TEXT: TRAVELLER5™
  21 CLASSIC-ERA ADVENTURES
  TOURING THE MARCHES WITH A ONE-RING CIRCUS
  A LOT LESS CLOWNING THAN EXPECTED!
  By Gregory P. Lee
  Licensed for Use with Traveller5™
  Illustrator
  Tim Osborne
  Ships
  Rob Eaglestone
  Casting
  Craig A. Glesner
  Greylock
  Publishing
  Lines
  PLAYERS’ DATA FOR USE WITH
  
  For
  Marc “Traveller” Miller’s
  TRAVELLER5™
  This Sourcebook and EPIC-Format Adventure
  is based on the T5 Rules Set from
  Far Future Enterprises
  21 CLASSIC-ERA ADVENTURES
  TOURING THE MARCHES WITH A ONE-RING CIRCUS
  A LOT LESS CLOWNING THAN EXPECTED!
  By Gregory P. Lee
  Licensed for Use with Traveller5™
  Illustrator
  Tim Osborne
  Ships
  Rob Eaglestone
  Casting
  Craig A. Glesner
  Canon Adviser
  Donald McKinney
  Greylock
  Publishing
  Lines
  Player’s Data
  Licensed for use in conjunction with Cirque.
  Licensee may temporarily lend
  but not permananetly distribute
  A print of this document.
  Permanent re-distribution violates law.
  
  Greylock
  Publishing
  Lines
  Copyright © 2014 by
  Gregory P. Lee
  All Rights Reserved
  This book is licensed for use in table-top role-playing.
  The licensee may lend his or her copy of this book, but may not permanently
  transfer it to a third party via print or electronic distribution EXCEPT by gift or resale
  COMBINED WITH THE ORIGINAL PURCHASER’S COMPLETE DESTRUCTION/
  DELETION OF ALL OTHER PHYSICAL AND ELECTRONIC COPIES IN HIS OR HER
  POSSESSION, CUSTODY OR CONTROL. ANYTHING LESS IS THEFT OF THE COPY-
  RIGHT HOLDER’S PROPERTY.
  IF YOU WOULDN’T STEAL IT FROM YOUR SWEET OLD GRANDMOTHER, WHY
  WOULD YOU STEAL IT FROM ME? — ARAMAIS P. LEE
  
  Excerpt:Diariesand Dialogues
  I’ve misjumped once in my years, just once. It was during the
  Fourth Frontier War, en route to [Deleted Per Intelligence Regulations]
  with the[Deleted PerIntelligence Regulations] Fleet.
  When the first star-fix came out of the astrogation sub-systems, I
  nearly soiled myself, and I started to cuss out the Great Crank Turner for
  her malignant sense of humor. I’ll probably go straight to the Coldest Pit
  ofTartaros forsomeofthethings Isaid rightthat minute.
  Then I calmed down and got to work. Got everyone on board who
  could read a screen on the sensor feeds – densitometer of course, EM
  sensors for infrared and helium traces and even visible light. I had trans-
  ferred a captured Zho “spotter” – some kind of clairvoyant trick – just
  before the jump, and wished I’d disobeyed orders, but I hadn’t. So no Zho
  to help with a mind-trick.
  We got lucky and then some. After a few hours of sweating –
  stinky, nasty fear sweat that would have made a Vargr twitch – we spotted
  a rogue. A comet that must have escaped from its primary, or maybe
  neverhad one. And it was close, closerthatIhad a rightto want.
  Well, we got within 1000 diameters within two days, so we had full
  maneuver. A good thing, because we needed a long, hard boost to match
  vectors.
  Matched, kissed down, drove some pitons and tied her down,
  put the marines out with their heavy guns. Fusion guns to melt ice. The
  chief engineer rigged some melting blankets, and then figured out how to
  re-direct the plasma vents, and that gave us water, too. Food and water,
  two thingsIliketo getinto my mouth nowand again.
  Every crew member got out there in shifts. Took us two weeks,
  two deaths and three leg-killing cases of frostbite to melt enough ice and
  refuel, but we did it. We got back out, boosted fast and hard to 100 diame-
  ters, and madethejump to where webelonged.
  NotsomethingI’machingto try again.
  But then again, once in a while… well, there’s the part where I
  almost gotdistracted fromthejob athand.
  You see, someone else made the same mistake we made, eons ago.
  Misjumped near where we did, maybe, or maybe they intended to come
  out where they did. Or maybe the rogue was just on their vector and
  forced themoutofjump.
  They must have hit at truly high vector, because they put up a crater
  nearly half way through the ice ball. OK, maybe a kilometer deep. All
  that good old Newtonian physics is still worth knowing. Hit something
  hard and fast,generate lotsofheat.
  Whoever it was left little to show for themselves ... just some metal-
  lic particles that eventually contaminated the ice and made our filters work
  overtime. But they were particles of refined alloys better than anything an
  Imperial shipyard can put out, and there were other impurities that come
  with jump drives and such. And then some other ones that we didn’t have
  theequipmentto analyze.
  I wanted to go to the bottom of the crater and see what might be
  under the ice, but there was no time, no spare people, and a leader needs to
  focus on the job at hand. Keeping alive. I might just yet dig out my logs,
  someday, pull out the astrogator’s numbers, and try to find that one rogue
  again. Get in closer, and carry enough fuel for a return jump. Get some
  A Tall Tale
  extrapayback forthe arms and legs welost.
