
  6
  1
  sht
  sht
  sht
  st
  st
  st
  2
  st
  st
  st
  st
  t
  t
  3
  t
  t
  t
  tl
  tl
  tl
  4
  tl
  tl
  tl
  tl
  tl
  tl
  5
  tl
  ts
  ts
  ts
  v
  v
  6
  v
  v
  v
  vl
  vl
  vr
  iniTiaL conSonanT TabLe 6
  1
  2
  3
  4
  5
  6
  1
  vr
  y
  y
  y
  z
  z
  2
  z
  z
  z
  zd
  zd
  zd
  3
  zd
  zd
  zd
  zd
  zd
  zd
  4
  zd
  zh
  zh
  zh
  zh
  zh
  5
  zh
  zh
  zhd
  zhd
  zhd
  zhd
  6
  zhd
  zhd
  zhd
  zhd
  zhd
  zhd
  voWeL TabLe 1
  1
  2
  3
  4
  5
  6
  1
  a
  a
  a
  a
  a
  a
  2
  a
  a
  a
  a
  a
  a
  3
  a
  a
  a
  a
  a
  a
  4
  a
  a
  a
  a
  a
  a
  5
  a
  a
  a
  a
  a
  a
  6
  a
  a
  a
  a
  a
  a
  voWeL TabLe 2
  1
  2
  3
  4
  5
  6
  1
  a
  a
  a
  a
  a
  a
  2
  a
  a
  a
  a
  a
  a
  3
  a
  e
  e
  e
  e
  e
  4
  e
  e
  e
  e
  e
  e
  5
  e
  e
  e
  e
  e
  e
  6
  e
  e
  e
  e
  e
  e
  voWeL TabLe 3
  1
  2
  3
  4
  5
  6
  1
  e
  e
  e
  e
  e
  e
  2
  e
  e
  e
  e
  e
  e
  3
  e
  e
  e
  e
  e
  e
  4
  e
  e
  e
  e
  e
  e
  5
  e
  e
  e
  e
  e
  e
  6
  e
  e
  i
  i
  i
  i
  voWeL TabLe 4
  1
  2
  3
  4
  5
  6
  1
  i
  i
  i
  i
  i
  i
  2
  i
  i
  i
  i
  i
  i
  3
  i
  i
  i
  i
  i
  i
  4
  i
  i
  i
  i
  i
  i
  5
  i
  i
  i
  i
  i
  i
  6
  i
  ia
  ia
  ia
  ia
  ia
  voWeL TabLe 5
  1
  2
  3
  4
  5
  6
  1
  ia
  ia
  ia
  ia
  ia
  ia
  2
  ia
  ia
  ia
  ia
  ia
  ia
  3
  ia
  ia
  ia
  ia
  ia
  ia
  4
  ia
  ia
  ia
  ia
  ia
  ie
  5
  ie
  ie
  ie
  ie
  ie
  ie
  6
  ie
  ie
  ie
  ie
  ie
  ie
  
  50
  voWeL TabLe 6
  1
  2
  3
  4
  5
  6
  1
  ie
  ie
  ie
  ie
  ie
  ie
  2
  ie
  ie
  ie
  ie
  ie
  ie
  3
  ie
  ie
  ie
  o
  o
  o
  4
  o
  o
  o
  o
  o
  o
  5
  o
  o
  o
  o
  o
  r
  6
  r
  r
  r
  r
  r
  r
  finaL conSonanT TabLe 1
  1
  2
  3
  4
  5
  6
  1
  b
  b
  bl
  bl
  bl
  bl
  2
  bl
  bl
  bl
  br
  br
  br
  3
  br
  br
  br
  br
  ch
  ch
  4
  ch
  ch
  ch
  d
  d
  d
  5
  d
  dl
  dl
  dl
  dl
  dl
  6
  dl
  dl
  dr
  dr
  dr
  dr
  finaL conSonanT TabLe 2
  1
  2
  3
  4
  5
  6
  1
  dr
  dr
  dr
  f
  f
  f
  2
  f
  f
  fl
  fl
  fl
  fl
  3
  fl
  fr
  fr
  fr
  fr
  fr
  4
  j
  j
  j
  j
  k
  k
  5
  kl
  kl
  kl
  kl
  kr
  kr
  6
  l
  l
  l
  l
  l
  l
  finaL conSonanT TabLe 3
  1
  2
  3
  4
  5
  6
  1
  l
  l
  l
  l
  l
  l
  2
  m
  m
  n
  n
  nch
  nch
  3
  nch
  nch
  nch
  nch
  nch
  nj
  4
  nj
  nj
  nj
  nj
  ns
  ns
  5
  ns
  ns
  ns
  nsh
  nsh
  nsh
  6
  nsh
  nsh
  nsh
  nsh
  nt
  nt
  finaL conSonanT TabLe 4
  1
  2
  3
  4
  5
  6
  1
  nt
  nt
  nts
  nts
  nts
  nts
  2
  nz
  nz
  nz
  nz
  nz
  nzh
  3
  nzh
  nzh
  nzh
  nzh
  nzh
  nzh
  4
  p
  p
  pl
  pl
  pl
  pl
  5
  pl
  pl
  pl
  pr
  pr
  pr
  6
  pr
  pr
  pr
  pr
  q
  q
  finaL conSonanT TabLe 5
  1
  2
  3
  4
  5
  6
  1
  ql
  ql
  qr
  qr
  r
  r
  2
  r
  r
  r
  sh
  sh
  sh
  3
  sh
  sh
  sh
  sh
  t
  t
  4
  t
  t
  ts
  ts
  ts
  ts
  5
  ts
  ts
  ts
  tl
  tl
  tl
  6
  tl
  tl
  tl
  tl
  tl
  tl
  finaL conSonanT TabLe 6
  1
  2
  3
  4
  5
  6
  1
  v
  v
  v
  v
  v
  vl
  2
  vl
  vl
  vl
  vr
  vr
  vr
  3
  vr
  vr
  z
  z
  z
  z
  4
  z
  z
  z
  z
  z
  zh
  5
  zh
  zh
  zh
  zh
  zh
  zh
  6
  ‘
  ‘
  ‘
  ‘
  ‘
  ‘
  Word Generation Example: The Referee needs to name 
  a new Zhodani NPC. He throws 1d6 (rolling 2) to get the 
  name length: two syllables. He then rolls 2d6 on the basic 
  table (6, 4) to find the initial syllable type: CVC. Since the 
  first syllable is type CVC, he must roll 2d6 on the basic 
  table again for the second syllable type (rolling 3, 4) and 
  gets VC.
  For the syllable CVC, each component must be 
  determined. Rolling 1d6 (4) followed by 2d6 (1, 5) for the 
  initial consonant produces pr. For the vowel, rolling again 
  and getting 2 followed by 6, 3 produces e. For the final 
  consonant, rolling 3 followed by 2, 5 produces nch. The 
  initial syllable is prench.
  Next, each component must be determined for the 
  syllable VC. Rolling for the vowel 3 followed by 6, 5 
  gives i; rolling 4 followed by 3, 1 for the final consonant 
  produces nzh. The Zhodani name, then, is Prenchinzh. 
  In accordance with the rule for Zhodani names, we would 
  then add a suffix to indicate the character’s status. If he 
  were an Intendant, for example, the -iepr suffix would be 
  added, giving Prenchinzhiepr.
  Zhodani Names
  Proles have two names – a personal and family name. 
  Each has a child’s name that is used until age 18, at 
  which point the individual selects a personal name for 
  
  51
  use in adulthood. Both are drawn from a wide variety of 
  traditional names. The family name may be taken from 
  either mother or father; different families trace lineage 
  through paternal or maternal lines. Family names are 
  numerous, most originating in place names (town, 
  estate or planet) or occupation (farmer, baker, mechanic, 
  radioman) although the original significance may be lost. 
  Use the word generation system but add a suffix like -qaf 
  (‘from’, as in Dliant Jdiprzhdilqaf, or Dliant from Jdiprzhdil, 
  a large estate on Zhdant) and -nad (‘-er’, as in Tliaqrnad, 
  or miller, from Tliaqre’ [‘to grind grain’]).
  Intendants follow the same scheme as Proles but suffix 
  -iepr after their personal name. Thus if Dliant Jdiprzhdilqaf 
  had a high Psionic Strength, his name as an Intendant 
  would be Dliantiepr.
  Nobles have one name with a suffix which indicates title, 
  as shown in the table below. 
  There are actually several suffixes for Social Standing 15, 
  -iashav is simply the most common. If Dliant Jdiprzhdilqaf 
  was promoted first to the Intendant class as Dliantiepr 
  and then raised to Social Standing 11 as a Noble, his 
  name would become Dliantatl.
  Sample names:
  Prole: Qenzh Chtilnats, Shtelke Dliatsevqaf, Plevianeqr 
  Stonjinad.
  Intendant: Tliablzhdiliepr, Dlenjiashfriapqaf, Plitsiep’r 
  Fezdepniajnad, Dle’yazheiepr, Prenchinzhqaf.
  Noble: 
  Detspreflatl, 
  Jrvatsistebr, 
  Chipldlastlas, 
  Stezfialtlasche’.
  Deliberately using a short form of a Zhodani’s name (‘Tlia’ 
  for Tliablzhdiliepr) implies a close romantic relationship. 
  Unless such exists, doing so in public, especially with a 
  Noble, is one way to be arrested for re-education.
  Converting Anglic Names to Zdetl
  There is a method for converting Anglic names to Zdetl 
  equivalents. This can be useful for when the Referee 
  is pressed to come up with a name or can be used to 
  convert real-world names to Zdetl.
  First, drop all starting and final vowels. For example, 
  Robert Eaglestone (the inventor of this method) would 
  become Robert Gleston.
  Second, combine repeated consonants. For example, 
  Marc Miller (the creator of Traveller) would become Marc 
  Miler.
  Third, apply vowel rules as shown here. Continuing our 
  examples, Marc Miler becomes Merc Molar and Robert 
  Gleston would become Riebart Glastien.
  Original Anglic
  Becomes Zdetl
  a
  e
  ae
  i
  au
  ia
  e
  a
  ea
  e
  eo
  a
  i
  o
  ie
  e
  o
  ie
  u
  o
  ue
  e
  final y
  q (or drop)
  other y
  e (or drop)
  Fourth, apply non-final consonant rules as shown. In this 
  step, Merc Molar becomes Zedlm Zoklar and Riebart 
  Glastien becomes Dliestart Jdakien.
  Social Standing
  Title Suffix
  Zhodani Origin
  Anglic Translation
  10
  -iepr
  Dlenchiepr
  ‘intendant’
  11
  -atl
  Pranatl
  ‘aspirant’
  12
  -stebr
  Jdistebr
  ‘wellborn’
  13
  -tlas
  Viestlas
  ‘highborn’
  14
  -tlasche’
  Zhobrtlasche’
  ‘noble born’
  15
  -iashav
  Preblshienchiashav
  ‘princely born’
  
  52
  Original Anglic
  Becomes Zdetl
  b
  st
  br
  dr
  c
  m
  ch(r)
  qr
  d
  zd
  f
  sht
  fr
  q
  g
  zhd
  gl
  jd
  h
  sh (or drop)
  j
  n
  k
  f
  l
  kl
  lt
  ql
  m
  z
  n
  d
  nd
  y or v
  p
  tl
  ph
  l
  q
  fl
  r
  dl
  rn
  v
  rt
  cht
  s
  ch
  sh
  pl
  sm
  vl
  st
  k
  t
  br
  te(r)
  kr
  th(l)
  fr
  th(r)
  j
  v
  p
  w
  vr
  x
  (drop)
  z
  z
  Fifth, apply final consonant rules as shown. Now, Zedlm 
  Zoklar becomes Zedlm Zoklam and Dliestart Jdakien 
  becomes Dliestants Jdakieqr.
  Sixth, edit any occurrences of four or more consonants 
  together by dropping extraneous consonants to fit the 
  Zdetl language rules. Neither Zedlm Zoklam or Dliestants 
  Jdakieqr have any problems here.
  Seventh, where multiple consonants do not fit the 
  rules, add a vowel to fix. For example, the ‘dlm’ in 
  Zedlm needs to be separated. We select ‘E’ (it is the 
  most common vowel) and this changes Zedlm Zoklam 
  to Zedlem Zoklam.
  If Zedlem becomes an Intendant, his name would be 
  Zedlemiepr and if he were Noble, and had a Social 
  Standing of 15, his name would be Zedlemiashav.
  Original Anglic
  Becomes Zdetl
  b
  z
  br
  dr
  c
  m
  ch(r)
  qr
  cy
  nj
  d
  n or tl
  f
  sh
  fr
  q
  g
  zh
  gl
  jd
  h
  sh (or drop)
  j
  n
  k
  f
  l
  l
  ld
  nsh
  lt
  ql
  m
  z
  n
  qr
  nd
  v
  (r)ns
  zh
  (i)on
  ‘
  p
  tl
  ph
  l
  q
  fl
  r
  m
  rd(s)
  br
  rk
  nt
  rn
  v
  rt
  nts
  s
  r
  sh
  kr
  sm
  vl
  st
  kl
  t
  j
  te(r)
  kr
  th
  f
  th(l)
  fr
  th(r)
  j
  v
  dl
  w
  vr
  wn
  k
  x
  (drop)
  y
  q
  z
  z
  
  53
  Abradlnad: The Zhodani equivalent to the Imperial credit.
  Abrr: Literally, ‘surprise’.
  Abrstia: The abrstia is an analogue of Terran chickens 
  but with fibrous feathers, which can be woven into cloth 
  and is known from fossil records and genetic studies to 
  be a native Zhdant life form.
  Achte’: Literally, ‘to be suspicious’ or ‘to have a suspicion’.
  Adr: Literally, ‘grasp’.
  Adrablsish: Pliebr’s innermost satellite in the Zhdant 
  system (orbit 0).
  Adre’: Literally, ‘to grasp’ or ‘to grab’. The use assumes 
  that some force is involved. 
  Adrnad: Literally, ‘grasper’ or ‘a person who grasps’. Has 
  come to apply to hoarders and miserly individuals.
  Adrtletlvra: Literally, ‘silent grasp’. Used as the name of 
  a Zhodani attack speeder.
  Alekre’: Literally, ‘to favour’.
  Ataniebl: Literally, ‘harvest’, the season on Zhdant to 
  harvest mature crops.
  Atchafser: Literally, ‘waning’, the season on Zhdant 
  when the hot summer weather becomes temperate.
  Atkazdievl: Literally, ‘the first psionic games’. Used to 
  refer to the beginning of the Zhodani calendar.
  Atlthequzdij: A triple olympiad, or cycle of three Zhodani 
  olympiads, containing 2,200 zhdanstial, equivalent to 
  2,476.76 standard days.
  Atlthequziastial: Literally, ‘triple olympiad day’, is a 
  holiday added immediately after every third olympiad.
  Atpaipr: Literally, ‘thaw’, the season on Zhdant of melting 
  of winter ice and thawing of frozen ground.
  Atrint: Literally, ‘raining’, the season on Zhdant 
  associated with spring rains and the planting of crops.
  Atshtiavl: Literally ‘chill’, the freezing winter season on 
  Zhdant.
  Baz: Literally, ‘barbarian’, Often used in a derogatory 
  fashion to mean Imperials.
  Bazi: Literally, ‘last’.
  Briepl: Literally, ‘condemn’.
  Brne’: Literally, ‘to assemble’, or ‘to gather together’.
  Brovlekal: Pliebr’s fifth satellite, a gas giant in the Zhdant 
  system (orbit 4).
  Chak: Literally, ‘falsehood’ or ‘no’, depending on the 
  context.
  Chedle’: Literally, ‘to guard’.
  Chiadle: Zhodani megacorporation known for farm and 
  factory machinery, robots and vehicles.
  Chiakrzi: Literally, ‘sandstorm’.
  Chinzhe’: Literally, ‘to merit’. or ‘to surpass a standard’. 
  Often used implying morality.
  Choqabr: Literally, ‘sister’.
  Chten: Zhodani year, containing 244 zhdanstial, 
  equivalent to 274.7 standard days. Every third chten has 
  one additional zhdanstial.
  Chtierabl: Consulate province consisting solely of 
  Chtierabl sector, 250 parsecs coreward of Zhdant.
  Dazhia: Literally, ‘enterprise’. The Dazhia-class 2,000-ton 
  council cruiser is often assigned to Qlomdlabr members 
  or their agents for special missions.
  Divl Iadliavr: Literally, ‘Stellar farers’. Official name for 
  the Fifth Core Expedition.
  Dizh: Literally, ‘council’.
  Diziyanatl: A famous Army lift infantry commander from 
  the Second Frontier War; name of a Zhodani Grav AFV.
  Dlabre’: Literally, ‘to be related by function or purpose’.
  Dlemstiats Tsiaqr: The asteroid belt in the Zhdant 
  system (orbit 3).
  Dlenchiepr: Literally, ‘Intendant’. Character with Social 
  Standing of 10.
  Dleqiats: Larger of Zhdant’s two continents, where 
  prehistoric development of the Zhodani took place.
  Dleqiatsz: A native of Dleqiats.
  Dlolprikl: Ancient Zhodani city on Zhdant which served 
  as the capital of the Viepchakliashtie Empire and in 
  modern times is the capital of the Consulate.
  Dore’: Literally, ‘to decree’.
  Draits: Literally, ‘to land safely’ or ‘to arrive safely’.
  Dranzhrin: Literally, ‘sunbright’. Dranzhrin is the Zhodani 
  New Year and as a holiday falls between Atpaipr and 
  Atrint.
  Dranzhrinatch: Literally, ‘sunflight’. Dranzhrinatch is 
  a melancholy time for the commemoration of the dead, 
  taking place between Vrienstial and Atchafser.
  Dranzinqabr: The Zhodani development company that 
  developed a working prototype of the jump drive.
  Driant: Literally, ‘one who represents’. The Zhodani title 
  for a council member, often translated ‘Consul’.
  Driantia: Literally, ‘government led by representatives’.
  Driantia Zhdantia: The Zdetl name for the Zhodani 
  Consulate.
  glossary
  
  54
  Driejabr: Literally, ‘brother’.
  Dzagtlas: The combined plagues which devastated 
  Zhodani civilisation and left the Qiknavrats and 
  Viepchaklts extinct.
  Dzhajak: A large carrion-eating flying creature native to 
  Zhdant.
  Echtovr: Literally, ‘ambitious’.
  Emkachdraf: Pliebr’s sixth satellite, a small airless world 
  in the Zhdant system (orbit 6).
  Erdriad Erdriap: Literally, ‘controller of controllers’. The 
  Ancient artefact that controls the settings of the Erdriap 
  Chensh.
  Erdriap Chensh: Literally, ‘controller of wills’. The 
  Ancient artefact that devastated the central subsectors of 
  Zdiedeiant sector in the −5200s.
  Evadutrats: Unofficial term for the Chirpers found on 
  Evaduts Brem (1909 Ziafrplians).
  Fevranzhtavr: Literally, ‘the book of morality,’ the ‘holy 
  book’, which governs the Tavrziansh philosophy.
  Fevranzhtavrchedl’: Literally, ‘guardians of the book’, 
  the small academic and secular organisation, which 
  governs the content of the Fevranzhtavr.
  Fevranzhvlastavr: Literally, ‘the book of superior 
  morality’. Revised version of the Fevranzhtavr used by 
  the religious dictatorship on Batlpat (1326 Ziafrplians).
  Fienzhatshtiavl: Literally, ‘yonder, chilling thought’. 
  Phenomenon discovered by the Seventh Core Expedition.
  Flietavrian: The goal of Tavrziansh, union with Tavrian, 
  the universal energy field.
  Fronzh: Literally, ‘to lay waste’.
  Fronzhatlivr: Literally, ‘wasteland’. Refers to all territory 
  coreward of the Consulate proper and includes the 
  provinces of Obrefripl, Chtierabl and Vlanchiets Qlom.
  Iabrensh: Consulate province, which includes Zdiedeiant 
  and Stiatlchepr sectors.
  Iadr: Literally, ‘following’. Also used to translate the 
  galactic direction of ‘trailing’.
  Iadr Nsobl: Consulate province, which contains the 
  Zhodani portions of Yiklerzdanzh, Afachtiabr (Far 
  Frontiers), Iakr (Foreven), Briakqra’ (Gvurrdon), Tloql 
  (Spinward Marches) and all of Ziafrplians sector.
  Iavchieql: Name of a class of Zhodani G-Carrier.
  Ibr Ajklia Driachobl: Zhodani megacorporation known 
  for computers and software.
  Ichfench: Zdetl term for the Ancients as a race or culture, 
  explicitly separate from modern Droyne and Chirpers.
  Iebr: Literally, ‘conquest’. Official name for the Third Core 
  Expedition.
  Ivr: Literally, ‘land’.
  Jadlapriants: Consulate province, which includes the 
  Zhdant and Tienspevnekr sectors. Jadlapriants includes 
  both Zhdant (2719 Zhdant) and Addax (2214 Tienspevnekr), 
  along with the rest of the Addaxur Reservation.
  Jadse’: Literally, ‘to carry a message’.
  Jdatl: Literally, ‘range’ or ‘extents’, as in mountain ranges 
  or forest extents.
  Jdatle’: Literally, ‘to extend’, ‘to range across’ or ‘to 
  wander’.
  Jdie’: Literally, ‘to be born’.
  Jdiprzhdil: A large Noble estate on Zhdant.
  Jdistebr: Literally, ‘wellborn’. Character with Social 
  Standing of 12.
  Jiavr: Literally, ‘benefit’.
  Kaz: Literally, ‘to civilise’ but can simply infer the opposite 
  of baz.
  Kazdievlstial: Literally, ‘harvest’, is a traditional harvest 
  festival held between Ataniebl and Atshtiavl.
  Kia: Name of a common class of 50-ton heavy fighter in 
  the Consular Navy.
  Kiatl: Literally, ‘attack’.
  Kredl: The kredl is an analogue of Terran cattle native to 
  Zhdant.
  Lienj: Literally, ‘wind’.
  Lienjshiaflaa: Class of 600-ton patrol corvettes.
  Makarin: A trading combine that operated in the trailing 
  frontiers of the Zhodani Consulate between –2800 and 
  –1800.
  Meqlemianz: Consulate province, which includes the 
  Zhodani portions of Tsadra, Eiaplial and Sidiadl sectors.
  Nenjchinzhe’driante: Highest honour bestowed by the 
  Consulate on its citizens. Often translated into Anglic as 
  the ‘Consular Legion of Merit’.
  Ninz: An old and reliable class of 100-ton scout ships.
  Noql: The noql is an amphibious crawler raised in 
  dammed streams but is known to not be native to Zhdant.
  Obrefripl: Consulate province, which contains the scattered 
  worlds between the provinces of Iabrensh and Chtierabl.
  Otre’: Literally, ‘to be peaceful’ or ‘at peace’.
  Paipr: Literally, ‘thaw’.
  Pliantshotl: Pliebr’s second satellite (orbit 1) in the 
  Zhdant system.
  Pliebr: Solitary K0V star that Zhdant orbits.
  Pradrnad: Literally, ‘psion trained in the Telekinesis 
  talent’.
  Pranatl: Literally, ‘aspirant’. Character with Social 
  Standing of 11.
  Preblshienchiashav: Literally, ‘princely born’. Character 
  with Social Standing of 15. Used as the name of a 
  Zhodani attack speeder.
  
  55
  Preql: Literally, ‘city’. Used as a standalone or a suffix.
  Preqlianz: Literally, ‘area’. Often translated in Anglic 
  as provinces, preqlianz are intermediate governments 
  between the sector councils and the Qlomdlabr on Zhdant 
  and are kept roughly equal in population.
  Priantqlovr Drafr: Literally, ‘military shipping’. Zhodani 
  megacorporation responsible for interstellar transport 
  and passenger service.
  Qadre’idr: Literally, ‘forceful reach’. Name of a stellar 
  main that extends from Kronor (0304 Tloql) to the 
  spinward edge of Ziafrplians sector.
  Qaval: Subsector (H) in Zhdant sector in which Zhdant 
  (Zhdant 2719) is located. Often misspelled ‘Gaval’ by 
  Imperials.
  Qaz: Literally, ‘enforce’.
  Qiets: Literally, ‘be swift’.
  Qiknavra: Smaller of Zhdant’s two continents. Used as 
  the name for a modern class of Zhodani grav tank.
  Qiknavrats: Literally, ‘people of Qiknavra’. The Droyne/
  Chirper race that dominated Qiknavra during Zhodani 
  pre-history, until the Dzagtlas made them extinct.
  Qlomdlabr: The Supreme Council of the Zhodani 
  Consulate, the highest council in the Zhodani government, 
  which meets on Zhdant.
  Qlomdriant: Literally, ‘ruling councillor’. Often used as a 
  title for the supreme executive of a world.
  Qlome’: Literally, ‘to rule’.
  Rans: Literally, ‘hate’.
  Rid: Literally, ‘to sing’ or ‘singing’.
  Rint: Literally, ‘rain’.
  Rotletsatl: Literally, ‘journey’. Official name for the First 
  Core Expedition.
  Shianjo: Literally, ‘good journey’. An 800-ton liner used in 
  the core regions of the Consulate.
  Shidr: One of six Zhodani seasons, containing 40 
  zhdanstial, equivalent to 45 standard days.
  Shiv: Literally, ‘moon’. Used generically for any moon, as 
  opposed to Viepchakl, Zhdant’s moon.
  Shivva: Literally, ‘moonlight’. Name of a class of 600-ton 
  patrol frigates.
  Shivvajdatl: Literally, ‘mountains of moonlight’. A 
  dominant mountain range on the continent of Qiknavra 
  on Zhdant.
  Shtefrabr: Literally, ‘father’.
  Shtiavl: Literally, ‘chill’.
  Shtochiadr: 
  Consulate 
  province, 
  which 
  includes 
  ltvikiastaf sector and the Zhodani portion of Tlabrieish 
  sector.
  Stebre: Literally, ‘to be superior’.
  Stedlas: Name of a common class of 400-ton system 
  defence boat.
  Stial: Literally, ‘day’. 
  Tanzhrtl Zofrtia: Zhodani megacorporation known for 
  the design and manufacture of civilian starships.
  Tavr: Literally, ‘morality’.
  Tavrchedl’: Literally, ‘thought police’, the organisation 
  that combines law enforcement and mental health care 
  in Zhodani society.
  Tavrian: The ‘universal energy field’ from which 
  Tavrziansh teaches all spirits come.
  Tavrziansh: Literally, ‘morality’s path’, the state-
  supported philosophy taught across the Consulate.
  Thequzastial: Literally, ‘olympiad day’, which is a special 
  holiday inserted between Atshtiavl and Atpaipr every third 
  year.
  Thequzdievl: The Psionic Games.
  Thequzdij: An olympiad, or cycle of three Zhodani years, 
  containing 733 zhdanstial, equivalent to 825.2 standard 
  days. Every third thequzdij has an additional zhdanstial.
  Tlatl: Literally, ‘throwing blade’. Name of a 10-ton light 
  anti-shipping missile fighter.
  Tletl: Literally, ‘be silent’.
  Tletlkizhia: Name of a class of 600-ton escort.
  Tlevl: Literally, ‘cruiser’. 
  Tliaqre’: Literally, ‘to grind grain’.
  Tliaqrnad: Literally, ‘one who grinds grain’. Often 
  translated to Anglic as ‘miller’. A common prole family 
  name.
  Tliazhashal: This Zhodani megacorporation is the 
  Consulate’s largest defence contractor and major military 
  starship builder.
  Tlorafrvile: Literally, ‘returning journey’. Official name for 
  the Second Core Expedition.
  Toliak: An Ancient artefact, which projected a three-
  dimensional starmap of space between Zhdant and the 
  galactic core.
  Tozjabr: Literally, ‘the eye and the hand’, The Consulate’s 
  primary intelligence and covert operations agency.
  Vae’: Literally, ‘to shine’. Often used as a suffix to modify 
  other words.
  Vestabl-Makarin: Zhodani megacorporation involved in 
  interface trade with the Vargr Extents.
  Viaj: Literally, ‘truth’ or ‘yes’.
  Viepchakl: Single natural satellite of Zhdant.
  Viepchakliashtie: Literally, ‘moon-worshipping’, as from 
  the Viepchakliashtie Empire.
  Viepchaklpreql: The Ancient city built on Viepchakl and 
  destroyed in the Final War.
  
  56
  Viepchaklstial: Literally, ‘moonday’, a festival of wild 
  abandon held between Atrint and Vrienstial.
  Viepchaklts: Literally, ‘people of Viepchakl’. The Droyne/
  Chirper race which lived on Viepchakl until the Dzagtlas 
  made them extinct.
  Viestlas: Literally, ‘highborn’. Character with Social 
  Standing of 13.
  Vlanchiets 
  Qlom: 
  Consulate 
  province, 
  which 
  encompasses all Zhodani claimed territory coreward of 
  Chtierabl province.
  Vlastchedl’: Literally, ‘superior guardians’. Official name 
  for the psionically powerful religious oligarchy on Batlpat 
  (1326 Ziafrplians).
  Vlastebr: Literally, ‘superior’, from Homo vlastebr, 
  ‘superior man’.
  Vlastiansh: Literally, ‘superior path’. Official name for 
  the philosophy followed by the religious dictatorship on 
  Batlpat (1326 Ziafrplians).
  Vlezhd: Literally, ‘star’.
  Vlezhdatl: Literally, ‘star lord’. Name of a class of 2,000-
  ton frontier cruisers.
  Vlezhdets: Literally, ‘star prince’. A 30-ton medium fighter 
  carried aboard Vlezhdatl-class frontier cruisers.
  Vlezjaq: A winged predator native to Dleqiats’ eastern 
  desert on Zhdant, which vaguely resembles a cross 
  between a Terran bat and a scorpion.
  Vrien: Literally, ‘hot’.
  Vrienstial: Literally ‘heat’, the often stagnant, hot summer 
  season.
  Yetsasl: A racing beast from Zhdant.
  Yonchobo: A slow but reliable draft animal from Zhdant 
  that has adapted well on many worlds in the Consulate.
  Zar: Literally, ‘trek’.
  Zdebr: A common 400-ton trader.
  Zdetl: Standardised language used throughout the 
  Zhodani Consulate.
  Zhant’ad: Literally, ‘workers of the land’. All characters of 
  Social Standing 9 or less; Proles.
  Zhdanstial: Literally, ‘day on Zhdant’. Equivalent to 27.02 
  standard hours, or 1.1258 standard days.
  Zhdant: Zhodani homeworld, in Pliebr’s second orbit, 
  and also the sector in which the Zhodani homeworld is 
  located.
  Zhdantpreql: The Ancient city built on the Qiknavra 
  continent and destroyed during the Final War.
  Zhdanzhdanstial: Refers to any of the six Zhodani 
  holidays.
  Zhdatl: Literally, ‘learning’, from Homo zhdatl, ‘learning 
  man’.
  Zhdeshtede: Literally, ‘consularists’. Official name for 
  the Sixth Core Expedition.
  Zhdiblivlits: Literally, ‘final conquest of the frontier’. 
  Official name for the Fourth Core Expedition.
  Zhdits: Name of a relatively unsuccessful class of 400-
  ton destroyer escorts.
  Zhdotlas: Literally, ‘supreme’, from Homo zhdotlas, 
  ‘supreme man’.
  Zhobrdievl: Literally, ‘raised to nobility’. All characters 
  with a Social Standing of 11 or higher; Nobles.
  Zhobrtlasche’: Literally, ‘noble born’. Character with 
  Social Standing of 14.
  Zhodanizar: Literally, ‘Zhodani trek’. Official name for the 
  Seventh Core Expedition.
  Ziefrabr: Literally, ‘mother’.
  Zjipyli: A small animal native to Zhdant with the ability to 
  change its colour and, to some extent, its shape.
  
  57
  Despite the support of psionics in their work, Zhodani 
  archaeologists and historians have been forced to 
  reconstruct many details of their culture’s prehistory. 
  Further research on the numerous tragedies faced by 
  the Zhodani over the millennia help to give us a new 
  perspective on their past.
  anCient history
  About 300,000 years ago, a fleet of Ancient starships 
  arrived in the Zhdant system, carrying Ancients, 
  Droyne and primitive Humans. The fleet stayed for a 
  couple of years constructing two colonies and then left, 
  never to return to Zhdant. The Ancients constructed 
  their first settlement on Viepchakl, Zhdant’s tide-locked 
  moon. Then they turned to construct a series of bases 
  along the western coast of Qiknavra (the smaller of 
  Zhdant’s two continents), with towering skyscrapers 
  in the western mountain ranges and undersea domed 
  cities offshore, all linked by an extensive grav-based 
  transportation network.
  Over the next century, the Viepchakl and Qiknavra bases 
  grew into cities, each eventually having a population of 
  perhaps 50,000 Droyne. Each was the centre of a vibrant 
  economy. They traded goods and services with each 
  other and constructed orbital stations and other bases. 
  They sent missions into the asteroid belt where they 
  captured planetoids and brought them back to serve as 
  space stations and sources of mineral wealth.
  Zhdantpreql, the name Zhodani archaeologists have 
  given to the planetary metropolis on the Qiknavra coast, 
  was the centre of extensive agricultural and industrial 
  activities. Vast acreages were cultivated, megatons 
  of minerals were mined and heavy industries were 
  established. Many of the Ancients’ activities left marks 
  that remain today: for example, a great open-pit copper 
  mine scars the western edge of the Qiknavra mountain 
  range and toxic waste dumps dating back to this period 
  have been found across the Qiknavra coastal region.
  Not all Ancient activities were explicable – without context, 
  some seem strange or even senseless. The Ancients dug 
  curving trenches in Zhdant’s seabed and then filled them 
  with material quarried from elsewhere on the planet. 
  They sliced off mountaintops, lifted them 20 metres into 
  the air and filled in the gaps with artificial stone. They built 
  reinforced steel buildings and left them empty but sealed 
  against entry.
  Instead of using robots as servants, as they were known 
  to have done on other worlds, the Ancients brought with 
  them Terran Humans. It is unknown whether they were 
  physically removed from Earth itself or were grown from 
  ova and sperm banks taken from a prior sampling of 
  Earth populations; either was well within the Ancients’ 
  capabilities. In any case, the Humans were bred on 
  Zhdant until their population was nearly half a million 
  strong. The exact role Humans played in Zhdantpreql’s 
  society remains unclear but evidence suggests they were 
  both pets and servants.
  Viepchaklpreql, the name given to the city built on 
  Viepchakl, also experienced extensive developments. 
  The city’s foundations burrowed kilometres beneath 
  the lunar crust. Its towers climbed 10 kilometres into 
  the sky. The denizens of the city constructed numerous 
  identical buildings, perhaps residential in nature, and 
  a vast tunnel network that carried services to them. 
  As with Zhdantpreql, the Ancients also performed 
  activities whose exact purpose remains unknown. 
  They bored arrow-straight roads right through solid 
  rock faces with the precision of a laser, only to stop 
  after encountering fissures a few metres deep. Caches 
  of desert sands were carefully sorted into stockpiles 
  based on colour or grain size. There is no evidence, 
  however, that Viepchaklpreql ever housed or bred 
  Humans, or imported them from Zhdantpreql.
  On other worlds, individual Ancient sites are always 
  different and the two cities reflected this feature in almost 
  every aspect. However, they did have one single feature 
  in common: in both cities, road intersections were marked 
  by a stone stanchion topped with a polished crystal 
  octahedron. Archaeologists differ in their interpretation of 
  this feature’s significance – some believe them to be a 
  decoration, others see them as having served a practical 
  purpose, perhaps as signposts or for traffic direction.
  the final war
  Evidence from across Charted Space has revealed that 
  the Ancients destroyed one another in a devastating 
  war that began around −300000 and lasted some 2,000 
  years. Zhdant was spared until quite late in the Final 
  history
  
  58
  War. Radioactive dating shows some 500 megatons 
  worth of nuclear weapons fell on the planet and lunar 
  base, circa −299700. Zhdantpreql was almost totally 
  destroyed: structures were flattened, mechanisms 
  wrecked, landscape crushed and burned. The asteroid 
  station was blasted out of orbit, crashing into the ocean, 
  burying its remains in the sea floor. In addition to the 
  world-wide devastation, the asteroid impact and the 
  nuclear detonations combined to create a nuclear winter, 
  triggering a 20,000-year ice age.
  Viepchaklpreql was also struck hard. Here the destruction 
  was more precise but just as complete. The city towers 
  were sliced off level with the ground, shattering where 
  they fell. The centre of the city became one enormous 
  crater kilometres across, although the attack left no 
  radioactive contamination.
  The attacking strike fleet had done their work well but even 
  in the face of the destruction, some survivors remained 
  alive on Zhdant, both Human and Droyne. Perhaps 
  one-tenth of the population, about 50,000 Humans and 
  10,000 Droyne remained alive. Fearing further attacks, 
  they fled from the radiation-scarred city, scattering into 
  the forests and jungles. The Droyne survivors were too 
  scattered and too shocked by the devastation to rebuild 
  successfully. The more numerous Humans, used to 
  following the orders of their masters, had neither the 
  knowledge nor the skills to do so. The result was a rapid 
  slide into barbarism.
  PriMitive Zhdant
  The ice age that followed the Final War created a set 
  of ice bridges connecting Qiknavra with Dleqiats (the 
  larger of Zhdant’s two continents). Over these natural 
  highways, the surviving Humans of Zhdant journeyed, 
  seeking better lands, perhaps retaining memories of the 
  lost utopia of Zhdantpreql.
  Some 20,000 years after the Final War, the glaciers 
  began to recede. Nomadic hunter-gatherers ranged 
  over the larger continent, following herd-beasts. They 
  slowly developed primitive technologies: stone tools, 
  huts, fishing. By −250000, a primitive Human race the 
  Zhodani call Zhdatl (Homo zhdatl, ‘learning man’) had 
  established itself in the northern mid-latitudes of Dleqiats. 
  Shortly thereafter, a rival race, Vlastebr (Homo vlastebr, 
  ‘superior man’) emerged in the southern regions of the 
  same continent.
  Around −200000, the two distinct Human races contacted 
  each other, leading to both clashes and inter-mixing. The 
  original races were gradually supplanted and replaced over 
  the next 120,000 years by a hybrid race, Zhdotlas (Homo 
  zhdotlas, ‘supreme man’) as sophisticated language 
  and social culture evolved despite the impediment of a 
  second ice age. The next step came in −40000, when 
  Zhdotlas began the first herding of animals, followed 
  by their deliberate breeding. By −30000, Zhdotlas had 
  created several domestic breeds: kredl (an analogue of 
  Terran cattle), abrstia (an analogue of Terran chickens 
  but with fibrous feathers that can be woven into cloth) and 
  noql (an amphibious crawler raised in dammed streams). 
  On the heels of animal herding came agriculture, the 
  raising of grains and even the planting of orchards. By 
  −24000, Zhdotlas was well established as a farmer and 
  had created a growing culture.
  Because Humaniti originally evolved on a different world, 
  most of Zhdant’s animals and plants are indigestible by 
  normal Humans. However, an evolutionary adaptation 
  developed among the surviving Humans allowing them 
  to digest some native proteins and thus some of the 
  native life. Trial and error over the millennia showed 
  which plants and animals were edible and which were 
  not. In addition, the agricultural projects of Zhdantpreql 
  had produced large numbers of livestock and crops, 
  which naturally propagated throughout the environment 
  after the Final War. Some of these plants and animals 
  displaced local forms and became widespread. The 
  abrstia is known from fossil records and genetic studies 
  to be a native Zhdant life form, whereas the noql is not 
  native to Zhdant and may be native to another world or 
  engineered by the Ancients.
  PriMitive ChirPers in Qiknavra
  While Humans developed in Dleqiats, the few surviving 
  Ancients in Qiknavra remained on that continent. The 
  devastation of the war was enough to blast them back to 
  the Stone Age. Without their technological marvels, they 
  were even more helpless than the Humans but some did 
  manage to survive.
  The Ancients were Droyne, a race of winged reptiles 
  whose society was based around a caste system. 
  Those who fled the devastation of the Final War lost the 
  traditions that established and maintained castes, and 
  became Chirpers – casteless Droyne, a phenomenon 
  observed on many other worlds where Droyne survived 
  the Final War.
  It took 50,000 years but the Chirpers eventually regained 
  agriculture and within 100,000 years had created two 
  large empires: one in the southern mountain ranges, 
  the other in the northern lowlands of Qiknavra. At that 
  point, however, both empires ceased to develop past 
  
  59
  the working of bronze; the Chirpers had little interest in 
  any government (or invention) that provided more than 
  the necessities needed for a reasonably comfortable 
  agrarian existence.
  They did, however, retain the Droyne’s natural psionic 
  abilities. Psionic talents provided limited transportation 
  through teleportation and communications over distance 
  through telepathy. The Chirpers’ ability to maintain 
  empires of considerable size and stability was largely the 
  result of their psionic talents.
  the viePChakliashtie eMPire
  The first major Human empire on Zhdant had its origin 
  in the agricultural communities on the western coastal 
  plains of Dleqiats. These lowlands were fertile, rich 
  areas well suited to farming. Over the course of several 
  centuries, their population grew and the land under 
  cultivation expanded.
  As farmers, they had a natural interest in the seasons 
  and along the coast, they made the connection between 
  the ocean tides and the lunar phases of Viepchakl 
  overhead. A priesthood capable of predicting seasons 
  and tides grew up and over the course of the centuries 
  established a religion of Viepchakl worship. As their 
  influence waxed, Viepchakl’s power grew, replacing the 
  older sun god Pliebr as the most powerful member of 
  the regional pantheon. The priesthood became a highly 
  organised institution and their religion both a motive and 
  binding force for an expanding state.
  By −18000 the Viepchakliashtie Empire (‘moon-
  worshipping’) had gained sovereignty over coastal strips 
  for 500 kilometres north and south and influenced the 
  coast for another 1,000 kilometres in each direction. Its 
  control over the working of iron gave it dominance over 
  its competitors. The art of war, needed to maintain the 
  strength of the Empire against nomadic tribes or raiders, 
  was further developed. Mathematics, originally for 
  computing tides, was raised and refined as a science. 
  A proud capital city, Dlolprikl, arose astride a major 
  river flowing from the interior of the continent. It would 
  grow to a population of a million people, serving as the 
  centre of trade and commerce for other cities, the hub of 
  a busy transport network necessary to keep its teeming 
  population fed.
  The Viepchakliashtie Empire reached its height about 
  −17000, when it established total control over the 
  archipelago of some 200 islands within 2,000 kilometres 
  of Dlolprikl. Around −16500, rivalry among factions of the 
  Viepchakl priesthood split the Empire into various coastal 
  and offshore states, which fell rapidly into decline.
  the disCovery of Qiknavra
  The small successor states to the Viepchakliashtie 
  Empire at first maintained their individual priesthoods, 
  each with a slightly different doctrine from the others. 
  Soon doctrinal questions were being settled as much 
  by the sword and arrow as by scholarly dispute and 
  many priesthoods established military orders to defend 
  territory, convert the heathen, maintain a deterrent force 
  and keep the common folk in line. Gradually, many 
  priesthoods and orders became hereditary and priest-
  warriors slowly evolved into a secular feudal nobility. By 
  −13000, feudalism had taken hold in force and swept the 
  many small nations of north-western Dleqiats. This rise 
  of a noble class helped perpetuate a pattern of wars and 
  entangling alliances that characterised the next 3,000 
  years of Zhodani history.
  Toward the end of that period, the value of science began 
  to be recognised, largely through the idle pursuits of 
  the noble classes. By −9000, it had become stylish for 
  younger sons and daughters to follow scientific pursuits 
  and for the nobility to act as patrons for expeditions of 
  discovery. The key period can be pinpointed to a span 
  of 100 years: −8590 to −8490. In −8590, the printing 
  press was invented (movable type followed in −8530). 
  In −8550, an ocean expedition discovered the continent 
  of Qiknavra. In −8540 explorers in Qiknavra contacted 
  the civilisation that ruled portions of that continent: the 
  Chirpers. The Zhodani named them Qiknavrats, ‘people 
  of Qiknavra’.
  Trade began with the two Qiknavrat empires, with 
  exotic goods from the new continent flowing back into 
  Dleqiats. Not long after, the many regions of Qiknavra not 
  settled by the static Qiknavrat empires were opened for 
  colonisation and exploitation. Zhodani migrated there in 
  large numbers in search of land and wealth. It was soon 
  discovered that the Qiknavrats had psionic powers and 
  within 10 years, a few Humans proved able to learn these 
  same arts as well. Some Qiknavrats were taken back to 
  Dleqiats and served as teachers for this new science.
  industrial revolution
  Psionics became an important factor in social and 
  cultural development over the next two centuries and 
  rapidly spread through both the old and new continents. 
  It was discovered that certain people had innate 
  talents for different kinds of psionic ability and these 
  
  60
  could be improved by early training. Other individuals 
  were inspired by the feats that psionics could perform 
  and attempted to match or duplicate them through 
  science and technology. The need for better and faster 
  intercontinental communications helped spur these 
  developments. Technological improvements to wagons, 
  ships, signal devices and printing were all spurred by 
  attempts to equal the effect of psionics. By −8300, Zhdant 
  was undergoing an industrial revolution.
  This revolution produced railroads, which opened eastern 
  Dleqiats to a wave of settlement similar to that which had 
  swept Qiknavra some 200 years before. The expansion 
  led to vast farming and ranching concerns on the Dleqiats 
  plains, expanding coastal shipping and mining in the 
  mountain ranges.
  Through much of this expansion, the feudal nobility of 
  the many small states of western Dleqiats continued to 
  maintain their power, providing the money to found towns 
  in the east, claiming the new territories in their own names, 
  enforcing their laws and collecting taxes. Eventually, high 
  taxes and the problems of a too-distant administration 
  led to colonial revolts in Qiknavra and eastern Dleqiats, 
  which formed an alliance against the old countries.
  The strife resulted in war after war from −8200 to 
  −8000. New advances in technology were pressed into 
  military service, as aircraft, jets, rockets, plastics, food 
  preservation techniques, radio and submersibles were 
  rapidly developed. By −8000, the warring countries 
  finally agreed to disagree: eastern Dleqiats and Qiknavra 
  were now established as representative democracies 
  (Qiknavra being a multiracial Human/Qiknavrats state) 
  while western Dleqiats kept its feudal system, albeit 
  in a slightly weakened form, with a stronger central 
  government.
  In the period of uneasy peace that began in −8000, all 
  three nations turned their attention to space. Teleports to 
  orbit had been attempted before but proved catastrophic 
  due to energy and momentum problems. Technology was 
  determined to be the answer.
  exPloration of viePChakl
  In −7980, the first orbital flights were made by the air 
  force of eastern Dleqiats, followed quickly by flights 
  from Qiknavra. Ten years later, Zhdant’s orbit was full 
  of artificial satellites, although western Dleqiats lagged 
  behind in rocket technology, only putting up its first 
  satellite in −7951. Eastern Dleqiats mounted the first 
  Zhodani expedition to Viepchakl in −7959, a somewhat 
  controversial event that possessed both religious and 
  scientific significance. The expedition was successful 
  and a permanent moon base was established in −7950.
  In some ways, the exploration of Viepchakl hearkened 
  back to that of Qiknavra: there were Chirpers already 
  there. These Chirpers, soon dubbed Viepchaklts (‘people 
  of the moon’) were the remnants of the Droyne who had 
  inhabited Viepchaklpreql. Some hundreds of Chirpers had 
  survived the Final War in those segments of the extensive 
  underground tunnels that had escaped destruction. Some 
  stayed in cold sleep for thousands of years, while others 
  simply wandered the tunnels, tending hydroponic farming 
  installations or eating from automated food producers.
  Initially it was Human astronauts from eastern Dleqiats 
  that contacted the Viepchaklts but within a year Qiknavra 
  had launched its own expedition, one which included 
  Chirpers.
  The Chirpers from each world met in friendship in the 
  depths of ruined Viepchaklpreql. Within a few days, 
  Chirpers fell ill and began dying. Reacting quickly, the 
  Zhodani determined that the cause was a bacteriological 
  weapon lying dormant since the Final War. The Viepchaklts 
  carried an agent specific to the Qiknavrats: the Qiknavrats 
  carried an agent specific to the Viepchaklts. Apparently, 
  biological agents specific to each type of Droyne were 
  drop-launched during the Final War but each went to 
  the wrong world. Although an immediate quarantine was 
  ordered, the plague was already rampaging through the 
  Viepchaklts and biological samples from Viepchakl had 
  already been sent months before to Zhdant, so it was 
  only a matter of time before the plague spread to the 
  Qiknavrat population.
  The anti-Qiknavrats plague also affected Humans, albeit 
  more slowly. On Viepchakl, most Humans died within 
  weeks. Within a year, Humans on Zhdant were feeling 
  the plague’s first effects. Within two years, one-third of all 
  Humans on Zhdant were dead. In a decade, the Human 
  population was reduced by two-thirds and both groups of 
  Chirpers were extinct.
  The Dzagtlas (as the plague and its effects were called) 
  erased most of the gains of the preceding centuries. 
  Zhdant’s democracies collapsed as vast areas of the 
  plains of eastern Dleqiats were abandoned, as were the 
  Human settlements in Qiknavra. Cities were emptied 
  as attention turned to survival. By −7940, Zhdant had 
  entered a second Dark Age.
  
  61
  eMbraCing PsioniCs
  Through the thousand years of the Second Dark Age, 
  the population of Zhdant slowly recovered. Strides in 
  medicine over the years reduced the plague to just 
  another serious illness. Some knowledge was lost but 
  enough was retained to allow advances in science once 
  they were needed.
  The lessons of history were not ignored either. The 
  nobles of western Dleqiats instituted limited democratic 
  principles while retaining most power for themselves. 
  By −6800, the nobles of western Dleqiats were firmly in 
  charge, not only of their own countries but also of the 
  newly established colonies and expanding territories in 
  eastern Dleqiats and in Qiknavra.
  From its earliest time, the noble classes had held the right 
  to raise a limited number of lower-ranked individuals to the 
  next higher noble rank. It was also possible to raise non-
  nobles to noble rank. Abuses of this power had created 
  an overabundance of nobles as well as dissention among 
  the commoners. Several revolts had to be put down with 
  great force but the basic problem remained. At the same 
  time, psionically trained nobles had gained the upper 
  hand over technologically oriented nobles and looked to 
  maintain their superiority.
  The first Thequzdievl (Psionic Games) were held in 
  Dlolprikl in −6738. Initially the games were poorly 
  organised and attended but they did give common-born 
  participants an opportunity to win a place in the nobility. 
  However, successive games were held every three local 
  years and by −6650 they had become an established 
  institution.
  The psionic nobles’ plan resolved many problems. Firstly, 
  it defused the problem of favouritism in granting new noble 
  titles (now Thequzdievl winners entered the ranks of the 
  nobility along with hereditary nobles and those elevated 
  for service). Secondly, it also increased the ranks of the 
  psionic nobles and guaranteed that they would have the 
  majority in any struggle against technologically oriented 
  nobles. Finally, it established an event for the public that 
  entertained them and defused any latent jealousy or fear; 
  it made psionics part of public life. From this point in 
  Zhodani history, Nobility became inseparably associated 
  with psionic ability.
  Parallel to these developments was the expansion 
  of the Tavrziansh (‘Morality’s Path’) movement. The 
  Fevranzhtavr (‘Book of Morality’) was released in −6623 
  and ultimately became taught in schools across Zhdant. 
  While the philosophy itself is discussed elsewhere, the 
  appearance of the Fevranzhtavr and the spread of its 
  teachings occur alongside the rise of the Thequzdievl as 
  an institution on Zhdant.
  exPansion into sPaCe
  At the same time that psionics developed and expanded 
  in Zhodani society, mundane technology could not 
  be ignored. During the Second Dark Age and the rise 
  of psionics, some scientific knowledge had been lost 
  but enough was retained to allow advances in science 
  to continue, although at a more conservative pace. 
  Technology was accessible to the entire population, 
  providing many of the same benefits that psionics could. 
  The psionic nobles realised that they had to support its 
  development; it provided jobs, an expanding economy 
  and a better quality of life for everyone, which would 
  assure that the psionic nobles remained in power.
  The rebirth continued and accelerated. Eastern Dleqiats 
  was again settled. A transcontinental railroad was laid, in 
  many places on the same roadbed that had crossed the 
  continent more than 1,000 years before. Qiknavra was 
  resettled and the ancient cities rebuilt. Expeditions were 
  mounted in hopes of finding any enclaves of surviving 
  Chirpers but it was fruitless: they were confirmed to be 
  extinct. Humaniti was alone on Zhdant.
  By −6400, the Zhodani had reacquired space travel 
  and with suitable precautions returned to the Viepchakl. 
  Sadly, no surviving Chirpers were discovered there either. 
  Planetary missions followed, with several colonies in the 
  asteroid belt and outer planets established by −6200.
  forMation of the Consulate
  The lure of the stars was as great as the lure of the 
  planets. Between −6200 and −5415, some 50 interstellar 
  missions were mounted with slower-than-light vessels. 
  Colonies were established in six star systems within 
  four parsecs and trade in scientific information and 
  highly valuable or novel goods was carried on. Over 
  a 50 year period, sublight ships travelled established 
  routes, calling at each colony and returning to Zhdant. 
  Exploratory missions went farther out, often on 20 or 30 
  year expeditions. However, during all their explorations, 
  no intelligent races were encountered. The universe 
  seemed to be empty except for the Zhodani.
  Stresses between factions of Nobles rose as the Zhodani 
  expanded. At the forefront were the unresolved differences 
  between psionic and non-psionic Nobles. One generation 
  of Nobles might have a powerful psionic Noble, where 
  the next generation might produce very weak psionic 
  
  62
  Nobles. Powerful Intendants might serve a much weaker 
  psionic Noble, causing further fracture. Other factions 
  might focus on trade, technology or exploration, leading 
  to direct competition between factions. Attempts were 
  made to bring the opposing factions together peacefully; 
  this began the practice of Nobles meeting as councils 
  to resolve differences. Ultimately, these councils would 
  send representatives to meet with other councils’ 
  representatives. In −5823, a union of all Zhodani was 
  established as the Zhodani Consulate, formalising a de 
  facto union of councils, which had existed for some time 
  and establishing the Qlomdlabr (the Supreme Council of 
  the Zhodani) over all other councils.
  Then, in −5415, a breakthrough changed everything. 
  Dranzinqabr, a development company working on a 
  fusion power source in the asteroid belt, chanced on 
  the principles of the jump drive and produced a working 
  prototype. Within 10 years, the Zhodani Consulate was 
  operating a fleet of jump ships and exploring space within 
  50 parsecs. With jump drive technology, the Zhodani 
  could see a truer picture of the universe. Just beyond 
  their previous limits were systems harbouring intelligent 
  life, although still at a rather low technological level. On 
  other worlds, exotic native life provided improved drugs, 
  flavours and fibres. Minerals from new worlds helped 
  shape better structures, better vehicles and better 
  communications.
  exPansion and ContaCt
  The expansion of the Zhodani exposed stresses within 
  their society at the highest levels and the discovery of the 
  jump drive made things worse. The Qlomdlabr became 
  factionalised, with disagreements breaking out into 
  limited warfare between various Nobles and their allies. 
  Only after the destruction caused by the Erdriap Chensh, 
  did a much sobered and unified Qlomdlabr compromise 
  and begin working to repair the devastation.
  In −5120, only 30 years after the halt of the effects of 
  the Erdriap Chensh, Zhodani explorers discovered the 
  The Erdriap Chensh
  The Erdriad Erdriap (‘controller of controllers’) was discovered by Zhodani explorers in −5341, in the Iadvada 
  system (0302 Zhdant), floating in space orbiting a moon. The Erdriap is a single 35,000 ton piece of rock veined 
  with a variety of minerals, riddled with tunnels. The Qlomdlabr ordered the Erdriap to be brought to Zhdant but 
  its size (approximately that of a battleship of that era) and other priorities meant it was recorded and forgotten.
  Qrekrsha (1929 Zdiedeiant) sits on the edge of the great Zhdant Abyss. Initial exploration in the –5400s found 
  nothing of interest but in −5326 a survey team found a massive, mountain-sized amorphous blob of vitreous 
  stone embedded in the ruins of an Ancient city. Eventually similarities between the Erdriap and the vitreous stone 
  were reported and, after discussions, the Qlomdlabr agreed to have them brought together for study. The Erdriap 
  arrived in the Qrekrsha system in −5274 and researchers began earnestly working to find out what the two did.
  The mountain object, eventually called the Erdriap Chensh (‘controller of wills’), was theorised to be able to 
  control the wills of Humans over a vast area of space, elevating or reducing their motivations and direction. This 
  information was kept secret and buried as the Consulate began to collapse under its stresses.
  When fighting did break out, the faction in control of the Qrekrsha system reviewed the two artefacts and, after 
  ensuring their people were safely nearby, they activated the Erdriap Chensh in −5248, intending to benefit 
  their own people and their allies. In fact, the artefact was set for the reverse effect. The field expanded at the 
  speed of light, first within the Qrekrsha system itself, then to the worlds around it, within a 30 parsec radius. The 
  Consulate watched with horror as all Humans within the area stopped caring about themselves or anything else, 
  eventually starving to death. The zone lasted for centuries, leaving a massive barren zone within the Consulate. 
  The warring factions quickly dropped their fighting, recognising that urgency needed to be given to saving 
  populations. In fact, no one knew how long it would continue to expand, so many plans were set in motion. There 
  was great relief when the effect finally stopped progressing in −5150.
  The two artefacts are now kept sectors apart and under direct Qlomdlabr control. Even after six millennia, the 
  zone has a much smaller population than the rest of the Consulate and the Qrekrsha system remains Forbidden.
  
  63
  The Addaxur
  The Addaxur are an intelligent race of six-legged carnivores from the high-gravity world of Addax (A9D4744-D, 
  2214 Tienspevnekr). While they are smaller than Humans, averaging 60 centimetres tall when on six legs, they 
  are capable of reaching their full length of 140 centimetres when stretching up on only two legs. An average 
  Addaxur weighs less than 80 kilograms.
  Being similar to a ‘six-legged armadillo’ (a description of the race made by Imperial diplomats), an Addaxur can 
  be physically surprising to someone who has not dealt with them before. They have no ‘head’; their brain is 
  inside the torso, well protected from predators. The limbs shuffle food to the mouth at the front and their visual, 
  auditory and olfactory senses are located there as well. An even bigger surprise comes when it is realised that 
  each leg can be an arm and each hand is also a foot. While Addaxur are most comfortable walking on six legs, 
  they can still walk on four and can move slowly on two; the most agile Addaxur can manoeuvre on a single leg. 
  This allows them to twist and turn to look, smell and hear better.
  Addaxur can learn to speak Zhodani fairly easily and it is commonly taught to all Addaxur as part of their 
  education. Humans have some difficulty speaking more than simple Addax words and often use computer 
  assistance to produce more difficult or complex sounds. 
  The Addaxur are pack-oriented and similar to the Vargr, using Charisma rather than Social Standing in relation 
  to each other. However, unlike Vargr, most Addaxur are uncomfortable in leadership positions – they lead as 
  events demand and then seek to return to anonymity. Addaxur do not seek to lead the pack, the pack pushes 
  one of its members to lead. As Addaxur also have a strong respect for the most experienced pack members, 
  often they will be the first to suggest a leader. Elder Addaxur take the responsibility of selecting leaders from the 
  pack very seriously.
  Packs can grow quite sizable and occasionally families (and groups of families) move from one pack to another, 
  or form a new pack. Whilst little is known as to the cause for these changes, what is known is that a new pack 
  must not be dependent on another pack, it must be self-sufficient for resources. This means that new Addaxur 
  colonies are not formed until ample preparations have been made, thus the colonisation models for Zhodani and 
  Addaxur settlement are very similar.
  Since Addaxur are native to a high-gravity, high-pressure atmosphere world, Humans on Addax live in special 
  compounds, often grav-supported structures in the higher levels of the atmosphere. In the same way, Addaxur 
  prefer special compounds on Human worlds, which are usually gravitic structures to allow them to adjust the 
  gravity to be more comfortable. Addaxur can adapt to both atmospheric pressure and oxygen levels to a limited 
  extent, by adjusting their metabolism. However, this process becomes very uncomfortable for the Addaxur; it 
  feels much like choking does to a Human.
  The Addaxur have settled on many worlds across the Consulate and are the most significant minor race in 
  Zhodani space. Notably, they have not settled on worlds outside the Consulate and it is very rare that an 
  individual Addaxur will travel outside of it either. As Addaxur grow older, many individuals return to the Addaxur 
  reservation in Tienspevnekr sector, if it will not disrupt their family or pack.
  The development of psionics among the Addaxur came as a surprise to the Zhodani in −4832. Groups of 
  Addaxur had visited Zhdant for over two centuries, leading to a small population permanently living there. One 
  of the permanent residents took to studying how the children of Nobles and Intendants were given psionic 
  instruction and began practicing the various techniques (over a 10 year period), eventually discovering how to 
  perform them. The Addaxur are considerably more comfortable learning through experience, rather than reading 
  instructions, listening to lectures or watching demonstrations. In fact, psionics appear to occur in Addaxur with 
  the same frequency as Humans.
  
  64
  The Addaxur are a pacifist race, believing that deliberately causing death disrupts the progress of the universe. 
  However, they will defend themselves, along with their friends and allies, when threatened. They consider 
  blackmail and betrayal to be related to deliberate causing of death and individuals will sacrifice themselves if it 
  will prevent others from being threatened. For example, if an individual Addaxur is in a hostage situation, and 
  sees a way to save others at the cost of their own life, they will earnestly pursue that course of action. Much like 
  the Zhodani, Addaxur see individuals who do not behave in expected ways as mentally unhealthy. In the past, 
  such individuals were outcast from their packs and Addaxur society as a whole. Today they are aided psionically 
  to adjust to society, not unlike Zhodani re-education techniques. 
  The historical, philosophical and psychological similarities between the Addaxur and the Zhodani have contributed 
  to making them an integral part of the Consulate. As colleagues, they are intensely loyal, often pushing a surprised 
  young Zhodani colleague to lead. They can use psionics (with effort) and fully participate in Zhodani government. 
  However, while not wanting to be in charge of events, they have a surprising amount of influence on decisions 
  because of who they choose to guide and support to make those decisions.
  addaxur CharaCters
  Addaxur have notable (+2) Endurance and weak (−2) Education. Addaxur may take the Army, Entertainer, 
  Government, Merchants, Navy, Proles and Scholar careers. If they take the Army, Government or Navy, they 
  serve only within the Addaxur Reservation. When interacting with non-Addaxur, they select a Zhodani personal 
  name (without the Prole family name and without an Intendant or Noble suffix unless in Government) to use.
  
  65
  The Core Expeditions
  The Imperium, and most other cultures around it, have their hands full exploring and exploiting the systems within 
  or near their own territories. The Zhodani, however, have been driven by unusual circumstances to explore the 
  route to the galactic core.
  In −4218, archaeologists used a combination of clairvoyance and new sensor technology to find previously hidden 
  chambers nearly a mile beneath the ruins of Zhdantpreql. Teleportation was used to reach these chambers, 
  where the archaeological team found certain surviving artefacts. These included the Toliak, a small device that 
  could project a three-dimensional starmap, one which extended along a corridor 30 parsecs in diameter and 
  more than 8,000 parsecs long, aimed from Zhdant in the direction of the galactic core.
  Initial investigation of the Toliak map showed it to be accurate, even to details on stellar spectra, gas giants 
  and worlds. The artefact also proved to be a powerful psionic focus. Most psionically talented individuals found 
  the device to produce an undefined and unexplained sense of hilarity (possibly caused by differences between 
  Human and Ancient brains). A very few, less than one in 10,000, found that the device produced clear, readable 
  impressions, usually of ships and star patterns along the route of the map.
  For more than 200 years, the images remained unexplained. Then in −4074, the Zhodani heavy cruiser Lienjqiets 
  (‘Swift Wind’) misjumped and was assumed lost; 40 years later, it returned to Consulate space. It had spent 38 
  years on a primitive TL3 world, fabricating an important component of its jump drive. The story of its exploits, 
  while interesting, would have been filed as inconsequential and ignored but for one significant fact. A psionic 
  researcher had used the Toliak decades before the cruiser had misjumped and his vision had been recorded. 
  This recording was now proven as fact since it displayed a ship (now identifiable as the Lienjqiets) appearing 
  within a star system (identifiable as within the coreward corridor) and arriving on a world that was unmistakably 
  the world that the Lienjqiets had been stranded on.
  The Toliak was transformed from a museum piece to a state secret overnight, to be used and examined only 
  under very strictly controlled circumstances. All of the visions or premonitions it triggered were carefully recorded 
  and analysed.
  The Qlomdlabr was faced with a dilemma. The Toliak clearly could foretell the future, at least in limited 
  circumstances. It had also been proven as a reliable map of the star systems coreward (at least by expeditions 
  that had reached the first 100 parsecs of the route). They could ignore the Toliak, hiding it away in the archives 
  and never investigating its potential. Alternatively, they could analyse its map and use its potential to expand 
  coreward.
  They chose to use the Toliak. To date, seven major core expeditions have been mounted to travel the route so 
  revealed. There have also been hundreds of minor expeditions investigating systems off the main route, or even 
  beyond the map’s data.
  Expedition
  Zhodani Name (Anglic Translation)
  Imperial Year
  Distance from Zhdant (parsecs)
  1
  Rotletsatl (‘Journey’)
  −4000
  400
  2
  Tlorafrvile (‘Returning Journey’)
  −3400
  600
  3
  Iebr (‘Conquest’)
  −2300
  1,500
  4
  Zhdiblivlits (‘Final Conquest of the 
  Frontier’)
  −1860
  2,000
  5
  Divl Iadliavr (‘Spacefarers’)
  −1130
  3,000
  6
  Zhdeshtede (‘Consularists’)
  −90
  3,500
  7
  Zhodanizar (‘Zhodani Trek’)
  750
  5,000
  
  66
  The Third Expedition met armed resistance – a xenophobic minor race controlling seven systems (at TL 10 but 
  without jump drive) reacted violently when the Zhodani arrived. The Zhodani were prepared, as the Toliak’s 
  images had included space battles. The xenophobes’ resistance was crushed and their worlds bypassed.
  The most recent major expedition was the Zhodanizar, which commenced 355 years ago, in 750. The Qlomdlabr 
  is currently planning the Eighth Expedition – but meanwhile, numerous smaller expeditions are underway, 
  exploring unknown space to either side of the main corridor.
  
  67
  Addaxur, an intelligent species of six-legged carnivores 
  from a world located about 40 parsecs from Zhdant. 
  This minor race had established their own interstellar 
  empire of 37 systems (albeit only a few heavily settled) 
  with communications maintained by sublight ships. The 
  Zhodani observed the fringes of their empire for about 
  10 years before making open contact. The Addaxur 
  were less advanced than the Zhodani, lacking jump 
  drive technology and being late TL8 at the time of 
  contact. Carefully planned overtures established friendly 
  relations. Ultimately, their empire was incorporated into 
  the Consulate but the Addaxur were allowed to retain 
  sovereignty over their 10 most heavily settled worlds.
  The tragedy of the Erdriap Chensh combined with the 
  discovery of the Addaxur rejuvenated Zhodani society, 
  igniting a 4,500 year period of expansion. Expansion and 
  production made for a better standard of living. Worlds 
  were explored, colonies established, new industries 
  created. Long-term expeditions were mounted (and are 
  still ongoing) to explore well beyond their borders: to the 
  galactic core, to other spiral arms and even to the edges 
  of the galaxy.
  Zhodani traders travelled beyond the frontiers of the 
  Consulate. They encountered other species: they met 
  Vargr in Briakqra’ sector in −2800 (accidentally giving 
  them more advanced jump technology) and traded 
  with the Vilani in Provence and Corridor sectors around 
  −2000. By circa −1000, the Consulate had reached its 
  present size but trading expeditions continued. They 
  encountered Imperial traders in 50 and in 460 began 
  mercantile relations with the Aslan of the Trojan Reach.
  the iMPeriuM and the frontier 
  wars
  The Consulate first came into solid contact with the 
  expanding Third Imperium around 550. Imperial colonists 
  and colonising projects found empty worlds in and around 
  the Zhodani frontiers and began settling them. These 
  groups were unaware of the long-standing Zhodani policy 
  forbidding small colonies, as they are unable to provide 
  the necessary infrastructure for the proper mental health 
  of their citizens, and began placing settlements on, what 
  were to them, unclaimed worlds. The Zhodani were 
  more than startled by these numerous invasions and 
  responded, igniting the First Frontier War (589 to 604). 
  The Zhodani soon rallied to their side many of the Vargr 
  of the neighbouring Briakqra’ sector, thus forming the 
  First Outworld Coalition. Their initial attack caught the 
  
  68
  Imperium largely unprepared, quickly expelling Imperial 
  settlements from Iakr and Briakqra’ sectors. Ultimately, 
  the 15 years of the First Frontier War were to engulf all 
  eight of the coreward subsectors of Tloql sector.
  The continued fighting was characterised by destructive 
  raids against high-population Imperial worlds in Tloql 
  sector by the Outworld forces. However, the crushing 
  defeat of such an incursion at Zivije (2812 Tloql) crippled 
  the Zhodani war effort, though at a tremendous cost to the 
  fleet of Grand Admiral Olav hault-Plankwell, the Imperial 
  commander. The negotiated armistice left the Zhodani in 
  control of the Kronor subsector in Tloql but established 
  extensive Imperial claims elsewhere in the sector and 
  was acclaimed an Imperial victory.
  the seCond frontier war
  The Zhodani licked their wounds and spent the next dozen 
  years integrating their new worlds and rebuilding their 
  navy. The Imperium did neither; rather than consolidating 
  his victory, hault-Plankwell launched an expedition 
  against the Imperial Core, seizing the Iridium Throne.
  This ignited a series of Civil Wars within the Imperium. 
  Seeing their chance, the Zhodani formed the Second 
  Outworld Coalition and renewed their attack in the 
  Second Frontier War (615 to 620). However, after a long 
  holding action, the Imperium assembled large forces and 
  forced a stalemate. The Imperial Admiral on the spot, 
  Arbellatra Alkhalikoi (later Empress Arbellatra), ceded 
  more territory. This won a shaky peace that lasted nearly 
  350 years.
  The Zhodani regarded the outcome of the Second Frontier 
  War as a mitigated success since Imperial expansion 
  was halted. Immediate Zhodani territorial ambitions were 
  largely satisfied by the gains of the Second Frontier War 
  and their efforts in Tloql sector became primarily focused 
  on integrating new territory and populations.
  the long PeaCe
  There had always been Nobles, within the Qlomdlabr, 
  who saw exploration and economic development as more 
  valuable than conquest. After the Second Frontier War, 
  these Nobles were joined by others who hoped to extend 
  Zhodani values toward other Human cultures. These 
  Nobles had noticed the growth of the Psionics Institutes 
  within the Imperium and saw them as seeds that might 
  eventually sprout and blossom into the beginning of a 
  ‘mature civilisation’.
  
  69
  In addition, the end of the Civil Wars in the Imperium and 
  the rise of innovations like the X-boat system suggested 
  that, possibly, the Imperium was moving toward a more 
  stable, centrally directed state, similar to the Consulate. 
  Perhaps in that environment, psionics would spread and 
  flourish.
  Therefore, after the victory of the Second Frontier 
  War, these Nobles argued against further war with the 
  Imperium, believing such actions simply reinforced the 
  idea that psions were the enemy. They were joined by 
  other Nobles who felt interstellar war at the level of the 
  First and Second Frontier Wars placed undue strain on 
  the Zhodani economy and society and acclimatised too 
  many Proles to both violence and foreign institutions. 
  On a more practical level, the Navy was busy with the 
  mammoth logistical effort leading to the Seventh Core 
  Expedition and did not want anything to divert attention 
  from this endeavor. They got their way – for the next 
  two and a half centuries, a few incidents aside, peace 
  prevailed.
  The Imperium, too, was tired of war. During the period 
  650 to 750, memories of the last war had faded and 
  cultural exchanges flourished. Many Zhodani academics 
  toured the Imperium and vice versa (writing socio-
  political studies that have rarely been equalled since, due 
  to their first-hand sources). This cooperation extended to 
  many psionic institutes; in some regions, it was actually 
  accepted to have a visiting Zhodani adept, or to go to the 
  Consulate for advanced training.
  no PeaCe between us
  Around 770, the long peace began to crumble. First, 
  the Zhodani policy of engagement was predicated on 
  the assumption that the Imperials would eventually 
  adopt Zhodani views. Many Nobles did not wish to wait 
  for the lengthy changes necessary within the Imperium 
  and instead attempted to influence uncommitted border 
  worlds and client states all along the frontier. Likewise, 
  local interests within the Imperium saw these worlds as 
  fair game for commercial and economic exploitation, and 
  raised fears that they would fall into the hands of the 
  Zhodani.
  Within Tloql sector, several neutral worlds in Querion and 
  Jewell subsectors were torn between native, pro-Zhodani 
  and pro-Imperial factions. Both interstellar states offered 
  aid and assistance to their respective clients. The Zhodani 
  Consulate provided funds to support psionic institutes in 
  the fervent hope that such worlds would evolve into more 
  The Unique Chirpers of Zhdant
  There is one massive problem with Zhodani pre-history – the Chirpers. On worlds where Droyne could not 
  maintain the ability to develop castes, they regressed to Chirpers. Chirpers are around 25 kilograms in mass and 
  live in small groups subsisting on fruits and berries, and the occasional small animal, and although sentient, they 
  are of low intelligence. On Zhdant, the Qiknavrats are significantly larger and forged two empires that traded with 
  the Zhodani after contact was established. Qiknavrats even served as psionic teachers for the Zhodani. All of 
  this led the Zhodani to treat Chirper and Droyne populations with some awe when discovered during exploration, 
  even when that reaction was not returned.
  The scientific and social exchanges of the period of peace between the Second and Third Frontier Wars gave 
  Zhodani researchers access to Imperial studies on Chirper worlds in the Imperium. The wealth of data that was 
  available gave energy to new research and Zhodani scientists were stunned by the results.
  In 1008, a team of scientists reported to the Qlomdlabr that Qiknavrats were genetically neither Droyne nor 
  Chirper but something different. They could prove that Viepchaklts were definitely the same Chirpers found 
  throughout Charted Space but Qiknavrats were not. In fact, the scientists presented two theories.
  The first theory was that Qiknavrats represented a genetically-enhanced Droyne, possibly based on the Ancients. 
  The second, and more uncomfortable theory, was that the Qiknavrats were a Human-Droyne chimera – a 
  deliberate mixing of Human and Droyne genetics. The second theory was supported by the fact that the anti-
  Qiknavrats plague caused the Human Dieback and that the two ‘Chirper’ populations were immune to the plagues 
  that were dropped on their respective populations during the Final War. This also indicated that the attacker was 
  aware of the genetic differences between the two populations.
  Research continues into both theories, controlled and managed at the highest levels of Consulate government.
  
  70
  Zhodani-like societies. When fledgling pro-psionic parties 
  did achieve power, they lent Tavrchedl’ advisors to help 
  them retain it. In general, the Imperium took a more arms-
  length approach but Imperial megacorporations often 
  provided arms, equipment and mercenaries to prop up 
  pro-Imperial governments and, sometimes, to overthrow 
  those who took a pro-Zhodani line.
  In this tense situation, war nearly erupted in 792 over 
  an incident on Attica/Querion in Tloql sector. An election 
  brought a Zhodani-leaning government to power but 
  on its heels came allegations of telepathic ‘influencing’ 
  of the electorate. Revelations that the new President’s 
  husband had taught in a Zhodani-funded psionic institute 
  led to violent anti-government riots. After security 
  police refused to leave their barracks and anti-psionic 
  rioters took over some cities, the panicked government 
  accepted a Zhodani Consulate offer to send troops to 
  ‘restore order’. The Imperium objected and an Imperial 
  naval squadron was sent to blockade Attica and prevent 
  the Zhodani troopships’ arrival. Sector fleets mobilised 
  and diplomats on both sides scrambled to prevent war. In 
  the event, the Zhodani blinked, the Guard never arrived 
  and Attica’s government fell. War was averted, but these 
  tensions remained.
  These situations undoubtedly contributed to what would 
  happen next. From 800 to 826, all across the Imperium, 
  simmering anti-psionic prejudice boiled over into an 
  organised pogrom against psionics. Psionic institutes 
  were shut down, destroyed or forced underground 
  and many psions were killed, imprisoned, lobotomised 
  or driven into hiding or exile. In Tloql sector, where 
  thoughts of the Zhodani influence had kept the issue 
  The Chilling Thought
  While there had been odd reports and strange occurrences along the Core Route over the history of the project, 
  nothing prepared the Qlomdlabr for the reports from the Seventh Core Expedition. They immediately tasked a 
  subcommittee with reviewing all reports and restrictedthe release of all information from the expedition without 
  being reviewed first.
  Less than 400 parsecs down the route, the expedition received reports of turmoil on settled worlds coreward 
  along the expedition’s path. When lead elements arrived in the Prinjobliedl sector in 753, they were forced 
  to assist various worlds suffering from a variety of perplexing problems. Recognising that this required major 
  mental health resources, the expedition commander dispatched a fast squadron back to the Consulate for 
  assistance. The problem escalated in 760, when expedition ships refuelling in a system suddenly experienced 
  similar issues on board their vessels.
  Whatever was happening, it was striking at the very heart of Zhodani culture. Individuals with strong psionic 
  talents would suddenly go insane, Proles would suddenly realise they were furiously unhappy, Nobles and 
  Intendants would turn on each other and no one knew what to do about it or even how to deal with the effects. 
  The result on most worlds was anarchy and bloodshed.
  The expedition commander divided her force, leaving the slower and mostly civilian ships behind while 
  continuing on towards the mission goal. When the relief force arrived, it began to collate the data, while 
  starting a review of the mental health of all settled worlds in Vlanchiets Qlom province (all Zhodani-settled 
  territory coreward of Chtierabl sector). They discovered that a band of settled worlds along the route had all 
  experienced similar effects. What was also odd was the returning data from the Seventh Core Expedition as it 
  proceeded coreward, reporting that the problems disappeared about 2,000 parsecs coreward along the route. 
  Much worse was the data indicating that whatever this phenomenon was, it was travelling backwards along the 
  route towards Zhdant at the rate of approximately one parsec a year. Thus it could be estimated that sometime 
  in 1183, this phenomenon would strike Zhdant, ripping apart the very heart of the Consulate. This ‘effect’ was 
  named the Fienzhatshtiavl (literally, ‘Yonder chilling thought’).
  To prevent panic, the Qlomdlabr chose to suppress this information and use the resources remaining for the 
  expeditions to evacuate Nobles in the path. Qlomdlabr-approved researchers worked to find a way to identify 
  and detect the phenomenon, to ensure the safety of rescue efforts and to support continued study of the effect. 
  As of 1105, the Fienzhatshtiavl extends halfway across Viajlefliez, Bleblqansh, Driasera, Dalchie Jdatl, Chit 
  Botshti, Anzsidiadl and Zheranzanj sectors, continuing its rimward march unabated.
  
  71
  near the surface, anti-psionic activities reached a fever 
  pitch on some worlds, while on a few others, pro-psionic 
  and anti-psionic mobs fought in open conflict. A few 
  thousand psionic refugees even fled into the Zhodani 
  Consulate: these were accepted and typically settled on 
  undeveloped worlds.
  The Psionics Suppressions had a chilling effect on the 
  Zhodani Consulate. The already ragged hopes of the 
  pacifist Nobles were torn to shreds. The entire Zhodani 
  culture was shocked at the Imperial actions. The citizens 
  of the Imperium were exposed as barbarians who had 
  rejected the greatest gift that science could give them. 
  There could be no peace.
  the third frontier war
  The First and Second Frontier Wars were fought 
  primarily for territorial reasons and in response to direct 
  provocation. The Third Frontier War was different. The 
  Zhodani had long recognised that the Imperium was of a 
  higher average technology level and its greater size could 
  ‘out-produce’ the Zhodani within a few centuries, and 
  soon after that, economic imperatives would lead to new 
  expansion that would push the Imperium into Zhodani 
  territory. The Consulate planned the Third Frontier War in 
  a deliberate effort to upset this situation.
  The century leading up to the Third Frontier War was 
  preceded by numerous skirmishes. Even so, many in 
  the Zhodani government favoured a simple policy of 
  containment rather than outright war and even after the 
  Psionics Suppressions, many believed that ‘avoiding 
  contamination’ was a better road to take. Nevertheless, 
  the view gradually grew that a new war was inevitable 
  and, if so, the Consulate had better strike first, rather 
  than being caught by surprise as the Imperium was in the 
  First Frontier War. By 960, the military had begun serious 
  planning, even as the war party attempted to align 
  support for the effort. In the end, they achieved support 
  for a strictly limited war effort.
  The Third Frontier War (979 to 986) was characterised 
  more by commerce raiding and hit-and-run strikes than 
  by great planetary sieges. Unwilling to escalate the war 
  (and make the large-scale commitment that would have 
  required), the Imperium retaliated in kind. The result was 
  severe disruption of commercial activities within Tloql 
  sector. The Zhodani, with their state-controlled economy, 
  were willing to accept these losses, as was the Imperial 
  leadership. The people of the Imperial worlds in Tloql 
  sector were not. The result was growing anti-Imperial 
  sentiment on the part of the sector’s commercial interests 
  and nobility, and criticism of the war effort.
  
  72
  Facing growing demands to either escalate the war by 
  actually invading the Zhodani Consulate (which was an 
  unacceptable commitment of force, given the then state 
  of tensions on the Solomani Rim) or back down, then 
  Emperor Styryx agreed to an armistice, with territorial 
  adjustments heavily favouring the Zhodani.
  More important from a Zhodani perspective was the 
  political fallout from the war. Criticisms of Imperial 
  handling of the crisis led to the Emperor’s abdication. His 
  successors, not wishing to be put in the same position, 
  reinforced the Imperial fleets within Tloql sector. The 
  taxes required to maintain these forces, combined with 
  the chilling effect that the threat of any later Zhodani 
  invasions imposed, effectively served as a brake on 
  future Imperial expansion within the border region.
  the future
  The success of the Third Frontier War strengthened the 
  hand of the anti-Imperial faction in Consular politics. It had 
  also led to the rise of a new group of Nobles who believed 
  that under the correct stimuli, the Imperium itself might be 
  vulnerable. On the other hand, the Qlomdlabr was very 
  mindful of the threat posed to the whole Consulate by the 
  Fienzhatshtiavl. 
  These two groups were brought together by a report 
  submitted to the Qlomdlabr in 1049. Analysis of the 
  Fienzhatshtiavl indicated that it had similarities with 
  millennia-old data from the activation of the Erdriap 
  Chensh. This report erupted into a massive debate within 
  the Qlomdlabr, revealing to the entire council information 
  that had for millennia been kept secret to all but a few.
  Ultimately, researchers concluded that if the Erdriap 
  Chensh were reactivated with the right settings, it could 
  minimise or nullify the effects of the Fienzhatshtiavl. 
  However, the single use of the Erdriap Chensh had 
  affected only part of the Consulate and that part was now 
  the least populated. Despair and panic are emotions not 
  familiar to Zhodani but many members of the Qlomdlabr 
  were overwhelmed by both. 
  The Fourth Frontier War, or ‘False War’ (1082 to 1084) 
  was triggered by a border incident and was fought by 
  reflex: it ended in an armistice even before the Qlomdlabr 
  could receive news of the war and send orders to the front. 
  However, Tozjabr operatives deep in Imperial territory on 
  Rhylanor (2716 Tloql) to observe Imperial fleet movements, 
  made a shocking discovery during the war ... there was a 
  second Erdriap Chensh – on Rhylanor. More interesting 
  was the fact that the complex appeared from observation 
  
  73
  to be significantly larger than the original but the Erdriad 
  Erdriap already in Zhodani hands should still be able to 
  control the function of the Erdriap Chensh on Rhylanor.
  Some Nobles argued for seizing this opportunity to lay 
  waste to Imperial territories for centuries but cooler heads 
  prevailed. If this Erdriap Chensh was large enough, then 
  the two together might help save the Consulate. But for 
  that to happen, Rhylanor had to be in Zhodani hands. 
  The accidental deaths of two members of the Qlomdlabr 
  standing committee in 1096 led to a sudden realignment 
  of forces within the council, with a majority favouring 
  action against the Imperium to seize Rhylanor. Long-
  planned military and covert operations by the Tozjabr 
  and the Zhodani Navy were approved to act as soon as 
  necessary resources could be made available.
  The decision for the final conflict with the Imperium has 
  been made. On that gamble precariously rests the future 
  of the Zhodani culture.
  The Zhodani Timeline
  The following table shows several key events in the history of the Zhodani (with Zhodani and Imperial dates).
  Zhodani
  Imperial
  Event
  −130,538
  −302000
  Ancients arrive at Zhdant with Humans.
  −129,654
  −300000
  Extensive development of Qiknavra by Ancients.
  −129,521
  −299700
  Final War results in devastation of Zhdant; nuclear winter, beginning of First Ice 
  Age.
  −120,811
  −280000
  First Ice Age ends.
  −118,601
  −275000
  Human nomadic hunter-gatherers range over Dleqiats.
  −111,969
  −260000
  Huts, fishing developed.
  −107,548
  −250000
  Homo zhdatl emerges on northern Dleqiats. Qiknavrats rediscover agriculture. 
  −103,127
  −240000
  Homo vlastebr emerges on southern Dleqiats.
  −85,443
  −200000
  Human races clash; mixing creates Homo zhdotlas.
  −63,337
  −150000
  Qiknavrats establish two large but static empires on Qiknavra.
  −41,232
  −100000
  Second Ice Age begins.
  −32,389
  −80000
  Second Ice Age ends.
  −14,705
  −40000
  Animal herding and breeding.
  −10,284
  −30000
  Special domesticated breeds emerge.
  −7631.3
  −24000
  Human development of agriculture and domesticated grains.
  −4979.1
  −18000
  Iron Age; Viepchakliashtie Empire founded.
  −4536.3
  −17000
  Viepchakliashtie Empire at its peak.
  −3652.3
  −15000
  Viepchakliashtie Empire collapses; beginning of the First Dark Age.
  −2768.2
  −13000
  Rise of noble classes and feudalism.
  −1000.1
  −9000
  End of First Dark Age; encouragement of science and exploration.
  −818.3
  −8590
  Invention of the printing press.
  −801.1
  −8550
  Ocean trade leads to discovery of Qiknavra.
  −796.3
  −8540
  First Zhodani contact with Qiknavrats.
  −792.1
  −8530
  Invention of movable type.
  −778.3
  −8500
  Discovery of elementary psionic techniques.
  −690.2
  −8300
  Industrial revolution.
  −646.2
  −8200
  Warfare between Dleqiats and Qiknavra.
  −557.3
  −8000
  Uneasy peace.
  −549.1
  −7980
  First space exploration.
  −539.3
  −7959
  First expedition to Viepchakl.
  −535.3
  −7950
  Viepchakl base; discovery of Viepchaklts (chirpers).
  −535.2
  −7949
  First Qiknavrats-Viepchaklts meeting; beginning of the Dzagtlas.
  −534.3
  −7948
  Qiknavrats-Viepchaklts extinction.
  −533.2
  −7945
  Plague spreads to Zhdant; height of the Dzagtlas.
  