  Told you the astrogator did some fancy math, figured out when that
  massive iceberg got slammed. I guess I’d like to see what sort of damn
  foolsophonts were misjumpingathigh vector800,000 yearsago.
  You read thenumber right. Five-hundred thousand yearsbefore the
  so-called Ancients.
  No, no oneelsebelieves me, either.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1095.
  Give him a fleet? Do you think me mad? Have you read any of
  his memoirs? He disobeyed orders and invaded the Sword Worlds. He
  openly threatened the Darrians when he worked with the Scouts.
  He
  claims to have had audiences with that fool Norris and goes on and on
  about cromburgers. And then there’s that ridiculous fable about a mis-
  jump into deep space… Heisabraggartathisbest, aliarathis worst.
  Put him somewhere he can do no harm, and then keep him away
  from me, sir, if you please. Make him liaison to the civilian shippers he
  loves so dearly. They will complain about anyone. We may as well hand
  themsomeone whose careercannotbe made worse.
  —Sector Admiral Frederick Santanocheev, ImperialNavy,late
  1107.
  4
  
  Igotthejob!
  I’m going across the sector to Regina, and I’m filming it all. This is
  going to get me known all the way to Capitol…maybe all the way to Old
  Solherself.
  I’mthe Chief Documentary Producer and Travellers’ News Service
  stringer for this crazy idea that Sharurshid is backing. From what I hear,
  someone pushed my hiring. I know that the TNS wanted me elsewhere –
  some new police action near the Vargr Extents – but I guess they backed
  down. Maybe Sharurshid somehow got that blowhard old admiral, Lii --
  no,Lee,an old-fashioned Solomanispelling -to push someone around .
  Itdoesn’t matter. Itdoesn’t matterhowIgotthejob. Ihavethejob. I
  admit, I’m not sure that I’m at all that interested in producing video after
  video of copyright-protection-creating documentaries of actual perfor-
  mances. There will be thousands of those. I think that will get pretty bor-
  ing after a while, but I can leave most ofthat to robots and maybe an intern
  ortwo. No,on second thought, internsaren’t much use.
  Butthat’s nottherealpoint. Therealpointisthat I’llbe going allthe
  way from Rhylanor to Regina without getting shot at. I have the right to
  produce an independent documentary from my material, so there’ll be
  some extra money apart from salary. I’ll be on-hand for everything from
  the boring rehearsals to the snafus and bad days, and I’ll get to know some
  of the bigger artists in the Spinward Marches. Like that “Gilgamesh”
  actor, Trouth Mencken.
  I’m glad I’m wearing my set up, because I was even allowed to
  record the contracttalkson board Cirque. Andiiherselfgave meatour.
  [CutHere. Skip PartofPersonal Tour]
  Capatin Houke walked me through to the auxiliaries they had con-
  verted. You know Andii from my prior documentary on the wounded vets
  oftheBattleofRhylanor. She lost her legsin using her tender’s jump drive
  against a much larger Zho vessel — made it a jump bomb. Cracked the
  Zho in two. Something about the exposure to jump space radiation has
  made it impossible for the docs to regenerate her legs, so she uses robotics
  sometimes. More often, she just wears grav kneecaps and zips around, but
  thosearen’t much use when you’reunderspin instead ofartificial gravity.
  [Cuthere. Skip partofdescription ofplatoon lander.]
  The big central area has been cleared out to be used for onboard
  rehearsals, extra space, and taping. I’ll be using that space to tape some of
  the other material they’ll be putting together, like a new version of that
  creaky old Geezer Thespian’s play about conquering death or whatever it
  was. “Gilgamesh Re-killed,” or some bad idea. There’s an old Earth-type
  rock band that will be putting on shows between the circus performances,
  and I’ll record a lot of their work for music videos. I can’t say I like the
  stuff, it’s much too loud and headbanging and all filled with drums and
  nastyamplified string instruments.
  It’s quite a job, and my credits will be all over the place by the time
  I’m done. Frankly, this is better exposure than the war, because with any
  luck there won’t be any deaths. No deaths, that’s the way. Unless it’s that
  creepyold geezer Trouth.
  [Cuthere. Skip partofdescription ofBT1.]
  Whoever worked on this whole design had a fetish for flying sau-
  cers. But I suppose it fits, as the promotional material Andii gave me says
  thatold,old circusperformanceshappened in round arenas, undertents.
  We also have a proper tent, based on very, very old sketches and
  writings from as far back as the 21st century in the old Solomani reckon-
  ing. Performances will happen in that tent when it can be set up, whether
  under real atmosphere in the big dome or any such thing. But there will be
  “I Got the Job”
  a few worlds, even just a few places on those worlds, where it just be easi-
  erto keep theperformancesinsideBig Top One.
  Anyway, that was it. Andii and I shook on it and she had that quiet
  guy who hangs out with her, Bertii, send the contract over to my agent for
  a final review. My agent uses a legal AI, a good thing, since the contract is
  500 pages long. I don’t know what is with that Bertii fellow, he looks like
  hecould playaZho ifhe wasjustthe properheight. Buthe’snot.
  Anyway, we shook hands and I went back out of Cirque through
  the forward cargo locks. Sharurshid has some influence. Cirque is docked
  right on the concourse segment of the Old Station. I went to the lock and
  down to thebigobservation cafédeck.