  74
  −531.2
  −7940
  Dzagtlas results in Second Dark Age.
  −27.2
  −6800
  End of Second Dark Age; ascendance of psionics.
  1.1
  −6738
  First Thequzdievl; beginning of current Zhodani calendar.
  50.3
  −6623
  The Fevranzhtavr appears in the historical record.
  149.2
  −6400
  Restart of space exploration.
  193.2
  −6300
  First planetary missions.
  237.3
  −6200
  Planetary colonies established.
  300.1
  −6059
  Zhodani language standardised.
  326.1
  −6000
  First sublight interstellar flights explore Qaval subsector.
  404.2
  −5823
  Consulate established.
  584.3
  −5415
  Jump drive discovered.
  715.2
  −5120
  Contact with Addaxur.
  768.2
  −5000
  Outward expansion into surrounding sectors.
  856.3
  −4800
  Zhodani Consulate adopts policy of absorbing human minor races in adjacent 
  sectors.
  1114.1
  −4218
  Discovery of the Toliak.
  1195.2
  −4034
  Starmap Projector’s effectiveness proved.
  1207.3
  −4006
  First Core Expedition sets out.
  1741.1
  −2800
  First contact with the Vargr.
  2094.3
  −2000
  First contact with Vilani traders.
  2448.2
  −1200
  Consulate achieves TL12 (but mostly TL8-11).
  2536.3
  −1000
  Consulate reaches present size.
  2849.3
  −292
  Zhodani trade expedition contacts the Sword Worlds.
  2896.1
  −187
  Zhodani trade expedition contacts the Darrians.
  2978.3
  0
  Foundation of the Third Imperium.
  3001.1
  50
  First contact with Imperial traders in Tloql sector.
  3005.2
  60
  Imperial colonisation of Tloql sector begins.
  3089.2
  250
  Imperial expansion in Tloql sector begins pushing out Zhodani settlements.
  3182.3
  461
  First contact with the Aslan.
  3199.3
  500
  Imperial explorations into Zhodani territory; Consulate is TL13 (but mostly TL10-
  12).
  3226.2
  560
  Establishment of the Tozjabr.
  3239.2
  589
  First Frontier War begins.
  3245.3
  604
  First Frontier War ends.
  3250.3
  615
  Second Frontier War begins.
  3253.1
  620
  Second Frontier War ends.
  3310.2
  750
  Seventh Core Expedition launched.
  3311.3
  753
  First symptoms of Fienzhatshtiavl discovered.
  3332.2
  800
  Psionic suppressions in Imperium begin.
  3344.1
  826
  Psionic suppressions in Imperium completed.
  3411.3
  979
  Third Frontier War begins.
  3414.3
  986
  Third Frontier War ends.
  3421.1
  1000
  Consulate attains TL 14 (but mostlyTL11-13).
  3439.2
  1042
  Tozjabr seize the Vermillion Stance in Steblenzh sector.
  3457.1
  1082
  Fourth Frontier War (False War) begins.
  3458.1
  1084
  Fourth Frontier War (False War) ends.
  3465.3
  1101
  Planning for Eighth Core Expedition begins.
  3467.2
  1105
  Present Day.
  3487.2
  1150
  Scheduled departure of Eighth Core Expedition.
  Zhodani
  Imperial
  Event
  
  75
  Zhodani equipment across Tech Levels is functionally 
  equivalent to that available in the Imperium. Most Zhodani 
  equipment is designed at up to TL14 (with an average 
  TL13); some TL15 items are manufactured on Zhdant and 
  other advanced worlds but these are generally restricted 
  to a few elite government agencies or military units.
  Zhodani can use equipment and facilities designed for 
  other Human races with little difficulty. One exception 
  is the Zhodani height: as they average two metres tall, 
  low doors and ceilings can occasionally be awkward 
  and clothes or armour designed for ordinary Humans 
  may require re-tailoring (+5% or so to cost) in order to fit 
  properly. Aside from trousers possibly too long in the leg, 
  other races using Zhodani equipment may have another 
  difficulty: some equipment intended strictly for use by 
  Nobles or Intendants (such as Guards combat armour or 
  a personal vehicle) may only have psi-sensitive switches, 
  safeties or triggers.
  Guns and beam weapons other than semi-automatic rifles 
  and shotguns, and items intended for covert operations 
  or criminal activities, are generally unavailable for sale on 
  Zhodani worlds, regardless of the local Law Level, as no 
  local market for such would exist.
  Currency
  The parallel to the Imperial credit in Zhodani space is 
  the Abradlnad, usually abbreviated ‘Ab’. While values 
  between the Imperium and the Consulate may vary 
  widely over time, the credit and the abradlnad are roughly 
  equivalent. For simplicity, all values listed here are in 
  credits.
  Psionics and Technology
  As a psionic culture, the Zhodani have looked to technology 
  to enhance or improve their talents and abilities. While not 
  all research has been successful, there have been two 
  noteworthy developments. The psi-sensitive switch has 
  been available in Zhodani space for millennia. As a rule, 
  such switches are built into all technological devices in 
  the Consulate. The psionic interface, on the other hand, 
  is a very recent development and remains uncommon. 
  Because of their nature, Imperial law makes items with 
  either modification illegal to produce or import into the 
  Imperium.
  Psi-Sensitive Switch (TL 7): Technological devices 
  produced in Zhodani territory (especially recorders, 
  communicators and sensors) contain integral psi-sensitive 
  controls (in addition to regular controls), which allow 
  operation from a distance (up to 50 metres) by ‘flicking’; 
  telekinetic psions may use their talent to increase the 
  distance. These switches are elementary on-off devices 
  used to respond to a command by shifting from one state 
  to the other; they can be tripped by anyone psionically 
  trained who has learned the technique. Many starships 
  are equipped with such switches, which allow Nobles 
  and Intendants to operate equipment without being in 
  physical contact with it. The cost of such a switch built 
  into a device is negligible.
  Psionic Shield (TL 12): Any armour incorporating a 
  helmet or hood can be outfitted with a psionic shield, 
  blocking Telepathy. Unlike the Telepathy power shield, 
  a technological psionic shield is invulnerable to assault 
  and blocks send thoughts. It cannot be lowered without 
  removing the helmet or hood containing the shield. Cr. 
  40,000.
  Non-Zhodani wearing of psionic shield helmets is 
  tolerated for foreign diplomatic personnel. Others must 
  obtain a permit from local authorities. This would be a 
  +0 DM situation with a Check response (page 174 of the 
  Traveller Core Rulebook).
  Buildings, vehicles, and other equipment can also 
  be psionically shielded, but this is much more costly, 
  increasing the cost by 10%.
  Symbiosis Shielding (TL 13): Devices can be shielded 
  from the Interrogate or Control powers of the Machine 
  Symbiosis psionic talent. Each level of shielding applies 
  a −1 DM to the Psion’s Machine Symbiosis skill roll and 
  increases the machine’s cost by 2%.
  Psionic Interface (TL 14): Any weapon or technological 
  device can be outfitted with a Psionic Interface. A 
  character using a device with a psionic interface can use 
  his Psionic Strength DM instead of his Dexterity DM when 
  using the weapon or device; a character without psionic 
  ability gains no benefit from the interface. Psions with the 
  Machine Symbiosis talent bypass the machine’s innate 
  resistance when using a Psionic Interface. The character 
  eQuiPMent
  
  76
  must either touch the device or use Telekinesis to interact 
  with it at range. Adding a Psionic Interface increases the 
  cost of the device by 20%.
  arMour
  Most armour is restricted to military units or use by 
  Tavrchedl’ personnel and is unavailable for sale on 
  Zhodani worlds. Protective gear for hostile environments 
  is widely available, although most likely owned by 
  corporations, Intendants or Nobles rather than Proles.
  Teleportation Suit (TL 12): This device can be integrated 
  into a suit of armour or worn as a form-hugging body-
  suit. It rapidly cools or warms the body after a teleport, 
  minimising the damage from sudden energy gains or 
  losses. The suit costs Cr. 50,000 and allows a character 
  to jump up to 600 metres up or down in a single teleport, 
  or up to 10 kilometres in a single hour when using 
  successive jumps.
  Combat Armour
  One of the more distinctive pieces of Consulate military 
  equipment is the ever-present Zhodani-style combat 
  armour. The combat armour’s distinct clamshell helmet 
  (which splits down the centre to open) appearance 
  deliberately evokes images of Qiknavrats early Imperial 
  armour and headgear. 
  The two-piece clamshell helmet has a seam through 
  the middle of the faceplate and top of the skull which 
  allows it to be opened, with each half then resting on a 
  shoulder. A quick-release at the throat can completely 
  remove the helmet in an emergency. Combat armour is 
  the standard combat uniform of about half of all Zhodani 
  army personnel and most Zhodani ship’s troops. 
  
  77
  Trooper Combat Armour (TL11): The trooper model 
  combat armour is the TL 11 combat armour from the 
  Traveller Core Rulebook (page 88). Combat armour 
  protects from hard vacuum in the same way as a vacc 
  suit and provides life support for six hours.
  Officer Combat Armour (TL 12): This is much like 
  trooper 
  combat 
  armour 
  but 
  considerably 
  lighter, 
  substituting carbon-tube weave for the smart plastic 
  of the Trooper armour. This is further enhanced with 
  a specialised computer weave and communications 
  system. The computer runs Intellect/1 and Expert 
  (Comms) 2, assisting officers with unit coordination and 
  control in battlefield situations.
  Guards Combat Armour (TL 13): Guards combat 
  armour is based on the earlier officer model (including 
  the computer weave and communications system) but 
  has been further improved to enhance the psionic activity 
  of the wearer. It rapidly cools or warms the body after 
  a teleport, minimising damage from sudden energy 
  gains or losses. This allows a character to jump up to 
  600 metres, up or down, in a single teleport, or up to 10 
  kilometres in a single hour when using successive jumps. 
  Special wiring patterns within the armour can be switched 
  on to provide psionic shielding; and switched off to avoid 
  interference with psionic activity. Special glove palms 
  can be removed to expose bare hands for psionic activity 
  requiring physical contact. 
  Noble Combat Armour (TL 14): Zhodani Nobles in the 
  Army and Guards wear Noble combat armour. Based 
  on the guards combat armour, it offers vastly improved 
  protection without impairing movement. Noble combat 
  armour is most distinguished by its broad cloak, made from 
  deep black smart fabric. The armour also incorporates 
  visilight chameleon technology, blending the armour into 
  the background and making it extremely difficult to detect 
  with the naked eye or optical instruments, which gives 
  the wearer a +4 DM to Stealth rolls. The workmanship 
  
  78
  on Noble combat armour is also of very high quality, with 
  special attention to quality of the finish and comfort. 
  Battle Dress
  Zhodani battle dress is modelled after their combat 
  armour, incorporating the same clamshell helmet and 
  body style into powered armour.
  Trooper Battle Dress (TL 13): Trooper battle dress is 
  functionally identical to TL 13 battle dress in the Traveller 
  Core Rulebook (page 88). Trooper battle dress is issued 
  to Zhodani mechanised lift infantry soldiers and jump 
  troops, as well as some navy ship’s troops.
  Guards Battle Dress (TL 14): Guards battle dress is used 
  by commando units and Noble officers in lift mechanised 
  infantry units. While functionally identical to the TL 14 
  battle dress in the Traveller Core Rulebook (page 88), 
  there are some enhancements. The Computer/3 has 
  available Intellect/1 and Expert (Comms) 2 programs, 
  to assist officers with unit coordination and control in 
  battlefield situations, much like the Guards Combat 
  Armour. Additionally, it incorporates the psionic enhancing 
  improvements of Noble Combat Armour. This includes 
  rapidly cooling or warming the body after a teleport, 
  minimising damage from sudden energy gains or losses. 
  It also allows a character to jump up to 600 metres, up 
  or down, in a single teleport, or up to 10 kilometres in 
  a single hour when using successive jumps. Finally, 
  special wiring patterns within the armour can be switched 
  on to provide psionic shielding; and switched off to avoid 
  interference with psionic activity.
  Options
  All standard options listed in the Traveller Core Rulebook 
  (page 88) may be used with Zhodani armour.
  Grav Assist (TL 12): This upgrade can be added 
  to combat armour or battle dress only and adds the 
  functionality of a grav belt to the armour at the cost of Cr. 
  110,000. The internal battery can operate for a maximum 
  of four hours before needing to be recharged.
  augMents
  While augments are available in the Zhodani Consulate, 
  they are culturally frowned on. Augments are seen as a 
  sign of discomfort with how a person views himself, a 
  symptom of mental illness. However, recognising that 
  some augments have value (particularly to compensate 
  for injuries), they are allowed – but all augments for 
  Proles have psi-sensitive switches in them, so that they 
  can be shut off by Intendants or Nobles if necessary.
  All the augmentations listed in the Traveller Core 
  Rulebook are available in Zhodani space; however, 
  requesting augmentations other than to replaced lost 
  limbs or injured functions will almost certainly result in 
  re-education.
  MediCal suPPlies
  Most medicines in the Traveller Core Rulebook or Central 
  Supply Catalogue up to TL 14 are available in the Zhodani 
  Consulate at the listed price. The possession or use of 
  anagathics within the Consulate is viewed as a symptom 
  of mental illness, even for Nobles. Similarly, items like 
  inhibitor drug are very restricted, although the Tavrchedl’ 
  does quietly make use of them. They are not available 
  on the open market. However, psi-enhancing drugs are 
  widely available in the Consulate.
  Psi-Drugs (TL 8+): These drugs restore Psionic Strength 
  if taken when the character has already spent Psionic 
  Armour Type
  Protection
  Required Skill
  Cost (Cr.)
  Mass (kg)
  Trooper Combat Armour (TL 11)
  12
  Vacc Suit 0
  200,000
  18
  Officer Combat Armour (TL 12)
  14
  Vacc Suit 0
  320,000
  10
  Guards Combat Armour (TL 13)
  14
  Vacc Suit 0
  370,000
  10
  Noble Combat Armour (TL 14)
  16
  Vacc Suit 0
  700,000
  6
  Trooper Battle Dress (TL 13)
  16
  Battle Dress 1
  2,000,000
  26 (6.5)*
  Guards Battle Dress (TL 14)
  18
  Battle Dress 1
  3,600,000
  13 (3)*
  *As powered armour, battle dress largely supports its own weight. The mass in brackets is the effective mass 
  to the wearer while the suit is powered up and turned on. The actual mass of the suit is the normal value.
  
  79
  Strength points, or temporarily increase the character’s 
  Psionic Strength if taken when he is at full Psionic 
  Strength.
  Drug
  TL
  Psionic 
  Strength 
  Restored
  Psionic 
  Strength 
  Boosted
  Cost (Cr.)
  Standard
  8
  3
  2
  1,000
  Double
  9
  6
  4
  4,000
  Special
  10
  9
  6
  10,000
  A character who takes more than one dose of Standard 
  or Double Psi-Drug, or a single dose of the Special drug 
  must make an Endurance check, with a –1 DM per dose 
  of psi-drug taken in the last week (not including the one 
  just taken). If the check is failed the character falls ill with 
  a serious fever, suffering 3d6 damage and permanently 
  reducing his Psionic Strength by one.
  Inhibitor Drug (TL 11): Psionic inhibitors dampen the 
  brain’s ability to generate psychic effects. A character 
  who takes (or, more often, is forcibly injected with) an 
  inhibitor drug suffers a –4 DM to all Psionic Strength 
  checks and cannot regain Psionic Strength points. Each 
  hour the character may make an Endurance check to 
  throw off the effects of the drug with a +1 DM for every 
  previous check. Inhibitor drugs have no effect on non-
  psionic individuals. Inhibitor drug is illegal within the 
  Consulate but occasionally the Tavrchedl’ makes use of 
  it for extreme cases. When available, it costs Cr. 8,000 
  per dose.
  Anagathics (TL 15): These drugs are illegal within the 
  Consulate but some Nobles and Intendants try to get 
  them anyway. They cost 3,000 Credits per dose when 
  available. Otherwise, they are the same as described on 
  page 94 of the Traveller Core Rulebook.
  is a legless torso containing a computer, power plant 
  and grav system. A number of arms, usually two but 
  sometimes one, three or more, are attached. Often 
  they have built-in tools or weapons. The robot is usually 
  topped with a rotating head turret containing sensors and 
  communication systems. This basic outline may vary 
  somewhat but it is common throughout the Consulate.
  All robots in this book were designed according to the 
  rules in Book 9: Robot. As a result, there are some 
  differences between these designs and the robot and 
  drone designs appearing in the Traveller Core Rulebook.
  serviCe robots
  Trashbot (TL 11): This trashbot is commonly used by 
  the Zhodani government and nobility. Wandering around 
  an office, it continually picks up waste and stores it in a 
  trash receptacle that it carries with it. When full, the robot 
  dumps it at a local disposal location, then returns to its 
  trash patrol. The janitorial toolkit includes a collection of 
  tools for sweeping, dusting, polishing and vacuuming, as 
  well as static charge dissipaters and assorted mechanical 
  cleaning aids. This toolkit allows the robot to instantly 
  shred any material fed into it. This ability makes the robot 
  ideal for information security applications and it can be 
  found in many Zhodani government offices.
  Characteristics: Str 8 (+0), Dex 8 (+0), Hull 4 (+2), 
  Structure 3, Int 1 (–2), Edu 0 (–3), Soc 0 (–3).
  Skills: Steward 0.
  Body: Size 3 sealed long frame + size 1 sealed unit 
  frame, size 2 arms x2.
  robots and 
  drones
  Zhodani robots are usually TL8 
  to TL14 designs (depending on 
  the planet where they are built). 
  The most advanced models are 
  warbots used by the military. 
  These are typically TL14, with a 
  few TL15 models entering service 
  with Consular Guard units.
  The Zhodani do not, as a rule, 
  build humanoid or autonomous 
  robots. The standard Zhodani 
  mobile 
  robot 
  configuration 
  
  80
  Armour: 3.
  Input/Output: Basic optics, advanced optics, basic 
  vocoder, encoder.
  Integral Systems: Grav floater, janitorial toolkit.
  Computer: Parallel 3GHz CPU, TL 10 memory stick, 
  inhibitor.
  Software: CA 1, AV 2.
  Maintenance Bot (TL12): The maintenance bot has 
  a cylindrical body, two arms each ending in complex 
  tool-hands and a small wedge-shaped head turret, and 
  relies on its grav system for mobility. Manufactured by 
  Chiadle, it is the most common general-purpose repair 
  and maintenance robot used in Zhodani space. It can be 
  seen at starports and aboard merchant or naval vessels, 
  often negating the need for a dedicated maintenance 
  crewman. It comes in various versions, mostly differing 
  in the kind of tool systems used. Zhodani military forces 
  also use the maintenance bot with no modification.
  Characteristics: Str 8 (+0), Dex 8 (+0), Hull 4 (+2), 
  Structure 3, Int 1 (–2), Edu 0 (–3), Soc 0 (–3).
  Skills: Engineer (electronics) 1, Engineer (life support) 
  1, Mechanic 1.
  Trashbot
  Slots
  Mass (kg)
  Cost (Cr.)
  Frame
  Size 1 sealed unit frame
  +1 Hull, +1 Structure
  (2)
  1
  110
  Size 3 sealed long frame
  Armour 3, Hull 3, Structure 2
  (10)
  120
  5,500
  Arms
  Size 2 arms x2
  Str 8, Dex 8
  4
  2
  2,000
  Communication
  Basic optics, advanced optics, basic vocoder, encoder
  3.5
  2
  6,100
  Computer
  Parallel, 3 GHz, inhibitor
  TL 10 memory stick
  0.6
  1
  1,800
  Software
  CA 1 (10 GB, 1 GHz), AV 2 (50 GB, 3 GHz), Steward 0 (100 
  GB, CA 1+)
  0
  0
  14,000
  Integral Systems
  Grav floater (40 kph), janitorial toolkit
  2
  12
  2,250
  Total Mass and Cost
  10.1
  138
  31,760
  Body: Size 3 sealed long frame + size 2 sealed unit 
  frame, size 2 arms x2.
  Armour: 3.
  Input/Output: Basic optics, advanced optics, infrared 
  vision, low-light, basic vocoder, encoder.
  Integral Systems: Grav floater, engineer (electronics) 
  toolkit, engineer (life support) toolkit, mechanical toolkit.
  Computer: Parallel 3GHz CPU, TL 10 memory stick x2, 
  inhibitor, radiation hardened (PF 70).
  Software: CA 1, AV 2.
  Zhodani Warbots
  The Zhodani traditionally use mobile robots as part of 
  their armed forces. These robots are not sapient but are a 
  cheap substitute for ordinary soldiers. They are typically 
  used in conjunction with sapient troops to provide 
  additional firepower, or for strategic reasons.
  Imperial propaganda paints the Zhodani use of ‘death 
  machines’ as one more example of their soulless culture. 
  The Zhodani have a different view. War is necessary, but 
  not glamorous, and their soldiers’ lives are too valuable 
  to waste.
  Maintenance Bot
  Slots
  Mass (kg)
  Cost (Cr.)
  Frame
  Size 2 sealed unit frame
  +1 Hull, +1 Structure
  (4)
  7
  550
  size 3 sealed long frame
  Armour 3, Hull 3, Structure 2
  (10)
  120
  5,500
  Arms
  Size 2 arms x2
  Str 8, Dex 8
  4
  2
  2,000
  Communication
  Basic optics, advanced optics, infrared vision, low-light 
  basic vocoder, encoder
  5.5
  5
  7,100
  Computer
  Parallel, 3 GHz, inhibitor 
  radiation hardened (PF 70)
  TL 10 memory stick x2
  0.7
  1
  6,500
  Software
  CA 1 (10 GB, 1 GHz), AV 2 (50 GB, 3 GHz), Engineer 
  (electronics) 1 (500 GB, CA 1+) Engineer (life support) 1 (500 
  GB, CA 1+) Mechanic 1 (500 GB, CA 1+)
  0
  0
  44,000
  Integral Systems
  Grav floater (40 kph), engineer (electronics) toolkit 
  engineer (life support) toolkit, mechanical toolkit
  2
  36
  5,250
  Total Mass and Cost
  12.2
  171
  70,900
  
  81
  Warbots are normal parts of many Zhodani units and are 
  attached to others for special operations on a mission-
  by-mission basis. They are used in various ways, ranging 
  from mass assault to mobile fire support platform to 
  providing security perimeters or post-battle pursuit. They 
  are vital for clearing built-up areas, where casualties may 
  be unacceptably high for troops; in such missions, they 
  are normally sent to locations where Clairvoyance-using 
  psionic detachments have pinpointed enemy resistance. 
  Against lower-TL forces, use is often made of their flight 
  capabilities for surprise vertical envelopments.
  Warbots are programmed to recognise and ignore friendly 
  troops either through pattern recognition (for example, 
  ‘that is Zhodani combat armour, that is a Zhodani tank ...’) 
  or sometimes other means. They are usually programmed 
  with this information, along with terrain maps, battle plans 
  and threat criteria (such as ‘attack enemy battledress 
  troops, then other infantry’). They are all installed with 
  transponders for battlefield ‘friend or foe’ recognition.
  Zhodani find warbots highly useful in certain non-combat 
  situations. For example, if the Consulate wishes to keep 
  the peace in a riot-torn city, use of troops to patrol the 
  streets simply provides more targets for snipers, leading 
  to an escalation of violence. For such exposed roles, 
  warbots are the best choice – they are better armoured, 
  highly intimidating and discourage retaliation. An 
  insurgent may be willing to trade his life for a Zhodani 
  soldier; would he do the same for a chunk of electronics 
  that the Consulate can well afford to lose?
  Light Warbot (TL 12): This warbot is light enough to be 
  carried as equipment by a Zhodani commando team. 
  In fact, a skilled teleporter can carry one with him when 
  he teleports. A favourite tactic of Zhodani commandos 
  is to teleport deep into enemy territory, leave several 
  behind and then teleport back to safety while the warbots 
  wreak havoc on an unsuspecting enemy encampment, 
  demoralising the enemy.
  Characteristics: Str 8 (+0), Dex 8 (+0), Hull 3 (+1), 
  Structure 2, Int 1 (–2), Edu 0 (–3), Soc 0 (–3).
  Skills: Flyer (grav) 1, Gun Combat (slug pistol) 1.
  Body: Size 2 sealed long frame + size 2 sealed unit 
  frame.
  Armour: 5.
  Input/Output: Basic optics, advanced optics, basic 
  vocoder, encoder, radio transceiver (distant, 5 km).
  Integral Systems: Grav belt, friend or foe HUD, body 
  pistol.
  Computer: Parallel 3GHz CPU, TL 10 memory stick x2, 
  inhibitor, radiation hardened (PF 70).
  Software: CA 1, AV 2.
  Light Warbot
  Slots
  Mass (kg) Cost (Cr.)
  Frame
  Size 2 sealed unit frame
  +1 Hull, +1 Structure
  (4)
  7
  550
  Size 2 sealed long frame
  Armour 1, Hull 2, Structure 1
  (6)
  15
  3,300
  Armour
  Construction armour
  +4 Armour
  0
  2
  193
  Weapon
  Body pistol (3d6–3), 3 mag
  Str 8, Dex 8
  3
  1
  1,500
  Communication
  Basic optics, advanced optics, basic vocoder, encoder 
  radio transceiver (distant, 5 km)
  4.5
  3
  6,700
  Computer
  Parallel, 3 GHz, inhibitor
  TL 10 memory stick x2
  0.7
  1
  2,500
  Software
  CA 1 (10 GB, 1 GHz), AV 2 (50 GB, 3 GHz), Gun Combat 
  (slug pistol) 1 (500 GB, CA 1+) Flyer (grav) 1 (500 GB, CA 
  1+)
  0
  0
  32,000
  Integral Systems
  Grav belt (300 kph), friend or foe HUD
  1.8
  10
  114,000
  Total Mass and Cost
  10
  39
  160,743
  
  82
  Medium Warbot (TL 12): This design is a popular warbot 
  model, with customised versions in use throughout the 
  Zhodani Consulate. The warbot is solid and reliable, 
  with a good intelligence (as far as Zhodani robots go). 
  The model shown here is a basic configuration but many 
  other variations are available, depending on the operating 
  environment or type of mission the warbot will be called 
  upon to perform.
  Characteristics: Str 8 (+0), Dex 8 (+0), Hull 5 (+2), 
  Structure 5, Int 2 (–2), Edu 0 (–3), Soc 0 (–3).
  Skills: Flyer (grav) 1, Gun Combat (energy rifle) 1, 
  Tactics (military) 1.
  Body: Size 4 sealed long frame + size 1 sealed unit 
  frame, size 2 arms x2.
  Armour: 12.
  Input/Output: Basic optics, advanced optics, basic 
  vocoder, encoder, radio transceiver (very distant, 50 km).
  Gadgets/Integral Systems: Circuit protection, grav belt, 
  friend or foe HUD, TL 11 laser rifle.
  Computer: Parallel 3GHz CPU, TL 10 memory stick x2, 
  inhibitor, radiation hardened (PF 70).
  Software: CA 2, AV 2.
  Medium Warbot
  Slots
  Mass (kg) Cost (Cr.)
  Frame
  Size 1 sealed unit frame
  Hull +1, Structure +1
  (2)
  1
  110
  Frame
  Size 4 sealed long frame
  Armour 6, Hull 4, Structure 4
  (16)
  600
  11,000
  Armour
  Hazard armour
  +6 Armour
  0
  300
  1,667
  Arms
  Size 2 arms x2
  Str 8, Dex 8
  4
  2
  2,000
  Weapon
  Laser Rifle (TL 11), 5d6+3
  Str 8, Dex 8
  3
  6
  17,000
  Communication
  Basic optics, advanced optics, basic vocoder, encoder 
  radio transceiver (very distant, 50 km)
  4.5
  3
  6,850
  Computer
  Parallel, 3 GHz, inhibitor 
  radiation hardened (PF 70)
  TL 10 memory stick x2
  0.7
  1
  6,500
  Gadgets
  Circuit protection
  3
  3
  8,000
  Software
  CA 2 (50 GB, 1 GHz), AV 2 (50 GB, 3 GHz), Gun Combat 
  (energy rifle) 1 (500 GB, CA 1+) Tactics (military) 1 (500 GB, 
  CA 1+) Flyer (grav) 1 (500 GB, CA 1+)
  0
  0
  41,000
  Integral Systems
  Grav belt (300 kph), friend or foe HUD
  2
  10
  114,000
  Total Mass and Cost
  17.2
  926
  208,127
  
  83
  Heavy Warbot (TL 14): This heavy warbot is designed 
  to hold its own in a full frontal assault involving armoured 
  troops with fusion and plasma weapons. Even though it 
  is expensive, it stands up well in the most demanding 
  battlefield situations. Besides the obvious offensive uses, 
  it works well as a defensive warbot or a forward scout, 
  with its excellent sensors. The oblong half-dome chassis 
  body presents a small frontal profile, thus minimizing the 
  available target area to the enemy. The small rotating 
  head contains the targeting and firing apparatus for the 
  fusion weapon, allowing the main chassis body to 
  remain under cover while firing.
  Characteristics: Str 16/12 (+3/+2), Dex 10/8 
  (+1/+0), Hull 8 (+3), Structure 6, Int 2 (–2), 
  Edu 0 (–3), Soc 0 (–3).
  Skills: Flyer (grav) 1, Heavy Weapons (man 
  portable artillery) 1, Recon 1, Tactics (military) 1.
  Body: Size 5 sealed long frame + size 2 
  sealed unit frame, size 4 arms x2.
  Armour: 18.
  Input/Output: Basic optics, advanced optics, 
  infrared vision, low-light, audio sensor, radiation 
  sensor, basic vocoder, encoder, radio transceiver 
  (regional, 500 km).
  Gadgets/Integral Systems: Auto-repair, chameleon 
  cover (IR), circuit protection, grav belt, friend or foe HUD, 
  TL 14 FGMP, inertial GPS.
  Computer: Parallel 3GHz CPU, TL 13 memory stick x1, 
  inhibitor, radiation hardened (PF 70).
  Software: CA 2, AV 3.
  Heavy Warbot
  Slots
  Mass (kg) Cost (Cr.)
  Frame
  Size 2 sealed unit frame
  Hull +1, Structure +1
  (4)
  7
  550
  Frame
  Size 5 sealed long frame
  Armour 10, Hull 7, Structure 5
  (32)
  3,000
  50,000
  Armour
  Combat armour
  +8 Armour
  0
  2,255
  25,275
  Arms
  Size 4 retracting arms x2
  Str 16, Dex 8
  12
  30
  7,000
  Weapon
  TL 14 FGMP, 16d6
  Str 12, Dex 10
  5
  14
  102,000
  Communication
  Basic optics, advanced optics, infrared vision, low-light, 
  audio sensor, radiation sensor, basic vocoder, encoder, radio 
  transceiver (regional, 500 km)
  8.5
  8.5
  2,450
  Computer
  Parallel, 3 GHz, inhibitor 
  radiation hardened (PF 70)
  TL 13 memory stick x1
  0.6
  1
  6,100
  Gadgets
  Auto-repair, chameleon cover (IR), circuit protection, 
  inertial GPS
  7
  7
  29,000
  Software
  CA 2 (50 GB, 1 GHz), AV 3 (50 GB, 3 GHz), Flyer (grav) 1 
  (500 GB, CA 1+) Heavy Weapons (man portable artillery) 1 
  (500 GB, CA 1+) Recon 1 (500 GB, CA 1+) Tactics (military) 
  1 (500 GB, CA 1+)
  0
  0
  41,000
  Integral Systems
  Grav belt (300 kph), friend or foe HUD
  2
  10
  114,000
  Total Mass and Cost
  35.1
  5332.5
  377,375
  
  84
  vehiCles
  All of the designs presented here have been designed according to the rules presented in Supplement 5: Civilian 
  Vehicles and Supplement 6: Military Vehicles.
  Civilian Vehicles
  Yonchobo Utility Grav Sled (TL12): This is a medium-weight ‘grav truck’ used by many civilian concerns within 
  Zhodani space, as well as by the Zhodani military. The Yonchobo grav sled is noted for its ruggedness and safety in 
  a wide range of planetary conditions. It is sealed against water and vacuum and is durable enough to withstand likely 
  collisions and incidental impacts. The Yonchobo Utility Grav Sled is named after a slow but reliable draft animal from 
  Zhdant that has adapted well on many worlds in the Consulate.
  YONCHOBO UTILITY GRAV SLED (TL 12)
  M³
  Mass (kg)
  Cost (Cr.)
  Hull
  100 M³, Standard configuration, Superdense, Rugged, 
  Sealed
  —
  17,250
  1,312,500
  —
  Hull: 55 Structure: 60
  —
  —
  —
  Drive System
  Grav
  5
  750
  2,500,000
  Power Plant
  Nuclear Fusion-12, Power output: 384, Fuel 
  Consumption: 16 per hour
  16
  2,400
  240,000
  Fuel
  800 litres (50 hours operation)
  0.8
  800
  —
  Armour
  Superdense 35 (60/30/30/30/30/30)
  2
  18,000
  100,000
  Sensors
  Comprehensive Long Range, Compact (9 km +2 DM)
  1.5
  2
  10,000
  Communications
  Radio 1,000 km (TL 7)
  2
  15
  5,000
  Environmental
  Life Support, Improved
  2
  500
  250,000
  Equipment
  Improved Controls
  —
  —
  25,000
  Airflow Device
  —
  87
  10,000
  Crew
  2 (driver, commander)
  —
  —
  —
  Operating Stations
  2
  2.5
  250
  —
  Passengers
  0
  —
  —
  —
  Cargo
  5.05 dTons
  68.2
  6,820
  —
  Agility
  +2 DM
  —
  —
  —
  Speed
  Cruise: 246 kph Top: 328 kph
  —
  —
  —
  Total
  —
  100
  46,874
  4,452,500
  
  85
  Military Vehicles
  Iavchieql G-Carrier (TL 12): The Iavchieql G-carrier is a good example of Zhodani light vehicle design philosophy: 
  weaponry is preferred over armour. Also, sensors are less powerful than those in equivalent Imperial craft – presumably 
  because the Zhodani place more stock in psionics as a supplement to sensors.
  IAVCHIEQL G-CARRIER (TL12)
  M³
  Mass (kg)
  Cost (Cr.)
  Hull
  80 M³ (base 100), Super Sloped configuration, 
  Superdense, 
  Rugged, Sealed, Stealth Coating
  —
  17,250
  2,460,938
  —
  Hull: 55 Structure: 60
  —
  —
  —
  Drive System
  Grav
  5
  750
  2,500,000
  Power Plant
  Nuclear Fusion–12
  Power output: 528
  Fuel Consumption: 22 per hour
  22
  3,300
  330,000
  Fuel
  1,100 litres (50 hours operation)
  1.1
  1,100
  —
  Armour
  Superdense 36 (80/36/36/22/22/22)
  2.2
  19,800
  110,000
  Weapons
  Fusion X Gun (dorsal internal traversing, TL 10 
  stabilisation) 
  Ammunition: N/A
  9.9
  4,125
  6,750,000
  Laser Sensor
  TL 12 (+5 DM)
  0.1
  0
  3,000
  Decoys
  Multispectral Smoke Discharger (6 uses)
  0.5
  0
  2,000
  Anti-Laser Aerosol (6 uses)
  0.5
  0
  500
  Sensors
  Advanced Long Range, Compact (50 km +3 DM)
  4.5
  2.5
  20,000
  Communications
  Radio 1,000 km (TL 7)
  2
  15
  5,000
  Laser 100 km (TL 8)
  10
  10
  12,000
  Environmental
  Life Support, Improved
  2
  500
  250,000
  Equipment
  Airflow Device
  —
  87
  10,000
  Improved Controls
  25,000
  Crew
  2 (driver, commander/gunner)
  —
  —
  —
  Operating Stations
  2
  2.5
  250
  —
  Passengers
  14
  14
  1,400
  —
  Cargo
  0.29 dTons
  3.9
  390
  —
  Agility
  +2 DM
  —
  —
  —
  Speed
  Cruise: 336 kph Top: 448 kph
  —
  —
  —
  Total
  80.2 48,979.5
  12,478,438
  
  86
  Diziyanatl Grav AFV (TL12): The standard Zhodani Army and Consular Guard infantry fighting vehicle, this is a 
  sleek, turreted grav sled armed with a light gauss cannon, which carries a pilot, commander/gunner and a nine-man 
  infantry squad. The Diziyanatl is named for a famous Army lift infantry commander from the Second Frontier War.
  DIZIYANATL GRAV ARMOURED FIGHTING VEHICLE (TL12)
  M³
  Mass (kg)
  Cost (Cr.)
  Hull
  81 M³ (90 base), Sloped configuration, Superdense, 
  Rugged,
  Sealed, Stealth Coating
  —
  15,525
  1,771,875
  —
  Hull: 48 Structure: 55
  —
  —
  —
  Drive System
  Grav
  4.5
  675
  2,250,000
  Power Plant
  Nuclear Fusion–12
  Power output: 720
  Fuel Consumption: 30 per hour
  30
  4,500
  450,000
  Fuel
  1,500 litres (50 hours operation)
  1.5
  1,500
  —
  Armour
  Superdense 50 (90/50/50/36/36/36)
  2.7
  24,300
  135,000
  Weapons
  VFR Gauss Gun (dorsal pop-up traversing, TL 10 
  stabilisation)
  Ammunition: 20 attacks
  4.76
  2868.75
  562,500
  1 × Light Tac Missile (Anti-Armour) (dorsal pop-up 
  traversing)
  Ammunition: 6 attacks
  1.8
  94
  9,000
  Laser Sensor
  TL 12 (+5 DM)
  0.1
  0
  3,000
  Decoys
  Multispectral Smoke Discharger (6 uses)
  0.5
  0
  2,000
  Anti-Laser Aerosol (6 uses)
  0.5
  0
  500
  Sensors
  Advanced Long Range, Compact (50 km +3 DM)
  4.5
  2.5
  20,000
  Communications
  Radio 1,000 km (TL 7)
  2
  15
  5,000
  Laser 100 km (TL 8)
  10
  10
  12,000
  Environmental
  Life Support, Improved
  2
  500
  250,000
  Equipment
  Airflow Device
  —
  87
  10,000
  Improved Controls
  25,000
  Crew
  2 (driver, commander/gunner)
  —
  —
  —
  Operating Stations
  2
  2.5
  250
  —
  Passengers
  12
  12
  1,200
  —
  Cargo
  0.12 dTons
  1.62
  162
  —
  Agility
  +2 DM
  —
  —
  —
  Speed
  Cruise: 419 kph Top: 558 kph
  —
  —
  —
  Total
  80.98 51,689.25
  5,505,875
  
  87
  Vlezjaq Scout Sled (TL12): A small, lightly armoured, high-speed military grav vehicle usually employed for scouting 
  and armed reconnaissance. It is armed with a light gauss cannon. The Vlezjaq is named after a winged predator 
  native to Zhdant’s eastern desert that vaguely resembles a cross between a Terran bat and a scorpion.
  VLEZJAQ SCOUT SLED (TL12)
  M³
  Mass (kg)
  Cost (Cr.)
  Hull
  50 M³, Standard configuration, Superdense, 
  Rugged, Sealed, 
  Stealth Coating
  —
  8,625
  820,313
  —
  Hull: 26 Structure: 31
  —
  —
  —
  Drive System
  Grav
  2.5
  375
  1,250,000
  Power Plant
  Nuclear Fusion–12 
  Power output: 480 
  Fuel Consumption: 20 per hour
  20
  3,000
  300,000
  Fuel
  1,000 litres (50 hours operation)
  1
  1,000
  —
  Armour
  Superdense 35 (80/26/26/26/26/26)
  1
  9,000
  50,000
  Weapons
  VFR Gauss Gun (dorsal internal traversing, TL 10 
  stabilisation) 
  Ammunition: 20 attacks
  4.1
  2,662.5
  450,000
  1 × Light Tac Missile (Anti-Armour) (dorsal internal 
  traversing) 
  Ammunition: 6 attacks
  1.725
  92
  7,200
  Laser Sensor
  TL 12 (+5 DM)
  0.1
  0
  3,000
  Decoys
  Multispectral Smoke Discharger (6 uses)
  0.5
  0
  2,000
  Anti-Laser Aerosol (6 uses)
  0.5
  0
  500
  Sensors
  Advanced, Extended Range, Compact (15 km +3 
  DM)
  3
  1.875
  8,000
  Communications
  Radio 1,000 km (TL 7)
  2
  15
  5,000
  Laser 100 km (TL 8)
  10
  10
  12,000
  Environmental
  Life Support, Improved
  1
  250
  125,000
  Equipment
  Improved Controls
  0
  0
  12,500
  —
  Airflow Device
  0
  44
  5,000
  Crew
  2 (driver, commander/gunner)
  —
  —
  —
  Operating Stations
  2
  2.5
  250
  —
  Cargo
  0.01 dTons
  0.075
  7.5
  —
  Agility
  +2 DM
  —
  —
  —
  Speed
  Cruise: 569 kph Top: 758 kph
  —
  —
  —
  Total
  50
  25,332.88
  3,051,013
  
  88
  Preblshienchiashav Attack Speeder (TL 14): The Preblshienchiashav (‘Princely Born’) Attack Speeder made its 
  debut during the Fourth Frontier War. The speeder is a good example of Zhodani military craft design philosophy: fast 
  and deadly. In addition, the Preblshienchiashav has exceptionally good armour. This vehicle and its nearly identical 
  cousin the Adrtletlvra were responsible for more fear and panic among the Imperial populace in Tloql sector than any 
  other Zhodani fighting vehicle during the Fourth Frontier War.
  PREBLSHIENCHIASHAV ATTACK SPEEDER (TL14)
  M³
  Mass (kg)
  Cost (Cr.)
  Hull
  50 M³, Super Streamlined configuration, Bonded
  Superdense, Sealed, Stealth coating
  —
  10,000
  1,875,000
  —
  Hull: 36 Structure: 39
  —
  —
  —
  Drive System
  Grav
  2.5
  375
  1,250,000
  Power Plant
  Nuclear Fusion–12 
  Power output: 552 
  Fuel Consumption: 23 per hour
  23
  3,450
  345,000
  Fuel
  575 litres (25 hours operation)
  0.575
  575
  —
  Armour
  Bonded Superdense 56
  0.5
  6,000
  50,000
  Weapons
  Aerospace Defence Laser (front internal fixed, TL 10 
  stabilisation)
  7.7
  9,075
  9,000,000
  Laser Sensor
  TL 13 (+6 DM)
  0.1
  —
  3,500
  Decoys
  Chaff Dispenser (6 uses)
  0.25
  0
  600
  Flare Launcher (6 uses)
  0.25
  0
  400
  Sensors
  Excellent Long Range, Compact (100 km +4 DM)
  7.5
  3
  40,000
  Communications
  Radio 1,000 km (TL 7)
  3
  30
  5,000
  Environmental
  Life Support, Improved
  1
  250
  125,000
  Equipment
  Improved Controls
  —
  —
  12,500
  —
  Airflow Device
  —
  50
  5,000
  Crew
  1 (pilot/gunner)
  —
  —
  —
  Operating Stations
  2
  2.5
  250
  —
  Cargo
  0.15 dTons
  2.125
  212.5
  —
  Agility
  +2 DM
  —
  —
  —
  Speed
  Cruise: 492 kph Top: 656 kph
  —
  —
  —
  Total
  50
  30,255.5
  12,712,000
  
  89
  Adrtletlvra Attack Speeder (TL 14): The Adrtletlvra (‘Silent Grasp’) Attack Speeder is visually similar to the 
  Preblshienchiashav but is faster and has less armour. In addition, the Adrtletlvra mounts a fusion gun instead 
  of an aerospace defence laser – a shorter range but more deadly weapon. The Adrtletlvra looks so much like a 
  Preblshienchiashav that the two are often confused by civilians and military observers alike. Only with sensitive high-
  tech sensors or close visual contact can the two craft be distinguished.
  ARDTLETLVRA ATTACK SPEEDER (TL14)
  M³
  Mass (kg)
  Cost (Cr.)
  Hull
  50 M³, Super Streamlined configuration, Bonded 
  Superdense, 
  Sealed, Stealth coating
  —
  10,000
  1,875,000
  —
  Hull: 37.5 Structure: 37.5
  —
  —
  —
  Drive System
  Grav
  2.5
  375
  1,250,000
  Power Plant
  Nuclear Fusion–12 
  Power output: 384 
  Fuel Consumption: 16 per hour
  18
  2,700
  270,000
  Fuel
  300 litres (18.75 hours operation)
  0.3
  300
  —
  Armour
  Bonded Superdense 24
  0.5
  6,000
  50,000
  Weapons
  Fusion Z Gun (front internal fixed, TL 10 stabilisation)
  6.6
  3,300
  12,000,000
  Laser Sensor
  TL 13 (+6 DM)
  0.1
  3,500
  Decoys
  Chaff Dispenser (6 uses)
  0.25
  0
  600
  Flare Launcher (6 uses)
  0.25
  0
  400
  Sensors
  Excellent Very Long Range, Compact (500 km +4 DM)
  15
  6
  160,000
  Communications
  Radio 1,000 km (TL 7)
  3
  30
  5,000
  Environmental
  Life Support, Improved
  1
  250
  125,000
  Equipment
  Improved Controls
  0
  0
  12,500
  —
  Airflow Device
  0
  50
  5,000
  Crew
  2
  —
  —
  —
  Operating Stations
  2
  2.5
  250
  —
  Cargo
  0.07 dTons
  0.64
  64
  —
  Agility
  +2 DM
  —
  —
  —
  Speed
  Cruise: 697 kph Top: 928 kph
  —
  —
  —
  Total
  50
  23,346
  15,757,000
  
  90
  Qiknavra Grav Tank (TL 14): The Qiknavra (named after the smaller of Zhdant’s continents) is one of the Consulate’s 
  newest grav tank designs. The craft is intended to be an inexpensive, yet highly survivable vehicle on the battlefield. 
  To date, the Zhodani have kept the complete vehicle details a secret from the Imperium. The statistics given are 
  known only by the Zhodani.
  QIKNAVRA GRAV TANK (TL14)
  M³
  Mass (kg)
  Cost (Cr.)
  Hull
  100 M³, Standard configuration, Bonded Superdense, 
  Rugged, 
  Sealed, Reflec coating
  —
  23,000
  3,281,250
  —
  Hull: 82.5 Structure: 90
  —
  —
  —
  Drive System
  Grav
  5
  750
  2,500,000
  Power Plant
  Nuclear Fusion–12 
  Power output: 1392 
  Fuel Consumption: 58 litres per hour
  58
  8,700
  870,000
  Fuel
  2,900 litres (50 hours operation)
  2.9
  2,900
  —
  Armour
  Bonded Superdense 72 (122/80/80/50/50/50) (+5 vs. 
  Lasers)
  3
  36,000
  300,000
  Weapons
  Aerospace Defence Laser (dorsal internal traversing, 
  TL 10 stabilisation)
  11.55
  11,343.75
  13,500,000
  —
  VRF Gauss Gun (dorsal internal traversing, TL 10 
  stabilisation) 
  Ammunition: 10 attacks
  3.3
  2,062.5
  450,000
  —
  VRF Gauss Gun (dorsal internal traversing, TL 10 
  stabilisation) 
  Ammunition: 10 attacks
  3.3
  2,062.5
  450,000
  Laser Sensor
  TL 13 (+6 DM)
  0.1
  0
  3,500
  Decoys
  Anti-Laser Aerosol (6 uses)
  0.5
  0
  500
  Multispectral Smoke Discharger (6 uses)
  0.5
  0
  2,000
  Sensors
  Advanced, Extended Range, Compact (15 km +3 DM)
  3
  1.875
  8,000
  Communications
  Radio 1,000km (TL 7)
  2
  15
  5,000
  Environmental
  Life Support, Improved
  2
  500
  250,000
  Equipment
  Airflow Device
  —
  115
  10,000
  Excellent Controls
  1
  230
  100,000
  Crew
  2 (driver, commander/gunner)
  —
  —
  —
  OperatingStations
  2
  2.5
  250
  —
  Cargo
  0.03 dTons
  1.35
  135
  —
  Agility
  +3 DM
  —
  —
  —
  Speed
  Cruise: 418 kph Top: 557 kph
  —
  —
  —
  Total
  100
  88,065.63
  21,730,250
  
  91
  Because the principles of physics and jump drive 
  technology are constant in the universe, Zhodani 
  starships are similar to the starships in use by other 
  Human races.
  interstellar travel
  The various aspects of interplanetary and interstellar 
  travel are largely unchanged. However, there are a few 
  differences in Zhodani space.
  enCounters
  Ship encounters in Consulate space are generally 
  peaceful, with unlawful activities such as piracy being 
  extremely rare. The standard Starship Encounter Table 
  (on page 139 of the Traveller Core Rulebook) is used 
  for encounters in Zhodani space, with piracy encounters 
  treated as merchant ships or ignored. Military vessels 
  will routinely check the identity of ships and undertake 
  a routine boarding for confirmation about half the time. 
  Such boardings also allow Tavrchedl’ agents to check the 
  mental health and attitudes of crewmembers.
  stowaways
  Stowaways are rare; simple procedures provide for a 
  quick sweep of ships before leaving a starport to catch 
  accidental boarding by well-wishers or stowaways, to 
  catch boarding by animals such as rats and to ensure no 
  one is in the wrong place during transit.
  the low lottery
  There is no such custom (as detailed on page 142 of the 
  Traveller Core Rulebook) in Zhodani space.
  nenjChinZhe’driante
  Zhodani characters enrolled in the Nenjchinzhe’driante 
  (a mustering-out benefit) may receive a 10% discount 
  on passage costs (from page 142 of the Traveller Core 
  Rulebook), besides other benefits of membership 
  For most starship purchases the standard rules apply but 
  characters enrolled in the Nenjchinzhe’ receive a very special 
  bonus. Bank financing is free (see Mortgage or Debts, page 
  137 of the Traveller Core Rulebook), without interest or other 
  charges, to members. Members have 25, rather than 40, 
  years, to complete payment, with the character making 300 
  equal monthly payments, each 1/300th of the purchase price.
  hijaCking
  Hijacking starships is always a risky business (page 
  143 of the Traveller Core Rulebook) and the fact that 
  a good percentage of Zhodani citizens could perceive 
  a potential hijacker’s intent before an attempt is made, 
  makes this a very infrequent event. Even though non-
  psionic, some Proles can read body language and other 
  non-verbal clues and understand the intentions before 
  the act. Most attempted hijackings in Zhodani space are 
  violent assaults by passengers of subject races within 
  the Consulate.
  The effect of this in the game is similar to Security 
  software. If there are no psionic crew members (a rarity), 
  then the difficulty is simply Average (DM +0). If there 
  are psionic crew members, then the difficulty becomes 
  Formidable (DM –6).
  skiPPing and PiraCy
  Skipping (page 138 of the Traveller Core Rulebook) does 
  not arise in Zhodani space. As with hijacking, piracy is so 
  infrequent that it should be a special encounter for the 
  Referee, rather than left up to an encounter table.
  Control Systems
  The one major difference between Zhodani ships and 
  those of other cultures is an abundance of psionic 
  switches. Simple psionically sensitive switches are 
  components of iris valves, simple automatic doors, and 
  many convenience items such as lights, temperature 
  or 
  environment 
  controls, 
  and 
  entertainment 
  or 
  communication devices. Anyone trained in Telepathy can 
  activate the switches with a successful Telepathy check 
  (no Psi points are expended).
  starshiPs
  All of the designs in this book have been created 
  using the rules in Book 2: High Guard, including both 
  starships and small craft. As a result, there are some 
  differences between these and similar designs from 
  the Traveller Core Rulebook. All the designs here are 
  common within the Consulate and would be eligible for 
  the standard design discount (page 105 of the Traveller 
  Core Rulebook).
  Civilian Starships
  It is customary for commercial shipping within the 
  Consulate to travel unarmed; many commercial designs 
  do away with weapons entirely. Ships intended for service 
  in border regions, beyond the frontiers or in private hands, 
  are more frequently armed. For this reason, normal 
  crews for civilian designs never include gunners, even if 
  the ship in question is armed.
  sPaCeCraft
  
  92
  ninZ-Class sCout
  A standard civilian exploratory vessel used by both commercial concerns and the Consulate Navy for frontier 
  exploration and reconnaissance. An old and reliable design, the Ninz is oriented more towards survey and scientific 
  missions and less to courier-type duties than its Imperial counterpart. Ninz-class Scouts see extensive use for 
  supplemental surveys off the main axis of exploration with the Core Expeditions. Ships in naval service are named 
  after former naval officers.
  Normal crew for the Ninz-class Scout is the pilot, astrogator, engineer and gunner.
  Ninz-class Scout
  Tons
  Cost (MCr.)
  Hull
  TL11
  Hull 2
  —
  2.2
  Streamlined
  Structure 2
  —
  —
  Armour
  Crystaliron
  4 points
  5
  0.4
  Jump Drive
  A
  Jump 2
  10
  10
  Manoeuvre Drive
  A
  Thrust 2
  2
  4
  Power Plant
  A
  Rating 2
  4
  8
  Bridge
  Standard
  10
  0.5
  Computer
  Model/1bis
  Rating 5 (10 for Jump Control)
  —
  0.045
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1
  Double turret (beam laser x2)
  1
  2.5
  Fuel
  One Jump-2
  20 weeks of operation
  40
  —
  Cargo
  7
  —
  4 Staterooms
  16
  2
  Extras
  Ship’s Locker
  —
  —
  Carried Craft
  Probe Drones (5)
  1
  0.5
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in one day
  2
  0.1
  Software
  Manoeuvre/0
  —
  —
  Jump Control/2
  Rating 10
  —
  0.2
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.003
  Life Support Cost (monthly)
  —
  0.008
  Total Tonnage & Cost
  100
  28.301
  
  93
  
  94
  yetsasl-Class Courier
  The Yetsasl is named after a racing beast on Zhdant and its sister ships after similar creatures on other worlds. The 
  courier design gives priority to transport of important personnel. For example, government officials commonly use 
  such couriers for diplomatic purposes. The Yetsasl’s role often takes it outside the Consulate and it is the Zhodani 
  vessel most commonly encountered in the Imperium. Yetsasls are a separate design from Ninz scouts, unlike the 
  Imperial practice of using the same hull for both scouts and couriers. A Yetsasl is larger than a Ninz and contains more 
  and better passenger staterooms and fittings.
  Normal crew for the Yetsasl-class Courier is the pilot, astrogator, engineer, and gunner.
  Yetsasl-class Courier
  Tons
  Cost (MCr.)
  Hull
  TL12
  Hull 4
  —
  8.8
  Streamlined
  Structure 4
  —
  —
  Armour
  Crystaliron
  4 points
  10
  1.6
  Jump Drive
  C
  Jump 3
  20
  30
  Manoeuvre Drive
  B
  Thrust 2
  3
  8
  Power Plant
  C
  Rating 3
  10
  24
  Bridge
  Standard
  10
  1
  Computer
  Model/3
  Rating 15
  —
  2
  Electronics
  Basic Civilian
  DM –2
  1
  0.05
  Weapons
  Hardpoint #1
  Triple turret (beam laser x2/sandcaster)
  1
  3.250
  carries 20 sandcaster barrels
  1
  0.01
  Fuel
  One Jump-3
  4 weeks of operation
  72
  —
  Cargo
  20
  —
  11 Staterooms
  44
  5.5
  Extras
  Ship’s Locker
  —
  —
  Carried Craft
  1 Air/Raft
  4
  0.275
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in one day
  4
  0.2
  Software
  Manoeuvre/0
  —
  —
  Jump Control/3
  Rating 15
  —
  0.3
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.0064
  Life Support Cost (monthly)
  —
  0.022
  Total Tonnage & Cost
  200
  76.478
  
  95
  
  96
  Zdebr-Class trader
  Individuals and small trading companies own and operate Zdebr-class traders. They are a common sight in frontier 
  regions of the Consulate, such as Ziafrplians and Tloql sectors. They are more general-purpose vessels than the 400-
  ton subsidised merchant used in the Imperium, being closer in actual concept to an oversized free trader. Atypically 
  for a Zhodani commercial vessel the Zdebr class is armed, albeit lightly by Imperial standards. Zdebr-class ships are 
  named after historically famous seaports and caravan routes on old Zhdant.
  Normal crew for the Zdebr-class Trader is a pilot, astrogator, engineer, medic and steward.
  Zdebr-class Trader
  Tons
  Cost (MCr.)
  Hull
  TL11
  Hull 8
  —
  17.6
  Streamlined
  Structure 8
  —
  —
  Armour
  Crystaliron
  4 points
  20
  3.2
  Jump Drive
  D
  Jump 2
  25
  40
  Manoeuvre Drive
  B
  Thrust 1
  3
  8
  Power Plant
  D
  Rating 2
  13
  32
  Bridge
  Standard
  20
  2
  Computer
  Model/2
  Rating 10
  —
  0.16
  Electronics
  Basic Civilian
  DM –2
  1
  0.05
  Weapons
  Hardpoint #1
  Single turret (pulse laser)
  1
  0.7
  Hardpoint #2
  Single turret (sandcaster)
  1
  0.45
  Ammunition’
  carries 20 sandcaster barrels
  1
  0.01
  Fuel
  One Jump-2
  4 weeks of operation
  96
  —
  Cargo
  104
  —
  16 Staterooms
  64
  8
  32 Low Berths
  16
  1.6
  Extras
  Ship’s Locker
  —
  —
  Carried Craft
  1 Ship’s Boat
  30
  17.829
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in one day
  5
  0.25
  Software
  Manoeuvre/0
  —
  —
  Jump Control/2
  Rating 10
  —
  0.2
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.0099
  Life Support Cost (monthly)
  —
  0.035
  Total Tonnage & Cost
  400
  118.844
  
  97
  
  98
  shianjo-Class liner
  A passenger liner used in the core regions of the Consulate and along most of its main trade routes. The Shianjo 
  class (‘good journey’) have a reputation for their stylish interior design and high jump speed (for a merchant). Nobles 
  and Intendants typically occupy staterooms, while Proles usually travel in low passage, unless they are servants 
  or retainers. These vessels are normally unarmed in peaceful Zhodani space but in wartime this makes them easy 
  targets for privateers and commerce raiders, forcing the Zhodani navy to use convoys and provide escorts.
  Normal crew for the Shianjo-class Liner is the pilot, astrogator, engineer, medic and steward.
  Shianjo-class Liner
  Tons
  Cost (MCr.)
  Hull
  TL13
  Hull 17
  —
  88
  Standard
  Structure 18
  —
  —
  Armour
  Crystaliron
  4 points
  40
  16
  Jump Drive
  N
  Jump 4
  70
  130
  Manoeuvre Drive
  D
  Thrust 1
  7
  16
  Power Plant
  N
  Rating 4
  40
  104
  Bridge
  Standard
  20
  4
  Computer
  Model/4
  Rating 20
  —
  5
  Electronics
  Basic Civilian
  DM –2
  1
  0.05
  Fuel
  One Jump-4
  4 weeks of operation
  372
  —
  Cargo
  43
  —
  37 Staterooms
  148
  18.5
  34 Low Berths
  17
  1.7
  Extras
  Ship’s Locker
  —
  —
  2 Luxuries
  2
  0.2
  Carried Craft
  1 Pinnace
  40
  20.111
  Software
  Manoeuvre/0
  —
  —
  Jump Control/4
  Rating 20
  —
  0.4
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.303
  Life Support Cost (monthly)
  —
  0.077
  Total Tonnage & Cost
  800
  363.565
  
  99
  
  100
  daZhia-Class CounCil Cruiser
  Qlomdlabr members or their agents on Consular business use these fast, highly advanced ships. Interior fittings are 
  notably luxurious. They are unusual in carrying a second starship internally – a jump-3 courier useful for side-trips or 
  for ensuring the safety of the Consul.
  Normal crew for the Dazhia-class Council Cruiser is the captain, pilot, astrogator, 3 engineers, medic and 20 gunners. 
  Dazhia-class Council Cruiser
  Tons
  Cost (MCr.)
  Hull
  TL13
  Hull 44
  —
  242
  Streamlined
  Structure 45
  —
  —
  Armour
  Crystaliron
  4 points
  100
  40
  Jump Drive
  U
  Jump 4
  100
  190
  Manoeuvre Drive
  U
  Thrust 4
  37
  76
  Power Plant
  U
  Rating 4
  58
  152
  Bridge
  Standard
  40
  10
  Computer
  Model/6
  Rating 30
  —
  20
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1-20
  Triple Turret (beam laser/ 
  missile/sandcaster)
  20
  60
  carries 360 sandcaster barrels
  18
  0.18
  carries 360 basic missiles
  30
  0.45
  Fuel
  One Jump-4
  4 weeks of operation
  876
  —
  Cargo
  203
  —
  39 Staterooms
  156
  19.5
  34 Low Berths
  17
  1.7
  Extras
  Ship’s Locker
  —
  —
  5 Luxuries
  5
  0.5
  2 Briefing Room
  8
  1
  1 Library
  4
  4
  Carried Craft
  1 Air/Raft
  4
  0.275
  1 Pinnace
  40
  20.111
  1 Yetsasl-class Courier Standard hangar
  260
  98.585
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in 2 days
  22
  1.1
  Software
  Manoeuvre/0
  —
  —
  Jump Control/4
  Rating 20
  —
  0.4
  Fire Control/1
  Rating 5
  —
  2
  Evade/1
  Rating 10
  —
  1
  Auto-Repair/1
  Rating 10
  —
  5
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.071
  Life Support Cost (monthly)
  —
  0.081
  Total Tonnage & Cost
  2,000
  852.121
  
  101
  
  102
  
  103
  Military Starships
  Zhodani military starships are designed to be more general purpose than comparable Imperial vessels. While most 
  Zhodani warships encountered on the frontiers are the older TL13 designs presented here, the newer TL14 designs 
  have been more common since the Fourth Frontier War.
  Zhodani military starships often carry an additional crew member, a Counsellor, particularly on long voyages. While 
  this person is generally a Tavrchedl’ member serving a term in the Navy, they are responsible for the mental health of 
  the crew and report to the captain of the ship, not to the Tavrchedl’ hierarchy.
  tlatl-Class Missile fighter
  The Tlatl (‘throwing blade’) is a light anti-shipping fighter originally designed to be carried aboard Shivva-class patrol 
  frigates. Because of its size and cost, it has become very common in the light fighter role along the borders.
  Tlatl-class Missile Fighter
  Tons
  Cost (MCr.)
  Hull-S1
  TL13
  Hull 0
  —
  1.1
  Streamlined
  Structure 1
  —
  —
  Armour
  Crystaliron
  8 points
  1
  1.76
  Manoeuvre Drive
  sC
  Thrust 6
  1.5
  3
  Power Plant
  sC
  Rating 6
  1.8
  4
  Bridge
  Cockpit for 1
  1.5
  0.05
  Computer
  Model/2
  Rating 10
  —
  0.16
  Electronics
  Basic Civilian
  DM –2
  1
  0.05
  Weapons
  Hardpoint #1
  Triple turret (missile rack-13 
  (resilient, easy to repair) x3)
  1
  3.25
  Carries 12 smart missiles
  1
  0.03
  Fuel
  One day operation
  0.1
  —
  Cargo
  0.1
  —
  External Options
  Fuel Scoops
  —
  —
  Airlock
  1
  0.2
  Software
  Manoeuvre/0
  —
  —
  Library/0
  —
  —
  Total Tonnage & Cost
  10
  12.213
  
  104
  
  105
  vleZhdets-Class PartiCle fighter
  The Vlezhdets (‘star prince’) is a medium fighter carried aboard Vlezhdatl-class frontier cruisers.
  Vlezhdets-class Particle Fighter
  Tons
  Cost (MCr.)
  Hull-S3
  TL14
  Hull 0
  —
  1.43
  Streamlined
  Structure 1
  —
  —
  Aerofins
  1.5
  0.15
  Armour
  Bonded 
  Superdense
  12 points
  3
  3.432
  Manoeuvre Drive
  sR
  Thrust 10
  11
  22
  Power Plant
  sR
  Rating 10
  7.5
  16
  Bridge
  Cockpit for 1
  1.5
  0.15
  Computer
  Model/3
  Rating 15
  —
  2
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1
  Double turret (particle beam-14 
  (resilient, easy to repair) x2)
  1
  8.5
  Fuel
  1 week of operation
  1.25
  —
  Cargo
  0.25
  —
  External Options
  Fuel Scoops
  —
  —
  Airlock
  1
  0.2
  Software
  Manoeuvre/0
  —
  —
  Library/0
  —
  —
  Total Tonnage & Cost
  30
  49.376
  kia-Class heavy fighter
  A common sight in the Consular Navy, the Kia heavy fighter is a potent weapon against enemy fighters. When 
  deployed in squadron strength, they can attack and overwhelm system defence boats and destroyer escorts.
  Kia-class Heavy 
  Fighter
  Tons
  Cost (MCr.)
  Hull-S3
  TL14
  Hull 0
  —
  1.65
  Streamlined
  Structure 1
  —
  —
  Aerofins
  1.5
  0.15
  Armour
  Bonded Superdense
  12 points
  5
  3.96
  Manoeuvre Drive
  sY
  Thrust 9
  18
  36
  Power Plant
  sY
  Rating 9
  11.7
  30
  Bridge
  Control cabin for 2
  6
  0.25
  Computer
  Model/4
  Rating 20
  5
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1
  Triple turret (particle beam-14 x2/ 
  missile rack-14 (resilient, easy to repair))
  1
  9.25
  carries 6 smart missiles
  0.5
  0.015
  Fuel
  2 weeks of operation
  2.5
  —
  Cargo
  0.8
  —
  External Options
  Fuel Scoops
  —
  —
  Airlock
  1
  0.2
  Software
  Manoeuvre/0
  —
  —
  Library/0
  —
  —
  Total Tonnage & Cost
  50
  78.714
  
  106
  vleZhdets-Class PartiCle fighter
  
  107
  kia-Class heavy fighter
  
  108
  Zhdits-Class destroyer esCort
  The Zhdits-class Destroyer Escort is an outdated Zhodani design based on a failed tactical concept. The Zhdits was 
  designed to work in an offensive role in concert with destroyers. This proved to be wishful thinking, as many Zhdits-
  class ships were lost in combat during the Fourth Frontier War. Lacking armour, they were easy targets for Imperial 
  fighters and SDBs. Since the escorts could not effectively screen the destroyers, they proved more of a liability than 
  an asset in battle. Today, the Zhodani tend to deploy them in small patrol squadrons along non-Imperial borders.
  Normal crew for the Zhdits-class Destroyer Escort includes the captain, executive officer, 3 pilots, astrogator, 3 
  engineers, medic and 4 gunners.
  Zhdits-class Destroyer Escort
  Tons
  Cost (MCr.)
  Hull
  TL13
  Hull 13
  —
  19.36
  Streamlined
  Structure 9
  40
  —
  Jump Drive
  F-13
  Jump 3
  33.25
  66
  Manoeuvre Drive
  M-13
  Thrust 6
  17.25
  96
  Power Plant
  M
  Rating 6
  37
  96
  Bridge
  Standard
  20
  2
  Computer
  Model/5fib
  Rating 25
  —
  15
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1-4
  Triple Turret (beam laser-13 
  (resilient, easy to repair) x3)
  4
  28
  Fuel
  One Jump-2
  4 weeks of operation
  168
  —
  Cargo
  26.5
  —
  11 Staterooms
  Double occupancy
  44
  5.5
  Extras
  Ship’s Locker
  —
  External Options
  Fuel Scoops
  —
  Fuel Processors
  All fuel in one day
  8
  0.4
  Software
  Manoeuvre/0
  —
  Jump Control/3
  Rating 15
  —
  0.3
  Fire Control/1
  Rating 5
  —
  2
  Evade/1
  Rating 10
  —
  1
  Auto-Repair/1
  Rating 10
  —
  5
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.0253
  Life Support Cost (monthly)
  —
  0.022
  Total Tonnage & Cost
  400
  303.804
  
  109
  
  110
  stedlas-Class systeM defenCe boat
  The needle-shaped Stedlas-class system defence boat is an important part of the Zhodani defence network. Stedlas 
  SDB deployment is limited to economic or strategic systems due to their expense. Well-armoured and armed for its 
  class, the Stedlas is an excellent fighting ship. The Kia-class heavy fighter connects to the Stedlas via docking clamp 
  and the ratings given are for the combination.
  Normal crew for the Stedlas-class SDB is the captain, 3 pilots (1 for the Kia-class heavy fighter), 2 engineers, medic 
  and 4 gunners. The full staterooms allow for some comfort for the crew while remaining on station for a long period 
  of time.
  Stedlas-class System Defence Boat
  Tons
  Cost (MCr.)
  Hull
  TL14
  Hull 15
  —
  22
  Streamlined
  Structure 12
  60
  —
  Aerofins
  20
  2
  Armour
  Bonded 
  Superdense
  14 points
  48
  19.2
  Manoeuvre Drive
  M-14
  Thrust 6
  17.25
  96
  Power Plant
  M
  Rating 6
  37
  96
  Bridge
  Standard
  Hardened, Holographic 
  controls
  20
  3
  Computer
  Model/5fib
  Rating 25
  —
  15
  Electronics
  Advanced
  DM +1
  3
  2
  Weapons
  Hardpoint #1-2
  Particle Beam Barbette-14 
  (resilient, easy to repair)
  10
  32
  Hardpoint #3-4
  Triple turret (Missile rack-14 
  (resilient, easy to repair) x3)
  2
  11
  Ammunition
  84 smart missiles
  7
  0.21
  Fuel
  4 weeks of operation
  48
  —
  Cargo
  24.75
  —
  11 Staterooms
  44
  5.5
  Extras
  Ship’s Locker
  —
  —
  Carried Craft
  1 Kia-class heavy 
  fighter
  50
  87.475
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in 2 days
  2
  0.1
  1 5-ton Docking 
  Clamp
  5
  1
  Software
  Manoeuvre/0
  —
  —
  Fire Control/1
  Rating 5
  —
  2
  Evade/1
  Rating 10
  —
  1
  Auto-Repair/1
  Rating 10
  —
  5
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.03
  Life Support Cost (monthly)
  —
  0.022
  Total Tonnage & Cost
  400
  360.248
  
  111
  
  112
  tletlkiZhia-Class esCort
  The Tletlkizhia-class Escort is an older military vessel employed in patrol and commerce protection roles along the 
  Zhodani-Imperial frontier.
  Normal crew for the Tletlkizhia-class Escort is the captain, 3 pilots (two for the Tlatl-class missile fighters), navigator, 3 
  engineers, medic and six gunners. Additionally, a squad (9 plus officer) of ship’s troops are often assigned depending 
  on the mission.
  Tletlkizhia-class Escort
  Tons
  Cost (MCr.)
  Hull
  TL13
  Hull 13
  —
  58.08
  Streamlined
  Structure 14
  —
  —
  Aerofins
  30
  3
  Armour
  Crystaliron
  4 points
  30
  9.6
  Jump Drive
  J-13
  Jump 3
  47.5
  99
  Manoeuvre Drive
  Q-13
  Thrust 5
  21.75
  12
  Power Plant
  Q
  Rating 5
  46
  12
  Bridge
  Standard
  20
  3
  Computer
  Model/3
  Rating 15
  —
  2
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1-3
  Triple Turret (beam laser-13 
  (resilient, easy to repair) x3)
  3
  21
  Hardpoint #4-5
  Triple Turret (missile rack-13 
  (resilient, easy to repair) x2)
  2
  11
  Hardpoint #6
  Triple Turret (sandcaster-13 
  (resilient, easy to repair) x3)
  1
  2.5
  Ammunition
  carries 60 sandcaster barrels
  3
  0.03
  carries 120 smart missiles
  10
  0.3
  Fuel
  One Jump-3
  4 weeks of operation
  240
  —
  Cargo
  11.75
  —
  21 Staterooms
  Double occupancy
  84
  10.5
  Extras
  Ship’s Locker
  —
  —
  1 Armoury
  2
  0.5
  Carried Craft
  2 Tlatl-class missile fighters
  20
  27.2
  1 Launch
  20
  13.569
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in 2 days
  6
  0.3
  Software
  Manoeuvre/0
  —
  —
  Jump Control/3
  Rating 15
  —
  0.3
  Fire Control/1
  Rating 5
  —
  2
  Evade/1
  Rating 10
  —
  1
  Auto-Repair/1
  Rating 10
  —
  5
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.0383
  Life Support Cost (monthly)
  —
  0.042
  Total Tonnage & Cost
  600
  459.494
  
  113
  
  114
  lienjshiaflaa-Class Patrol Corvette
  The Lienjshiaflaa-class patrol corvette represents a compromise in a navy known for not making compromises. 
  Losses in the Fourth Frontier War in small ship classes created a need for such ships at a time when TL14 shipyards 
  in the Consulate were focusing on other work. The Lienjshiaflaa-class uses older components, with the idea that this 
  design would operate alongside other classes and not alone. It has proven quick to build but remains largely untested 
  in full combat situations.
  Normal crew for the Lienjshiaflaa-class Patrol Corvette include the captain, 6 pilots (including 5 for the fighters), 
  navigator, 3 engineers, medic and six gunners.
  Lienjshiaflaa-class Patrol 
  Corvette
   Tons
  Cost (MCr.)
  Hull
  TL13
  Hull 13
  —
  58.08
  Streamlined
  Structure 14
  —
  —
  Jump Drive
  M-13
  Jump 4
  65
  120
  Manoeuvre Drive
  M-13
  Thrust 4
  17.25
  96
  Power Plant
  M
  Rating 4
  37
  96
  Bridge
  Standard
  20
  3
  Computer
  Model/4fib
  Rating 20
  —
  7.5
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1-3
  Triple Turret (missile rack-13 
  (resilient, easy to repair) x2)
  3
  16.5
  Hardpoint #4-5
  Triple Turret (sandcaster-13 
  (resilient, easy to repair) x3)
  2
  5
  Hardpoint #6
  Triple Turret (beam laser-13 
  (resilient, easy to repair) x3)
  1
  7
  Ammunition
  carries 30 sandcaster barrels
  1.5
  0.015
  carries 60 smart missiles
  5
  0.15
  Fuel
  One Jump-3
  4 weeks of operation
  288
  —
  Cargo
  11.25
  —
  20 Staterooms
  Double occupancy
  80
  10
  Extras
  Ship’s Locker
  —
  —
  Carried Craft
  5 Tlatl-class missile fighters
  50
  68
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in 2 days
  7
  0.35
  5 1-ton Docking Clamp
  10
  5
  Software
  Manoeuvre/0
  —
  —
  Jump Control/4
  Rating 20
  —
  0.4
  Fire Control/1
  Rating 5
  —
  2
  Evade/1
  Rating 10
  —
  1
  Auto-Repair/1
  Rating 10
  —
  5
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.0376
  Life Support Cost (monthly)
  —
  0.04
  Total Tonnage & Cost
  600
  451.647
  
  115
  
  116
  shivva-Class Patrol frigate
  A design used throughout the Consulate and sold to client states, the Shivva (‘Moonlight’) is one of the most 
  frequently encountered types deployed on or beyond the Consulate’s frontier districts. It is unusual for a small 
  escort-sized warship to be unarmoured, unstreamlined and slow. Instead, it is a ‘pocket carrier’ for a small fighter 
  squadron. The Shivva-class fills various independent picket, communications and patrol duties, often well beyond 
  Zhodani borders. The Tlatl missile fighter squadron lets it patrol a large area without the Shivva leaving behind any 
  craft it may be escorting.
  Shivva-class Patrol Frigates are named after words based on light (-va = light, thus Shivva = moonlight), such as 
  Alekrva, Brnava, Doruva, Jadsva, Jirtova, Loyhva, Meilrva, Shivva and Uturva.
  Normal crew for the Shivva-class includes the captain, 12 pilots (including fighter pilots), astrogator, 2 engineers, 
  medic and six gunners.
  Shivva-class Patrol Frigate
  Tons
  Cost (MCr.)
  Hull
  TL13
  Hull 13
  —
  47.52
  Streamlined
  Structure 14
  —
  —
  Jump Drive
  J-13
  Jump 3
  47.5
  99
  Manoeuvre Drive
  F-13
  Thrust 2
  8.25
  48
  Power Plant
  J
  Rating 3
  28
  72
  Bridge
  Standard
  20
  3
  Computer
  Model/6fib
  Rating 30
  —
  30
  Electronics
  Basic Military
  DM +0
  2
  1
  Weapons
  Hardpoint #1-3
  Triple Turret (beam laser-13 
  (resilient, easy to repair) x3)
  3
  21
  Hardpoint #4-5
  Triple Turret (missile rack-13 
  (resilient, easy to repair) x2)
  2
  11
  Hardpoint #6
  Triple Turret (sandcaster-13 
  (resilient, easy to repair) x3)
  1
  2.5
  Ammunition
  carries 100 sandcaster barrels
  5
  0.05
  carries 240 smart missiles
  20
  0.6
  Fuel
  One Jump-3
  4 weeks of operation
  216
  —
  Cargo
  20.25
  —
  14 Staterooms
  Double occupancy
  56
  7
  Extras
  1 Ship’s Locker
  Carried Craft
  10 Tlatl-class missile 
  fighters
  100
  136
  1 Cutter
  only carries fuel module
  50
  19.458
  External Options
  Fuel Processors
  All fuel in one day
  11
  0.55
  10 1-ton Docking 
  Clamps
  10
  5
  Software
  Manoeuvre/0
  —
  —
  Jump Control/3
  Rating 15
  —
  0.3
  Fire Control/1
  Rating 5
  —
  2
  Evade/1
  Rating 10
  —
  1
  Auto-Repair/1
  Rating 10
  —
  5
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.0384
  Life Support Cost (monthly)
  —
  0.028
  Total Tonnage & Cost
  600
  460.195
  
  117
  
  118
  vleZhdatl-Class frontier Cruiser
  Vlezhdatl (‘star lord’) class frontier cruisers are a recent addition to the Zhodani navy, first deployed on the Imperial 
  border just before the Fourth Frontier War. They often deploy in squadrons of three, escorting convoys and auxiliaries.
  Normal crew for the Vlezhdatl-class includes the captain, executive officer, 3 pilots, navigator, 3 engineers, medic and 
  20 gunners. The ship also carries a section of ship’s troops (2 squads of 9 plus an officer).
  Vlezhdatl-class Frontier 
  Cruiser
  Tons
  Cost (MCr.)
  Hull
  TL14
  Hull 60
  300
  315
  Streamlined
  Structure 54
  —
  —
  Armour
  Bonded Superdense
  6 points
  100
  100
  Jump Drive
  R-14
  Jump 3
  76.5
  200
  Manoeuvre Drive
  U-14
  Thrust 4
  27.75
  152
  Power Plant
  U
  Rating 4
  58
  152
  Bridge
  Standard
  Hardened, Holographic 
  Controls
  40
  15
  Computer
  Model/5fib
  Rating 25
  —
  15
  Electronics
  Advanced
  DM +1
  3
  2
  Weapons
  Hardpoint #1
  Heavy Particle Beam Bay-14 
  (resilient, easy to repair)
  101
  80
  Hardpoint #2-3
  Missile Bank-14 x2 
  (resilient, easy to repair)
  102
  48
  Hardpoint #4-20
  Triple Turret (beam laser-13 
  x3 
  (resilient, easy to repair))
  17
  119
  Screens
  Nuclear Damper-14 x1 
  (resilient, easy to repair)
  Meson Screen-14 x1 
  (resilient, easy to repair)
  75
  125
  Ammunition
  carries 96 nuclear missiles
  8
  0.36
  carries 504 smart missiles
  42
  1.26
  Fuel
  One Jump-3
  4 weeks of operation
  676
  —
  Cargo
  91.75
  —
  44 Staterooms
  176
  22
  Extras
  1 Ship’s Locker
  1 Armoury
  2
  0.5
  Carried Craft
  2 Vlezhdets-class 
  particle 
  fighters
  60
  109.724
  External Options
  Fuel Scoops
  —
  —
  Fuel Processors
  All fuel in one day
  34
  1.7
  2 5-ton Docking Clamp
  10
  2
  Software
  Manoeuvre/0
  —
  —
  Jump Control/3
  Rating 15
  —
  0.3
  Fire Control/1
  Rating 5
  —
  2
  Evade/1
  Rating 10
  —
  1
  Auto-Repair/1
  Rating 10
  —
  5
  Library/0
  —
  —
  Maintenance Cost (monthly)
  —
  0.110
  Life Support Cost (monthly)
  —
  0.088
  Total Tonnage & Cost
  2000
  1320.502
  
  119
  
  120
  
  121
  Encounters with Zhodani are basically the same as in the 
  Imperium but new tables are provided for reactions and 
  patrons.
  reaCtions
  While Human, Zhodani reactions to people and situations 
  can vary greatly from others. Referees can use the 
  Reaction table to determine the reaction of Zhodani 
  characters in any encounter.
  Using the Reaction Table
  Zhodani NPCs can have their reactions governed by 
  the Reaction table as the situation or Referee requires. 
  Players may also find it useful to use the Reaction table 
  if they are new to playing Zhodani characters. To use the 
  Reaction table, roll 2d6, apply the relevant DMs and read 
  off the result from the Reaction table.
  Reactions
  2d6
  Reaction
  2 or less
  Violent. Immediate attack.
  3
  Hostile. Attack on 5+.
  4
  Hostile. Attack on 8+.
  5
  Hostile. May attack.
  6
  Unreceptive.
  7
  Noncommittal.
  8
  Interested.
  9
  Intrigued.
  10
  Responsive.
  11
  Enthusiastic.
  12 or more
  Genuinely friendly.
  Reaction Throw DMs: Character is the individual 
  consulting the table; Encounter is the individual reacting 
  using the table.
  Reaction Table Results
  When Zhodani NPCs are encountered, their reactions will 
  dictate their activity in terms of business deals, violence, 
  assistance, charity, cooperation and a number of other 
  actions.
  enCounters
  Character...
  DM
  Encounter...
  DM
  Other
  DM
  is Prole.
  +1
  is Prole.
  –1
  Zhodani dealing with Zhodani.
  +3
  is Intendant.
  +2
  is Intendant.
  +1
  Zhodani dealing with non-Zhodani.
  –2
  is Noble.
  –1
  Outside Zhodani Consulate.
  –2
  is Tavrchedl’.
  +1
  Forbidden world system.
  –1
  World population 9+.
  –1
  Both are Nenjchinzhe’driante.
  +1
  
  122
  enCounters
  Encounters with Zhodani are basically run the same as 
  Human encounters in the Imperium.
  Random Traits
  Roll d66 to generate random personality quirks for a 
  Zhodani.
  d66
  Trait
  11
  Agrees with everything.
  12
  Always cheerful and happy.
  13
  Always conscious of the time.
  14
  Assumes the worst.
  15
  Confuses information and facts easily.
  16
  Constantly hums or whistles to self.
  21
  Corrects others as they speak.
  22
  Cracks knuckles when stressed.
  23
  Delays and procrastinates in crucial moments.
  24
  Distracted by other worries.
  25
  Easily confused.
  26
  Especially clueless and naive.
  31
  Extraordinarily generous.
  32
  Extremely pacifistic.
  33
  Flips hair out of the way arrogantly.
  34
  Frustratingly stoic.
  35
  Gets angered by strange things.
  36
  Has eccentric clothing style.
  41
  Has to have last word in conversation.
  42
  Has trouble hearing.
  43
  Injures themselves constantly.
  44
  Interrupts people.
  45
  Interrupts themselves.
  46
  Loses things all the time.
  51
  Nods frequently but is not listening.
  52
  Obsessive about being perfectly clean and neat.
  53
  Painfully chaste.
  54
  Plays annoyingly loud music.
  55
  Rolls their eyes when talking about other people.
  56
  Snorts when laughing or chuckling.
  61
  Stares and seldom blinks.
  62
  Suspicious of off-worlders.
  63
  Treats others like idiots.
  64
  Unusually attractive or ugly.
  65
  Uses strong perfumes or scents.
  66
  Whines and complains a lot.
  Contacts, Allies, Rivals, Enemies and Patrons
  Roll d66 to generate random individuals for an encounter 
  in Zhodani space.
  d66
  Personage
  11
  Addaxur Traveller
  12
  Army Officer (Intendant)
  13
  Army Officer (Noble)
  14
  Army Soldier
  15
  Artist
  16
  Author
  21
  Broker
  22
  Colonist
  23
  Corporate Merchant
  24
  Corporate Worker
  25
  Fevranzhtavrchedl’ researcher (Intendant)
  26
  Field Researcher
  31
  Free Trader
  32
  Government Administrator (Intendant)
  33
  Government Administrator (Noble)
  34
  Government Diplomat (Noble)
  35
  Guards Officer (Noble)
  36
  Guards Specialist (Intendant)
  41
  Imperial Tourist
  42
  Industrial Worker
  43
  Intendant
  44
  Laboratory Scientist
  45
  Merchant Broker
  46
  Navigator
  51
  Navy Crewman
  52
  Navy Officer (Intendant)
  53
  Navy Officer (Noble)
  54
  Noble
  55
  Performer
  56
  Physician
  61
  Pilot
  62
  Reporter
  63
  Steward
  64
  Tavrchedl’ Guardian (Intendant)
  65
  Technician
  66
  Undercover Tozjabr operative
  Random Names
  All Zhodani have a personal name, to which Nobles and 
  Intendants add a suffix representing their Social Standing 
  and proles have a family name. When the Referee needs 
  to determine a personal name quickly, roll d66 on the 
  appropriate chart.
  
  123
  d66
  Male Personal Names
  11
  Achiad
  12
  Chastekoeqr
  13
  Chezed
  14
  Choesh
  15
  Defredeql
  16
  Dlazhdodeketl
  21
  Dliestants
  22
  Doqriekleqr 
  23
  Leklor
  24
  Medliekletl
  25
  Mejadlor
  26
  Mezadlieqr
  31
  Miedkedabroqr
  32
  Nadlazoesh
  33
  Nemfleklor
  34
  Niechalor
  35
  Niechoesh
  36
  Niedefreqr
  41
  Nokloeqr 
  42
  Pakler
  43
  Qediakloqr
  44
  Qrekliej
  45
  Qrokir
  46
  Qrokoeqr
  51
  Shedlochieqr
  52
  Shtiedlad
  53
  Stadinezoqr
  54
  Zadastiedlesh
  55
  Zdedibrieqr
  56
  Zekleqr
  61
  Zeozeoqr
  62
  Zezhedlaj
  63
  Zhdaviekler
  64
  Zhdedlichieqr
  65
  Zhdedreql
  66
  Zoklatl
  d66
  Female Personal Names
  11
  Brozief
  12
  Cheklezdiem
  13
  Debrel
  14
  Dliechazem
  15
  Dloqredlen
  16
  Drobrel
  21
  Fafrel
  22
  Fedlokal
  23
  Fozstal
  24
  Frazdiem
  25
  Kaler
  26
  Kladedlan
  31
  Klanevam
  32
  Klediem
  33
  Klevrdladiem
  34
  Klizestaf
  35
  Madlekel
  36
  Makledladam
  41
  Nadoshtam
  42
  Padliedom
  43
  Pledier
  44
  Plor
  45
  Podlor
  46
  Qazdadlomaf
  51
  Qedmar
  52
  Qredlar
  53
  Qrokielam
  54
  Shefram
  55
  Stapal
  56
  Stebrdlom
  61
  Zdiezodom
  62
  Zdoedlin
  63
  Zedlniem
  64
  Zeqrem
  65
  Zhdazhdiem
  66
  Zoqrshal
  
  124
  d66
  Prole Family Names
  11
  Cheklochodleq
  12
  Cheodiechal
  13
  Davreieqaf
  14
  Diebrodez
  15
  Dlezdozhd
  16
  Dliestodieqr
  21
  Dliezdadlar
  22
  Dliezdozhdez
  23
  Dloqredlieqr
  24
  Drobreoqaf
  25
  Drozhdieqr
  26
  Friezienad
  31
  Jadechievr
  32
  Kalachieqr
  33
  Kliedieqaf
  34
  Klietlaklaqr
  35
  Klopadliel
  36
  Mezdroner
  41
  Nemfchieqr
  42
  Nieshadieqr
  43
  Qretleonad
  44
  Shedliezel
  45
  Shodlamekl
  46
  Shtiedlanaf
  51
  Stediecheodlar
  52
  Stevreklam
  53
  Stiezhdieqr
  54
  Stodlzonad
  55
  Vadlchieqr
  56
  Vrdlozhdshaf
  61
  Vrodliezaqr
  62
  Vrokloedel
  63
  Zdodstodl
  64
  Zebrodaz
  65
  Zedloqar
  66
  Zoqrakam
  randoM enCounters
  In addition to random encounters, this section discusses 
  differences between Zhodani encounters and their 
  counterparts in the Imperium.
  Starport Encounters
  Unlike the ports in the Imperium, which are administered 
  by the Imperium and are considered extraterritorial zones, 
  Zhodani ports are overseen by the subsector councils the 
  world is part of. Since law enforcement both outside the 
  starport and in it is handled by the Tavrchedl’, Zhodani 
  starports are not havens from local justice. However, the 
  local law level of a world generally does not apply within 
  the starport itself. Visitors still should be careful – Zhodani 
  justice is quick. Zhodani starports are very orderly and 
  any violent confrontations are quickly responded to by 
  the Tavrchedl’.
  d66
  Encounters
  11
  Addaxur vessel arrives or departs.
  12
  Alien diplomats arrive or depart.
  13
  Alien vessel arrives or departs.
  14
  Bizarre cultural performance.
  15
  Cargo hauler arrives or departs.
  16
  Consulate Navy vessel arrives or departs.
  21
  Courier ship arrives or departs.
  22
  Damaged ship makes emergency docking.
  23
  Engineer repairing ship.
  24
  Fire, dome breach or other emergency in 
  progress.
  25
  Fuel leak forces an evacuation.
  26
  Government official investigates the characters.
  31
  Illegal or dangerous goods are impounded.
  32
  Live animals break loose from a holding pen 
  and rampage across terminal.
  33
  Local merchant with cargo to transport seeks a 
  ship.
  34
  Low-flying spacecraft flies overhead.
  35
  Maintenance robot at work.
  36
  Mass transit pod arrives.
  41
  Merchant seeks cargo transport.
  42
  Passenger liner arrives or departs.
  43
  Passenger looking for a ship.
  44
  Patron offers the characters a job.
  45
  Repair yard catches fire.
  46
  Reporter asks for news from offworld.
  51
  Robot or other servant passes characters.
  52
  Scout ship arrives or departs.
  53
  Servant robot offers to guide characters around 
  the starport.
  .54
  Starport is temporarily shut down for security 
  reasons.
  55
  Tavrchedl’ patrol.
  56
  Technician repairing starport systems.
  61
  Trade ship arrives or departs.
  62
  Trader from a distant system selling strange 
  curios.
  63
  Traders from offworld haggle with local brokers.
  64
  Traders offer spare parts and supplies at cut-
  price rates.
  65
  Unusual alien.
  66
  Vargr emissary arrives or departs.
  
  125
  Urban Encounters
  Zhodani cities are almost exactly like other Human cities, 
  although as a rule they are cleaner and Zhodani cities on 
  colony worlds are often planned and organised efficiently, 
  rather than growing as sprawling random entities. Even 
  older Zhodani cities have an organised feel to them.
  d66
  Encounter
  11
  Addaxur.
  12
  Artists erecting a holoprojector for a public 
  display.
  13
  Bar or inn.
  14
  Bazaar.
  15
  Building under construction.
  16
  Curiosity shop.
  21
  Festival.
  22
  Fire, dome breach or other emergency in 
  progress.
  23
  Floating platform with farmland beneath it.
  24
  Government official investigates the characters.
  25
  Intendant.
  26
  Large hotel.
  31
  Library or academic institute.
  32
  Low-flying spacecraft flies overhead.
  33
  Mass transit pod arrives.
  34
  Military installation.
  35
  News broadcast on public screens.
  36
  Noble.
  41
  Noble estate.
  42
  Non-Zhodani human.
  43
  Ornamental gardens.
  44
  Patron offers characters a job.
  45
  Characters are being followed.
  46
  Prospective patron.
  51
  Random NPC bumps into character.
  52
  Research facility.
  53
  Restaurant.
  54
  Robot or other servant passes characters.
  55
  Sports event.
  56
  Sudden change of weather.
  61
  Sudden curfew or other restriction on 
  movement.
  62
  Tavrchedl’ patrol.
  63
  Unusual cultural group or event.
  64
  Unusually empty or quiet street.
  65
  Vehicle accident involving characters.
  66
  World council official.
  Rural Encounters
  Zhodani rural regions are again similar to their counterparts 
  in the Imperium but the planned feel remains. Developed 
  and cultivated areas in Zhodani rural areas will have 
  been selected for optimal planting and growth, and since 
  Zhodani use robots more extensively, it is not uncommon 
  to encounter fully automated farms on higher tech worlds.
  d66
  Encounter
  11
  Agricultural robots.
  12
  Crop fields.
  13
  Crop sprayer drone flies overhead.
  14
  Damaged agricultural robot being repaired.
  15
  Difficult terrain.
  16
  Equipment being maintained.
  21
  Experimental farm.
  22
  Farmer heading to city to sell his produce.
  23
  Hunting party.
  24
  Impassable terrain.
  25
  Injured farmer or wanderer.
  26
  Large automated farm.
  31
  Livestock being herded for transport.
  32
  Livestock being tended.
  33
  Livestock being transported.
  34
  Local landing field.
  35
  Major earth tremor.
  36
  Mass transit line.
  41
  Military facility.
  42
  Mobile caravan.
  43
  Noble estate.
  44
  Patron offers the character a job.
  45
  Proles resting from labour.
  46
  Proles working hard.
  51
  Remote infrastructure complex.
  52
  Research facility.
  53
  Ruined structure.
  54
  Rural spaceport.
  55
  Intendant scientist making analysis.
  56
  Tavrchedl’ patrol.
  61
  Small community.
  62
  Small farm.
  63
  Sudden change in weather.
  64
  Telecommunications black spot.
  65
  Travelling merchant caravan.
  66
  Wild animal.
  