  The Old Station doesn’t really take my breath away too often. I’ve
  seen a few stations by now, and the inside of a lot of other vessels. Go
  figure, spin a giant cartwheel and the people inside stick to the outside
  deck, same as they stick to a grav plate that costs more and eats power all
  the time. Terrace up a big curved tube, and you get a deep valley that lets
  you plant and grow and jump up and down and all that. No, there’s noth-
  ing all that special about Old Station’s concourse segment, until you look
  at all of the different spacers in the distance, and the offices and residences
  built up around the central cable and the other cables, and the cable cars
  running, and the louvers angling the sunlight from the reflectors outside.
  Once in a while, it catches your breath when you see it, the way it did the
  first time you stepped through an airlock. For me, this is one of those
  times. I looked right and left, and I saw all ofthose people walking around,
  and running, and talking, and trying get each other interested in all sorts of
  things…that’sthebeautyofgettingoutoftheold world.
  And then I noticed, away on a corner near the corner edge of the
  café, a batch of Zhos. Real Zhos, acting like they had a right to be there. A
  couple of them even had the head wraps and straight-collar jackets. They
  also had official patches and ID packs right out to be seen, so they must’ve
  been diplomats. Frankly, I can’t see why a Zho would come to Rhylanor
  unless he was a diplomat, and maybe not even then. It was odd, as if they
  were actually watching who was going in and out of the lock behind me.
  As if they were interested in what was going on with Cirque. That was
  probably just foolishness on my part, thinking that. Not a lot of Zhos are
  likelyto reallyenjoythe circus, I suspect.
  But that’s okay, because not a lot of good citizens like Zhos. They
  don’t want to sit next to them at a show. While I was starting down the
  steps to the Concourse “ground level,” I saw a couple of women with
  something round and red in their hands. Fruits, I thought. I looked at my
  recordings afterward and cross-referenced, and discovered that the red
  fruits were just old-fashioned tomatoes, but they were a bit ripe. Well, a lot
  ripe. Rotten, really. Squishy, nasty, oozing.
  Those women started tossing the tomatoes at the Zhos. I scrambled
  away, because I don’t really much want my video to be subpoenaed as
  evidence in a court, but I hear that station security ignored it at first, too.
  They didn’t come in until a computer alerted the station manager and got
  him dispatching Marines because the Zhos always were screaming for
  help. Didn’t want to use their mind-control techniques, I guess, there’s a
  new treaty, after all. I guess station security didn’t want to see the toma-
  toesbeingthrown, either, so it wasup to theMarinesto bailouttheZhos.
  BettheMarines weren’t allthathappyto bailthoseZhosout,either.
  You know, I just noticed something in the video. Those women –
  there were three of them – had “Cirque des Sirkas” patches on their cover-
  alls. I’d probably better delete that bit. I don’t want anyone charged with
  assaulting adiplomat. Adamned Zho diplomatespecially.
  5
  
  Introduction
  This campaign is set entirely in the Spinward Marches, a vibrant
  frontier sector ofthe Imperium. The campaign assumes that the referee will
  have some familiarity with the Official Traveller Universe (“OTU”) or will
  obtain it. While no one supplement or prior writing is essential, the referee
  would do well to obtain the Classic Traveller materials on CD-ROM from
  FarFutureEnterprises.
  The campaign begins near the end of 1110 at Rhylanor, an important
  subsector capitol of the Marches. It proceeds to visit numerous worlds in
  the Marches, and ends at Regina, another subsector capitol that is growing
  more important to the Imperium. The players are expected to travel with
  the vessel Cirque as ship’s crew, performers, or other support staffofCirque
  desSirkas, LIC.
  Well-developed characters are important in this campaign. While it
  can be played as a simple set of “point-and-shoot” incidents, good charac-
  ters drive good play. Anumber of prepared characters have been provided
  that can be adopted by the players or used by the referee for adoption bythe
  players, or at least for the referee to understand. These characters have
  motives and histories that have the potential to lead to conflicts with each
  other as well as outside forces. This includes down-time during a jump, so
  the Referee should not necessarily speed through what could be a rich
  sourceofcharacterinteraction.
  If players roll their own new characters, Imperial citizens — Enter-
  tainersand Fifth Frontier War military veterans —arehighlydesirable. The
  flexibility of the T5 character generation system permits characters to begin
  on one career track and move to another. It also permits the assumption that
  Entertainers were exposed to the Fifth Frontier War, whether as civilian
  militia at Rhylanor’s Old Station, reporters (“Authors”) embedded with
  militaryunits,or entertainerson traditional“moraleboosting”tours.
  TheClassicEra: AGoldenAge
  The “Classic Era” of Traveller begins in 1105. Published Traveller
  adventures and materials set in that era recount the “canon” history of the
  Spinward Marches in some detail fromthat date. Official maps ofthe Spin-
  ward Marches,theImperiumand itsneighbors can bedownloaded fromthe
  Traveller Map online. The data there includesofficial basic planetaryinfor-
  mation effectiveasof1105, mostofwhich remains accuratein 1110.
  TheFifthFrontierWar
  This campaign begins several years after the end of the Fifth Frontier
  War. However, tensions remain high. Veterans are still healing, and fleets
  remain on alert. The Zhodani, seen as the chief aggressors of the Outworld
  Coalition (the Zhodani Consulate, the Sword Worlds, and various Vargr
  polities) attacked theMarches withoutwarningorprovocation in 1107.