  126
  Sample Zhodani Patrons
  The patrons listed here will employ both Zhodani and 
  non-Zhodani characters.
  lieutenant ChiZhiliePr, naval logistiCs offiCer
  Requirements: Starship
  Rewards: Cr. 10,000 plus Cr. 2,000 per ton
  Player’s Information: Because of a dearth of military 
  transports being available in Ziafrplians sector, the 
  Consular Navy has had serious problems with cargoes 
  making it to their final destinations. The local starport has 
  a number of naval cargoes that need to get moved on 
  and Lieutenant Chizhiliepr has been ordered to ship them 
  out on any available ship with space.
  Luckily for everyone involved, the characters’ ship 
  has 20 tons of available cargo space and Lieutenant 
  Chizhiliepr has 20 tons of refurbished manoeuvre drive 
  parts, so he offers Cr. 10,000 now and a voucher to be 
  signed on delivery for Cr. 40,000 more. Once all parties 
  have agreed, he turns over the Cr. 10,000, the delivery 
  voucher for payment and the manifest, then arranges for 
  the cargo to be delivered to their ship. There is no rush, 
  so the characters can arrange to carry other cargoes as 
  needed for a profitable trip.
  Referee’s Information: Lieutenant Chizhiliepr is a 
  naval telepath and should be onboard a frontier cruiser 
  in another sector right now. But he has not seen those 
  orders and is stuck here until he receives them. In the 
  meantime, someone has to handle cargo for the navy 
  and the Lieutenant is it.
  What he is not aware of is that military transport is not 
  the only problem the Consular Navy has at the moment. 
  Some of the cargo manifests are incorrect as well. The 
  Lieutenant only knows what is on the manifest and that 
  is what he is paying for. The cargo manifest given to the 
  players says refurbished manoeuvre drive parts but the 
  voucher is for delivery of the cargo tracking number and 
  the characters will get paid regardless of their cargo.
  Of course, naval cargoes have all sorts of official seals 
  and any of them getting broken is going to probably 
  interfere significantly with payment.
  1–2: The characters loaded 20 tons of refurbished 
  manoeuvre drive part, and that is what they deliver. The 
  clerk at the destination is not sure what he is supposed 
  do with them but he does accept the voucher and pay the 
  Cr. 40,000.
  3–4: The characters start to smell something odd a day into 
  jump and it is coming from the cargo bay. Apparently 20 
  tons of live noql food needs to be kept at a cold temperature. 
  If the characters break the seals, they will find that the food 
  has been dead for about 24 hours before they accepted 
  delivery. After being dead five days, if the characters have 
  not figured out a way to keep the smell out of the air recycling 
  system, everyone on board should make an Endurance 
  check to avoid being ill. Those who fail need 24 hours of rest 
  away from the smell and suffer a –2 DM to all Endurance 
  checks until they are rested. At their destination, the clerk 
  will refuse delivery of any of the one-ton containers if the 
  seals are broken but he will pay for the sealed ones – even 
  with the smell – regardless of the fact that he has no idea 
  why someone shipped them 20 tons of dead noql food.
  5–6: When loaded, the containers turn out to be cages. 
  Despite what the manifest reads, there are 15 tons of live 
  abrstia and five tons of abrstia food. If the cage food and 
  water containers are maintained throughout the jump, 
  the abrstia are fine. If the abrstia are not fed or watered 
  for 36 hours, they start dying (see smell effects for 3–4). 
  No matter what shape the cages are in, as long as the 
  abrstia are alive when they arrive the clerk will be thrilled, 
  accept the voucher, pay the Cr. 40,000 and an additional 
  Cr. 10,000 for the emergency delivery (that is what his 
  computer says).
  dibusheMiashav, MeMber of the QloMdlabr
  Requirements: Science, Survival
  Rewards: Cr. 10,000, plus Cr. 1,000 per day and a Cr. 
  40,000 budget for equipment.
  Player’s Information: Dibushemiashav is a member 
  of the Standing Committee of the Qlomdlabr and has 
  been tasked with reviewing underexplored worlds in 
  Ziafrplians sector for mountain ranges – specifically 
  looking for formations similar to those found on Rhylanor 
  (2716 Tloql) or Qrekrsha (1929 Zdiedeiant), in the sparse 
  hopes of finding an Ancient site similar to the Erdriap 
  Chensh. This is more difficult than the Terran notion of 
  searching through a pile of straw to find a sewing needle 
  but the Qlomdlabr has ordered it and Dibushemiashav 
  understands all of the ramifications.
  Dibushemiashav has the Kakdadim Dazhia 2,000-ton 
  council cruiser and an experienced crew. What she does 
  not have are a lot of survey parties, so she is recruiting 
  teams to explore mountain ranges for the parameters 
  she gives them and if they find something similar, she will 
  send for a full team of Qlomdlabr-approved specialists 
  to examine the site. She is offering access to Consular 
  equipment (Cr. 40,000 worth), as well as a stipend during 
  the survey.
  Referee’s Information: This search is taking place all 
  over the Consulate and various members of the Qlomdlabr 
  
  127
  are taking a wide variety of steps to manage these 
  searches in the desperate hope of finding a way out of 
  the upcoming war with the Imperium. Dibushemiashav’s 
  plan involves placing the characters on the Kakdadim 
  Dazhia, responsible to the captain, and travelling around 
  Dintzhdevr subsector, with the ship doing orbital scans 
  and then sending the party down to promising mountain 
  ranges for a closer look. There are no such locations 
  in the subsector (although there could be unidentified 
  Ancient sites, there is no Erdriap Chensh) but the Zhodani 
  do not know that and the Qlomdlabr wants confirmation 
  regardless of what is already known.
  1–2: Everything is as it seems. The crew of the Kakdadim 
  Dazhia does not know the reasons behind these 
  searches but they do understand that the Qlomdlabr 
  takes it extremely seriously. The captain is very loyal to 
  Dibushemiashav but will do all that is needed to keep his 
  ship in order. The characters are honoured guests but 
  not superior to the crew and he will let the characters 
  know that. However, he will do what he can to save the 
  characters if they run into problems. The Referee will 
  have to review the worlds of Dintzhdevr subsector and 
  make preparations for each survey.
  3–4: As for 1, Dibushemiashav takes this seriously but 
  the captain and crew of the Kakdadim Dazhia do not 
  understand the need for these activities. They have their 
  orders, and will carry them out, but the characters will 
  find themselves ‘on their own’ for much of the on-world 
  survey activity.
  5–6: As for 3, except that Dibushemiashav does not take 
  this seriously – she is an active member of the pro-war 
  faction in the Qlomdlabr. The equipment provided to the 
  characters is not well-cared for and the Referee should 
  take this into account during play. If there are too many 
  problems, Dibushemiashav will use that excuse to end 
  the expedition.
  ChtaZiafrtlasChe’, MeMber of the bieiaZhanZ 
  world CounCil
  Requirements: None
  Rewards: Cr. 3,000 per week.
  Player’s Information: Chtaziafrtlasche’ is in need 
  of a group to escort her and her Intendant assistant 
  Kedlenzhiepr as she travels around Ziafrplians sector. 
  She will be using common merchant carriers that provide 
  high passage for herself and middle passages for her 
  assistant and her escorts. She expects no trouble but 
  these are dangerous times.
  Referee’s Information: Chtaziafrtlasche’ is a brilliant 
  and beautiful young Noble in her late 20s, already with 
  a seat on her world council and expected to rise to take 
  her father’s place on the Dlazdiaz Shtiaklbo subsector 
  council in the future. However, she is completely 
  infatuated with her mentor and teacher Kedlenzhiepr, in 
  whose care her father placed her at birth. Now in his late 
  50s, Kedlenzhiepr has no idea that the brilliant charge he 
  has cared and taught for most of his adult life is about to 
  turn his universe upside down.
  The Referee should implement her plan slowly, so the 
  first few stops get the players used to a routine: Important 
  Noble from another subsector visits world, several 
  meetings with other Nobles (dinners, planning sessions 
  and so on) and then jump to another important world.
  1–2: As they travel about the sector, Chtaziafrtlasche’ 
  will begin to make it clear to Kedlenzhiepr that she 
  wants their relationship to change. She is very aware 
  of the ramifications but as long as he maintains his 
  silence, everything will be fine – until she wants to have 
  children. However, once Kedlenzhiepr is secure in their 
  new relationship, they can return to Bieiazhanz (1526 
  Ziafrplians).
  3: As for 1, except that Kedlenzhiepr is horrified at the 
  change in Chtaziafrtlasche’ and will attempt to leave the 
  group after the following jump. Chtaziafrtlasche’ will insist 
  on following and will double the players’ weekly pay for 
  the pursuit. If they catch up with Kedlenzhiepr, she will 
  make one last attempt to seduce and win him back.
  4–5: As for 1, except Chtaziafrtlasche’ wants a family 
  now and recognises that this means she cannot return 
  to Bieiazhanz. She changes her travel plans to head 
  towards an important world in the Thirz Empire, away 
  from her father.
  6: As for 1, except that Kedlenzhiepr decides that he 
  must turn her over to the Tavrchedl’. However, she is a 
  much more powerful telepath than he and knows of his 
  intention to betray her, let alone what re-education would 
  mean. She will ‘accidentally’ leave him on a convenient 
  world (she will not physically hurt him) and travel with her 
  escorts towards an important world in the Thirz Empire. 
  Of course, Tavrchedl’ pursuit will follow.
  khegukuniePr, fevranZhtavrChedl’ researCher
  Requirements: Starship capable of carrying a high 
  passage passenger.
  Rewards: Always buys high passage for himself
  Player’s Information: Khegukuniepr is looking for a 
  merchant to take passage on, as long as the ship stays 
  within the Consulate. Khegukuniepr spends the time 
  aboard studying the crew and passengers, as part of 
  
  128
  his work on considering the preparation of revisions for 
  the Fevranzhtavr. He takes this work very seriously, as 
  he believes that the guide to Tavrziansh is very much a 
  living book, needing to take into account the needs of the 
  Zhodani at the current time.
  Khegukuniepr will not reveal much of his past, except 
  to admit that he has spent years contemplating the 
  Fevranzhtavr but his myriad of skills hint that he has many 
  other experiences. He is very likeable and, if treated well, 
  will continue to purchase passage on the same ship, as 
  long as it continues to remain in the Consulate.
  Referee’s Information: Khegukuniepr has no weapons 
  in his possessions, which consist mostly of clothing and 
  various older editions of the Fevranzhtavr. However, if the 
  need arises, he can use almost any weapon and will fight 
  to protect those he considers his companions. He will not 
  use his telepathic powers unless he absolutely must.
  1–2: All is as it seems. Khegukuniepr will serve as part 
  counsellor, part confidant, and really is using what he 
  learns about people in his travels 
  to prepare proposals for making 
  some adjustments in the next 
  revision of the Fevranzhtavr.
  3: Khegukuniepr is in reality a 
  student of the Fevranzhvlastavr, 
  from Batlpat (1326 Ziafrplians). He 
  seeks to open Vlastiansh so that 
  the superior path is accessible to 
  others in the Consulate who seek 
  it. He also collects older editions 
  of the Fevranzhtavr to see if some 
  older phrasings are more in line 
  with the superior morality.
  4: Khegukuniepr actually is a 
  member of the sector Tavrchedl’, 
  using this method to study the 
  mental health of travellers in the 
  Consulate. If his companions have 
  problems with Tavrchedl’ and he 
  knows the situation really is not a 
  major problem, he will intercede on 
  their behalf while also making sure 
  he is not revealed.
  5: Khegukuniepr is actually an 
  undercover 
  Tozjabr 
  operative, 
  using Tavrziansh as a cover. His 
  real mission is to identify foreign 
  agents posing as travellers and eliminate them.
  6. Khegukuniepr is actually a surgically altered, psionic 
  Imperial agent. His mission is to gain information on 
  Consular Navy movements in Ziafrplians sector and he 
  uses this method to gain confidences and observe naval 
  patrols and personnel in various starports.
  ZokleQr, addaxur trader
  Requirements: Astrogator, Engineer, Pilot
  Rewards: Double crew salaries
  Player’s Information: Zokleqr has a problem; due to 
  an illness, his crew must remain on the current world for 
  a season but he needs to get his cargo to the nearest 
  Addaxur colony as quickly as possible. He has already 
  made arrangements for the care of his crew but now must 
  see to getting a new crew for his ship. He will pay double 
  the normal salary for crew positions for his old but well 
  cared for 400-ton Zdebr-class trader.
  En route to the closest Addaxur colony, he will minimise 
  wait times in system. While he will still pick up cargoes 
  if they are going to the right worlds, he will not accept 
  cargoes that take him off that path.
  
  129
  aniMals
  The Zhodani regularly bring animals from Zhdant to colonial worlds. In earlier times this could happen by accident, so 
  some animals have spread across Zhodani space, which are less desirable than the abrstia, kredl and noql.
  Name
  Type
  Habitat
  Str
  Dex
  End
  Int
  Instinct
  Pack
  Abrstia
  Grazer (Herbivore)
  Plains Walker
  2
  6
  2
  0
  6
  12
  Melee (teeth) 1, Survival 1
  Teeth (1d6), Armour 0.
  Abrstia are an analogue of Terran chickens but with fibrous feathers, which can be woven into cloth. They react 
  to anything falling to the ground as food, so one can be easily injured falling in an abrstia pen. They can use their 
  wings to hop, so they can be difficult to grab.
  Dzhayak
  Carrion-Eater 
  (Scavenger)
  Desert
  6
  8
  8
  0
  10
  4
  Athletics (endurance) 1, Melee (claws) 1, Recon 1, Survival 1
  Teeth (1d6), Claws (2d6), Armour 0.
  Dzhayak are a large flying carrion eater, which is native to the Dleqiats Desert on Zhdant. Comparisons have been 
  made to the Terran vulture but the Dzhayak is considerably larger and more dangerous. Much like Terran vultures, 
  they will attack sick or wounded creatures.
  Kredl
  Grazer (Herbivore)
  Plains Walker
  12
  6
  16
  0
  8
  10
  Athletics (endurance) 1, Melee (horns) 2, Recon 1
  Horns (2d6), Armour 2.
  Kredl are an analogue of Terran cattle. They acclimatise to humans well but new people or odd smells can cause 
  them to get very agitated. In the wild, packs are young males and females, led by a dominant old female who is 
  easily as strong as a male and older males live apart from packs.
  Liajad
  Gatherer (omnivore)
  Prairie Walker
  1
  6
  1
  1
  12
  6
  Melee (teeth) 1, Recon 1, Stealth 1, Survival 1, Zero-G 1
  Teeth (1d6), Armour 0.
  The Liajad is not native to Zhodani space but can be found almost everywhere. Both Zhodani and Addaxur find 
  the little creatures comforting as pets, and while they prefer insects and berries, they can eat almost anything. 
  Imperial biologists have discovered that the Liajad is actually a Solomani genetically engineered breed of Terran 
  hedgehogs, originally intended as a pet adapted to Zero-G, known as ‘DuFortier’s Arboreal Hedgehog’ but was 
  relatively unsuccessful and forgotten. How it arrived in Zhodani space, much less gained its popularity, remains a 
  mystery.
  Referee’s Information: 50 tons of the cargo bay is filled 
  with containers headed for the colony. Zokleqr spends 
  quite a bit of time checking the containers but does not 
  want anyone seeing what is in them. They are not marked 
  as standard Zhodani shipping containers but do have the 
  proper certifications and the manifest simply marks them 
  as ‘Addaxur goods’.
  1–2: Zokleqr is bringing in 50 tons of rare Addaxur 
  materials from Addax itself. While that would not require 
  much secrecy, Zokleqr is celebrating many successes 
  and will surprise the colony with the items he has brought 
  to them.
  3–4: Zokleqr is working on a project to get Addaxur plant 
  forms to grow on colony worlds and is transporting 50 
  tons of Addax topsoil. He is desperately trying to preserve 
  the native lifeforms that would live in that soil and is 
  terribly worried about maintaining the right pressure and 
  temperature for the containers. If anyone tries to open a 
  container and is not careful, the soil in that container will 
  be ruined.
  5–6: Zokleqr is assisting the Tozjabr with an operation 
  to identify Imperial agents active in Ziafrplians sector, 
  by shipping strange materials across the sector to see 
  if anyone pays too much attention. In fact, Zokleqr 
  has gained the attention of Imperial operatives, who 
  successfully exposed most of his crew to an exhausting, 
  but not fatal, disease. Now the agent is a passenger 
  on the trader and intends to find out what is in those 
  containers! The Referee will need to determine the flow 
  of events.
  
  130
  Noql
  Intermittent 
  (Herbivore)
  Swamp 
  Walker
  3
  8
  4
  0
  10
  8
  Athletics (endurance) 1, Recon 1, Survival 1
  no weapon or armour
  Noql are amphibious crawlers, which have been raised by Zhodani in dammed streams since ancient times. Fossil 
  records do not show the Noql before 300,000 years ago, so the Ancients brought it to Zhdant but it is unknown if it 
  was engineered by them or brought from another world.
  Vlezjaq
  Hunter (Carnivore)
  Desert Flyer
  12
  12
  10
  0
  12
  4
  Athletics (endurance) 1, Melee (teeth) 1, Recon 1, Survival 1
  Teeth (2d6), Armour 0.
  The Velzjaq is a winged predator native to Dleqiats’ eastern desert on Zhdant, which vaguely resembles a cross 
  between a Terran bat and a scorpion.
  Yonchobo
  Intermittent 
  (Herbivore)
  Hill Walker
  20
  10
  18
  0
  14
  8
  Athletics (strength) 1, Melee (teeth) 1, Recon 1, Survival 1
  Teeth (2d6), Armour 0.
  The Yonchobo is a slow but reliable draft animal from Zhdant that has adapted well on many worlds in the 
  Consulate.
  Zjipyli
  Intimidator 
  (Scavenger)
  Swamp 
  Walker
  4
  8
  6
  0
  8
  8
  Athletics (strength) 1, Melee (teeth) 1, Recon 1, Persuade 1
  Teeth (1d6), Armour 0.
  The Zjipyli is an unusual animal native to Zhdant’s swamps. Packs of Zjipyli will intimidate other animals into 
  abandoning their kills by changing colour or shape. This can also be used defensively or if Zjipyli are startled. If not 
  disturbed they begin the day a fairly dark colour and grow lighter during the day. They also possess air bladders, 
  which can be very suddenly expanded making the Zjipyli appear larger than normal.
  Sample Zhodani NPCs
  The characters listed are designed to be generic and support various randomly encountered individuals (guards, 
  soldiers, low-level administrators and so on) throughout the Consulate.
  Character
  Career Path
  Str
  Dex
  End
  Int
  Edu
  Soc
  Tavrchedl’ Guardian 1
  Agent (Tavrchedl’) 2
  7
  10
  6
  9
  10
  10
  Psi-9, Advocate 0, Carouse 0, Comms 0, Computers 0, Drive 0, Gun Combat 0, Investigate 1, Medic 0, Melee 0, 
  Persuade 1,  Recon 1, Telepathy 1
  TL 12 Stunner (3d6 stun), Stunstick (1d6+2d6 stun), TL 8 Flak Jacket (6), TL 10 Comm
  Tavrchedl’ Guardian 2
  Agent (Tavrchedl’) 3
  8
  10
  10
  10
  8
  10
  Psi-9, Advocate 0, Carouse 1, Comms 0, Computers 0, Drive 0, Gun Combat (energy pistol) 1, Investigate 1, 
  Medic 0, Melee 0, Persuade 2, Recon 1, Telepathy 1
  TL 12 Stunner (3d6 stun), Stunstick (1d6+2d6 stun), TL 8 Flak Jacket (6), TL 10 Comm
  Tavrchedl’ Commander
  Agent (Tavrchedl’) 4
  7
  9
  7
  10
  11
  10
  Psi-10, Advocate 0, Carouse 2, Comms 0, Computers 0, Drive 0, Gun Combat (energy pistol) 1, Investigate 2, 
  Medic 0, Melee 0, Persuade 2, Recon 1, Telepathy 2
  TL 12 Stunner (3d6 stun), Stunstick (1d6+2d6 stun), TL 8 Flak Jacket (6), TL 10 Comm
  Tojzabr Defender
  Agent (Tozjabr) 5
  7
  11
  9
  11
  10
  10
  Psi-11, Admin 0, Art 0, Comms 0, Carouse 2, Compute r 1, Deception 1, Drive 0, Gun Combat (energy pistol) 1, 
  Investigate 2, Language (Anglic) 1, Persuade 2, Recon 0, Telepathy 2, Teleport 1
  TL 11 Laser Pistol (3d6+3), TL 8 Flak Jacket (6), TL 12 Radio Transceiver
  
  131
  Army Recruit
  Army (infantry) 1
  7
  6
  8
  8
  8
  7
  Athletics (endurance) 1, Comms 0, Computers 0, Drive 0,Gun Combat (slug rifle) 1, Heavy Weapons 0, Medic 0, 
  Melee 0, Vacc Suit 0
  TL 11 Trooper Combat Armour (12), TL 12 Gauss Rifle (4d6 AP, auto 4), TL 12 Radio Transceiver
  Average Soldier
  Army (infantry) 2
  8
  7
  9
  8
  8
  7
  Athletics (endurance) 1, Comms 0, Computers 0, Drive 0,Gun Combat (slug rifle) 2, Heavy Weapons 0, Medic 1, 
  Melee 0, Recon 1, Vacc Suit 0
  TL 11 Trooper Combat Armour (12), TL 12 Gauss Rifle (4d6 AP, auto 4), TL 12 Radio Transceiver
  Veteran Soldier
  Army (infantry) 3
  9
  8
  7
  8
  8
  8
  Athletics (endurance) 1, Comms 1, Computers 0, Drive 0,Gun Combat (slug rifle) 2, Heavy Weapons 0, 
  Leadership 1, Medic 1, Melee 0, Recon 2, Vacc Suit 0
  TL 11 Trooper Combat Armour (12), TL 12 Gauss Rifle (4d6 AP, auto 4), TL 12 Radio Transceiver
  Experienced Soldier
  Army (infantry) 5
  7
  7
  9
  9
  9
  8
  Athletics (endurance) 1, Comms 1, Computers 0, Drive (wheeled) 1,Gun Combat (slug rifle) 2, Heavy Weapons 0, 
  Leadership 2, Medic 1, Melee 0, Recon 2, Vacc Suit 0
  TL 11 Trooper Combat Armour (12), TL 12 Gauss Rifle (4d6 AP, auto 4), TL 12 Radio Transceiver
  Junior Army Officer
  Army (infantry) 2
  7
  6
  8
  9
  9
  10
  Psi-9, Athletics (endurance) 1, Comms 0, Computers 1, Drive 0,Gun Combat (slug rifle) 1, Heavy Weapons 0, 
  Leadership 1, Medic 0, Melee 0, Telepathy 1, Vacc Suit 0
  TL 12 Officer Combat Armour (14), TL 12 Gauss Rifle (4d6 AP, auto 4), TL 12 Radio Transceiver
  Senior Army Officer
  Army (infantry) 5
  6
  7
  8
  9
  10
  11
  Psi-9, Athletics (endurance) 1, Comms 1, Computers 1, Drive 0,Gun Combat (slug rifle) 2, Heavy Weapons 0, 
  Leadership 2, Medic 1, Melee 0, Tactics (military) 2, Telepathy 1, Vacc Suit 0
  TL 14 Noble Combat Armour (16), TL 12 Gauss Rifle (4d6 AP, auto 4), TL 12 Radio Transceiver
  Journalist
  Entertainer (author) 2
  6
  8
  7
  9
  10
  8
  Art (writing) 2, Carouse 1, Admin 0, Advocate 0, Compute r 0, Diplomat 0, Investigate 1, Persuade 1, Social 
  Science 0, Steward 0
  TL 10 Hand Computer/2 (Security/1), TL 10 Comm
  Young Noble
  Government (administrator) 1
  5
  7
  7
  7
  9
  13
  Psi-7, Admin 1, Advocate 0, Broker 0, Carouse 0, Clairvoyance 0, Comm 0, Computer 0, Diplomat 0, Investigate 0, 
  Persuade 1, Telepathy 0
  TL 10 Hand Computer/2 (Security/1), TL 10 Comm
  Consul
  Government (diplomat) 5
  6
  6
  8
  10
  13
  14
  Psi-9, Admin 2, Advocate 1, Broker 0, Carouse 0, Clairvoyance 1, Comms 0, Computers 0, Diplomat 3, Investigate 
  2, Language (Anglic) 1, Persuade 2, Telepathy 1
  TL 13 Hand Computer/4 (Security/3), TL 10 Cloth Armour (5), TL 10 Comm
  Guard Recruit
  Guard (commandos) 1
  7
  8
  8
  8
  9
  10
  Psi-9, Athletics 0, Battle Dress 1, Comms 0, Computers 0, Drive 0,Gun Combat 0, Heavy Weapons (man portable 
  artillery) 1, Tactics 0, Teleport 1, Vacc Suit 0, Zero-G 0
  TL 14 Guards Battle Dress (18), PGMP-13 (12d6, auto 4), TL 12 Grav Belt, TL 13 Radio Transceive.
  Average Guard
  Guard (commandos) 2
  8
  7
  7
  8
  9
  10
  Psi-10, Athletics 0, Battle Dress 1, Comms 0, Computers 0, Drive 0,Gun Combat 0, Heavy Weapons (man portable 
  artillery) 1, Leadership 1, Tactics 0, Telekinesis 0, Teleport 1, Vacc Suit 1, Zero-G 1
  TL 14 Guards Battle Dress (18), PGMP-13 (12d6, auto 4), TL 12 Grav Belt, TL 13 Radio Transceiver
  Veteran Guard
  Guard (commandos) 3
  7
  7
  7
  9
  9
  10
  Psi-10, Athletics 0, Battle Dress 1, Comms 1, Computers 0, Drive 0,Gun Combat 0, Heavy Weapons (man portable 
  artillery) 2, Leadership 1, Medic 1, Tactics (military) 1, Telekinesis 0, Teleport 1, Vacc Suit 1, Zero-G 1
  TL 14 Guards Battle Dress (18), PGMP-13 (12d6, auto 4), TL 12 Grav Belt, TL 13 Radio Transceiver
  
  132
  Experienced Guard
  Guard (commandos) 5
  7
  9
  8
  8
  9
  10
  Psi-11, Athletics 0, Battle Dress 1, Comms 1, Computers 0, Drive 0,Gun Combat (slug rifle) 1, Heavy Weapons 
  (man portable  artillery) 1, Leadership 2, Medic 1, Tactics (military) 2, Telekinesis 0, Teleport 2, Vacc Suit 1, Zero-G 
  1
  TL 14 Guards Battle Dress (18), PGMP-13 (12d6, auto 4), TL 12 Grav Belt, TL 13 Radio Transceiver
  Merchant Engineer
  Merchant (free trader) 3
  7
  5
  7
  8
  9
  7
  Admin 0, Broker 0, Comms 0, Computers 1, Drive 0, Engineer (M-drive) 1, Engineer (J-drive) 2, Language 0, 
  Medic 0, Mechanic 1, Persuade 0, Sensors 1, Steward 0, Vacc Suit 1
  TL 10 Hand Computer/2 (Security/1), TL 8 Flak Jacket (6), TL 10 Comm
  Navy Crewman
  Navy (crew) 1
  7
  7
  8
  7
  8
  7
  Comms 0, Computers 1, Drive 0, Gun Combat 0, Gunner 0, Engineer 0, Mechanic 1, Medic 0, Pilot 0, Vacc Suit 1, 
  Zero-G 0
  TL 12 Vacc Suit (6), Mechanical Toolkit, TL 10 Comm
  Experienced Technician
  Navy (technical) 3
  6
  9
  7
  10
  11
  8
  Carouse 1, Comms 0, Computers 1, Drive 0, Gun Combat 0, Gunner 0, Engineer (electronics) 1, Mechanic 2, 
  Medic 0, Pilot 0, Remote Operations 1, Sensors 1, Vacc Suit 2, Zero-G 0
  TL 12 Vacc Suit (6), Mechanical Toolkit, TL 10 Comm
  Flight Officer
  Navy (flight) 3
  7
  9
  7
  8
  9
  10
  Psi-9, Carouse 0, Comms 1, Computers 0, Engineer 0, Gun Combat 0, Gunner (turrets) 2, Medic 0, Pilot (small 
  craft) 2, Telepathy 1, Vacc Suit 1, Zero-G 1
  TL 12 Vacc Suit (6), Snub Pistol (3d6-3), TL 10 Comm
  Prole Director
  Prole (corporate) 6
  4
  6
  7
  9
  8
  9
  Admin 3, Broker 1, Advocate 1, Carouse 1, Comms 0, Computers 1, Dipomat 1, Drive 0, Engineer (life support) 1, 
  Flyer 0, Language (Anglic) 1, Melee 0, Science (physics) 2, Steward 1, Trade 1
  TL 13 Hand Computer/4 (Security/3), TL 10 Cloth Armour (5), TL 10 Comm
  Prole Labourer
  Prole (worker) 2
  8
  6
  7
  6
  5
  5
  Athletics (strength) 1, Carouse 1, Computers 0, Drive 0, Engineer 0, Flyer 0, Melee 0, Persuade 1, Steward 0, 
  Trade (civil engineering) 1
  Doctor
  Scholar (physician) 3
  5
  8
  4
  10
  13
  8
  Admin 0, Advocate 0, Carouse 1, Comms 0, Computers 1, Diplomat 0, Investigate 0, Language 0, Medic 3, 
  Science (biology) 1
  TL 10 Hand Computer/2 (Security/1), Scientific Equipment, TL 10 Comm
  Scientist
  Scholar (field researcher) 3
  4
  8
  6
  11
  13
  12
  Psi-8, Admin 1, Advocate 0, Carouse 0, Comms 0, Computers 1, Diplomat 1, Investigate 1, Language (Anglic) 1, 
  Medic 0, Science (archaeology) 3, Science (xenology) 1
  TL 10 Hand Computer/2 (Security/1), Scientific Equipment, TL 10 Comm
  
  133
  The Zhodani give the name Driantia Zhdantia to their 
  interstellar community. The name is commonly translated 
  in Anglic as Zhodani Consulate but literally means 
  ‘government by the elected leaders of the Zhodani’. 
  The Consulate consists of about 6,500 systems spread 
  through more than 175 subsectors and includes worlds 
  colonised by the Zhodani themselves as well as non-
  Zhodani worlds that are administered by the Consulate.
  The Consulate is located spinward and coreward of the 
  Imperium. Over 70 percent of its worlds lie within 100 
  parsecs of Zhdant, the Zhodani homeworld. The territory 
  of the Consulate is a reasonably compact area: the 
  Zhodani have expanded (with the exception of the core 
  expeditions) in all directions at roughly the same rate and 
  this is reflected in the size and shape of the Consulate.
  worlds
  Zhodani worlds are much like other Human worlds. The 
  physical details remain consistent and the process for 
  creating worlds is the same as detailed in the Traveller 
  Core Rulebook. However, due to the differences in 
  Zhodani society, population, governments, law levels, 
  bases and trade codes are different.
  Population
  The pattern of Zhodani colonisation differs from other 
  Human societies. The Consulate does not allow the 
  creation of small colonies (under 10,000 population), 
  because of the lack of infrastructure required to support 
  proper mental health facilities (including a Tavrchedl’ 
  presence). Therefore, any worlds generated with a 
  population of less than 10,000 should have no population. 
  Even Zhodani corporate-owned worlds must adhere to 
  this rule. The Consulate has many empty worlds as a 
  result of this policy.
  Sometimes a Zhodani colony runs into difficulties and the 
  population drops below the 10,000 minimum. Then the 
  Consulate must decide whether to send more colonists to 
  raise the population, or to remove the remaining colonists 
  and terminate the colonisation project.
  Government
  Zhodani worlds in the core sectors are, officially, 
  representative democracies. More pragmatic Imperial 
  classifiers will describe them as oligarchies, democracies 
  or 
  bureaucracies 
  depending 
  on 
  the 
  degree 
  of 
  responsiveness of the local nobility and the Intendant 
  bureaucracy to the Prole majority.
  Law Level
  As noted in the Traveller Core Rulebook, a planet’s law 
  level is used to determine the characters’ interactions 
  with the law.
  Psionic Shields: Non-Zhodani wearing of psionic shield 
  helmets is tolerated for foreign diplomatic personnel. 
  Others must obtain a permit from local authorities. This 
  would be a +0 DM situation with a Check response (page 
  174 of the Traveller Core Rulebook).
  Tech Level
  Most Zhodani worlds are TL8-14, averaging TL12-13. 
  Any TL result greater than 14 should be reduced to 14.
  Bases and Postal Routes
  The Zhodani do not have an X-boat system. Naval bases 
  are directly linked using fast jump-4 couriers that also 
  carry government mail. If a gap of greater than jump-4 
  exists between naval bases, one or more relay stations 
  (operated by the Zhodani Navy) are established to 
  facilitate ship movements. The Consulate also contracts 
  with private companies to maintain postal routes, which 
  follow the same routes. The equivalent of X-boat lines 
  on Zhodani subsector maps are thus known as Zhodani 
  Postal Routes.
  Naval bases and depots exist on important or threatened 
  worlds throughout the Consulate, usually with an Army 
  or Consular Guard detachment for ground security. The 
  equivalent of scout bases are simply naval bases that are 
  oriented more toward supporting surveyor exploration 
  operations.
  worlds
  
  134
  Travel Codes
  The Zhodani have a system parallel to the Amber and 
  Red zones used by the Imperium:
  Unabsorbed Worlds (equivalent to Amber zones) are 
  claimed and governed by the Consulate but not absorbed 
  into the mainstream of Zhodani culture. Psionic training is 
  normally unavailable and, possibly, not tolerated locally. 
  Long-range programs to bring the world into the Zhodani 
  mainstream may be underway. Zhodani covert agents 
  and programs are in place. Often stresses resulting from 
  this lead to local guerrilla activity, requiring action by the 
  Tavrchedl’ or the Army. In some worlds, a psionic ruling 
  class may be partially established but still fragile and 
  under attack from subversive elements. Foreign agents 
  may also be attempting to stir up anti-Zhodani resistance 
  on these worlds. An unabsorbed world is not usually 
  permitted to maintain armed forces (other than police) 
  and its citizens are generally not permitted off-world 
  without Consular permission. If Nobles exist, they do not 
  take an active part in subsector or higher councils.
  If they heed travel advisories, off-world Zhodani may 
  visit and trade may be encouraged (to show the 
  benefits of incorporation into the Consulate) but such 
  activities are regulated to prevent unplanned socio-
  economic disruption. Non-Zhodani may be allowed, or 
  not, depending on the situation. An Imperial sociologist 
  is more likely to be welcome on a world that is a model 
  of integration than one on which Consular Guard troops 
  and warbots are sweeping the countryside for local 
  insurgents.
  Reservation Worlds belong to friendly minor races that 
  have signed binding treaties with the Consulate and 
  remain Unabsorbed. Essentially, they are permanently 
  unabsorbed worlds; little or no effort is being made to 
  bring them into Zhodani society. Their citizens can usually 
  trade and travel within the Consulate.
  Forbidden Worlds (similar to Imperial red zones) have 
  access prohibited by the Consulate government. Typically 
  these worlds are military training grounds or planetary 
  bombardment test ranges, Ancient sites, sources of rare 
  or valuable resources, and secret Consular research 
  stations. Where a forbidden world exists, the entire 
  system is off-limits and usually patrolled by between 
  one and six warships and garrisoned by a contingent of 
  troops.
  A world with a government of 0, 7 or 13+, or a TL of 7 
  or less, should be considered for Unabsorbed status. 
  Forbidden worlds should be determined by the Referee.
  ProvinCes
  The Zhodani Consulate is divided into eight preqlianz 
  (provinces), which serve as administrative districts. 
  Provinces are an intermediate level between the sector 
  council and the supreme council on Zhdant. Each 
  province is roughly equal in population.
  Jadlapriants
  Jadlapriants is the oldest established province and 
  includes Zhdant and Tienspevnekr sectors. Jadlapriants 
  includes both Zhdant (2719 Zhdant) and Addax (2214 
  Tienspevnekr), along with the rest of the Addaxur 
  Reservation. Zhodani from Jadlapriants have a reputation 
  for being a little staid in their outlooks. There are almost 
  no unabsorbed worlds in this region.
  Iadr Nsobl
  This turbulent rimward province includes the Zhodani 
  portions of Yiklerzdanzh, Afachtiabr (Far Frontiers), 
  Iakr (Foreven), Briakqra’ (Gvurrdon), Tloql (Spinward 
  Marches) and all of Ziafrplians sector. It borders both 
  the Imperium and the Vargr Extents, along with the 
  various Human-dominated settled sectors spinward of 
  the Imperium. Iadr Nsobl has been actively involved in 
  wars and military conflicts with the Imperium as well as 
  struggles involving various client states in neighbouring 
  sectors. Zhodani from Iadr Nsobl have a reputation for 
  being a bit more adventurous and self-reliant, though the 
  average non-Zhodani would find it hard to notice.
  Meqlemianz
  The Consulate’s spinward frontier, Meqlemianz province 
  includes the Zhodani portions of Tsadra, Eiaplial and 
  Sidiadl sectors. It is relatively well developed, with a high 
  level of industrialisation and colonisation and a larger 
  than usual percentage of Nobles directly involved in 
  commerce. Relatively few native intelligent species arose 
  in this region, so the worlds here were easily absorbed 
  and the border is quite peaceful.
  Iabrensh
  Iabrensh includes the coreward sectors of Zdiedeiant 
  and Stiatlchepr. This province is a major centre of ship 
  construction in support of the core expeditions but has a 
  lower population and fewer colonised worlds than other 
  provinces. The region is the farthest from the Imperium: 
  few non-Zhodani traders or travellers are familiar with it.
  Shtochiadr
  This province (coreward and trailing of Zhdant) 
  encompasses ltvikiastaf and part of Tlabrieish sectors. 
  Trade activity with the Vargr is the major focus of the 
  
  135
  
  136
  region, which makes parts of Shtochiadr something of 
  a wild-and-woolly frontier. Zhodani megacorporations 
  based here specialise in the production of Vargr-oriented 
  high-tech equipment for sale in the adjacent Vargr states 
  to trailing.
  Obrefripl
  This province includes occasional worlds and groups of 
  worlds (up to subsector-sized clusters) scattered between 
  Zdiedeiant sector and Chtierabl sector along the path of 
  the core expeditions. Obrefripl is still relatively sparsely 
  settled and represents a region that is undergoing 
  internal colonial development. Many of the worlds here 
  are unabsorbed.
  Chtierabl
  A single sector-sized province located 250 parsecs 
  coreward of Zhdant. Chtierabl is well-established and 
  over 800 years old but it still has a strong ‘colonial’ 
  character.
  Vlanchiets Qlom
  This encompasses all settled or claimed Zhodani coreward 
  territory beyond Chtierabl sector – approximately 30 
  subsector and partial subsector-sized areas reaching 
  600 parsecs toward the core. Portions of Vlanchiets Qlom 
  province are as much as 50 years away from Zhdant at 
  Jump-4, including a string of expeditionary bases that 
  extend 5,000 parsecs coreward. Ships servicing this route 
  make extensive use of low passage and robots. This is 
  the Consulate’s true frontier region with many worlds 
  unabsorbed, reservations or only recently colonised, and 
  settlement here attracts only the most adventurous spirit.
  ContaCt with other raCes
  The Consulate is roughly at its limits of growth; until 
  its overall Tech Level can increase (through industrial 
  development and research), further expansion of its 
  borders would strain interior communications without 
  providing great amounts of additional benefit. Instead, 
  long-term attention is being directed toward the galactic 
  core.
  To trailing of the Consulate are the Imperium and the 
  Vargr Extents. Expansion toward the Vargr Extents 
  slowed after Vargr settlements were encountered but 
  extensive trade and diplomatic activity continues. The 
  original settlements in Tloql (the Spinward Marches) 
  were minor and were driven out by Imperial expansion 
  between 200 and 500. Conflict between the Zhodani and 
  the Imperials has since produced some fluctuation along 
  the Imperial border as Frontier Wars have been fought 
  over the last 600 years.
  Rimward of the Consulate are numerous small Human 
  states and, further Rimward, the Great Rift. Through 
  Yiklerzdanzh, Afachtiabr (Far Frontiers), Iakr (Foreven), 
  Chtedrdia (Fulani) and Steblenzh (Vanguard Reaches) 
  sectors, Zhodani expansion encountered a variety of 
  Human and non-Human cultures, many of them long-
  standing and well established. Some of these, especially 
  various Human minor races, have been enticed into 
  accepting Zhodani ways, with most of them absorbed into 
  the Consulate. Others have remained client states of the 
  Consulate. A few have resisted the Zhodani, accepting 
  Imperial aid or depending on their own resources. These 
  areas are prime regions of conflict between the Zhodani 
  and the Imperium.
  No large non-Zhodani states exist on its spinward border. 
  Rather, it marks the regions where the Zhodani Consulate 
  has reached the end of suitable worlds or systems within 
  acceptable distances of supporting industrial bases. 
  Some development and expansion continues at a slow 
  pace but is hampered by the diversion of resources to 
  core expeditions and the fact that much of the Consulate 
  has a lower average TL than that of the Imperium, which 
  limits the availability of high-jump communication vessels.
  The Zhodani Consulate is an insular government; its 
  territory contains the vast majority of all racial Zhodani, 
  while non-Zhodani make up only a small fraction of its 
  citizens. The Consulate has little need or desire to expand 
  beyond its present boundaries and it recognises that its 
  neighbours may want to expand into Zhodani territory. 
  The Zhodani long ago reached the practical size limit 
  for their empire and they are satisfied with their territory. 
  Moreover, the Zhodani know of the potential problems 
  involved in absorbing non-Zhodani into their culture, so 
  they avoid it whenever possible. They also see little gain 
  in governing conquered worlds.
  In five centuries of conflict with the Imperium, the Zhodani 
  gained a reputation for belligerence, strategic sense and 
  perfidy. They launched every war with a surprise attack. 
  In every case, they waited until they had the advantage 
  and then used it. The Zhodani Consulate has long been 
  committed to the defence of its territory with careful, long-
  range plans that work to constantly inhibit or discourage 
  any offensive action against it, even if that requires 
  disruptive pre-emptive strikes.
  
  137
  The Coreward Border and the Core 
  Expeditions
  This huge area represents the Zhodani potential for 
  future expansion. The Zhodani word for the region to 
  coreward (including the provinces of Obrefripl, Chtierabl 
  and Vlanchiets Qlom), Fronzhatlivr, is often translated 
  as ‘wasteland’. The Zhodani have found fewer habitable 
  planets and minor races across most of the region. 
  Nevertheless, Zhodani scientific curiosity has driven 
  coreward expansion.
  The actual reasons are a Consular secret. Officially, 
  this type of focused exploration is said to be beneficial 
  to Zhodani society, providing a steady stream of new 
  discoveries and economic opportunities, as well as an 
  outlet for non-conformist individuals, without causing the 
  societal strain that a more constant non-linear expansion 
  of the Consulate might involve.
  Over the years, many Zhodani in senior government and 
  military and scientific positions have learned there is more 
  to it. An enigmatic map (the Toliak, or ‘starmap artefact’) 
  was discovered in an Ancient archaeological site, which 
  (partially) showed a route to the galactic core and this 
  has convinced the Zhodani to expand in this particular 
  direction. This much is also suspected by Imperial 
  intelligence services (and prompted their ‘Longbow’ 
  surveillance project). That the map was also a psionic 
  artefact showing real-time, and precognitive visions that 
  remained for many centuries, is a deep secret known 
  only to the Qlomdlabr and an extremely select clique of 
  scientists, intelligence agents and military officers.
  Since approximately –4000, the Consulate has mounted 
  seven core expeditions. The latest was launched in 
  750 and took 50 years for the round trip, including 
  approximately 10 years of exploration and research. The 
  Zhodani have now explored a narrow corridor reaching 
  some 5,000 parsecs from Zhdant and have established 
  a string of bases from which further expeditions can be 
  sent out.
  The expeditions, relatively unknown outside of the 
  Zhodani Consulate, have been a source of basic research 
  information, sophontological data (as new races and 
  cultures were discovered along the route) and even rare 
  or previously unknown minerals and pharmaceuticals. The 
  Zhodani have also discovered a number of Ancient sites 
  along the path of the expedition, which have yielded certain 
  materials and technologies that are still being studied.
  Settlements have been established all along the route 
  (collectively, the Obrefripl, Chtierabl and Vlanchiets 
  Qlom provinces) to maintain communications with the 
  Consulate and keep the corridor open between major 
  expeditions. Such worlds also exploit valuable mineral 
  deposits, research the strange and novel life forms 
  encountered, and provide maintenance and repairs for 
  ships passing in each direction.
  Small expeditions (too many to count) have ventured 
  far beyond the area that the major fleet-sized core 
  expeditions have covered. They have travelled laterally to 
  explore new worlds that are beyond the areas shown on 
  the Ancient’s star map projector. They have also ventured 
  further coreward, some as far as 1,000 parsecs. Their 
  reconnaissance helps clear the way for each additional 
  core expedition.
  To the Imperium, the Zhodani often seem staid. The 
  Zhodani quietly shake their heads. The Imperium 
  is hemmed within its borders and its Scout service 
  appears to spend much of its time maintaining internal 
  communications and surveys, ‘making sure the stars 
  stay put’. In contrast, the Zhodani are engaged in an epic 
  venture beyond known space, to worlds Humaniti has 
  never seen.
  
  138
  The Ziafrplians sector is dominated by the Zhodani 
  Consulate. The remainder consists of worlds lying close 
  to the Vargr Extents that the Zhodani did not claim when 
  expanding into the sector. These are now held within 
  the Thirz Empire, a close Vargr ally of the Consulate. 
  Because of the relationship between the Thirz Empire and 
  the Zhodani Consulate, Ziafrplians is not like other Vargr 
  sectors. The Vargr call it Usingou sector and aggressive 
  Vargr pirates know to avoid it.
  historiCal PersPeCtive
  The Zhodani have had a presence in Ziafrplians sector 
  for over 6,000 Imperial standard years. If Zhodani 
  exploration and settlement patterns had followed those 
  of the Vilani or Solomani, Ziafrplians would be a teeming, 
  long colonised sector. However, the Consulate’s trailing 
  expansion came as the Qlomdlabr began to set new 
  guidelines for colonisation – focusing on the mental health 
  of the colonists and ensuring that those settlements were 
  selected would be permanent ones. As a result, many 
  worlds were open for Vargr expansion without conflict 
  and many worlds remain unsettled or underdeveloped 
  even today.
  The Ancients
  The Zhodani have gathered, perhaps, more knowledge 
  about the Ancients than any other major race outside 
  of the Droyne and they recognise that their knowledge 
  is minimal. Zhodani scientists agree that the Ancients 
  reached the height of their power 300,000 years ago and 
  that their disappearance coincided with a fair amount of 
  damage to this region of space, including Zhdant itself. 
  There are many asteroid belts and devastated worlds 
  dating from that period, which testify to this. The most 
  likely explanation is that they fought each other, or 
  someone else, to mutual destruction.
  The Ancients are responsible for transplanting many 
  species, including Humans to Zhdant. They may have 
  terraformed worlds or seeded them with life, and are 
  probably responsible for the presence of Terran plants 
  and animals on worlds only now being charted by humans.
  Various Ancient devices and sites have been found. 
  These devices vary from the horrifically powerful 
  Erdriap Chensh to the Toliak starmap. Ever since the 
  devastation of the original Chensh, the Consulate 
  insists that all Zhodani (including Nobles) surrender 
  such items to the Consulate. The Zhodani Consulate 
  believes that while the Ancients may be gone, they have 
  left enough behind to warrant being very careful about 
  any discovered artefacts.
  All of that being stated, none of the eight identified Ancient 
  sites in Ziafrplians sector have ever revealed more than 
  impressive ruins. What tasks the Ancients sought to 
  accomplish in Ziafrplians sector remains a mystery.
  The Vargr
  When first contact between the Zhodani and the Vargr 
  occurred (in adjacent Briakqra’ sector) in the −2800s, 
  the Consulate made sure that the various Vargr states 
  encountered understood that the Zhodani would be 
  no pushover and incidents would result in retaliation. 
  So Vargr expansion into Ziafrplians came slowly; after 
  all, there were other worlds elsewhere that were more 
  inviting. What problems did occur were solved quickly 
  through Zhodani force and when Vargr settlements came, 
  the Zhodani sent diplomats, merchants and Tavrchedl’ 
  agents. These methods were intended to introduce small 
  cultural changes, which over time resulted in a very 
  different Vargr culture than in many sectors dominated 
  by them.
  Vargr are pack creatures whose culture and civilisation 
  are based around the concept of individuals with 
  ‘Charisma’; that is, Alpha individuals. Vargr will give their 
  loyalty to charismatic individuals and thus gain reflected 
  glory but a leader who loses face may find himself without 
  followers rather quickly. Traditional Vargr society tends 
  to be somewhat more fluid and turbulent than human 
  civilisation, though Vargr are capable of deep loyalty to 
  an individual or ideal that has earned it.
  Vargr in Ziafrplians sector are somewhat different from 
  traditional Vargr, as they have absorbed many qualities 
  from Zhodani culture. Vargr here seem less drawn to 
  the fluid and turbulent society of their brethren, finding 
  stability and peace to be appreciated as well. Certainly 
  they are drawn to charismatic leaders but psionics 
  continues to gain ground within the Thirz Empire and the 
  Thirz ruling house is respected both for its charisma and 
  its psionic talents.
  ZiafrPlians seCtor
  
  139
  The Vargr in this sector have come to see the Zhodani 
  as teachers and allies, and look at the chaos of Vargr 
  worlds and states elsewhere with trepidation. The Vargr 
  of Ziafrplians are learning that peace and stability are 
  goals worthy of a charismatic hero. It is also true that their 
  lessons are not over.
  The Zhodani
  As the Zhodani entered Ziafrplians sector, they settled 
  only a few worlds, largely along the spinward edge of 
  the sector. Eventually they spread across the rimward 
  edge also, supporting the exploration into Iakr and Tloql 
  sectors. The bulk of Zhodani settlements in Ziafrplians 
  sector have actually been established in the last 1,000 
  years, since the arrival of the Third Imperium to Tloql 
  sector.
  Development is much more significant in the trailing 
  portion of the sector, along the Qadre’idr Main (‘forceful 
  reach’), which stretches from O’staz (0128) along the 
  spinward edge of Ziafrplians, to Kronor (0304 Tloql). 
  Additionally, a significant level of trade follows a route 
  from the heart of the Consulate to O’staz (0128), through 
  the central portion of the sector to the provincial capital of 
  Fitl (2331) and then into both Briakqra’ and Iakr sectors.
  While the Vargr certainly found large parts of the sector 
  open for settlement, the Consulate has maintained the 
  borders in Ziafrplians for millennia and the Vargr have 
  learned the hard way that those borders are unlikely 
  to change. The Zhodani have mixed feelings toward 
  the Vargr; on the one hand these races have had good 
  trade relations since the first Vargr settled here during 
  the Second Vargr Diaspora but on the other hand the 
  Zhodani have been victim to numerous corsair raids and 
  border skirmishes.
  Polities of ZiafrPlians seCtor
  For over 200 years, Ziafrplians has been divided between 
  two powers – the Zhodani Consulate and the Thirz 
  Empire. 
  The Thirz Empire
  Even before the Thirz Empire (Thirz Uerra) seized 
  power in 889, there was a strong Zhodani influence on 
  many of its worlds. Psionic training was already more 
  commonplace than on Vargr worlds elsewhere. Today, 
  psionic institutes are established on most high-population 
  worlds within the Empire.
  The Empire is governed at various levels by councils of 
  Nobles (based on charisma, not psionic strength), who 
  are elected for staggered three year terms. However, 
  the leaders of each council are chosen by the Emperor, 
  who may remove them at any time and select another 
  member of the council as its leader. In extreme situations, 
  such as natural disasters or civil wars, the Emperor may 
  actually send a governor to lead a specific council but 
  that is rare. The Empire has a core fleet of capital ships 
  and a well-trained cadre of elite soldiers but is dependent 
  on Noble musters of non-capital ships and ground forces 
  to bolster the military in wartime. Most corsairs within the 
  Empire serve a specific Noble or house, rather than being 
  an independent force.
  The Thirz Empire maintains a group of undercover 
  psionic operatives (the Ourrghkso) who are taught how to 
  blend in with the citizens, using their abilities and skills to 
  detect unhappy citizens and potential dissidents. Citizens 
  of the Thirz Empire enjoy a lot of benefits and personal 
  liberties and understand that to maintain these freedoms 
  uprisings must be prevented for the good of the larger 
  pack. The Thirz Empire has a number of secret facilities 
  where charismatic mentors train the psionic agents.
  Although the government is often lacking in strong 
  leadership, it maintains healthy trade agreements with 
  the Zhodani and most Vargr merchants lead wealthy 
  lives. This is the main strength of the Thirz Empire and 
  Vargr corporations here tend to be more successful and 
  longer lasting due to the presence of the Zhodani and 
  their stable economy.
  One open and obvious result of the Zhodani alliance has 
  been the creation of the Oruelean, or Imperial Guard. 
  This group of Vargr psions (allegedly trained by Zhodani 
  Tozjabr operatives, who also are alleged to train the ruling 
  family) serve as bodyguards for the Thirz ruling family, 
  trouble-shooters for the Emperor and, some claim, spies 
  and assassins against their enemies. What is known for 
  sure is that since its creation in 1016, no assassination 
  plot against the Thirz ruling family has been successful.
  The Zhodani Consulate
  The Zhodani Consulate is definitely the dominant power 
  in Ziafrplians sector but thanks to centuries of careful 
  planning and patience, the relationship between the Thirz 
  Empire and the Zhodani is close and relatively stable. 
  There are occasional misunderstandings but in general 
  the Zhodani and the Thirz work very well together.
  The unique nature of the Thirz Empire and its relationship 
  with the Consulate has done much to suppress corsair 
  actions against both nations. The Zhodani see their 
  alliance with the Thirz ruling house as being stronger than 
  
  140
  any past alliance with the Vargr and Zhodani diplomats 
  often work together with Thirz emissaries to ensure that 
  nothing threatens that alliance.
  Ziafrplians sector lies within the Iadr Nsobl province of 
  the Consulate. Given the other borders that the Iadr 
  Nsobl provincial council has to deal with (the Imperium, 
  various client states, aggressive Vargr and so on), they 
  are very grateful that Ziafrplians remains quiet. Everyone 
  knows that another war with the Imperium is just a matter 
  of time, so, while fleet assets are reduced in Ziafrplians 
  sector, there are plenty of visiting Vargr delegations 
  and if anyone is bored, occasional delegations from the 
  Qlomdlabr visit for various matters.
  The Ziafrplians sector council is hoping that the subsector 
  councils can handle their own issues, while they provide 
  funds for the current naval build-up. All of which makes 
  the recent request from the Qlomdlabr, that surveys 
  of mountain ranges in the sector are carried out, so 
  frustrating.
  other intelligent sPeCies
  While there are a small set of worlds that originated from 
  Imperial colonies in the rimward part of the sector, the 
  only major races in Ziafrplians sector to worry about are 
  the Zhodani, the Vargr and the Droyne.
  Droyne
  The Droyne are something of an oddity. They have 
  enclaves scattered all across Charted Space. Some are 
  stone age primitives while others possess advanced 
  starships 
  mounting 
  fearsome 
  weaponry. 
  Vaguely 
  humanoid with both reptilian and bird-like features, the 
  Droyne are divided into six castes. Members of different 
  castes have considerably different physical and mental 
  characteristics depending upon their role in Droyne 
  society.
  Because of their genetic relationship to the Chirpers who 
  once shared Zhdant with the Zhodani, Zhodani leaders 
  hoped to build a relationship with them similar to that 
  remembered with the Qiknavrats of Zhdant’s past. However, 
  the Droyne have proven to be enigmatic, preferring to keep 
  to themselves on their worlds, unless some unknown task 
  sends them to some remote outpost of the Consulate or 
  beyond. The Qlomdlabr has decreed that the Droyne be 
  allowed to do what they will and so they remain part of the 
  Consulate, yet distinctly separate from it.
  Within the Zhodani Consulate, Droyne are respected 
  for their psionics and the few Zhodani who succeed in 
  convincing a Droyne psion to accept them as a student 
  are greatly in demand if they prove successful. Even the 
  lowliest Droyne drone is regarded as a member of the 
  Intendant class in Zhodani society, so Droyne travellers 
  and groups can be found in even remote locations within 
  the Consulate on various tasks. While the Droyne never 
  explain their actions, at least in a way that makes any 
  sense, their trade ships visit many ports in the Consulate 
  and even outside it.
  There is one Droyne world in Ziafrplians sector, Tetayask 
  (1839). It is a fully incorporated world in the Consulate; its 
  world council sends representatives to the sector council 
  and one of its leaders currently holds a seat on the Iadr 
  Nsobl provincial council. To the Zhodani, the Droyne of 
  Tetayask are very much a part of the Consulate. But there 
  remain moments when no non-Droyne understands their 
  motivations or actions.
  Minor Races
  There are a handful of minor sentient races in Ziafrplians 
  sector, all limited to a single world, and most having pre-
  industrial or even stone-age levels of technology. These 
  few minor races are naturally occurring species, all of 
  which remain on their homeworlds, never experiencing 
  the universe away from their native homes.
  Then there are the Addaxur. The Addaxur were the first 
  starfaring race (albeit sublight) encountered by the 
  Zhodani. Radically different from Humaniti, and very 
  different from the Chirpers of Zhdant’s ancient past, these 
  carnivores were peacefully brought into the Consulate and 
  then discovered their potential for psionics. As a result, 
  the Addaxur have, over the millennia, come to fill that 
  role some imagine the Qiknavrats might have filled had 
  they survived – they are very much the second race of 
  the Consulate. While their homeworld is in Tienspevnekr 
  sector, Addaxur colonies and outposts are scattered across 
  the Consulate, including several in Ziafrplians sector, and 
  Addaxur merchants are active in most Consulate markets. 
  However, the Addaxur will only rarely leave the Consulate 
  and even then most of them return quickly.
  Chirpers (named for the calls they emit) are another minor 
  race that can be encountered in various areas, though for 
  different reasons. They are small and reclusive humanoids 
  that exhibit some bird-like physical characteristics. The 
  Zhodani were surprised to find that these ‘almost non-
  sentients’ were identical to the Viepchaklts of Zhdant’s 
  moon. Many Zhodani researchers have studied them 
  and recognise that Chirpers are in fact very clever 
  but not interested in the usual trappings of civilisation. 
  Chirpers are an oddity in that they seem to be endemic 
  to many worlds all across Charted Space yet they have 
  no technology or any sign of having ever possessed it. In 
  Ziafrplians sector active studies continue on the Chirper 
  population of Evaduts Brem (1909).
  
  141
  Ziafrplians Timeline of Major Events
  Date (Imperial) Event
  −5000
  Zhodani begin active exploration of Ziafrplians sector.
  −4800
  Zhodani begin settlement of selected worlds in Ziafrplians sector.
  −2800
  First Zhodani contact with Vargr in Briakqra’ sector.
  −2800
  The Zhodani trading combine Makarin begins operations on Shtia’ial (1504), ultimately expanding 
  throughout the trailing frontiers of the Zhodani Consulate.
  −1800
  The Zhodani trading combine Makarin ceases operations.
  −1400
  Batlpat (1326) established as the first Zhodani colony in Dlazdiaz Shtiaklbo subsector.
  −1347
  Chirpers discovered on Evaduts Brem (1909).
  −1000
  Zhodani Consulate reaches present size.
  −620
  The Iadr Nsobl provincial council completes construction of an orbiting observatory in the Defridlie 
  (0329) system to monitor the progress of the ‘Sielienzhia’ minor race.
  −375
  The Consulate Navy establishes a naval base in the Chechedrsta (0715) system to monitor the Vargr.
  −250
  The Vlastchedl’ restore order on Batlpat (1326) after a severe drought, forcing all Nobles, 
  Intendants and Proles to follow the Vlastiansh. After investigation, Batlpat is declared Unabsorbed.
  290
  Flanstsie (1021) colonised, using development plans to take advantage of the world’s volcanic 
  activity.
  379
  The regional governments on Plenchzdiepr (1703) agree to rotate representation in the Atla 
  subsector council rather than form a world council.
  443
  The Ziafrplians sector council restricts the authority of the Qlomdriant of Miprsakint (2102).
  662
  Riensh (2801) reaches its zenith as a mining world.
  678
  The massive starliner Tsalish disappears in Zhdensh subsector and is declared lost. The survivors 
  colonise Yedrvrakl (0312).
  730
  Tlanshelen (1607) settled by Intendants from Shtia’ial (1504), without Nobles or Proles.
  743
  The ‘new’ Makarin Combine opens for business on Shtia’ial (1504).
  820
  Iadr Nsobl provincial council settles psionic refugees from the Imperium on Sheklzdibr (0809).
  889
  Thirz Empire established on Zuts Asgning (0411 Briakqra’).
  897
  The Dovre’ (1711) world council collapses and is replaced by representatives selected by sports 
  competitions.
  925
  Sheklzdibr (0809) is declared a Forbidden world by the Qlomdlabr after the world council eliminates 
  the Prole class by extending psionic training to all world citizens regardless of class.
  950
  Sheklzdibr (0809) is redesignated as Unabsorbed by the Qlomdlabr.
  992
  The Makarin Combine on Shtia’ial (1504) merges with Vestabl to form the Vestabl-Makarin 
  megacorporation.
  997
  The Consulate Navy discovers the lost colony on Yedrvrakl (0312) during exercises.
  1013
  The sixth Thirz Emperor is assassinated; beginning of the Thirz Civil War.
  1016
  Aztangkuella Thir ends the Thirz Civil War, becoming Emperor; the Oruelean is founded.
  1021
  Nobles of Asepvedl subsector appeal to the Qlomdlabr to be attached to Shtochiadr province.
  1030
  The Tliefl Lentapr (0325) world council establishes a mining colony on Stieipr (0422).
  1040
  Eiao (1920) is occupied by the Thirz Empire after attacks cause the collapse of several 
  environment domes.
  1044
  The Laskarpan is captured by the Arknaeredz corsair band, leading to their defeat and absorption 
  into the Dashakhin-Arknaeredz shipping line.
  1055
  The last of the Thirz occupation forces on Eiao (1920) leave.
  1063
  The Ziafrplians sector council declares Shipebr (0125) Forbidden after a plague outbreak.
  1065
  Ighksigoug (2011) appeals to the Thirz Empire for assistance.
  1074
  Flanstsie (1021) is devastated by a series of volcanoes and earthquakes, leading to social chaos.
  1082
  An Intendant-led insurgency attacks the starport on Ivlzhdenzh (0340), leading to the world being 
  declared Forbidden.
  
  142
  1083
  Ventenstebr reunifies Flanstsie (1021) as world dictator, disrupting existing Nobles and councils.
  1084
  Contact restrictions are removed on the low-tech Aetszi culture on Idrzh (0806).
  1087
  Manipulations by the Diazhiensh subsector council result in a short but vicious civil war on Ipliadl (0205).
  1091
  Ziafrplians sector council recognises Ventenstebr as dictator of Flanstsie (1021), after appeals from 
  displaced Nobles for his removal, and raise him to Vententlasche’.
  1098
  New local government installed on Ighksigoug (2011) with Thirz Empire support.
  1099
  Thirz occupation forces return to Eiao (1920) after attacks devastate the world’s power generation 
  systems.
  1101
  Zhodani and Thirz Empire forces eliminate the Vargr corsair band on Thuengaela (2705).
  1103
  Thirz occupation forces arrive on Dziradz (3217) after a 10 year civil war.
  1105
  Present day.
  Date (Imperial) Event
  CorPorations
  All of the Zhodani megacorporations have operations in 
  Ziafrplians sector, largely focusing on industry, mining 
  or trade with the Vargr. However, Vestabl-Makarin was 
  founded on Shtia’ial (1504) and it is involved in many 
  activities within the sector. Additionally, there are many 
  Vargr and Zhodani corporations that have risen to take 
  advantage of the many opportunities here.
  Dashakhin-Arknaeredz
  Dashakhin-Arknaeredz is a Zhodani-Vargr shipping 
  line with an unusual history. Gilakar Dashakhin was a 
  successful Prole merchant working out of Plenchzdiepr 
  (1703) in Atla subsector and had worked his way up to 
  having three free traders working the subsector. In 1044, 
  a Vargr corsair band hijacked the Laskarpan, capturing 
  his wife and son in the attack. Gilakar and his other 
  two traders made their way to Dongang (2509) and 
  succeeded in taking back the ship and rescuing his family. 
  In the process, a number of members of the Arknaeredz 
  corsairs were impressed with Gilakar and the remaining 
  corsairs joined his ‘band’. The company builds ships 
  in Zhodani space, arms them in Vargr space and uses 
  mixed crews in small trade ships to transport cargoes to 
  worlds that corporate merchants would never travel to.
  Status: Vargr-Zhodani Interface Line
  Home Port: Plenchzdiepr (1703)/Dongang (2509)
  Territory: Coreward half of Ziafrplians sector
  Eong Irel
  Eong Irel is a Vargr shipping line that has been able to gain 
  a significant portion of shipping along the Zhodani-Vargr 
  trade routes in the rimward portion of Ziafrplians sector. 
  Rather than fight the established and powerful Zhodani 
  megacorporations for the action, they actually work with 
  them, using the megacorporations for shipments too 
  large for Eong Irel ships to handle. In exchange, both 
  Priantqlovr Drafr and Vestabl-Makarin use Eong Irel for 
  smaller shipments along the lesser routes. In addition, all 
  three companies cooperate in anti-piracy activities, which 
  really means the occasional rogue Vargr corsair raid.
  Status: Vargr Interface Line
  Home Port: Koghagtog (2818)
  Territory: Rimward half of Ziafrplians sector
  Gansirurkhur
  Gansirurkhur is the biggest private financial consortium 
  in Ziafrplians sector, built on top of over 2,000 years of 
  investments. Gansirurkhur originated as an investment 
  consortium for Proles, allowing several wealthy Proles to 
  use their assets jointly as a corporation, and grew into a 
  major financial player in the sector. It has deliberately kept 
  its activities limited to the Zhodani portion of Ziafrplians 
  sector, yet since the 1050s it has begun financial plays 
  in the Thirz Empire, although only with solid Vargr 
  corporations like Iriluezngalo.
  Status: Zhodani Sector-Wide Corporation
  Home Port: Fitl (2331)
  Territory: Ziafrplians sector
  Iriluezngalo
  Iriluezngalo is a growing corporation within the Thirz 
  Empire, based on submarine mineral extraction. In the 
  past, the company has been content to work with Vargr 
  governments within the Thirz Empire to negotiate licences 
  to undersea mineral wealth in exchange for a percentage 
  of the take. Their recent acquisition of Ninuz (2210) in 
  Atla subsector represents two changes in direction for 
  the corporation, both in working outside various world 
  governments and outside the Thirz Empire.
  Status: Vargr Subsector-Wide Corporation
  Home Port: Khekhgzakgvog (2315)
  Territory: Thirz Empire
  
  143
  
  144
  Sueklloukhkna
  Sueklloukhkna is the largest courier service within the 
  Thirz Empire and is based on the capital, operating much 
  like the Imperium’s X-boat network but on a smaller scale. 
  The corporation has extensive communication routes 
  within the Empire with less frequent communications 
  to Zhodani worlds. The latter are used primarily for 
  diplomatic communiqués.
  Status: Vargr Sector-Wide Corporation
  Home Port: Uthgvoe (0512 Briakqra’)
  Territory: Thirz Empire
  Base Codes
  C = Vargr Corsair Base
  G = Vargr Naval Base
  H = Vargr Naval/Corsair Base
  X = Zhodani Relay Station
  Y = Zhodani Naval Depot
  Z = Zhodani Naval Base
  Trade Codes
  An = Ancient Site
  Cw = Chirper World
  Dw = Droyne World
  O:#### = For captive governments, location of 
  owner or occupying government
  V# = 10x#% of Population is Vargr
  X# = 10x#% of Population is Addaxur
  Z# = 10x#% of Population is Zhodani
  Political Codes
  Va = Vargr Independent
  Vp = Thirz Uerra (Thirz Empire)
  Zh = Driantia Zhdantia (Zhodani Consulate)
  Sector Map
  A = Diazhiensh
  B = Abishiaz
  C = Atla
  D = Asepvedl (Eknoen)
  E = Zhdensh
  F = Keditlye
  G = Etszdili (Uksarrfaek)
  H = Tekli (Khonga)
  I = Anshniepr Lenzh
  J = Dlazdiaz Shtiaklbo
  K = Tliaqlvie (Svetoun)
  L = Ianshepl (Rollgagdae)
  M = Ashemiepr Lenzh
  N = Dintzhdevr
  O = Iavdeiev
  P = Zdiadlevepra
  Vekbafia
  Vekbafia has become quite successful in providing 
  support to new colonies – from their beginnings to self-
  sufficiency. Whether it requires site evaluations, world 
  surveys or power generators on a growing colony, 
  Vekbafia has solutions for the wide variety of the problems 
  a new Zhodani colony will face.
  Status: Zhodani Sector-Wide Corporation
  Home Port: Devliensh (0701)
  Territory: Zhodani Consulate
  Stiatlchepr
  Itvikiastaf
  Tlabrieish 
  (Knoellighz)
  Tienspevnekr
  Diazhiensh
  Abishiaz
  Atla
  Asepvedl (Eknoen)
  Briakqra’
  (Gvurrdon)
  Zhdensh
  Keditlye
  Etszdili 
  (Uksarrfaek)
  Tekli 
  (Khonga)
  Anshniepr 
  Lenzh
  Dlazdiaz 
  Shtiaklbo
  Tliaqlvie 
  (Svetoun)
  Ianshepl 
  (Rollgagdae)
  Ashemiepr 
  Lenzh
  Dintzhdevr
  Iavdeiev
  Zdiadlevepra
  Afachtiabr (Far 
  Frontiers)
  Iakr (Foreven)
  Tloql (Spinward 
  Marches)
  
  145
  diaZhiensh subseCtor
  The Diazhiensh subsector council has proven, in the last 
  century, to be largely dominated by the Nobles trying to 
  convince the sector and provincial councils that Sheklzdibr 
  (0809) should return to Forbidden status. However, since 
  the debacle on Ipliadl (0205) was proven to be caused 
  by the machinations of the subsector council, the sector 
  council is taking a much greater interest in events in 
  Diazhiensh subsector.
  0205 Ipliadl E541ACD-8
  Until 1087, Ipliadl was a major trading partner of the 
  neighbouring worlds, with enough wealth and internal 
  strength to peacefully resist absorption into the Consulate. 
  Before the Fourth Frontier War broke out, the subsector 
  council had approved a plan to accelerate bringing Ipliadl 
  more into the Consulate but something went very wrong. 
  In 1087, the world council broke down over renewed 
  economic discussions with the Consulate, igniting a 
  short but vicious civil war that devastated the starport 
  and left Ipliadl in desperate circumstances. The current 
  reconstruction government is composed of charismatic 
  individuals who convinced enough of the factions to halt 
  the fighting before even more damage was done, which 
  would leave Ipliadl at the mercy of the Consulate for 
  survival. Strong anti-Zhodani and pro-Zhodani feelings 
  run deep but most people are simply sick and tired of the 
  fighting and suspicious of anyone who remains partisan. 
  0701 Devliensh A529754-E
  Devliensh’s very thin atmosphere has been a limiting 
  factor in its development and provincial council 
  planners have been working for centuries to improve its 
  environment. Imperial visitors have joked about Devliensh 
  being a ‘giant ski resort’ and it certainly is a frozen world. 
  However, the balancing act between staying a frozen 
  world and becoming a water world means centuries of 
  work. The ultimate goal is to thicken the atmosphere and 
  planners predict that the first signs of success should 
  occur within the next century.
  0806 Idrzh E664664-2
  This dry but pleasant world was on the Forbidden list 
  until 1084, in order to protect the low-tech Aetszi culture, 
  which developed after a colonial expedition was stranded 
  here over 1,000 years before. When first contacted, the 
  Aetszi culture exhibited some anti-psionic traits and the 
  Tavrchedl’ recommended long term efforts to bring the 
  Aetszi culture more in line with Zhodani culture. By 1084, 
  the world had been brought over to Zhodani society 
  and it was decided to allow further contact, even as a 
  new generation of Aetszi leaders were being trained on 
  Ifsenja Siakr (0403) to interact with an interstellar society. 
  The subsector council has hopes of Idrzh developing into 
  an agricultural breadbasket in the centuries ahead.
  0809 Sheklzdibr B585A88-A
  Sheklzdibr is an unusual world in this subsector. It was a 
  small colony largely based on air-conditioned arcologies 
  in the late 700s. During the Psionic Suppressions in 
  the Imperium, the provincial council chose Sheklzdibr 
  for settling refugees arriving from the Imperium, with 
  environmental technology and construction assistance 
  from the Consulate. Unfortunately, on Sheklzdibr the 
  psionic refugees and their families did not easily accept 
  Zhodani customs but spread their unique views across 
  the colony. In 925, the Sheklzdibr world council voted to 
  convert all Proles into Intendants by extending psionic 
  training to all regardless of Social Standing. This forced 
  the Consulate to halt all further environmental technology 
  transfers to the world (and declared it Forbidden for 25 
  years) but Sheklzdibr has found its own path.
  The Tavrchedl’ still intently monitors the world but the 
  Qlomdlabr has permitted the world to continue on its own, 
  even opening it up for trade with the Consulate. Given 
  the nature of what lies ahead for the Consulate, some 
  Consulate leaders see Sheklzdibr’s experiment as one 
  possible solution; others decry it as exposing a larger 
  proportion of the population to the danger. Certainly the 
  world’s economic power is impressive and some Iadr 
  Nsobl provincial council leaders would like to remove 
  the limitations and incorporate Sheklzdibr fully into the 
  Consulate.
  The dense atmosphere and the surface heat have also 
  held Sheklzdibr back but in 1015 they began a project 
  to try to reverse some of the world’s greenhouse issues. 
  However, even the most optimistic scientist estimates 
  that they have at least another century of work ahead 
  before changes start showing any potential for success. 
  That could change if the ban on technology transfers 
  were lifted.
  
  146
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Jadljetefl
  0101
  B200425-B
  Ni Va
  Zh
  Ens Zhdo
  0103
  X568732-2
  Ag Ga Lt Ri
  Forbidden
  Zh
  G
  Ienazh
  0104
  A534743-9
  Z
  Zh
  G
  Spridlepl
  0106
  B535840-9
  Z
  Zh
  G
  Chtalekl
  0107
  B552635-9
  Ni Po
  Zh
  G
  Jaitnab
  0109
  A543475-A
  Z
  Ni Po
  Zh
  G
  Tlaprezhel
  0110
  B4377B6-8
  Zh
  G
  Eardaqr
  0204
  C3106B9-8
  Na Ni
  Zh
  G
  IPLIADL
  0205
  E541ACD-8
  Hi In Po
  Unabsorbed
  Zh
  G
  Zhdilqia
  0207
  E656000-0
  Ba Ga Lt
  Zh
  G
  Senzprerez
  0208
  B7A4689-8
  Fl Ni
  Unabsorbed
  Zh
  Blichshe
  0301
  C201776-8
  Ic Na Va
  Zh
  G
  Drovrbro’
  0304
  B879665-7
  Ni
  Zh
  G
  Siatlsidez
  0310
  E0007AB-8
  As Na Va
  Zh
  G
  Riezive
  0401
  C899514-8
  Ni
  Zh
  G
  Ifsenja Siakr
  0403
  A677532-D
  Z
  Ag Ga Ht Ni
  Capital
  Zh
  G
  Tlishkriaz
  0404
  C545867-8
  Ga
  Zh
  G
  Ababl
  0407
  D593524-5
  Lt Ni
  Zh
  G
  Shiaflansh
  0409
  C581675-7
  Ni Ri
  Zh
  G
  Tsibipl
  0410
  C9A4720-8
  Fl
  Zh
  Rache
  0501
  A551799-9
  Z
  Po
  Zh
  G
  Iafrtliets
  0506
  D554447-7
  Ga Ni
  Unabsorbed
  Zh
  G
  Afltibr
  0602
  C310645-8
  Na Ni
  Zh
  G
  Sejtiblinch
  0603
  E550000-0
  Ba De Lt Po
  Zh
  Devliensh
  0701
  A529754-E
  Z
  Ht
  Zh
  G
  Vritli
  0702
  E100000-0
  Ba Lt Va
  Zh
  G
  Eplob
  0704
  B428533-D
  Ht Ni
  Zh
  G
  Niedrsa
  0705
  E542000-0
  Ba Lt Po
  Zh
  G
  Chtatspier
  0707
  E749000-0
  Ba Lt
  Zh
  G
  Vazhe
  0801
  E100000-0
  Ba Lt Va
  Zh
  G
  Ajdemch
  0802
  A574687-C
  Z
  Ag Ga Ht Ni
  Zh
  G
  Fraliabl
  0803
  B664579-B
  Ag Ga Ni
  Zh
  G
  Iazniench
  0804
  E5868BC-2
  Ga Lt Ri
  Zh
  G
  Idrzh
  0806
  E664664-2
  Ag Ga Lt Ni Ri 
  O:0701
  Zh
  G
  SHEKLZDIBR
  0809
  B585A88-A
  Z
  Ga Hi
  Unabsorbed
  Zh
  G
  Fitsetl
  0810
  C3008CD-9
  Na Va
  Zh
  G
  
  147
  
  148
  abishiaZ subseCtor
  The Abishiaz subsector council meets on Shtia’ial (1504) 
  and has a reputation for leaving things alone. Abishiaz is a 
  backwater subsector and Nobles here would prefer to let 
  things be than develop dramatic plans for improvement.
  0909 Vomchiazhetl B535778-8
  Vomchiazhetl was a successful colony world but in 648, 
  the Nobility failed to put together a working world council. 
  The existing regional councils were very cooperative 
  but over two olympiads could not get a world council 
  elected. Finally, in 653, the regional councils petitioned 
  the Abishiaz subsector council to allow them to work as 
  is, recognising that until they could elect a world council, 
  they would not be represented at the subsector level. The 
  subsector council agreed, hoping this was a temporary 
  setback, but that arrangement has now been in place for 
  over 450 standard years.
  1004 Sobrsiel C547556-6
  This mid-tech agricultural world is organised somewhat 
  differently from other worlds. Rather than the world 
  council being elected by members of smaller regional or 
  town councils, the world council members are elected 
  by service councils – the Water Management council, 
  the Seed council, the Transportation council, the 
  Market council and a few others – all of these submit 
  representatives for election to the world council. A 
  complex set of contracts covers how the various service 
  councils interact with the others and Nobles head each 
  organisation. Under all of that, the world’s many farms 
  are basically family operations that are interdependent 
  with all of the world’s service councils.
  1406 Chenchoz C584788-8
  Chenchoz is a major supplier of food, wood, paper, rope, 
  rubber, medicines, lubricants and early-tech biofuels for 
  the surrounding subsector and for the Consulate Navy. 
  The seas are small and scattered, so water is plentiful 
  and the climate is mild in most places but there is plenty 
  of land for crops and forests. The world council has strict 
  laws in place to protect its biosphere, as well as carefully 
  planned birth rates, immigration and emigration. The 
  biggest problem Chenchoz has is the number of young 
  people who feel it is constricted and boring, so there is a 
  steady flow off-world, especially to the Consulate Navy. 
  This is balanced by older folk, both born here and from 
  other worlds, coming to settle down to a more peaceful 
  and leisurely life in middle age. There is also a roaring 
  tourist trade, mostly families and older people, although 
  some big game fishing and mountaineering ‘adventure 
  tourism’ options are popular with thrill seekers.
  1504 Shtia’ial A783988-D
  In addition to being the seat for the Abishiaz subsector 
  council, Shtia’ial is also the homeport for Vestabl-Makarin 
  and the original homeport for the old Makarin combine. 
  Shtia’ial economically dominates the subsector as well as 
  the whole Shtia’ial Main, which also extends across the 
  central part of Atla subsector. Despite the financial and 
  merchant activity, Shtial’ial’s Nobility has a reputation for 
  being very conservative. 
  1607 Tlanshelen A64A500-C
  Tlanshelen is a water world with settlements scattered 
  across the world’s many atolls, originally founded by 
  a group of Intendants in the 730s who wanted to drop 
  out of the stress of life on Shtia’ial (1504), the subsector 
  capital. The one rule they agreed to at the time was that 
  all colonists must come strictly from the Intendant class. 
  There are no Prole families on Tlanshelen and those 
  Intendants who have become Nobles respectfully do not 
  exercise their status while on world. There has been a 
  push in the last 20 years to form a world government – 
  the most popular proposal is a participating democracy 
  – but that represents the very thing the founders wanted 
  to leave behind.
  A Tavrchedl’ investigation of Tlanshelen in 755 resulted in 
  three retired Intendants from the Tavrchedl’ moving their 
  families here and their descendants informally serve in 
  that role on Tlanshelen today. In the last hundred years 
  several families have turned their atolls into resorts for 
  offworlders and that has resulted in a major increase in 
  visitors, including occasional members of the subsector 
  council. Residents and visitors all agree that there is no 
  reason to change anything on Tlanshelen.
  
  149
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Shiantsram
  0904
  E764676-6
  Ag Ga Ni Ri
  Zh
  G
  CHABOB
  0905
  CAC6AA8-B
  Fl Hi
  Zh
  G
  Vomchiazhetl
  0909
  B535778-8
  Unabsorbed
  Zh
  G
  Sobrsiel
  1004
  C547556-6
  Ag Ga Ni
  Zh
  G
  PRABLANJAB
  1006
  E552985-6
  Hi Po
  Zh
  G
  Zhdieonzh
  1007
  C967477-6
  Ga Ni
  Zh
  G
  Shievinstob
  1009
  C879400-8
  Ni
  Zh
  G
  Rafrapl
  1106
  D8547A7-5
  Ag Ga Lt
  Zh
  G
  Plarkibl
  1204
  C434588-B
  Ni
  Zh
  G
  Sienjenz
  1207
  B570430-A
  De Ni
  Zh
  G
  Stibrliets
  1209
  AA7A535-B
  Z
  Ni Wa
  Zh
  G
  Patield
  1301
  D646647-5
  Ag Ga Lt Ni
  Zh
  G
  Krelibr
  1302
  D597643-6
  Ag Ga Ni
  Zh
  G
  Ieqrekavl
  1303
  D694783-5
  Ag Ga Lt
  Zh
  Ditlfinch
  1306
  C571464-9
  Ni O:1504
  Zh
  G
  Brazde
  1309
  E200000-0
  Ba Lt Va
  Zh
  G
  Dlifiabeb
  1403
  B54248B-A
  Ni Po
  Zh
  G
  Akzdedriats
  1405
  E89A533-5
  Lt Ni Wa
  Zh
  G
  Chenchoz
  1406
  C584788-8
  Ag Ga Ri
  Zh
  G
  Melfrien
  1408
  A000843-B
  Z
  As Na Va
  Zh
  G
  Miflyats
  1501
  A540627-D
  Z
  De Ht Ni Po
  Zh
  G
  Zdianchiat
  1502
  B100643-C
  Z
  Ht Na Ni Va
  Unabsorbed
  Zh
  G
  Refrzhdia’
  1503
  B5427A8-A
  Z
  Po
  Zh
  G
  SHTIA’IAL
  1504
  A783988-D
  Z
  Hi Ht X2
  Capital
  Zh
  G
  ABAJIACHIATS
  1505
  E739AA8-A
  Hi
  Zh
  G
  Iadrkinszher
  1508
  B6A5566-9
  Fl Ni O:1408
  Zh
  G
  Charqapl
  1604
  B200553-A
  Ni Va
  Zh
  G
  Tlanshelen
  1607
  A64A500-C
  Z
  Ht Ni Wa
  Unabsorbed
  Zh
  G
  Tlianirad
  1609
  EAAA000-0
  Ba Fl Lt Wa
  Zh
  G
  Iala’yash
  1610
  E9A4000-0
  Ba Fl Lt
  Zh
  
  150
  
  151
  atla subseCtor
  Atla subsector would be another backwater but the 
  presence of the Chirper world Evaduts Brem (1909) 
  means that there is a permanent Qlomdlabr presence in 
  this subsector.
  1703 Plenchzdiepr A65A779-C
  In addition to being the seat of the Atla subsector council, 
  Plenchzdiepr is balkanised, a rarity for a Consulate world. 
  Plenchzdiepr has three effective regional governments 
  and rather than forming a world council over them, they 
  agreed in 379 that each government would hold the 
  representation in the subsector council for an olympiad, 
  after which it would pass to one of the other governments. 
  This system has held up remarkably well over the 
  centuries.
  1909 Evaduts Brem C65756B-5
  Evaduts Brem would have been just another low tech, 
  low population colony world of the Zhodani, if it were 
  not for the Chirper colony discovered here in –1347. 
  Since that discovery, all human settlements on the 
  continent inhabited by the Chirpers have been removed 
  and Consulate scientists have come here to visit the 
  ‘Evadutrats’. While there is nothing unusual about 
  the Chirpers of Evaduts Brem, they still stir quite an 
  interest from the Zhodani. No ancient site has ever been 
  discovered on the world, so the question of how they 
  arrived on Evaduts Brem has not been answered.
  2102 Miprsakint C1009CB-D
  Miprsakint was an early colony in this subsector and 
  its survival and success are largely due to the efforts 
  of its ruling family, who have come to view the world as 
  a fief. Thanks to their successes, they have not been 
  challenged in over 700 years but because they refuse 
  to allow the election of a world council to govern, instead 
  installing a family member as Qlomdriant (translated as 
  ‘High Councillor’). Because of their popularity as rulers, 
  this world has remained Unabsorbed. In the early 400s, 
  Miprsakint began sending advisors to the lower tech 
  worlds around it, ostensibly to assist them in technology 
  development but in reality turning them into fiefs of 
  Miprsakint. The sector council ended that arrangement 
  and the Consulate Navy established a base in the 
  Miprsakint system to keep an eye on events.
  2210 Ninuz B64A310-C
  Ninuz was, until 1080, a low population corsair base whose 
  pack was in over its head. In that year the Consulate 
  and the Thirz decided to remind corsairs what happens 
  to such groups that run afoul of both the Zhodani and 
  the Empire, and eliminated the base, leaving the world 
  abandoned.
  In 1085, an Iriluezngalo survey team identified some 
  interesting finds; this led to the corporation making 
  agreements with both the Thirz Empire and the Zhodani 
  Consulate for its purchase. No one outside Iriluezngalo 
  knows what those finds were but several groups have 
  made serious attempts to find out. These attempts 
  continue to interfere with Iriluezngalo’s work on the 
  world, which has been directed, so far, at construction 
  for a full corporate colony. In 1103, a significant portion of 
  the water port facility was destroyed in an explosion that 
  Iriluezngalo claimed was sabotage. It is expected that 
  Iriluezngalo will complete its first stage of construction by 
  1108 and at that point will likely triple the world’s current 
  population. Iriluezngalo is recruiting both Vargr and 
  Zhodani technical and security personnel for the work on 
  high-tech worlds throughout the sector.
  2305 Plaplyensh C873535-7
  Plaplyensh is a complicated world with an equally 
  complicated ecosystem. Plaplyensh itself orbits an 
  M2V star, which has an M7V companion, all of which lie 
  in the far orbit of an F2V star. On top of that, the tides 
  and temperature ranges on Plaplyensh are affected by 
  the proximity of the M7V companion star. While there 
  are no large plants or animals, the plants and animals 
  that have evolved on Plaplyensh represent the same 
  complications – many complex venoms and anti-venoms 
  between species, protective armour plates on both plants 
  and animals, which incorporate toxic pollutants from 
  the environment, and numerous symbiotic relationships 
  across the gamut of species.
  