  At the outset of the war, Imperial forces were deployed ineffectively.
  The Zhodani were able to push almost all of the way to Rhylanor before
  Duke Norris of Regina (missing and thought to be ill, dead, or deposed)
  returned from a daring mission to retrieve a lost Imperial Warrant authoriz-
  ing him to lead the Marches. On his return, he ousted Sector Admiral Fred-
  erickSantanocheevand tookpersonal command oftheImperial forces.
  Setting the Stage
  Based on both Zhodani fleet movements and sources in Naval Intel-
  ligence, Norris deduced that the Zhodani goal was Rhylanor, though not
  necessarily why that was their goal. Most strategists have concluded that
  the Zho were simply executing the divide-and-conquer plans of the Out-
  world Coalition (Zhodani, Vargr, and the Sword Worlds). Others look to
  Rhylanor’s high technology basis. A few overly imaginative military ana-
  lysts have speculated that the Zho sought to use an Ancient complex on
  Rhylanor, speculation thathasbeen met with justified derision.
  For Norris, it was enough that the Zhodani military desperately
  fought to get to Rhylanor. Norris committed forces, ships and war materiel
  to the defense of Rhylanor. He cut the Zhodani supply lines and retreat
  routes, already stretched across forty parsecs of Imperial space. His tactical
  sensedeployed Imperial forces where theywould be mostuseful.
  Thanks to Norris's actions, not one Zhodani teleport-trooper or land-
  ing craft reached Rhylanor's atmosphere, much less the surface. Ship-to-
  ship combat won the day, costing both fleets dearly many vessels and
  crews. The Zhodani were forced to flee. Their retreat was intercepted at
  Calit (Spinward Marches 1515) and their fleet sustained such devastating
  losses that the Consulate's government is believed to be undergoing signifi-
  cant“internal readjustment”
  In the end, the Zhodani made no significant territorial gains despite
  theirbest militaryefforts. Zhodaniallies fared no better.
  The Sword World Confederation, a militaristic human polity, lost
  control of a number of worlds. As this campaign begins, the Imperium is
  building up a new “client-state,” the Border Worlds, in part of the Sword
  Words. As one might expect, the remaining Sword Worlds are equally
  determined to regain their territory and are already regrouping as they plot
  to recovertheirterritoriallosses.
  The various and changeable Vargr polities were also pushed back.
  The Vargr, intelligent beings created by the Ancients from Terran canine
  stock, are forthe mostpartbackbehind theiroriginallines.
  TheAftermathofWar
  The Imperial Spinward Marches are slowly returning to normalcy.
  Some systems have been especially hard hit (including Rhylanor, despite
  the Zhodani failure to land on the mainworld). Others were virtually un-
  touched. Many, many combatants on both sides have been seriously in-
  jured. Despite modern medicine and biotechnology, some veterans have
  permanent injuries, both physical and psychological. Civilians have also
  been affected to onedegreeoranother.
  The Sword Worlds are already working to regain the territory lost
  during the war. However, they cannot currently do this by force. Instead,
  Cirque is an old Terran (French) word for circle or circus,
  and implies something more than the lowest grade of itin-
  erant performers.
  Sirk (proper plural, sirka, improperly
  pluralized in Anglic as sirks or sirkas) is a Vilani word
  meaning “star.” Of interest, a close homophone is T'sirk, a
  Zhodani word meaning literally, "sand soaked with blood
  after a set duel," and carries a strong connotation con-
  demning unnecessary bloodshed as insanity.
  6
  
  Cirque
  their agents in the Imperium and the Border Worlds are committed to guerilla
  tactics bordering on terrorism. It is safe to say that Sword Worlds agents and
  local supporters may be found on any Imperial world within several parsecs
  of the pre-war border with the Imperium. Cirque des Sirkas plans to visit
  severalofthese worlds.
  The Zhodani defeat resulted in the fall of the Consulate’s militaristic
  governing coalition. The Consulate now faces internal struggles for control.
  Its various agents still in the Marches find themselves partially or entirely cut
  off from their leadership.
  Some agents will continue their information-
  gathering and their quiet support of underground Psionic Institutes. Others
  will flail about, taking action as they see fit. A few, loyal to the Consulate,
  will try to keep order in the “ranks.” Thus, while Cirque des Sirkas will not
  visit anyZhodani world, someagents willbeencountered.
  AliensandUpliftsinTraveller
  The Traveller Canon includes numerous aliens (non-human sophonts
  such as the Aslan), prehistorically transplanted Terran humans (such as the
  Zhodani and Vilani, moved and then used by the Ancients hundreds of thou-
  sands of years ago) and “uplifts,” sophonts created from non– or semi-
  sentient species (the Vargr, uplifted from Terran canine stockbythe Ancients;
  Dolphins and Ursa, uplifted by the Solomani to aid the independent Terran
  push to the stars). Examples of all these species will be met along the way.
  All are detailed in various other Canon publications. In general, the referee
  should become most familiar with several.