  152
  Name
  Location
  Statistics
  Base
  Trade Codes
  Zone
  Polity
  Gas Giants
  Plenchzdiepr
  1703
  A65A779-C
  Z
  Ht Wa
  Capital
  Zh
  G
  Ezdo
  1704
  B542742-7
  Po
  Zh
  G
  Zdenzchach
  1705
  B529830-8
  Zh
  G
  Brezh
  1706
  C64A766-7
  Wa O:1604
  Zh
  G
  Drietlqliata
  1803
  A7B6676-A
  Fl Ni
  Zh
  G
  Tletl Niabl
  1804
  C7B2436-9
  Fl Ni
  Zh
  Qlierqliejez
  1904
  E550000-0
  Ba De Lt Po
  Zh
  G
  Praqlia
  1905
  X7476A9-3
  Ag Ga Lt Ni
  Forbidden
  Zh
  Niedrsedl
  1908
  B565424-A
  Z
  Ga Ni
  Zh
  G
  Evaduts Brem
  1909
  C65756B-5
  Ag Ga Lt Ni Cw Z2 
  O:Zh
  Reservation
  Zh
  G
  Piablzda
  2002
  E76769A-6
  Ag Ga Ni Ri
  Zh
  G
  Aviadrpi
  2004
  D999455-9
  Ni
  Zh
  G
  Brkralifl
  2005
  C758694-7
  Ag Ga Ni
  Zh
  G
  Jifreste
  2009
  B687534-B
  Ag Ga Ni
  Zh
  G
  Bezdeplie
  2101
  C649896-9
  Zh
  G
  MIPRSAKINT
  2102
  C1009CB-D
  Z
  Hi Ht In Na Va
  Unabsorbed
  Zh
  G
  Qrins
  2103
  E655437-5
  Ga Lt Ni
  Zh
  G
  Prevzdi
  2106
  C522665-7
  Na Ni Po O:2102
  Zh
  G
  Zhdieprivl
  2107
  E7A3000-0
  Ba Fl Lt
  Zh
  G
  Fliaqzdaint
  2205
  C551775-5
  Lt Po
  Zh
  G
  Gvoutsaedhgaz
  2209
  B753555-8
  C
  Ni Po
  Va
  G
  Ninuz
  2210
  B64A310-C
  Ht Lo Wa
  Va
  G
  Plaplyensh
  2305
  C873535-7
  Ni
  Unabsorbed
  Zh
  G
  Palavl
  2306
  E564422-7
  Ga Ni
  Zh
  G
  Pleteplish
  2401
  C669694-5
  Lt Ni Ri
  Zh
  G
  Nizhvrebnov
  2404
  B754720-8
  Z
  Ag Ga An
  Zh
  G
  Dlatsviel
  2405
  C510446-8
  Ni
  Zh
  
  153
  
  154
  asePvedl subseCtor
  The Zhodani do not have a capital in this subsector. 
  The Nobles here send their representatives to councils 
  on Plenchzdiepr (1703) and are unhappy about it. They 
  appealed in 1021 to be attached to the Shtochiadr 
  provincial council but the Qlomdlabr ultimately rejected 
  this request. However, the 1101 actions against Vargr 
  corsairs on Thuengaela (2705) were strongly supported 
  by the Iadr Nsobl provincial council, so for now the Nobles 
  are quiet.
  2705 Thuengaela B000265-A
  This Vargr dominated system was home to a substantial 
  Corsair base until 1101, when a joint operation between 
  the Thirz and the Zhodani destroyed it and occupied the 
  asteroid belt. Zhodani forces left shortly thereafter but the 
  Thirz Empire has kept occupying forces and patrols in 
  the system.
  2709 Kfathaell A100778-D
  The Vargr on this world have a most unusual 
  arrangement. The arcologies and underground habitats 
  are all independent and the subsector capital has its own 
  habitat independent from the others that it administers, 
  and it also administers the transportation and information 
  networks between the various habitats.
  2801 Riensh D420451-7
  At its height in the 600s, Riensh had a class B starport and 
  the mineral wealth pouring out of the world was tracked 
  by the Ziafrplians sector council. But by the late 700s the 
  mineral wealth was gone, much of the population as well 
  and the sector council long forgotten. Today what families 
  remain often live in the shell of former boom towns, 
  working for governmental structures better suited to the 
  world as it was 400 years ago.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Zia’shtietl
  2502
  B435875-A
  Zh
  G
  Rabrij
  2504
  B4316A5-B
  Z
  Na Ni Po
  Zh
  G
  Dongang
  2509
  B729557-D
  H
  Ht Ni
  Vp
  G
  Abrjdepl
  2601
  C884475-6
  Ga Ni
  Zh
  Orzouraenuen
  2605
  B87778A-6
  Ag Ga
  Va
  G
  Gvarrggvueng
  2606
  B7926BA-7
  C
  Ni
  Va
  G
  Aragh
  2607
  D43087A-6
  De Na Po
  Va
  G
  Forasoknurr
  2609
  C543554-7
  Ni Po
  Vp
  Thuengaela
  2705
  B000265-A
  As Lo Va O:Vp
  Va
  G
  Kfathaell
  2709
  A100778-D
  H
  Ht Va
  Capital
  Vp
  G
  Rroakhin
  2710
  B547577-8
  G
  Ag Ga Ni
  Vp
  G
  Riensh
  2801
  D420451-7
  De Ni Po
  Zh
  G
  UEKOUGIDZOENG
  2808
  B5409DE-9
  De Hi In Po
  Vp
  G
  Vorrgoee
  2809
  A647553-A
  G
  Ag Ga Ni
  Vp
  Oazaerrghoell
  2810
  C546888-5
  Ga Lt
  Vp
  Zhetspo
  2903
  C622879-8
  Z
  Na Po
  Zh
  G
  Kherzlaenighz
  2910
  C868756-5
  Ag Ga Lt Ri
  Vp
  G
  Dripliestavl
  3001
  C437554-A
  Ni
  Zh
  G
  Steshnino
  3003
  C5498CB-8
  Zh
  G
  Ksokhuen
  3005
  B665100-8
  C
  Ga Lo
  Va
  G
  AEREN
  3008
  D6569BC-4
  Ga Hi Lt
  Vp
  G
  Vathdzoenksen
  3010
  A764200-B
  G
  Ga Lo
  Vp
  G
  Thugnun
  3108
  B539311-9
  Lo
  Vp
  G
  OZUEGA
  3109
  D97AABB-A
  Hi In Wa
  Vp
  Kfanen
  3110
  C593531-5
  Lt Ni
  Vp
  G
  Biezchodl
  3201
  E6A3000-0
  Ba Fl Lt
  Zh
  
  155
  
  156
  Zhdensh subseCtor
  The Zhdensh subsector council is currently dealing 
  with world government issues. Both Tladqle (0414) and 
  Kazhdet (0520) have no effective world government 
  and Frezhietsed (0114) is transitioning from being 
  Unabsorbed to joining the Consulate, so that world is 
  temporarily being governed by the subsector council.
  0312 Yedrvrakl E310788-8
  This barren, rocky gas giant moon was the site of a horrific 
  disaster in 678, when the massive starliner Tsalish lost 
  its manoeuvre drive during refuelling, possibly due to 
  sabotage, and crashed into the moon (rather than fall into 
  the gas giant), killing thousands instantly. The survivors, 
  among which were a significant number of Tsalish’s 
  engineering crew, worked to scavenge enough tools, 
  bits of material and, most importantly, energy sources 
  to scratch together a sealable habitat in the soft regolith 
  before their air supplies expired. They also managed to 
  keep the surviving low berths running.
  By 778, a century after Draits (literally, ‘the Landing’), an 
  expanding colony of rugged survivors occupied the moon, 
  especially the area around a large ice-cap at the southern 
  pole, which was the main source of water. The rest of the 
  Consulate was unaware of the settlement, which proved 
  disastrous in 802 when a small comet, which could have 
  been detected by a higher tech facility or shipping traffic, 
  clipped the southern pole while falling into the gravity well 
  of the gas giant. The colony’s major water supply and 
  its central settlement were vaporised. The survivors once 
  again picked up the pieces, prospected for what water 
  they could find and eventually managed to build robot 
  space probes to collect water from the gas giant’s rings. In 
  997, while on exercises in the system, the Zhodani Navy 
  was startled when hailed on the Consulate emergency 
  channel in very clear Zdetl.
  Yedrvrakl now welcomes travellers with open arms, 
  although pilots should expect a lot of good-natured 
  teasing, particularly about their landing skills. The world 
  is a source of minerals, ruggedly reliable mid-tech 
  survival gear and equally rugged and reliable technicians, 
  engineers and adventurers. As part of a boosting project, 
  work has begun on a new starport and the sector council 
  is embarking on serious discussions about constructing a 
  relay station on Yedrvrakl.
  0715 Chechedrsta C501AB6-B
  Chechedrsta started as a naval base watching the Vargr 
  almost 1,500 years ago. Then in 482 the locals made the 
  first of a series of discoveries locked away in the ice of 
  their world – a decent enough amount of minerals but a 
  wealth of organics. Between researchers, explorers and 
  wealth seekers, the drive was on to unlock Chechedrsta’s 
  frozen secrets.
  Scientific opinion on Chechedrsta’s past – did it have 
  an atmosphere and more water – remains divided 
  but Chechedrsta is on its way to developing into an 
  industrial powerhouse. The sector council has already 
  approved plans for building a new starport and while 
  that might be 20 years in the future, new discoveries are 
  rumoured to have found more wealth even deeper inside 
  Chechedrsta’s icebox.
  
  157
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Frezhietsed
  0114
  C783663-5
  Lt Ni Ri 
  O:0316
  Unabsorbed
  Zh
  G
  Nivrdiatia
  0115
  B789410-8
  X
  Ni
  Unabsorbed
  Zh
  G
  Qiejik
  0116
  E774427-5
  Ga Lt Ni
  Zh
  G
  Dlashte
  0119
  C543510-8
  Ni Po
  Zh
  G
  Jinsli
  0211
  D556541-7
  Ag Ga Ni
  Zh
  G
  Chivtsram
  0212
  E201000-0
  Ba Ic Lt Va
  Zh
  Veqde
  0216
  X577855-3
  Ga Lt
  Forbidden
  Zh
  G
  Zazher
  0218
  B886452-A
  Z
  Ga Ni
  Zh
  G
  Dratldieve
  0219
  E100000-0
  Ba Lt Va
  Zh
  G
  Iepzhda
  0220
  B51089A-8
  Na
  Zh
  Yedrvrakl
  0312
  E310788-8
  Na
  Zh
  G
  Zhdafldef
  0315
  E573744-5
  Lt
  Zh
  G
  Anchiefl
  0316
  A776445-C
  Z
  Ga Ht Ni
  Capital
  Zh
  Iqreiel
  0317
  C581542-7
  Ni
  Zh
  G
  Chtostit
  0319
  D565433-7
  Ga Ni
  Zh
  Ievzhdil
  0412
  E436000-0
  Ba Lt
  Zh
  Tladqle
  0414
  C67A500-C
  Ht Ni Wa
  Zh
  G
  Piaflstodlezh
  0416
  C572425-9
  Ni
  Zh
  Klachtiapl
  0419
  B435588-9
  Ni
  Unabsorbed
  Zh
  G
  Ejoshcheakl
  0511
  B434424-B
  Z
  Ni
  Zh
  G
  Zhije
  0514
  E435000-0
  Ba Lt
  Zh
  G
  Ridadrjiach
  0516
  C560635-5
  De Lt Ni Ri
  Zh
  G
  Kiqkrrbish
  0518
  C560777-9
  De Ri
  Zh
  G
  Dlants Zdiqef
  0519
  B573444-A
  Ni
  Zh
  G
  Kazhdet
  0520
  B737500-A
  Z
  Ni
  Zh
  G
  Banzstotl
  0611
  C7A7663-8
  Fl Ni
  Zh
  Miapltlem
  0613
  E543000-0
  Ba Lt Po
  Zh
  G
  Sietlzdie’
  0617
  B300442-C
  Z
  Ht Ni Va
  Zh
  G
  Oprizhedl
  0712
  A6455A9-9
  Z
  Ag Ga Ni
  Zh
  G
  Siabzhi
  0714
  B565869-9
  Ga Ri
  Zh
  G
  CHECHEDRSTA
  0715
  C501AB6-B
  Z
  Hi Ic In Na Va
  Zh
  Tlientsatl
  0813
  D540538-7
  De Ni Po
  Zh
  G
  
  158
  
  159
  keditlye subseCtor
  Keditlye subsector is somewhat isolated from the main 
  trade routes of the sector, geographically, so many of 
  its worlds remain underdeveloped. In the middle of this 
  backwater is the Consulate Naval Depot at Zhdidnianj 
  (0918). The disparity is not lost on the Nobles of the 
  Keditlye subsector council but sector and provincial 
  resources are needed elsewhere.
  0918 Zhdidnianj A553669-E
  Zhdidnianj’s entire system is controlled by the Consulate 
  Navy and the population represents the families of all the 
  personnel dedicated to making that Depot work. Trade 
  is encouraged but, due to the distance from established 
  routes, remains low and local starport activity is dwarfed 
  by the naval activities in the system.
  1020 Fiachi’chr B666697-8
  Fiachi’chr is a pastoral paradise, carefully maintained 
  with strict population and environmental controls. The 
  world government has evolved from a more centralised 
  oligarchy of land-holding Nobility as the population 
  and Tech Level rose. The Nobles needed increasing 
  assistance to help manage the various tasks of 
  administration, until they evolved into hereditary Ministers 
  of Departments, figureheads with no real power in the 
  government. Their Intendant underlings, the Executives, 
  and the most successful Proles at the First Secretary 
  level, wield the real power on Fiachi’chr today. Their 
  representatives to the subsector council are well coached 
  and very comfortable with the advice given to them by 
  their always present Intendants.
  1112 Iejshtal E778400-6
  When this colony was established in 611, its Nobles 
  made the deliberate choice to eschew technology. The 
  Tavrchedl’ insisted that Iejshtal remain open to visitors 
  and verifications, and allow those who would be healthier 
  elsewhere to freely emigrate. The result is a world 400 
  years later, which has very little population growth and 
  most of the technology is located around the starport, and 
  mainly aimed at providing adequate medical and mental 
  health facilities.
  1519 Kievritl C6329CB-7
  Kievritl is a rough, harsh world populated by rough, harsh 
  Proles. Three times in the last 50 years the Proles have 
  turned to violence – not against their Nobles but against 
  each other. While most Proles are peaceful, the mining, 
  transportation and naval base workers find themselves in 
  violent opposition to each other and street gangs allied 
  with those factions cause constant turmoil. The answer 
  the Tavrchedl’ and Nobility have come up with is strict, 
  oppressive laws to keep everyone in line and busy. All of 
  which makes Kievritl very explosive.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Dlaeie
  0911
  C6A17BA-8
  Fl
  Zh
  G
  Aekoblprebr
  0912
  B8B5555-9
  Z
  Fl Ni
  Zh
  G
  Flevklrtl
  0916
  C9B488A-9
  Fl
  Zh
  G
  Zhdidnianj
  0918
  A553669-E
  Y
  Ht Ni Po O:Zh
  Naval Depot
  Zh
  G
  Nadrie
  0919
  A543631-B
  Z
  Ni Po
  Zh
  Shrchaqr
  1014
  B560530-C
  Z
  De Ht Ni
  Zh
  G
  Ichedrchins
  1015
  C759441-9
  Ni
  Zh
  G
  Pinja
  1016
  E663424-7
  Ni
  Zh
  G
  Vlrtlo
  1019
  E540563-5
  De Lt Ni Po
  Zh
  G
  Fiachi’chr
  1020
  B666697-8
  Z
  Ag Ga Ni Ri
  Zh
  G
  Iejshtal
  1112
  E778400-6
  Ga Ni
  Zh
  Inzserav
  1113
  B310686-8
  Z
  Na Ni
  Zh
  G
  Shtadrchteba
  1115
  D430545-6
  De Ni Po
  Zh
  G
  Zanchqlaz
  1117
  B66647A-8
  Ga Ni
  Zh
  Pifrqliteql
  1118
  D311764-8
  Ic Na
  Zh
  G
  Ishdlefafr
  1119
  E410000-0
  Ba Lt
  Zh
  G
  Tliblecha
  1313
  C436465-7
  Ni
  Zh
  G
  Fliestezhdibl
  1314
  C553695-6
  Ni Po
  Zh
  G
  Kledl
  1315
  C542578-9
  Ni Po An
  Zh
  G
  Zhoiansdrant
  1316
  AA76766-C
  Z
  Ag Ga Ht
  Capital
  Zh
  G
  Ezdlash
  1317
  E665432-6
  Ga Ni
  Zh
  G
  ZDARBAQ
  1318
  C658987-7
  Ga Hi
  Zh
  G
  Sefliezedl
  1319
  E310000-0
  Ba Lt
  Zh
  Chaz Shtia
  1411
  A686554-C
  Z
  Ag Ga Ht Ni
  Zh
  G
  Diafriapl
  1412
  C435524-7
  Ni
  Zh
  G
  Chtianshkrets
  1413
  E7A3000-0
  Ba Fl Lt
  Zh
  G
  Ezhpliqel
  1419
  B662414-7
  Z
  Ni
  Zh
  G
  Datliatl
  1511
  B686350-8
  Z
  Ga Lo
  Unabsorbed
  Zh
  Afrzhal
  1512
  E580000-0
  Ba De Lt
  Zh
  G
  Tlifiemdrezh
  1514
  B543656-7
  Z
  Ni Po
  Zh
  G
  KIEVRITL
  1519
  C6329CB-7
  Hi Na Po
  Zh
  G
  Dezitl
  1520
  C575756-9
  Ag Ga
  Zh
  
  160
  
  161
  etsZdili subseCtor
  The sparse Khoullghukh Void makes travel and trade 
  between the Vargr worlds to trailing and the Zhodani 
  worlds to spinward difficult. Despite the isolated nature of 
  astrograpy in this subsector, the Thirz Empire maintains 
  significant military resources in the area, to support 
  the two humanitarian occupations, Eiao (1920) and 
  Ighksigoug (2011). The Zhodani and the Thirz hope to 
  see the situation on Eiao stabilise, as it would allow full 
  development of the Jump-3 route across the Void from 
  Fevlpian (1621) to Vouthourroel (2014).
  1711 Dovre’ EAB7575-9
  Dovre’ is a miserable world with a fascinating natural 
  cave system, large enough to hold small cities, and some 
  rare but very useful medicinal organics, which grow in 
  those caves. As Dovre’ was settled, the cave cities were 
  designed with life support and population sizes that 
  would maintain self-sufficiency. In fact, many cave cities 
  have evolved to provide specific services or industries, 
  providing true self-sufficiency to Dovre’ as a whole.
  The Nobles of Dovre’ found sports competitions to be 
  a welcome respite for the Proles and when the original 
  colony council collapsed in 897, they somewhat jokingly 
  declared that the new world council would be decided 
  by a multi-sports tournament during the next olympiad. 
  That arrangement, with some refinement, remains in 
  place – the winning cave city during each olympiad elects 
  the world’s representatives to the Keditlye subsector 
  council for the following olympiad. While the Proles may 
  sometimes claim they elect the world’s representatives 
  (because of their sports victories), the Nobles have 
  decided that anything that keeps order on a hellworld like 
  Dovre’ does not need to be fixed.
  1920 Eiao A300563-B
  Eiao was occupied by the Thirz Empire in 1040, after 
  fighting between two different packs caused the collapse 
  of some of the environment domes. The occupation force 
  left in 1055 and the new world government was successful 
  in keeping order for over 40 years. Unfortunately, in 1099, 
  a series of attacks devastated Eiao’s power generation 
  systems, which brought back the Thirz Empire, via a 
  humanitarian rescue mission.
  2011 Ighksigoug E8B596A-9
  The hostile environment of this high population world 
  requires that most habitations are underground and well 
  protected. Because of life support problems in the past, 
  multiple redundant facilities are scattered throughout 
  the various complexes, to insure that no complex has 
  a single point of failure for its life support systems. 
  The pro-psionic government on Ighksigoug appealed 
  to the Thirz Empire 40 years ago for assistance and 
  advisors were sent to support the government. When 
  the government collapsed during riots in the 1070s, 
  the Thirz advisors were charismatic enough to enjoy 
  some support and they brought in soldiers to assist in 
  securing the life support facilities and restoring order. 
  A new local government was installed in 1098 and, 
  by treaty, the last Thirz Empire advisors and soldiers 
  should leave in 1108.
  2216 Kfoezangsaeng EAD5546-5
  The Vargr settlements on this world are in the highlands 
  on the main continent, where the pressure is bearable. 
  The natives claim to have come here in the 800s, after 
  being on the losing side of a violent upheaval on Llivusae 
  (2220). However, the government on Llivusae has no 
  recollection of such an event.
  
  162
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Dovre’
  1711
  EAB7575-9
  Fl Ni
  Zh
  G
  Vriaozbench
  1713
  E423000-0
  Ba Lt Po
  Zh
  G
  Jderiebl
  1714
  E77A000-0
  Ba Lt Wa
  Zh
  G
  Iedlsazo
  1719
  E310000-0
  Ba Lt
  Zh
  Khoullghukh
  1917
  B539547-B
  G
  Ni
  Va
  G
  Eiao
  1920
  A300563-B
  G
  Ni Va O:Vp
  Va
  G
  IGHKSIGOUG
  2011
  E8B596A-9
  C
  Fl Hi O:Vp
  Va
  G
  Vouthourroel
  2014
  A765650-9
  Ag Ga Ni Ri
  Vp
  G
  Vaekfue
  2020
  D567688-3
  Ag Ga Lt Ni Ri
  Va
  G
  Uvethodhaeng
  2114
  C561496-9
  C
  Ni
  Vp
  Ksuedhei
  2212
  C687576-9
  Ag Ga Ni
  Vp
  G
  Vokorkhoereg
  2213
  C87A7CC-6
  Wa
  Vp
  G
  Aekhue
  2214
  B78A579-A
  G
  Ni Wa
  Vp
  G
  Kfoezangsaeng
  2216
  EAD5546-5
  Fl Ni
  Vp
  G
  Aetsoghue
  2218
  B557320-A
  Ga Lo
  Vp
  G
  LLIVUSAE
  2220
  B5679AA-8
  Ga Hi
  Vp
  G
  KHEKHGZAKGVOG
  2315
  A526A76-D
  H
  Hi Ht In
  Capital
  Vp
  Zoerroel
  2316
  E533448-6
  Ni Po
  Vp
  G
  URZUEGKSAEKH
  2317
  B96AA75-D
  G
  Hi Ht Wa
  Vp
  G
  Gvuekuer
  2319
  E889546-6
  Ni
  Vp
  G
  Zegagh
  2320
  B436779-C
  C
  Ht
  Vp
  G
  Ksoeonogh
  2413
  D4317AC-6
  Na Po
  Vp
  Aekakh
  2415
  A512300-D
  G
  Ht Ic Lo
  Vp
  G
  Vegnon
  2416
  A436664-D
  H
  Ht Ni
  Vp
  G
  
  163
  
  164
  tekli subseCtor
  Tekli subsector is the backbone of Thirz loyalty in 
  Ziafrplians sector and the worlds of Gaeksakhugh (2816), 
  Koghagtog (2818) and Ksoenokhllun (2916) are the heart 
  of that support.
  2816 Gaeksakhugh B858776-A
  Gaeksakhugh is one of the breadbasket worlds of the 
  Thirz Empire and has been well-rewarded for its loyalty 
  to the ruling family. It is expected that the starport will be 
  expanded sometime in the next decade.
  3217 Dziradz C54456B-6
  Dziradz is recovering from a 10 year civil war between 
  factions of farmers and city dwellers, and is currently 
  under occupation by Thirz Empire forces working to 
  stabilise the world situation as well as insure that food 
  and medicine shortages are resolved. Until that happens, 
  government forces are working to disarm both sides and 
  ensure that food and medicine arrive at their intended 
  destinations.
  Unfortunately, the farmers continue to be resentful of 
  the cities and unwilling to send food to them; the cities 
  are not happy having to distribute the imported food and 
  medicine to the countryside. Most observers agree that 
  Dziradz is likely to be under occupation for a long time 
  and any governor sent by the Emperor is not likely to 
  enjoy their appointment.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Uu
  2512
  E310000-0
  Ba Lt
  Vp
  G
  Gnagvouregar
  2612
  B575647-9
  G
  Ag Ga Ni
  Vp
  G
  Aea
  2614
  C6A249A-8
  Fl Ni
  Vp
  Ighkfaedh
  2616
  A000454-D
  G
  As Ht Ni Va
  Vp
  Kfondhoenkog
  2711
  C554346-7
  Ga Lo
  Vp
  G
  Zoekoksilloen
  2713
  B438430-A
  G
  Ni
  Vp
  Aeaeg
  2718
  A99A567-B
  G
  Ni Wa O:2818
  Vp
  G
  Gaeksakhugh
  2816
  B858776-A
  Ag Ga
  Vp
  G
  KOGHAGTOG
  2818
  AAB7975-C
  H
  Fl Hi Ht
  Capital
  Vp
  G
  Dhorrghrer
  2819
  E98A223-7
  Lo Wa
  Vp
  Kfaekhan
  2915
  D000875-8
  As Na Va
  Vp
  G
  Ksoenokhllun
  2916
  B557872-9
  H
  Ga
  Vp
  G
  Khakenaegh
  3113
  C53A789-7
  Wa
  Vp
  G
  Dhoififous
  3114
  D423698-8
  Na Ni Po
  Vp
  G
  Agzou
  3115
  E799640-5
  Lt Ni
  Vp
  G
  Aekfethoug
  3116
  C438320-8
  G
  Lo An
  Vp
  G
  Ruegtaelekh
  3120
  C591775-5
  Lt
  Vp
  G
  Thiae
  3212
  D889774-4
  Lt Ri
  Vp
  G
  Dziradz
  3217
  C54456B-6
  Ag Ga Ni O:Vp
  Vp
  G
  Fakhuetsaeth
  3220
  B9B5100-9
  G
  Fl Lo
  Vp
  G
  
  165
  
  166
  anshniePr lenZh subseCtor
  Anshniepr Lenzh has more Forbidden worlds than any 
  other subsector in the sector. While Shipebr (0125) 
  is Forbidden due to the plague breakout in 1063, and 
  Defridlie (0329) remains Forbidden to protect the local 
  minor race, the others are Forbidden to allow these 
  regressed colonies more time to develop before being 
  introduced to the interstellar mainstream.
  0125 Shipebr X42369A-7
  Shipebr has been Forbidden since 1063, when a plague 
  broke out. It does not kill its victims but causes them 
  extreme pain and can cause psionic victims to hallucinate 
  and use their talents in unpredictable and dangerous ways. 
  As a result, psionic training has been stopped on this world. 
  Offworld scientists study the disease from orbital stations 
  (such as the old Highport), supporting the local scientists in 
  the hope of finding a cure. Unmanned drones and robots 
  allow for sharing biologicals, medicines and data.
  0128 O’staz A000624-D
  In addition to being the subsector capital, O’staz is the 
  entry point along the main trade route from Zhdant towards 
  the Vargr extents and the Third Imperium. O’staz also sits 
  along the spinward edge of the Qadre’idr Main, which 
  dominates the trailing subsectors of Ziafrplians. The O’staz 
  belt has been a hub of activity for over 5,000 years but the 
  Nobles of O’staz followed the example of Zhdant, limiting 
  control and development in the system by dividing it into 
  Noble estates. As a result, the population in the belt has 
  remained low and the belt has not yet played out.
  0329 Defridlie X595338-3
  The original orbiting observatory was built in –620 by the 
  Iadr Nsobl provincial council to monitor Defridlie’s native 
  race (named by the Zhodani scientists the ‘Sielienzhia’) 
  and guide their development. Defridlie’s low population, 
  government and law level represents the Zhodani 
  observation staff. While Humans describe Defridlie’s 
  atmosphere ‘like breathing hot pea soup’, the natives 
  certainly do not seem to suffer. However, the environment 
  does create many challenges for the observation staff.
  0422 Stieipr C550565-9
  While initial surveys found little of interest on Stieipr, 
  detailed surveys in the 1020s indicated that strip mining 
  and deep drilling could yield significant finds. The world 
  council on Tliefl Lentapr (0325) proposed to setup a mining 
  colony and this has proven very successful. While some of 
  the work is quite hard, even Proles on Stieipr have found 
  wealth within their reach and Tliefl Lentapr has agreed to 
  open recruitment of colonists to talented and skilled Proles 
  from across the sector. If all continues as planned, Stieipr 
  will become self-governing around 1130.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Shipebr
  0125
  X42369A-7
  Na Ni Po
  Forbidden
  Zh
  G
  Iefriaqr
  0127
  B758655-7
  Ag Ga Ni
  Zh
  G
  O’staz
  0128
  A000624-D
  Z
  As Ht Na Ni Va
  Capital
  Zh
  G
  Iense
  0129
  C571679-9
  Ni
  Zh
  G
  Iashiedr
  0221
  B878857-7
  Ga
  Zh
  G
  Apllestenzh
  0222
  E423000-0
  Ba Lt Po
  Zh
  G
  Rqliachi
  0226
  C4105A9-8
  Ni
  Zh
  G
  Tsiprierfie
  0227
  A510437-B
  Z
  Ni
  Zh
  G
  Tliaiem Veqchta
  0229
  E535466-6
  Ni O:0128
  Zh
  G
  Fitlibrepl
  0321
  B526630-8
  Ni
  Zh
  G
  Ieziefl
  0324
  E000000-0
  As Ba Lt Va
  Zh
  G
  Tliefl Lentapr
  0325
  B564632-9
  Z
  Ag Ga Ni Ri
  Zh
  G
  Dentszimar
  0327
  C887784-4
  Ag Ga Lt Ri
  Zh
  G
  Defridlie
  0329
  X595338-3
  Ga Lo Lt
  Forbidden
  Zh
  G
  Stieipr
  0422
  C550565-9
  De Ni Po O:0325
  Zh
  G
  Brnzens
  0429
  E100000-0
  Ba Lt Va
  Zh
  G
  Chtezfrie
  0430
  B550542-9
  Z
  De Ni Po
  Zh
  G
  Ilieflie
  0527
  C52668A-7
  Ni
  Zh
  PIEPIEVR
  0529
  C5769CC-8
  Ga Hi In
  Unabsorbed
  Zh
  G
  Ianzh Vleia
  0530
  E542000-0
  Ba Lt Po
  Zh
  G
  Zhdazhaq
  0622
  X97A775-4
  Lt Wa
  Forbidden
  Zh
  G
  Fabred
  0628
  A541779-9
  Z
  Po
  Zh
  G
  Draklteshse
  0629
  B548884-A
  Z
  Ga
  Zh
  G
  Freqsteblmedr
  0630
  B541644-A
  Ni Po
  Zh
  G
  O’branzdli
  0723
  A52778D-9
  Z
  Zh
  G
  Idzhdaiash
  0726
  E400000-0
  Ba Lt Va
  Zh
  G
  Miablstaprez
  0822
  X774775-4
  Ag Ga Lt
  Forbidden
  Zh
  Epfintsez
  0826
  X42088C-5
  De Lt Na Po
  Forbidden
  Zh
  G
  Brezaiafl
  0828
  B55547B-8
  Z
  Ga Ni
  Unabsorbed
  Zh
  G
  Rinanshya
  0829
  C435689-6
  Ni An
  Unabsorbed
  Zh
  
  167
  
  168
  dlaZdiaZ shtiaklbo subseCtor
  The Nobles of the Dlazdiaz Shtiaklbo subsector council 
  often joke that they are the asylum of the Consulate. 
  That Friebeblinz (1629) houses a secure facility for 
  the Tavrchedl’ would be enough for most jokes. But 
  occasional representatives from the Vlastchedl’ on 
  Batlpat (1326) annually remind the council members 
  ‘when the day of destruction comes, those who listened 
  but did not heed’ will pay for their failings. The subsector 
  council has tried for centuries to have Batlpat declared 
  Forbidden but apparently random prophetic utterances 
  are not enough of a concern for the provincial council 
  or even the Qlomdlabr. A further humiliation came after 
  investigations of the treatment of Nobles on Flanstsie 
  (1021) during the 1074 disaster, which resulted in the 
  Dictator’s elevation by the Ziafrplians sector council.
  1021 Flanstsie E5409A9-8
  Flanstsie was a volcanic time bomb that scientists and 
  Nobles did not fully understand until it exploded. The 
  world was volcanically active when colonised in 290 and 
  the plans for colonisation used that volcanism to support 
  industry, mineral development and so on. What was 
  not realised was the level of hyper-volcanism that was 
  occurring on Flanstsie, or that the thin atmosphere and 
  lack of oceans would exacerbate the problem. Scientists 
  had hundreds of years to get to grips with the situation 
  but in 1074 a series of volcanoes and earthquakes 
  devastated the world and destroyed their starport, leading 
  to complete social chaos.
  In the middle of this situation, Ventenstebr, a Noble 
  who was originally an assistant councillor for water 
  reclamation, pulled together Intendants and Nobles from 
  councils across the world to prevent the disaster from 
  getting worse and over a decade pulled Flanstsie back 
  from the brink. To the horror of the world’s Nobility, he 
  broke the existing council system to accomplish things by 
  convincing Intendants and Proles, who then realised that 
  serving a Noble with a plan was better than dying with a 
  Noble who did not have one. Today, Vententlasche’(as he 
  became known after his elevation by the sector council) 
  is recognised as the Qlomdriant, or absolute dictator of 
  Flanstsie. He has developed long term plans to improve 
  the situation on Flanstsie and the various councils across 
  Flanstsie that resisted his efforts have been dissolved. 
  Millions believe he is personally responsible for saving 
  their lives – and they are probably right.
  1326 Batlpat A6859DE-B
  Many Zhodani sociologists believe Batlpat is a world 
  gone insane. Batlpat was the first Zhodani colony in 
  the subsector and was founded at least 2,500 years 
  ago. However, in –258 there was a severe drought 
  that brought significant upheavals to the world. The 
  situation was saved by a group of Nobles and Intendants 
  who introduced a new series of moral teachings, the 
  Fevranzhvlastavr (‘the book of superior morality’), based 
  on revisions to the Fevranzhtavr. They proclaimed the 
  world to be following the Vlastiansh (‘superior path’) and 
  only those with proven psionic ability could be Vlastchedl’ 
  (‘superior guardians’). The class distinctions between 
  Noble, Indentant and Prole, based on psionic training, 
  were discarded and only those with Psi 9+ could be 
  Vlastchedl’, who govern the world for the less gifted, but 
  happy, populace.
  Despite the very high law level, the government has 
  survived and Batlpat is envied for its internal strength. 
  The brutal law level is used against its own; corrupt 
  Vlastchedl’ are publicly executed after being stripped of 
  their psionic talents and forced to confess their failings. 
  Before 500, family members of corrupt Vlastchedl’ were 
  executed with the guilty to preserve the purity of the 
  superior path. Today, these relatives are simply stripped 
  of their possessions.
  Interestingly, the Fevranzhvlastavr refers to a time when 
  the Consulate will turn to the Vlastiansh for salvation 
  and also alludes to messages from the Toliak, which 
  members of the Vlastchedl’ should not even be aware 
  of. As a result, a group of scholars from the Qlomdlabr 
  have arrived on Batlpat to seek further enlightenment 
  regarding the superior path.
  1525 Flostiej B432500-D
  This colony remains Unabsorbed due to the world’s 
  Nobles agreeing not to form a world council in 687. The 
  sector council halted arrivals of new colonists while the 
  situation was worked out but the Nobility found that they 
  could get along without a world government. The Nobles 
  cooperate on a family and clan basis, and local Proles 
  and Intendants serve the various Noble clans. Since 
  1050, various Nobles have attempted to get the subsector 
  council to recognise the local clan structure as Flostiej’s 
  world government. Two Tavrchedl’ reviews of the world 
  have found that the society is healthy and the subsector 
  council is content to leave Flostiej as it is.
  1629 Friebeblinz X402563-7
  This inhospitable world serves as the mental health centre 
  of last resort, a place where untreatable patients are sent 
  to be studied, where they cannot hurt innocents or be a 
  threat to society. As such, access is tightly controlled by 
  Tavrchedl’ personnel and arriving ships are directed to 
  
  169
  the gas giant or boarded by Tavrchedl’ agents for security 
  checks.
  The main facility is near the southern pole and uses 
  electrolysis to release oxygen from the ice. Most food for 
  the centre is grown in hydroponic farms. The world was 
  originally chosen to allow for experiments in low gravity 
  care but that was not successful. Significant expenditures 
  were made to install artificial gravity stations in the 930s. 
  A series of orbital stations were built in the 980s as a 
  training facility for Tavrchedl’ recruits from across the 
  sector. Preparations have begun for a complete refit of all 
  Tavrchedl’ facilities in the system in the next 20 years, in 
  line with the latest developments in patient care.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giant
  Naqibka
  0921
  B8A3437-8
  Fl Ni
  Zh
  G
  Pieshqar
  0923
  A6B4576-C
  Z
  Fl Ht Ni
  Zh
  G
  Frianskliach
  0924
  C572520-5
  Lt Ni
  Zh
  Kloshfrier
  0929
  E430000-0
  Ba De Lt Po
  Zh
  G
  FLANSTSIE
  1021
  E5409A9-8
  De Hi In Po
  Zh
  SIENZCHIE
  1022
  A8969BE-A
  Z
  Ga Hi In
  Zh
  G
  Nanjechtaeq
  1024
  E544000-0
  Ba Ga Lt
  Zh
  Bribrzhaldloq
  1026
  C430446-B
  De Ni Po
  Zh
  G
  BEMNAMEZH
  1028
  B544977-9
  X
  Ga Hi In
  Zh
  G
  Odrshabriad
  1029
  B665584-7
  Ag Ga Ni
  Zh
  G
  Fradlzhe
  1030
  C4208AE-8
  De Na Po
  Zh
  G
  Sri
  1121
  BA8A544-B
  Z
  Ni Wa
  Zh
  Zhiezhvebl
  1123
  E000000-0
  As Ba Lt Va
  Zh
  G
  Shtadre’ianch
  1126
  E65877A-4
  Ag Ga Lt
  Zh
  G
  Iaplepedr
  1127
  C624534-9
  Ni
  Unabsorbed
  Zh
  Ieklstiav
  1128
  E427746-7
  Zh
  Shenchonchenz
  1129
  D9587A8-2
  Ag Ga Lt
  Zh
  Iensheqr
  1229
  E100845-8
  Na Va
  Zh
  G
  Dliepl
  1230
  C522659-A
  Na Ni Po
  Zh
  Etsamdap
  1322
  C58489A-8
  X
  Ga Ri
  Zh
  G
  Priafevajal
  1323
  B560642-6
  De Ni Ri
  Zh
  G
  Qleprier
  1325
  B8B8569-9
  X
  Fl Ni O:1526
  Zh
  G
  BATLPAT
  1326
  A6859DE-B
  Ga Hi
  Unabsorbed
  Zh
  Srdrqlaf
  1329
  E556544-7
  Ag Ga Ni
  Zh
  G
  Ebamplench
  1422
  C7A2678-8
  Fl Ni
  Zh
  G
  Eqklrbiens
  1425
  E7B3000-0
  Ba Fl Lt
  Zh
  G
  Chtenzhyofre
  1427
  B100667-B
  Z
  Na Ni Va O:1430
  Zh
  Adrazhiaql
  1430
  A585655-C
  Z
  Ag Ga Ht Ni Ri
  Zh
  G
  Zhdokrbsiej
  1522
  B54887C-7
  Ga
  Zh
  Flostiej
  1525
  B432500-D
  Ht Ni Po
  Unabsorbed
  Zh
  G
  BIEIAZHANZ
  1526
  A552942-A
  Z
  Hi Po
  Capital
  Zh
  G
  Iavlia
  1529
  C665536-8
  Ag Ga Ni
  Zh
  G
  Fevlpian
  1621
  A786774-9
  Z
  Ag Ga Ri X1 An
  Zh
  G
  IQRCHIPL
  1625
  E9569A5-4
  Ga Hi Lt
  Zh
  G
  Zdiebieqdlaz
  1626
  C97A76A-A
  Wa
  Zh
  G
  Friebeblinz
  1629
  X402563-7
  Ic Ni Va Rs O:Zh
  Forbidden
  Zh
  G
  
  170
  
  171
  tliaQlvie subseCtor
  The astrography of Ziafrplians sector divides Tliaqlvie 
  subsector into three parts – one part Zhodani, one 
  part Thirz, with independent Vargr worlds in the gap. 
  While interface trade between the Zhodani and Vargr 
  is significant, especially through Kaghzouraek (2026), 
  the most significant trade route follows the Divre Main 
  from Batlpat (1326) in Dlazdiaz Shtiaklbo subsector to 
  Alepzdibia (2130) and ultimately to the provincial capital 
  of Fitl (2331).
  1824 Pleplidlat B68697A-A
  While Pleplidlat started as a strong agricultural colony, it 
  became a victim of its own excesses. As the population 
  grew, so did the number of Nobles. Unfortunately, as 
  different opinions rose on decisions for the world’s future, 
  the Nobles of Pleplidlat found that they could not agree 
  on which plans to follow. Debate became argument, 
  then argument turned to economic contest, then minor 
  sabotage in the name of the greater good and finally 
  deliberate violence in 1100. The Nobles of Pleplidlat chose 
  to fight a war of small skirmishes and sudden strikes, of 
  assassinations and demolitions, all over ideologies.
  The Tliaqlvie subsector council acted quickly to broker 
  a peace but the embittered followers of the various 
  ideologies cling hard and fast to their positions, with 
  no solution in sight. The Addaxur colony, caught in the 
  middle, now finds itself holding the world’s representation 
  in the subsector council and is watching as the various 
  local Noble factions plan the collapse of what was once a 
  beautiful model of development.
  1827 Stazdovare C572746-6
  The evolution of government on Stazdovare is unique. 
  The early mining colonists developed a meticulous fair 
  water rights allocation policy. This was not just because 
  of the tainted atmosphere and lack of water on the planet 
  but also because the close proximity of the two stars in 
  this system means water is even scarce in space. As the 
  colony developed, the same sharing policies came to 
  dominate other sectors of the colony, in particular power 
  distribution and governing responsibilities. Despite the 
  relatively low technology on the world, Stazdovare is 
  recognised across the sector for its mining expertise and 
  processing methods.
  2026 Kaghzouraek A737310-A
  Kaghzouraek exists solely due to the Khoeldzaeng 
  corsair band, which saw an opportunity to make legitimate 
  money by providing a service. The several hundred 
  residents are employed to run the starport and provide 
  services to shipping that crosses between the Consulate 
  and the Thirz Empire. The corsair band also provides 
  security for the starport and all shipping stopping at 
  Kaghzouraek. While the berthing fees are slightly higher 
  than on worlds in the Consulate or the Empire, the fact 
  that the Khoeldzaeng do not charge any protection fees 
  makes Kaghzouraek worth the stop. Providing high-tech 
  repairs and even refits in neutral space provides even 
  more incentive to travellers.
  The population on Kaghzouraek has grown significantly in 
  the past two decades, as Vargr are attracted to the stability 
  provided by the Khoeldzaeng. Permanent residents 
  are required to swear loyalty to the Kaghzouraek but, 
  because of the income from the starport, taxes are very 
  low. The Khoeldzaeng have had offers from corporations 
  to buy into the starport business but have rejected all of 
  them, preferring to remain independent.
  2028 Depriale E898000-0
  This world is the cause of many Zhodani-Vargr grievances. 
  If the Zhodani are not going to colonise a garden world, 
  the Vargr would like to and have made several attempts. 
  However, the Consulate Navy actively patrols the system 
  to eliminate squatting attempts. The Tliaqlvie subsector 
  council would like to colonise the world but attempts to 
  recruit enough colonists to start a colony so close to 
  independent Vargr worlds have failed.
  
  172
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Divre
  1726
  B310533-B
  X
  Ni
  Zh
  G
  Kabriabr
  1727
  B300873-A
  Na Va
  Zh
  PLEPLIDLAT
  1824
  B68697A-A
  Z
  Ga Hi X1
  Zh
  G
  Jdrievril
  1825
  C774453-6
  Ga Ni
  Zh
  G
  Tsevlnebl
  1826
  E528000-0
  Ba Lt
  Zh
  G
  Stazdovare
  1827
  C572746-6
  Zh
  SRIEZDAZH
  1828
  C6749CC-6
  X
  Ga Hi In
  Zh
  G
  Vinjiepram
  1829
  B57A520-9
  Ni Wa
  Zh
  G
  Gvoguek
  1921
  B86A879-9
  Ri Wa
  Va
  G
  Alenzh
  1927
  E436000-0
  Ba Lt
  Zh
  G
  Plialinz
  1930
  BAC5400-A
  Z
  Fl Ni
  Zh
  G
  Vagarr
  2025
  D696475-5
  Ga Lt Ni
  Va
  G
  Kaghzouraek
  2026
  A737310-A
  C
  Lo
  Va
  G
  Depriale
  2028
  E898000-0
  Ba Ga Lt
  Zh
  G
  Knoghou
  2127
  C545649-5
  Ag Ga Lt Ni
  Va
  Alepzdibia
  2130
  A6A2742-C
  Z
  Fl Ht 
  Capital
  Zh
  G
  Soethezllerr
  2223
  B647115-7
  G
  Ga Lo
  Vp
  G
  Gnikghughang
  2225
  D632876-7
  Na Po
  Vp
  G
  Gvoenoekagno
  2226
  B77487C-7
  G
  Ga
  Vp
  G
  Iughaengoen
  2227
  C554449-9
  Ga Ni
  Va
  G
  Kourrghzungak
  2322
  A311244-B
  G
  Ic Lo
  Vp
  G
  Thueaeth
  2323
  A301638-D
  H
  Ht Ic Na Ni Va
  Capital
  Vp
  G
  Faerzkersgaes
  2425
  C78A752-7
  Ri Wa
  Vp
  G
  Aekfazvak
  2426
  B000347-A
  G
  As Lo Va An
  Vp
  G
  Ghuegoutsoen
  2430
  B548424-8
  Ga Ni
  Va
  G
  
  173
  
  174
  ianshePl subseCtor
  Ianshepl is only weakly tied to the Thirz Empire and 
  observers have noted that it would be very easy for a large 
  chunk of the subsector to break away from the Empire. 
  Others have noted that because of the light settlement 
  of most of these worlds, the Empire would hardly notice. 
  The breadbasket world of Alloers (2525) and the industrial 
  world of Ugul (2825) are the only notable worlds in the 
  subsector.
  2626 Khoezoun X651785-0
  Khoezoun is home to the only minor race in Ziafrplians 
  sector within the Thirz Empire. While the fate of some 
  minor races within Vargr territories might be unfortunate, 
  the hot climate and the thin atmosphere make the world 
  less than desirable to both Humans and Vargr. As a 
  result, joint Zhodani and Thirz research teams monitor 
  the development of the natives, who are approximately in 
  the stage of Late Bronze Age technologically.
  3130 Rakgaerz E988584-3
  The bureaucracy on Rakgaerz is remarkably efficient. 
  Annual exams allow the government to guide young 
  Vargr through their education, with the highest scoring 
  graduates being offered positions within the government. 
  Further exams every four years are required to remain 
  in government, with the lowest 10 percent of scores at 
  every government level being dismissed to force turnover 
  of staff. The government remains small, focusing on 
  agriculture, health, justice and transportation needs, 
  and the chairmanship rotates through those leaders. 
  Offers from the Thirz Empire have been put to a vote, but 
  repeatedly returned defeated by the populace.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Gigghuerra
  2524
  C5A4596-8
  Fl Ni
  Vp
  G
  Alloers
  2525
  B544789-6
  Ag Ga
  Vp
  G
  Ksukaengkerrg
  2528
  C626675-7
  Ni
  Vp
  G
  Retskalluekh
  2623
  A585655-9
  C
  Ag Ga Ni Ri An
  Vp
  G
  Khoezoun
  2626
  X651785-0
  Lt Po
  Red
  Vp
  G
  Ghighorran
  2629
  E544464-5
  Ga Lt Ni
  Va
  UGUL
  2825
  C875978-9
  G
  Ga Hi In
  Vp
  G
  Agvalae
  2827
  A77A696-B
  H
  Ni Wa
  Capital
  Vp
  G
  Karsrrukksoks
  2830
  E73A544-9
  Ni Wa
  Va
  G
  Vizanuelir
  2924
  C885244-5
  G
  Ga Lo Lt
  Vp
  G
  Ghadeg
  2925
  A533457-B
  G
  Ni Po
  Vp
  G
  Nitsaeller
  2927
  A5A0410-A
  G
  De Ni
  Vp
  G
  Kfinegh
  2929
  A100245-C
  Ht Lo Va
  Va
  G
  Oekhkuk
  3027
  E431512-6
  Ni Po
  Vp
  G
  Noentsazuek
  3030
  C526100-9
  Lo
  Va
  G
  Ghaae
  3128
  E759300-5
  Lo Lt
  Vp
  G
  Rakgaerz
  3130
  E988584-3
  Ag Ga Lt Ni
  Va
  G
  Khighugho
  3225
  B554523-8
  Ag Ga Ni
  Vp
  G
  
  175
  
  176
  asheMiePr lenZh subseCtor
  Ashemiepr Lenzh subsector is split into two main parts. 
  The rimward portion of the subsector is dominated 
  by the Ianqrafiadr Main, which includes two worlds in 
  Tienspevnekr sector and connects to worlds in Iakr 
  sector as well. The worlds in the coreward portion of the 
  subsector are part of the Qadre’idr Main, which means that 
  the trade and development priorities of the two portions 
  are very different. The Ashemiepr Lenzh subsector council 
  is dominated by the rimward worlds, which continues to 
  cause some unrest among the less developed coreward 
  potion of the subsector. Several proposals have been 
  made for constructing relay stations to connect the two but 
  none have been adopted by the subsector council.
  0138 Tiorsedlie X4207A8-5
  The minor race on Tiorsedlie has been protected for 2,500 
  years, with Zhodani scientists monitoring its progress. 
  Over the past decade, Tiorsedlie has been unified by a 
  charismatic dictatorship and many are hoping that the new 
  government will be more amenable to offworld contact.
  0340 Ivlzhdenzh X69177C-5
  Reforms were long-planned on Ivlzhdenzh (particularly 
  those involving water access) but the local bureaucracy 
  kept 
  coming 
  up 
  with 
  reasons 
  for 
  postponing 
  implementations and identifying new issues that required 
  study ... until local rebels, led by Intendants, attacked the 
  starport in 1082. The Tavrchedl’ immediately responded 
  but as things continued to get out of hand (Noble-
  led Proles committed atrocities against populations 
  considered friendly to the insurgents), forces were 
  needed elsewhere for the Fourth Frontier War. Since 
  then, other urgent issues faced by the Consulate have 
  had priority and the subsector council is not sure which 
  faction would be healthier to support (incompetent 
  Nobles or rebellious Intendants), so the insurgency has 
  continued and Ivlzhdenzh therefore has been declared 
  Forbidden.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Fliaplav
  0131
  C20088A-8
  Na Va
  Zh
  G
  Deifr
  0132
  B597774-9
  Z
  Ag Ga
  Zh
  G
  Satkant
  0134
  D788853-7
  Ga Ri
  Unabsorbed
  Zh
  G
  Ietqlaz
  0135
  E511000-0
  Ba Ic Lt
  Zh
  G
  Tiorsedlie
  0138
  X4207A8-5
  De Lt Na Po
  Forbidden
  Zh
  G
  Vazia
  0139
  B310553-A
  Ni
  Zh
  G
  Tanjchiada
  0140
  A675653-B
  Z
  Ag Ga Ni
  Zh
  G
  Zhafleam
  0235
  E433000-0
  Ba Lt Po
  Zh
  G
  LONTZDA
  0236
  B420997-B
  Z
  De Hi In Na Po
  Zh
  G
  Kienzhafi
  0237
  D95A424-5
  Lt Ni Wa
  Zh
  Iancharzh
  0239
  B866730-8
  Ag Ga Ri
  Zh
  G
  Piaqlsta
  0334
  E8A4000-0
  Ba Fl Lt
  Zh
  G
  Zdechenz
  0338
  E77A573-7
  Ni Wa
  Unabsorbed
  Zh
  G
  Vibnans
  0339
  C31068A-9
  Na Ni
  Unabsorbed
  Zh
  G
  Ivlzhdenzh
  0340
  X69177C-5
  Lt
  Forbidden
  Zh
  Naviensh
  0431
  C98A654-B
  Ni Ri Wa
  Zh
  G
  Yaiavl
  0433
  E000000-0
  As Ba Lt Va
  Zh
  IANZCHEQL
  0435
  D9C5ACC-A
  Fl Hi
  Unabsorbed
  Zh
  G
  Kipranch
  0436
  A858547-A
  Z
  Ag Ga Ni
  Zh
  Iyentint
  0437
  C969400-A
  Ni
  Zh
  Ieqrafrde
  0439
  A400443-C
  Z
  Ht Ni Va
  Zh
  G
  Qloidans
  0440
  E435000-0
  Ba Lt
  Zh
  G
  Tlitanj
  0538
  D656666-2
  Ag Ga Lt Ni O:0539
  Zh
  G
  Qravlaqra
  0539
  B546787-9
  Z
  Ag Ga
  Zh
  G
  Tsanitsiaj
  0540
  B847461-7
  Ga Ni O:0539
  Zh
  Shtatli’
  0632
  D54469A-5
  Ag Ga Lt Ni
  Zh
  G
  RIAPRIEDR
  0635
  DAE5A89-8
  Fl Hi
  Zh
  G
  Ijstare
  0637
  B8A3798-8
  Fl
  Zh
  G
  Rzhe
  0731
  D5526B7-6
  Ni Po
  Zh
  G
  Iezhoql
  0733
  E31048C-8
  Ni
  Zh
  G
  Diliefidr
  0738
  A759753-D
  Z
  Ht
  Capital
  Zh
  G
  Blianjpots
  0739
  A528666-B
  Ni O:0738
  Zh
  G
  Klabietleja
  0831
  E420000-0
  Ba De Lt Po
  Zh
  Zeshtient
  0832
  C310441-8
  Ni
  Zh
  G
  Zieplaz
  0833
  C434554-C
  Ht Ni
  Zh
  G
  Tlianz
  0834
  C545415-8
  Ga Ni
  Zh
  G
  Bapenj
  0835
  C549788-5
  Lt
  Zh
  G
  Sishekre
  0838
  B5A089B-8
  Z
  De
  Zh
  G
  
  177
  
  178
  dintZhdevr subseCtor
  The differences between the Dintzhdevr and Ashemiepr 
  Lenzh subsector councils could not be more drastic. The 
  Dintzhdevr council has similar problems, given that the 
  bulk of the subsector’s worlds are on separate branches 
  of the Qadre’idr Main. However, significant investment 
  has been made in encouraging trade links between 
  those branches and the scattered worlds in the rest of 
  the subsector.
  1040 Chiaqlneqr C688400-8
  This small colony world is currently holding its first 
  elections for a world council. The world is a pleasant one 
  that was reserved for careful colonisation to ensure no 
  biological catastrophes. Studies of the biosphere were 
  sufficiently advanced by 1092 that settlement could 
  begin. A small town, the nucleus of a future capital city, 
  sits beside a gleaming modern starport sufficient to serve 
  a population a thousand times larger. Carefully laid out 
  transport networks link small farms and larger ranches, 
  with expansion proceeding at a deliberate pace and 
  planned every step of the way. While the lack of formal 
  government at present means there is no true law level, 
  planning and environmental regulations and practices 
  are equivalent of Law Level 11 (B), as all settlers so far 
  have been chosen partly for their strict commitment to 
  keeping the world’s natural advantages intact.
  1636 Daknatstiant D777788-5
  Daknatstiant is a pastoral paradise – except for the 
  pesky taint in the air. Approximately 10% of locals and 
  75% of visitors have allergic reactions to a family of 
  airborne virus-like forms that are vital to the respiration-
  transpiration cycles of the (tasty and useful) local life. 
  These viruses are exhaled by animals and taken into 
  plants where they catalyse photosynthesis. They are 
  then transpired back into the air and animals breathe 
  them in, where they help keep the lungs/gills/breathing 
  sacs healthy. The viruses gain energy and moisture from 
  their hosts. Most locals have inherited immunity but virus 
  mutation means that there are always some problems for 
  some people. While normally mild, the worst reactions 
  can lead to anaphylactic shock and death.
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Tliedlie
  0931
  E436587-6
  Ni
  Zh
  G
  I’chieble
  0934
  D875423-6
  Ga Ni
  Zh
  Vienzhezh
  0936
  E573576-5
  Lt Ni
  Zh
  G
  Zditsiadl
  0937
  X552300-2
  Lo Lt Po
  Forbidden
  Zh
  G
  Prela
  1035
  E689000-0
  Ba Lt
  Zh
  G
  Tlechisha
  1038
  E000000-0
  As Ba Lt Va
  Zh
  ENZHLIEP
  1039
  C8C9AB9-A
  X
  Fl Hi
  Zh
  G
  Chiaqlneqr
  1040
  C688400-8
  Ga Ni
  Zh
  G
  Chtintse
  1133
  X555655-1
  Ag Ga Lt Ni
  Forbidden
  Zh
  G
  Diazhtia
  1136
  B43078B-8
  Z
  De Na Po
  Zh
  IANZIAM
  1137
  B575997-C
  Z
  Ga Ht In
  Zh
  G
  Siavrdrat
  1231
  E432000-0
  Ba Lt Po
  Zh
  G
  Ache
  1232
  E310000-0
  Ba Lt
  Zh
  G
  Chtiadl
  1233
  B526410-B
  Z
  Ni
  Zh
  G
  Paqlianzefl
  1235
  E100000-0
  Ba Lt Va
  Zh
  G
  Irapratl
  1236
  A541655-D
  Z
  Ht Ni Po
  Capital
  Zh
  G
  VLENSHFIEK
  1237
  E56798A-5
  Ga Hi Lt
  Zh
  Oplkianzh
  1238
  D430567-8
  De Ni Po O:1137
  Zh
  G
  Friaprche
  1240
  E9D4000-0
  Ba Fl Lt
  Zh
  G
  Natle
  1331
  C200443-8
  Ni Va
  Zh
  G
  Zdoqrche
  1332
  C75849D-7
  Ga Ni
  Zh
  G
  Kleashfla
  1333
  C88A855-7
  Ri Wa
  Zh
  Chtechedl
  1335
  C543422-8
  Ni Po
  Zh
  G
  ANCHISH RIATL
  1336
  B4039CB-B
  Z
  Hi Ic In Na Va
  Zh
  G
  Enzstits
  1432
  E578400-8
  Ga Ni
  Zh
  G
  Badredlons
  1435
  B550413-B
  Z
  De Ni Po
  Zh
  G
  Bra’tlidl
  1438
  C300420-8
  Ni Va
  Zh
  G
  Zibroplaol
  1440
  B54768C-6
  Z
  Ag Ga Ni
  Zh
  G
  BAFANZABR
  1531
  B3129CC-9
  Z
  Hi Ic In Na
  Zh
  Eljiechfadr
  1535
  C424430-9
  Ni
  Zh
  G
  Tlidiser
  1536
  E758000-0
  Ba Ga Lt
  Zh
  Vrialiniep
  1538
  C435433-B
  Ni
  Zh
  G
  Chteqriakl
  1631
  C678736-5
  Ag Ga Lt
  Zh
  G
  Felcha
  1634
  E746000-0
  Ba Ga Lt
  Zh
  G
  Rtetlavl
  1635
  C769452-A
  Ni
  Zh
  G
  Daknatstiant
  1636
  D777788-5
  Ag Ga Lt
  Zh
  G
  
  179
  
  180
  iavdeiev subseCtor
  Iavdeiev subsector contains 34 worlds, all within the 
  borders of the Zhodani Consulate. All but three worlds of 
  the subsector are part of the Qadre’idr Main. Commerce 
  and travel along the main keep the Consulate worlds 
  in Iakr and Tloql sectors well supplied and secure. The 
  Iavdeiev subsector council meets on Achiatlie (2135) but 
  the Iadr Nsobl provincial council meets on Fitl (2331).
  1839 Tetayask A4368C7-E
  Tetayask is a rare high technology, high population 
  Droyne world, with a traditional ruling leadership caste, 
  which has supported an alliance with the Zhodani for 
  millennia. The ruling council sends representatives to the 
  subsector council on Fitl (2331) and twice in the history 
  of the alliance, one of those representatives has been 
  elected to the Iadr Nsobl provincial council but not in over 
  a millennium, until 1098. Observers have noted that the 
  shipyards at Tetayask are much busier than they have 
  been in centuries.
  1935 Tsoniab E000000-0
  The rocky Tsoniab belt has been settled several times 
  by belters, always sure that there must be something 
  worthwhile if they can just keep looking for long enough. 
  They are always wrong and even the scraps they leave 
  behind are soon gathered up by scavengers, so the belt 
  is not worth anyone’s effort in visiting. However, this 
  makes it a perfect place for clandestine activities – the 
  few pirates and smugglers in Zhodani space often lie 
  low here, Imperial agents exchange info with contacts, 
  attracting Tozjabr interest, dissidents hide here hoping to 
  catch a ride out with a smuggler or Imperial agent, and 
  so on. At times the belt is buzzing with activity but usually 
  it is empty or simply has a single Zhodani patrol ship 
  checking to make sure nothing is going on.
  2337 Iavenchdal C878674-9
  Iavenchdal was founded by colonists from Imperial 
  worlds in Tloql sector in 570. Because ‘Faraway’, as 
  it became known, was organised by private concerns 
  rather than as an official Imperial colony, the colonists 
  were allowed to keep to their separate groups and the 
  resulting governments were based on their worlds of 
  origin, rather than having a single world government. 
  After the Zhodani occupied the world at the start of the 
  First Frontier War, the Imperial presence set off debates 
  in the Ziafrplians sector council, Iadr Nsobl provincial 
  council and in the Qlomdlabr as to what should be 
  done with them. It was eventually decided to keep the 
  colonial governments intact, introduce the Tavrchedl’ as 
  a starport security force administered by the Iavdeiev 
  subsector council and support the world’s psionic 
  institute. Over time, elements of Zhodani culture were 
  introduced and children with high psionic potential were 
  given ‘scholarships’ to train offworld at Achiatlie (2135). 
  While the various national governments have not 
  accepted psionic leadership, psions are accepted world-
  wide and the Iavdeiev subsector council is pleased with 
  Iavenchdal’s development.
  2431 Rats C89A542-7
  Most of the Imperial colonists on this water world accepted 
  transport back to the Imperium after the First Frontier War. 
  A stubborn small group of colonists remained and have 
  assimilated into Zhodani culture peacefully. The world 
  name betrays its Imperial origins and is both a comment 
  on the world (it looks beautiful from space but the heat and 
  humidity are uncomfortable on the surface) and on the 
  common Terran brown rat, which was originally brought 
  as a pet but quickly escaped into the wild to become the 
  world’s dominant land animal.
  
  181
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Finzhravl
  1731
  D523562-7
  Ni Po O:1734
  Zh
  G
  Ier Lal
  1734
  A989434-C
  Z
  Ht Ni
  Zh
  G
  Ail Ashe
  1834
  E310000-0
  Ba Lt
  Zh
  G
  Kinshazh
  1835
  C67945A-7
  Ni
  Zh
  G
  Jdatlo
  1836
  C200657-A
  Na Ni Va
  Zh
  G
  Ezyrvr
  1837
  A553830-8
  X
  Po
  Zh
  G
  Tetayask
  1839
  A4368C7-E
  Z
  Ht An Dw
  Reservation
  Zh
  G
  Riv
  1933
  E540488-7
  De Ni Po
  Zh
  G
  Siplyievo
  1934
  D671521-5
  Lt Ni
  Zh
  G
  Tsoniab
  1935
  E000000-0
  As Ba Lt Va
  Zh
  G
  Zheianj
  1937
  C6578BE-4
  Ga Lt
  Zh
  Kafivr
  2031
  E5846BA-2
  Ag Ga Lt Ni Ri
  Zh
  G
  Shiansar
  2033
  E310000-0
  Ba Lt
  Zh
  G
  Yainzh
  2034
  E591000-0
  Ba Lt
  Zh
  G
  Rljek
  2131
  C424563-B
  Ni O:2331
  Zh
  G
  Onzaqle
  2132
  B000458-B
  As Ni Va
  Zh
  G
  IALIEL
  2133
  B7A2965-C
  Fl Hi Ht O:2331
  Zh
  Kef A’
  2134
  B668400-8
  Ga Ni
  Zh
  G
  Achiatlie
  2135
  A7A2635-D
  Z
  Fl Ht Ni
  Capital
  Zh
  G
  Oz Ie’bria
  2137
  D799610-5
  Lt Ni
  Unabsorbed
  Zh
  G
  Dlanzhek
  2232
  C420676-8
  De Na Ni Po
  Zh
  G
  Siara
  2236
  A436434-E
  Z
  Ht Ni
  Zh
  G
  Tlia’diebl
  2237
  C423644-7
  Na Ni Po
  Zh
  G
  FITL
  2331
  A7A2AA7-E
  Z
  Fl Hi Ht
  Provincial Capital
  Zh
  G
  Zhiztidr
  2333
  B544657-7
  Ag Ga Ni
  Zh
  Te’ Jda
  2336
  E571000-0
  Ba Lt
  Zh
  Iavenchdal
  2337
  C878674-9
  Ag Ga Ni
  Unabsorbed
  Zh
  G
  Qrantseqr
  2340
  E567400-7
  Ga Ni
  Zh
  G
  Rats
  2431
  C89A542-7
  Ni Wa
  Zh
  G
  A’ie Jelde
  2432
  E696596-5
  Ag Ga Lt Ni
  Zh
  Kebiach
  2434
  A310630-D
  Z
  Ht Na Ni
  Zh
  G
  Yiflont
  2435
  E5847AD-2
  Ag Ga Lt Ri
  Zh
  G
  Yoprtianch
  2436
  D797564-5
  Ag Ga Lt Ni O:2434
  Zh
  G
  Odlse Dabr
  2439
  E300000-0
  Ba Lt Va
  Zh
  G
  
  182
  
  183
  ZdiadlevePra subseCtor
  Zdiadlevepra subsector contains 40 worlds, 27 of which 
  are settled by the Consulate, nine of which are claimed 
  by the Consulate and the remaining four are independent 
  Vargr worlds sandwiched between the Consulate and the 
  Thirz Empire. Zdiadlevepra subsector is the anchor for 
  much of the commerce the Consulate carries on with the 
  Imperium and its neighbours. Most active extra-Consular 
  trading companies have facilities here; many, in fact, 
  started here.
  2631 Ongaeghz E749563-6
  Ongaeghz was always a world no one really cared 
  about and when the various nations on Ongaeghz 
  started fighting amongst themselves in the 1080s, no 
  one was really interested – until the factions brought 
  the world to the brink of destruction. At that point the 
  Sekhgol corsair band stepped in and seized Ongaeghz; 
  none of the factions had enough strength left to fight the 
  corsairs and enough residents were interested in ending 
  the fighting that the corsairs had no opposition. Even the 
  Zhodani neighbours have left the corsairs alone, since 
  they have given Ongaeghz the best administration it has 
  seen in decades.
  2740 Lanse Sho’ BA7A435-B
  The Imperial colony of ‘Land’s Ho’ was overrun at the 
  start of the First Frontier War and by the end of the 
  Second Frontier War, most of the original colonists had 
  returned to the Imperium. However, some members of 
  the occupation force liked the world and petitioned the 
  Zdiadlevepra subsector council to recolonise the world. 
  The locals encourage young adults to emigrate to other 
  Consulate worlds to find work and many find a place in 
  the Consulate military.
  2931 Ogz B544674-A
  The Zhodani Consulate is using this world as both a 
  listening post and a long-term cultural experiment in the 
  mixing of Zhodani and Vargr cultures. While not within the 
  Consulate itself, Ogz is considered an Unabsorbed world 
  for the purpose of Consular travellers and traders. 
  3233 Eberish D78579A-5
  Eberish was declared Unabsorbed in 1034, having 
  suffered from ‘excessive exposure to Imperial ideals’, to 
  quote one Tavrchedl’ report. How this came about, and 
  what is being done about it, are questions that the Nobles 
  of the Iadr Nsobl provincial council feel have not been 
  answered to their satisfaction.
  
  184
  Name
  Location
  Statistics
  Base
  Trade Codes
  Travel Code
  Polity
  Gas Giants
  Tlavlia
  2532
  A79589D-9
  Z
  Ga
  Zh
  G
  Drants
  2533
  E310000-0
  Ba Lt
  Zh
  G
  Lavarlietl
  2535
  B426410-9
  Ni
  Zh
  G
  Britliesav
  2536
  E795000-0
  Ba Ga Lt
  Zh
  G
  Zhdietsevre
  2537
  D9B4620-9
  Fl Ni
  Zh
  G
  Ongaeghz
  2631
  E749563-6
  C
  Ni O:C
  Va
  G
  Plintsiedl
  2633
  CAC5759-A
  X
  Fl
  Zh
  G
  Kriachtie
  2636
  C585654-5
  Ag Ga Lt Ni Ri
  Zh
  G
  Qatlie’
  2638
  B889411-9
  Ni
  Zh
  G
  Vashtebl
  2734
  C595658-9
  Ag Ga Ni
  Zh
  G
  Zhdeql
  2735
  B99869D-A
  Z
  Ag Ga Ni
  Zh
  G
  Fiaerinzh
  2736
  E536000-0
  Ba Lt
  Zh
  G
  Lanse Sho’
  2740
  BA7A435-B
  Z
  Ni Wa
  Zh
  G
  Dadetlal
  2833
  A656797-9
  Ag Ga
  Zh
  G
  KOAVRIVR
  2836
  B8859BE-B
  Z
  Ga Hi X1
  Zh
  G
  Shok Ons
  2838
  D8C4761-9
  Fl O:2836
  Unabsorbed
  Zh
  G
  Anzchiefr
  2839
  E596778-6
  Ag Ga
  Zh
  G
  Ogz
  2931
  B544674-A
  Ag Ga Ni  Z1
  Va
  G
  Sarrsarz
  2932
  D436874-6
  Va
  G
  Idliaosh
  2933
  E000000-0
  As Ba Lt Va
  Zh
  G
  Zhdoiesh
  2934
  A200632-D
  Z
  Ht Na Ni Va
  Capital
  Zh
  G
  ADLTSAP
  2936
  B526986-C
  Z
  Hi Ht In
  Zh
  Tliabr Ons
  2937
  B79A443-9
  Ni Wa
  Zh
  G
  ANTS
  2938
  B0009BD-C
  Z
  As Hi Ht In Na Va
  Zh
  G
  JABLNISHOZ
  2939
  B595AAC-C
  Z
  Ga Hi Ht In
  Zh
  Bartsel
  3033
  E549554-9
  Ni An
  Zh
  G
  Jdianzhili
  3035
  D655445-7
  Ga Ni
  Zh
  G
  Anshdem
  3037
  B768465-B
  Z
  Ga Ni
  Zh
  Daflanzhr
  3039
  E540000-0
  Ba De Lt Po
  Zh
  G
  Stansinz
  3040
  E666000-0
  Ba Ga Lt
  Zh
  G
  Zdi’chaf
  3135
  C000441-C
  X
  As Ht Ni Va
  Zh
  G
  Dalkr
  3136
  EAA6000-0
  Ba Fl Lt
  Zh
  G
  Iadriefria
  3138
  C542420-6
  Ni Po
  Zh
  Krianstabr
  3140
  D726634-7
  Ni
  Zh
  G
  Kfaethugh
  3231
  E584645-5
  Ag Ga Lt Ni Ri
  Va
  Qranchava
  3232
  E896000-0
  Ba Ga Lt
  Zh
  Eberish
  3233
  D78579A-5
  Ag Ga Lt Ri
  Unabsorbed
  Zh
  G
  Shombrie’ Prak
  3235
  E573000-0
  Ba Lt
  Zh
  Yiranz
  3237
  E300578-8
  Ni Va
  Zh
  G
  Iepriats
  3240
  D886698-5
  Ag Ga Lt Ni Ri
  Zh
  G
  
  185
  
  186
  adventuring in ZiafrPlians 
  seCtor
  Players! this seCtion is for the 
  referee only
  The default setting for Traveller games is the Spinward 
  Marches, which serves as a good starting point for most 
  adventures. The Imperium and the Consulate directly 
  confront each other in the Marches; there is enough law 
  and civilisation to keep the players on their toes but not 
  so much that they are limited or feel restricted in what 
  they can do.
  Ziafrplians sector is dominated by two interstellar states, 
  both of which use psionics to maintain order and both have 
  a reason to preserve the peace. Players may easily find their 
  freedom and actions very limited, compared to the Marches, 
  or other previously published regions of Charted Space: 
  Gvurrdon, Trojan Reach or Reft sectors. While the few 
  independent Vargr worlds will have their own laws, which will 
  often be applied in a haphazard fashion, the Thirz Empire 
  takes laws and legal issues seriously, although that will vary 
  from world-to-world. Certainly the Zhodani Consulate takes 
  laws very seriously and the Tavrchedl’ take enforcement 
  even more so. Remember that in Zhodani space, starports 
  are no longer a haven for problems planetside – Zhodani 
  starport authorities turn planetary lawbreakers over to the 
  Tavrchedl’ without any hesitation.
  That being said, there are many opportunities for 
  adventure in Ziafrplians. Players simply need to be patient 
  and conscious of legal issues, and if their characters are 
  not psionic, very careful as well.
  Corsair Raiding
  Corsair campaigns are detailed in Alien Module 2: 
  Vargr. Corsair campaigns based in Ziafrplians sector are 
  somewhat different from such campaigns elsewhere. 
  Players can be part of one of the established corsair bands 
  previously detailed in this chapter or they could form a new 
  band, rivalling one of the aforementioned groups.
  All corsair bands in Ziafrplians are small and the 
  frequency of raids is low but the successful ones operate 
  legitimately, having been recognised by the Thirz Empire, 
  the Zhodani Consulate or both. The Thirz Empire requires 
  corsair bands based within the Empire to swear fealty to 
  the Thirz Emperor, and the Thirz Empire tolerates fighting 
  between various corsair bands so long as its worlds and 
  interests are not harmed. On the other hand, the nature 
  of Vargr politics being what it is, having a rival band 
  declared outlaw can mean its destruction, so all corsairs 
  tread carefully in Thirz space.
  Within the Consulate, the Zhodani tolerate no corsair 
  operations and if a Zhodani world is the target of a raid, 
  the Consulate Navy will work very patiently to ensure 
  that the corsair band responsible is hunted down and 
  eliminated. If corsair bands impact Zhodani trade, the 
  Consulate will first request action by the Thirz Empire 
  and then intervene to teach a permanent lesson. Such 
  intervention is rarely needed, as diplomatic requests from 
  the Zhodani for action against corsairs are given a very 
  high priority.
  The Thought Police
  The Zhodani Tavrchedl’ are not just a law enforcement 
  agency but also assist with mental health and societal 
  health concerns. A campaign based on characters 
  who are members of the Tavrchedl’ would not just be 
  concerned with disaffected Zhodani, potential rebels and 
  even Imperial agents, but the health of the communities 
  they work in.
  In the Thirz Empire, the Ourrghkso play a similar role 
  but, as the organisation and structure are smaller, 
  resources are less available, so agents are generally 
  sent as needed or to monitor hot worlds with a history 
  of problems. Ourrghkso campaigns are less concerned 
  about the health of the community than in maintaining the 
  authority of the Emperor and identifying groups plotting to 
  overthrow Imperial rule. In the Thirz Empire, the Referee 
  
  187
  can more easily develop plots that can make characters 
  question their loyalties, ethics and motives.
  Councillar Troubleshooters
  In Ziafrplians sector, there are five levels of government 
  councils operating. Campaigns based on a group of 
  characters working for one of the many councils can vary 
  widely in scope and action.
  Characters working for a world council might find 
  themselves completing world or system surveys, 
  responding to natural disasters or accidents. An entire 
  campaign could be devoted to one specific world and 
  its troubles and turmoils. The advantage of this type of 
  campaign is that the Referee can focus on that single 
  world, without a lot of interference or involvement from 
  offworld.
  Characters could work for a subsector council, focused 
  on resolving individual issues. The subsector capital 
  might serve as a base of operations and the characters 
  have a ship assigned to them by the council, who gives 
  them missions that span across the subsector. While a 
  subsector may not seem like a lot to handle, multiple worlds 
  can be difficult for first time Referees and, while limited, 
  there will be interactions from outside the subsector, from 
  either the sector or Consulate level. The characters may 
  occasionally come across situations where the subsector 
  council is at cross-purposes with the Ziafrplians sector 
  council or even the Iadr Nsobl provincial council.
  Characters could work for the Ziafrplians sector council, 
  sent to various trouble spots across the sector to 
  analyse problems, report on situations and recommend 
  or implement various solutions. This campaign can 
  be very exciting, spanning the entire sector – but the 
  Referee will need to keep track of events and characters 
  across multiple worlds. Additionally, at this level, there 
  will certainly be problems between the goals of the 
  various subsector councils and that of the Ziafrplians 
  sector council, not to mention activities of the Iadr Nsobl 
  provincial council or even the Qlomdlabr.
  The Referee might be interested in a campaign set in 
  Ziafrplians sector, with the characters working for the 
  Iadr Nsobl provincial council or the Qlomdlabr. At this 
  level, characters often are not aware of the big picture, 
  as both of those councils are focused on a bigger picture 
  than the characters’ specific missions. Such a campaign 
  will certainly have, as a backdrop, the growing tensions 
  between the Imperium and the Consulate, with a focus 
  on identifying potential Ancient sites on unsurveyed 
  mountain ranges across the sector or other elements of 
  planning for a potential Fifth Frontier War.
  
  188
  This chapter discusses methods and ideas for using the 
  Zhodani race in your Traveller games and is intended 
  primarily for the Referee, although players of Zhodani 
  characters may also wish to refer to the Roleplaying 
  Zhodani section. Whether Referees wish to include 
  a single Zhodani character in their games or run a 
  campaign in the very heart of the Consulate, there are 
  certain factors that should be taken into consideration.
  Zhodani in the gaMe
  Remember that Zhodani are Human. This means they 
  have the same emotions and ambitions as any other 
  Human. Where things become different is the Zhodani 
  acceptance of psionic talents, which has altered their 
  mindset in ways other Humans cannot easily understand. 
  The Zhodani social, legal and even financial systems are 
  structured around that acceptance. For example, Zhodani 
  technology and equipment are completely identical with 
  that available in the Imperium – except for ‘flickering’. 
  When dealing with the Zhodani, Referees need to convey 
  that sense of familiarity and then present the exception.
  Because the Zhodani have had thousands of years to 
  weed out criminal and disruptive elements from their 
  society, a fundamental honesty is assumed by everyone 
  in society. Locks are intended as safety devices rather 
  than to prevent theft. Walls and structures are built for 
  protection against the elements rather than to keep out 
  the neighbours. However, non-Zhodani who attempt to 
  take advantage of such situations will quickly find the 
  Tavrchedl’ out in force against them. Zhodani Nobles 
  take their responsibility for the happiness of their Proles 
  very seriously.
  Of course, the likelihood of such events happening is low. 
  Most Zhodani are uncomfortable around non-Zhodani 
  Humans. The average Zhodani has little experience with 
  other Humans or other sophonts. Humans who outwardly 
  appear like Zhodani (tall, lithe, swarthy complexion, 
  dark or gray hair) are accepted. But other Humans are 
  strange or unusual to the Zhodani and will be distrusted. 
  All Zhodani know that ‘liars and thieves are allowed to 
  wander loose’ outside the Consulate and different-looking 
  Humans will be assumed as such. In fact, non-Human 
  aliens are often more accepted (like the Addaxur) than 
  non-Zhodani Humans, simply because the Zhodani can 
  see they are different.
  rolePlaying Zhodani
  As a Zhodani, you know that your culture is stronger and 
  more stable than any other. From birth, you have been 
  trained and educated to achieve your ultimate potential. 
  This is all possible because your people have embraced 
  the science of the mind, psionics. In your society, those 
  individuals who seem to never fit in, never find their 
  place in society, never seem content – they are given 
  the assistance needed to find their way. There are no 
  forgotten or misplaced individuals in Zhodani society.
  You are surrounded by cultures that do not understand 
  you. What they see as freedoms you recognise as paid 
  for by ignoring the undesirable elements in their society. 
  Too many sophonts often grow to adulthood without 
  ever receiving the help they need to properly adjust to 
  society and make the greatest possible contribution to 
  the common good (and to themselves, by doing so). 
  Criminal behaviours grow and fester in their mind... 
  greed, acquisitiveness, violence, hatred, prejudice... and 
  come to dominate their behaviour. In Zhodani society 
  that energy, which otherwise might be channelled into 
  criminal pursuits, is instead directed to the benefit of all. 
  Somehow these cultures pride themselves on cutting so 
  many individuals off from the help they need, from the 
  lives they could and should have, and reject the greatest 
  gift science has to give Humaniti.
  Proles
  Some are born with the gift of psionic ability and to 
  them falls the burden of social responsibility. You 
  respect that burden and those who bear it. You were 
  tested mentally and physically to identify what career 
  you could achieve your fullest potential in and have 
  been trained in the skills necessary to be successful 
  in that career. You also take comfort that in those 
  moments when you question yourself or your ability to 
  achieve your potential, help to overcome your fears or 
  pressures is available simply by asking. Finally, while 
  you recognise that you will never become an Intendant 
  or Noble, your children have that possibility and your 
  personal success can improve their potential.
  Intendants
  You were either born to Intendant parents, or identified 
  in testing as having psionic potential, and raised by 
  Intendant parents. Either way, you were trained in the 
  CaMPaigns
  
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  use of psionics and guided to a career that made the best 
  use of your mental and physical potentials. You respect 
  the Nobles who mentor and lead you, and recognise that 
  your task is to put their direction into actual practice. Your 
  successes are their successes and the more they achieve 
  because of you, the more successful your promotion and 
  advancement is. Your greatest goal is gaining Noble rank, 
  which is possible through your own efforts in Thequzdievl 
  (the Psionic Games), or through promotion as a reward 
  for success at the end of your career.
  Nobles
  You were born to Noble parents, or gained such status 
  through victory in Thequzdievl (the Psionic Games), or 
  after a career of achievement as an Intendant. Regardless 
  of how you gained your Noble rank, you are responsible 
  for leading Zhodani society. Perhaps not in government 
  councils, perhaps not in government service – there are 
  many paths for a leader to walk. Whichever path chosen, 
  you know you are responsible for seeing that the Proles 
  in your care are happy and satisfied in doing their duty, 
  and those Intendants responsible to you are sufficiently 
  motivated to be successful. The freedom of privacy and 
  choice in your life is gained only by acceptance of your 
  responsibilities to your society. While Noble rank in and 
  of itself is deserving of respect, you also know that only 
  those who perform their responsibilities successfully 
  have earned such respect.
  Presenting the Zhodani
  There are several ways to present the Zhodani in a 
  campaign, with some of the more common approaches 
  detailed here. Referees are encouraged to select 
  one approach and stick to it throughout most of the 
  campaign, as it helps to illustrate the direction and 
  conformity of the Zhodani.
  Zhodani as Allies
  Despite the tension between the Zhodani and Imperial 
  Humans, it is possible for the two sides to work together 
  towards a cooperative goal. After all, Esalin (1004 Tloql) 
  fell to the Zhodani during the Fourth Frontier War and yet 
  in 1098 it was agreed to have a joint Imperial/Zhodani 
  administration of the world. For the Zhodani, to cooperate 
  requires the logical filling of a need. For example, the 
  value of Esalin as an agricultural world outweighed 
  the practice of introducing Zhodani cultural values to a 
  conquered Human population.
  Emphasise: Unknown motives, standoffishness, hidden 
  secrets.
  Inspiration: Vulcans from Star Trek (especially in the 
  Enterprise era).
  Zhodani as Mercenaries
  While rare outside the Consulate, it is common within 
  the Zhodani Consulate for corporations to cover military 
  functions when the Consulate military is unable to fill 
  the need. Such units are generally equipped to minimal 
  Consulate standards but adhere to all Zhodani military 
  rules and regulations. Zhodani mercenary units never 
  include Zhodani commandoes but this is not common 
  knowledge. Zhodani mercenary units will not work at 
  cross purposes to Consulate needs in any situation. 
  When they are encountered outside the Consulate, 
  they will not break their contract unless it conflicts with 
  Consulate policy.
  Emphasise: Combat effectiveness, loyal to Consulate, 
  committed to contracts.
  Inspiration: The Dorsai from the Childe Cycle series by 
  Gordon R. Dickson.
  Zhodani as Mysterious Others
  The Zhodani mindset can be difficult to comprehend and 
  it is not uncommon for other Human races to view the 
  Consulate as a mind-controlling tyranny. The Zhodani 
  openly admit that members of their own race who are 
  unable to conform to their social norms are subjected to 
  mind-ripping controls under the guise of re-education. 
  Even when the Zhodani and other races are trying to 
  communicate honestly, such interactions often lead to 
  conflict or confusion.
  Emphasise: Conformity and the needs of society over 
  the individual.
  Inspiration: The Psi Corps from Babylon 5.
  Zhodani as Threats
  The Zhodani have fought four wars with the Imperium 
  and even though relations are currently peaceful, 
  tensions remain high. The first three wars started with 
  surprise attacks by the Consulate on Imperial worlds and 
  the fourth war was an accident. When the time best suits 
  them, they will strike – they see diplomacy only as a tool 
  to put their opponent at ease before the next attack.
  Emphasise: Surprise attacks.
  Inspiration: Haven from the Honor Harrington series by 
  David Weber.
  Zhodani as Enemies
  The Zhodani are preparing for another war! Already their 
  fleets gather deep in the Consulate, massing for the 
  surprise attack. Their spies are disrupting our worlds, 
  causing them to revolt. They plan to turn our people into 
  mindless slaves!
  
  190
  Emphasise: Tyrannical mind control and the constant 
  danger of attack.
  Inspiration: The mule from the Foundation series by 
  Isaac Asimov.
  Zhodani CaMPaigns
  Justifying a campaign with a mixed group of Imperials 
  and Zhodani can be difficult, particularly with tensions 
  between the two groups so high. However, it is relatively 
  simple to run an all-Zhodani campaign. This allows the 
  Referee to highlight the unique elements of Zhodani 
  culture and society. It is also possible to run a more 
  standard Traveller game ‘flavoured’ with Zhodani culture, 
  simply by casting the Player Characters as non-Zhodani 
  traders in or around Zhodani space.
  Traders
  The traditional Traveller ‘free trader’ campaign revolves 
  around a small, barely profitable starship with the 
  characters as its crew, searching for ways to pay off their 
  mortgage. Zhodani characters fit well into this style of play 
  but there are some changes. For example, a Zhodani 
  crew will not turn to illegal activities to pay the bills, so the 
  Referee will need to focus more on interesting patrons to 
  drive the campaign. Another possibility is a crew of non-
  Zhodani characters who are trading along the Zhodani 
  border, with events (and credits) taking them into Zhodani 
  space, to give them an experience with a very alien 
  Human culture. For trading campaigns in Ziafrplians 
  sector, the main trade route along the Qadre’idr Main can 
  provide many opportunities for profit and adventure.
  Military
  Many players do not find a rigid command structure 
  enjoyable for a role-playing game. However, if they do, 
  there are numerous possibilities for adventure in Zhodani 
  space. The players might be members of the Consular 
  Navy, the regional navies responsible to the various 
  subsector councils or perhaps one of Ziafrplians’s world 
  system navies.
  In the current time of increased tension between the 
  Zhodani and the Imperium, the Consular Navy has been 
  forced to reduce the number of ships on frontier patrol. 
  A lone Zhodani patrol ship might find itself caught up in 
  a Vargr corsair raid, forced to play diplomat to a Thirz 
  patrol or even more complicated matters. Regional navies 
  are finding that they are expected to handle many of the 
  routine activities the Consular Navy performed in various 
  subsectors. System navies have been asked to assist the 
  various regional navies on an unprecedented level.
  While Ziafrplians sector is not on the frontline of a future 
  war with the Imperium, the personnel of the various 
  Zhodani navies know that war is coming. The orders sent 
  from the various councils for reviewing world data across 
  the sector are in preparation for the upcoming war effort.
  Explorers
  The Consular Navy has thousands of years of data 
  regarding Ziafrplians sector. Despite that, as the systems 
  were initially scanned and discarded as empty, now the 
  Consulate finds itself searching for a needle in a haystack.
  While the Qlomdlabr tries desperately to keep the 
  urgency secret, they have sent orders to provincial and 
  sector councils and through them to subsector councils, 
  calling for updated data on all systems throughout the 
  sector, even in Vargr territories. World councils have 
  additional instructions, calling for new mineral searches 
  on mountain ranges throughout the sector.
  Because of the magnitude of these orders, there is no 
  way the Consular Navy could handle the requests, 
  even if it was a top priority. Instead, councils are turning 
  to corporations and freelancers. There are plenty of 
  opportunities for a group of adventurers to become 
  involved in these activities. Even if a team does not find 
  a great new discovery, there are enough undiscovered 
  natural dangers to give a Referee and players a lot of 
  excitement.
  While the Eighth Core Expedition is scheduled for 
  the future, preparatory work for it has already started. 
  Whether supported by the Consular Navy or various 
  Zhodani corporations, exploring worlds far away from 
  the Consulate can allow a Referee to use elements from 
  Traveller’s Charted Space setting in a very unfamiliar 
  environment.
  Politics
  Although Zhodani society is based upon trust and respect, 
  there is still scope for rivalry among Intendants and 
  Nobles within the Consular structure. Navigating through 
  the layers of council structures to implement or change 
  a higher council’s plan can provide many adventures 
  based on interpersonal exchanges. Of more drama are 
  political negotiations between the Consulate or Zhodani 
  corporations and non-Zhodani governments. Being 
  part of a delegation from either side can provide many 
  adventures whether the characters are the inscrutable 
  Zhodani or the suspicious non-Zhodani.
  
  191
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  Viewed with fear by other races, the Zhodani are believed to harbour powerful psionics within a terrible and 
  oppressive society. Alien Module 4: Zhodani peels back the layers of mystery and mis-information to reveal a 
  fascinating race who are a domineering force in their region of the galaxy.
  This book is packed with information for both players and referees. New rules for careers allow players to 
  create their own Zhodani characters, which are then well served by technology and ships designed by and 
  for the Zhodani. Chapters are devoted to playing a Zhodani and how their society and culture are structured, 
  complete with how they handle psionics. Finally, we have also included a complete new sector to explore, 
  meshing seamlessly with the Spinward Marches.
  To use this supplement, a Referee will require the Traveller Core Rulebook. 
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Traveller - The Third Imperium - Alien Module 4 - Zhodani.pdf