  Zhodani: Humanoid stock transplanted from Terra to Zdhant over
  300,000 years ago. The Ancients, a little-understood high-tech society, used
  these humans in their works. The Ancients’War left the Zhodani and other
  humans scattered across space free to build their own societies. The Zhodani
  embrace psionic science and practice. .Psionically trained individuals are
  highly prized, and can rise into the nobility. The Zhodani actively search out
  non-conformists in their midst and “treat” them to resolve their counter-
  productive issues. The Zhodani Consulate and the Imperium are hostile
  toward one another; five Frontier Wars have been fought in the Spinward
  Marches. The stereotypical Zhodani is almost two meters tall and slender,
  but many other norms can be found. The Zhodani are considered a “Major”
  race,and havebeen in space forthousandsofyears.
  Vilani: Like the Zhodani, the Vilani are descended from humanoid
  stock transplanted from Terra over 300,000 years ago. These were taken to
  Vland, a world with a biological base which is not entirely supportive of
  human life. When the Vilani were abandoned at the end of the Ancients’
  ascendancy, they developed their own methods of preparing food from the
  local biological sources. As a result, Vilani food is considered exotic by most
  otherraces.
  Solomani: Humansofmore recentTerran stock. Manyhumans in the
  Spinward Marches (including the Sword Worlders) are of Solomani stock.
  However, this is more of an epithet than a compliment to some, as
  “Solomani” more accurately refers to a militant interstellar state and move-
  ment, originally from the Sol system, which espouses Terran superiority and
  control over humans throughout space. The Sol system itself is currently a
  memberoftheThird Imperium.
  Sword Worlders:
  Humans of clearly Terran descent who will be
  encountered in the latter half of Cirque’s travels. Sometimes derided as
  “Vikings,” they are not considered an alien race, but are militant non-
  Imperialnationalityin theSpinward Marches.
  Aslan: Humanoid sophonts independently evolved on Ksuyu from
  pouncer/carnivore stock. The Terrans who originally encountered the Aslan
  saw a resemblance to Terran feline stock, but this is inaccurate; they are more
  similar to arboreal primates. They have a very structured sense ofhonor, and
  a rigid dichotomy between male and female roles. In essence, the males,
  who can be as tall as two (2) meters, explore and fight, and are given the
  public role of control over their clans and other subgroups.
  The smaller
  females tend toward administrative roles (males often cannot comprehend
  “money”) and scientific roles. Aslan have an “internal clock” of about 36
  hours, which may affect their function if they are forced to maintain 24-hour
  days foran extended period.
  Vargr: Sophonts genetically engineered by the Ancients from Terran
  canine stock. Like other Terran transplants, they were abandoned as a result
  of the Ancients’War. They also eventually developed their own society and
  eventually came to space(and, coincidentally, within approximately the same
  general era as the Aslan and various Human subspecies). Vargr tend to shift-
  1 8 6 - 1 10 7
  Zhodani battle fleets appear at Ruie (1809).
  1 8 7 - 1 10 7
  Zhodani declaration of war delivered.
  2 0 1 - 1 1 0 7
  Imperium begins evacuation of Regina (1910)
  in anticipation of Zhodani invasion.
  2 0 4 - 1 1 0 7
  Imperium announces presumed state of war
  with Sword Worlds. Lanth (1719) under
  attack. Efate (1705) under Zhodani seige.
  2 0 6 - 1 1 0 7
  Detached Imperial Scouts called up.
  2 1 0 - 1 1 0 7
  Regina (1910) reports no invasion to date.
  2 1 2 - 1 1 0 7
  Duke Norris of Regina reported ill or deposed.
  2 1 4 - 1 1 0 7
  Heavy fighting takes place at Efate (1705) and
  Louzy (1604).
  2 4 3 - 1 10 7
  Serious guerrilla attacks by Ine Givar at Equus
  (2417), Meleto (2827), and Bendor (2336).
  0 3 5 - 1 1 0 8
  Yorbund (2303) taken by Vargr.
  0 3 6 - 1 1 0 8
  Ruby (1005), Emerald (1006), and Lysen
  (1307) taken by Zhodani.
  0 3 7 - 1 1 0 8
  Jewell (1106) and Kinorb (2202) continuing to
  resist.
  0 9 7 - 1 1 0 8
  Zhodani raiding fleet strikes Inthe (2410);
  cripples massing Imperial fleet.
  1 6 8 - 1 10 8
  Sword Worlds troops invade Saurus (1520).
  2 2 9 - 1 1 0 8
  Zhodani fleet strikes Boughene (1904).
  2 8 1 - 1 1 0 8
  Imperial fleet strike against Lysen (1307)
  3 0 2 - 1 1 0 8
  Imperial and Zhodani fleets clash at Tremous
  Dex (1311).
  3 3 8 - 1 1 0 8
  Heya (2402) and Beck's World (2204)
  capitulate to Vargr invasion fleets.
  3 6 2 - 1 1 0 8
  Mirriam (1315) occupied by Zhodani fleet.
  Calit (1515) under attack.
  0 2 1 - 1 1 0 9
  Ghandi (1815) attacked by Zhodani fleet and
  forces including the Zhodani Consular Guard.
  0 2 9 - 1 1 0 9
  Imperial operations to relieve Efate fail.
  0 5 9 - 1 1 0 9
  Couriers from Jewell (1106) report the world
  continues to hold out.
  0 8 3 - 1 1 0 9
  Imperial fleets retake Yorbund (2303). Opera-
  tions continue against Heya (2402).
  0 9 6 - 1 1 0 9
  Sword Worlds forces driven off Lanth (1719).
  1 2 2 - 1 10 9
  Vargr battle fleet destroyed off Dentus (2201).
  1 2 8 - 1 10 9
  Imperial forces raid Ninjar (0608).
  1 3 2 - 1 10 9
  Admiral Santanocheev relieved and replaced
  by Norris, Duke of Regina.
  1 4 7 - 1 10 9
  Imperial forces retake Calit (1515).
  2 3 1 - 1 10 9
  Battle of Rhylanor (2716).
  2 4 1 - 1 1 0 9
  Sword World forces expelled from Lanth
  subsector.
  2 5 2 - 1 1 0 9
  Vargr forces surrender; negotiate separate
  peace.
  3 4 8 - 1 1 0 9
  Zhodani fleet fleeing Battle of Rhylanor (2716)
  ambushed at Calit (1515) and severely
  mauled.
  004-1110
  Arden (1011) discards neutrality and allies
  with Imperium.
  0 2 3 - 1 1 1 0
  Operations to relieve Jewell 1106) begin.
  Lysen (1307) retaken.
  0 9 9 - 1 1 1 0
  Armistice declared effective 120-1110.
  “Timeline for the Fifth Frontier War”
  Reprinted from “The Spinward Marches Campaign.”
  7
  
  Cirque
  ing alliances; an individual’s Charisma is a measure of his or her ability to
  gain followers. Vargr are seen as pirates, thieves and general pests by
  manyImperialhumans.
  Ursa: Sophonts genetically engineered by early Solomani from
  Terran “bear” stock. When this phase of Solomani arrogance came to an
  end, attempts were made to destroy the Ursa. Some Ursa escaped and
  ensured their racial survival. At least one small enclave is found in the
  Domain ofDeneb. Ursaarerarein theSpinward Marches.
  Dolphins: Sophontsgeneticallyengineered byearlySolomani from
  Terran “dolphin” stock. Dolphins are often found in the seas of habitable
  human worlds. Somehavetaken servicein theImperial military, and have
  specialized geardesigned forthem.
  UsefulSupplementsandMaterial
  The Traveller Map (www.travellermap.com) is Canon unless other-
  wise stated. The Referee can and should use this as a reference, and urge
  theplayersto do so.Allbasic world data found in thisadventurestarts with
  that version of The Spinward Marches map. However, some data has
  changed asaresultofthe war.;those changesarediscussed in text.
  Rob Eaglestone’s website The Sharakkannik Collection has useful
  toolsbased on the T5 rules, including an AnimalEncounter Maker, Armor
  and Weapons Maker, a “Task Roller” which calculates combat rolls for
  multiple characters, a T5 Ship Maker, and examples of T5 ships “ported”
  from previous versions of Traveller. As publication closes, he is working
  on a program to assist in character generation (though Craig Glesner does
  alovelyand personalized job ofthat).
  Other Internet sources should be used only with caution. In this
  Campaign,MY“Head Canon”is final.
  AndiiHouke(NPC)
  The central Imperial veteran is Andii Houke (an NPC), who lost
  both of her legs below the knees. Houke, now on disability retirement, is
  determined to make her new dream a reality: she will bring live entertain-
  ment from Rhylanor all the way to Regina. Her crew and some of the
  entertainerstheytransport willbeveteranslikeherself.
  Andii’s goal is to meet and honor Duke Norris, and to help wound-
  ed and disabled Imperial veterans of the Fifth Frontier War recover and
  make new lives. Promotional material used to secure grants is reasonably
  accurate:
  “Captain Andii” Houke is an aficionado of the arts, especially the
  oldest of performance arts. Having read widely on the old “circle” of
  performance and on itinerant performance arts like "vaudeville," Captain
  Andii has brought together the finest Terran-style acts and select local acts
  in a unique mix that is guaranteed to entertain both young and old. She
  also keeps an eye out for local talent that may be invited to join her troupe
  as they work toward their ultimate goal: playing before Duke Norris’
  Courton Holiday. Asnoted above,Andiiisadouble-amputee.
  BertiiJones(NPC)
  Bertii Jones is Andii’s husband and second-in-command. Bertii
  was a merchant. During the war, he served on one of the few Sharurshid
  vessels actually owned by the corporation (Sharurshid relies heavily on
  contract shipping with other lines and with independent traders). His liner
  functioned as a medical evacuation ship, and was present during the criti-
  cal weeksoftheBattleofRhylanor. Bertii met Andii when she was nearly
  dead due to unprotected exposure to jump-space as a result of her heroics
  in thebattle. They werequick to becomeinseparable.
  U’aili(PotentialPC)
  U’aili is an Aslan whose clan has lands inside Imperial space. She
  is considered “Imperialized” by some, having occasionally stepped out-
  side of traditional female roles. She is third in command, and provides
  both legal and business acumen to the ship and the circus. She met Bertii
  while a crewman on the same liner, before the outbreak of the war. The
  liner was behind the lines at Efate when the Zhodani fired the first shots of
  the war. Aramais P. Lee was a passenger, and took command; she accept-
  ed his authorityand directed fire control. Theliner was ableto break away
  from several auxiliaries, and was among the first to bring the news of the
  attackdeeperinto theSpinward Marches.
  GuillaumeLabarenu(NPC)
  A skilled juggler and comedian, Labarenu is also an investor in the
  vessel Cirque.
  He performs in the circus itself, and also tapes a nightly
  commentary on the news of the day. Labarenu’s costume includes an old
  Solomani top hat and cravat. He is reputed to enjoy whiskey, women, and
  song. He often jokes that he is not a lawyer “because I never could man-
  age to pass a bar.” He claims (convincingly) to dislike working with ani-
  mals and children. The Small Animal Trainer watches him closely when
  theseed-spitterjoins Labarenu in thering.
  Prior to Cirque, des Sirkas, Labarenu’s fame spread through
  Marches. The war cemented his popularity with the masses. After Regi-
  na was attacked and Duke Norris disappeared, his nightly material often
  included a “Where’s Norris?” segment, poking fun at the various incon-
  clusive news stories. Norris was depicted sunning himself on the beach,
  playing various children’s games, humiliated by the antics of the Pink
  Beaker (a children’s cartoon character), hiding under tables, and in many
  otherundignified poses.
  When Norris returned and announced that he was taking command
  of all war efforts under an Imperial Warrant, the material continued to be
  critical only briefly. As his strategies began to succeed, Labarenu wrote
  material showing Norris personally defeating stereotypical Zhodani at
  everything fromVilani Parcheesi to bare-handed brawling; the humiliating
  material was deflected onto former Sector Admiral Santanocheev and
  others.
  AramaisP. Lee(NPC)
  Aramais P. Lee is a minor celebrity in the Domain of Deneb. He
  has travelled widely in his career. His memoirs and comments about his
  travels have found their way into an ever-expanding book, Diaries and
  Dialogues. A copy of the most recent edition can be found in Cirque’s
  computer library, as U’aili considers Lee a positive influence in her stand-
  ing with Sharurshid.
  What follows can be considered accurate information. Any other
  information should be weighed with a very large grain ofsalt. Some ofhis
  claims are deemed outright lies, such as: that he once located the Kinunir;
  has hunted with Duke Norris; brought a ship back from a deep-space
  misjump by locating an icy interstellar rogue world; evaded a Zhodani
  telepath’s mind-probing during the Fourth Frontier War; won at hide-and-
  seek with a Vargr pirate-princess on board her hijacked Ringmaster-class
  ship, thussecuringthe releaseofa youngnoble; and definitivelyidentified
  thebest cromburgerjointin allofthe Spinward Marches.
  Aramais mis-spent his youth and spent quite a bit of time causing
  trouble and in juvenile detention. He was finally offered deal by a judge:
  join theNavyor go into adultprison. HetooktheNavy.
  Though enlisted, he was brevetted to Ensign when half of the crew
  was struck down by disease during a vital mission. He was promoted to
  Sublieutenant for furtheraction.
  Aramais then found himself assigned to piracy patrol and a special
  mission. Hedisliked Vargrbythetime he wasdone.
  Lee was then sent to Corridor where he successfully dealt with
  more Vargr issues. His Knighthood (formally awarded in Mustering) was
  awarded as a result of his actions against a significant pirate incursion.
  However, he was “selected” to work with the Scouts on a mission in the
  Spinward Marches (exiled away from Corridor Fleet after cussing out an
  Admiral) as Naval Liaison to a Scout task force dealing with something or
  other.
  He was then trained in ortillery in preparation for assignment to the
  newRingmasterclass and tested several ofthe new auxiliaries. Thereafter,
  he was assigned to command of the Marigold, a Ringmaster-class vessel.
  The task force in which he was assigned handled several battles and then a
  siegein aseriesofflare-upsneartheSword Worlds.
  The outbreak of the Fourth Frontier War found Lee commanding a
  smalltask forceofRingmasters carrying fighter strike forces, Aramais was
  involved in significantcombat.
  Lee was finally promoted to Admiral. He commanded the 23rd
  Fleet in his last two years. During that time, he took part of the 23rd Fleet
  8
  
  Cirque
  on an unauthorized (and successful) mission to retrieve an IN vessel ac-
  cused of spying in Sword World territory. Upon his return, he was very
  clearly ordered to stay put and stay on patrol. He was in conflict with the
  Sector Admiral throughout the remainder of the term. Disciplined for
  expressing negative opinions of the Sector Admiral in logs, he retired
  under pressure. Based on his service and knowledge of the class, he nego-
  tiated an arrangement to work with Scouts towards adaptation of Ring-
  masterclassto exploration purposes.
  While working on board the first Scout use of the Ringmasterclass
  (as a predecessor to the Donosev), Aramais developed typical survey
  skills. His basic writing also improved as his log style was made “open to
  opine.”
  In a second term with the IISS, Aramais was focused more on
  contact and diplomacy. By the end of the Term he had made contacts with
  Sharurshid and enemies within the Scout Service. Sometimes his diploma-
  cy was less than diplomatic, as when a Darrian diplomat annoyed him and
  hinted that the Star Trigger made the Darrian Confederation impervious.
  Aramais untruthfully advised the Darrian that a coordinated nuclear ortil-
  lery strike plan had been drawn up “and ships are always moving” to
  counter the threat. “Our intelligence is that twenty radioactive cinders are
  just as uninhabitable as twenty planets with their stars blown up. So tell
  me, are you a betting man?” While the bluff re-energized stalled negotia-
  tions, the Scouts and Imperial diplomats thought his interruption inappro-
  priate. They suggested he retire. As this threat cleared the way for certain
  Sharurshid plans to go forward, Sharurshid offered a "Golden Lifeboat."
  Aramaisaccepted.
  Lee was made a Senior Captain in Sharurshid by contract. Howev-
  er, his role was not in direct command, but rather in negotiating long term
  contracts and strategy.Despitethishe sometimes annoyed the real captains
  of the vessels on which he traveled by conducting surprise inspections,
  taking watches, and otherwise being arrogant and bossy. Lee started on
  anagathic treatments, as part of his overall compensation package. He was
  also regularlyrecorded for LifeInsurance.
  Lee was on a vessel leaving Efate when the Zhodani surprise attack
  began. He took over command of the Sharurshid vessel on which he was
  travelling and fought through to Jump range, then left Efate. He volun-
  teered to reactivate his commission, hoping to command in battle. He was
  accepted, and ordered to “take charge of the Merchant Marine and other
  quasi-military resources, get us shipping lines.” Though his commission
  was active,his workremained in the merchants. Numerous communiques
  to Santanocheev changed nothing.
  When Norris resurfaced with his Warrant, Lee tried a less angry
  approach. Norris sent a terse response: “Continue to successfully muster
  civilian assets. Your assignment will not change. In the future, communi-
  cate only through the chain of command.” Lee redoubled his efforts,
  bringing in ships from all of the major companies within the Marches.
  Norris may be the only superior who obtained absolute cooperation from
  Lee.
  With the war over, Lee has returned to his role for Sharurshid. He
  is working on contacts in the Border Worlds, and is expected to also fur-
  therImperialinterestsasaresult.
  Admiral Lee’s career path says much about him. He is a self-
  promoter, talker, carouser, and loose missile rack in an ordnance bay,
  likely to result in unexpected explosions. This has resulted in his being at
  least temporarily useful to several organizations, and sometimes in a fair
  amount of trouble. At the same time, he is practical, and has made things
  happen on anumberofoccasions.
  Aramais provides strong opinions, information and hints about
  worlds, and even disinformation. He’s a leader and Fourth Frontier War
  hero in his own right, but also a finagler, a buttinsky, a brilliant self-
  promoter,and aloosecannon.
  Fortunately,heisnotaboard Cirque, norpartofthecircus.
  CommonAbbreviations andTerms
  Abbreviationsinclude:
  IISS:Imperial InterstellarScoutService
  IN:ImperialNavy
  NPC:Non-PlayerCharacter
  PC:Player Character
  Huscarles: Personal military of an Imperial
  Noble, often also available to theImperium.
  CreditsandAcknowledgments
  Marc “Traveller” Miller created the system. He
  also provided invaluable advice on the Kickstarter and other
  phases.
  He helped me shape the plans for this supplement,
  encouraging me to produce something larger than I originally
  intended.
  Rob Eaglestone encouraged me, and I suspect
  talked me up with Marc Miller. More importantly, he understood
  the new T5 ship building system. The ships in this supplement
  are his designs. The concept and design for Cirque herself was
  necessary to saying that this adventure could be done. It didn’t
  turn out exactly as originally envisioned, and indeed turned out
  much better.
  Don McKinney has been vocal about Canon
  throughout this process. I learned early and often to ask, “Don,
  would this be inconsistent with Canon?” I have also used various
  of his references, including his continued work on the Second
  Survey data, his Spinward Marches Canon file, his Traveller
  Integrated Timeline, and as noted elsewhere, his Mongoose
  Traveller Alien Module 4: Zhodani. His advice onthe choices of
  Canonical sources have been very informative and helpful. He
  has forced me to rewrite in places, and in one case, I have clearly
  labeled as “not necessarily the final or Canonical answer” (my
  speculations on how to prevent Life Insurance cloning from
  massively disrupting the Official Traveller Universe timeline).
  He has also repeatedly refused compensation for this role,
  something I will deal with at some point, in some way. You have
  beenwarned, Donald.
  Tim Osborne is the sole illustrator of this supple-
  ment. He started inonthe ship concepts, figuring things out from
  deck plans and descriptions, and going back and forth with me
  over design. His work and willingness to take my fidgeting got
  me started. He thenauditioned for the jobofdrawing people, and
  worked those out. He had a sense of what circus is and could be
  — the clown on a flying guggy is solely and completely his idea.
  He went on to insist that I not use tried-and-true sketches of
  classic traveler animals, coming up with new ones for the bestiary
  section. Two new animals, the duranthe andthe fan lizard, are his
  creations, “statted out” more from his pictures than any original
  idea. Similarly, his art hasaddedto the descriptionofthe vreeper.
  Craig A. Glesner has created more characters for
  this supplement than have I.
  He took ideas, some character
  sheets, my character descriptions and returned well-annotated
  characters that are consistent with T5. Many of the other charac-
  ters in this supplement were created from simple requests, like “I
  need a bunch of gunners and pilots and such for Cirque.” He
  went frombeing adie-rollerto acontributing author veryquickly.
  Bill Rutherford has become a fast-turnaround
  proofreader. His proofreading is excellent, and possibly even
  implemented by me.
  He has done more than critique my
  “legalistic over-use of quotation marks” and other typing and
  grammar issues; he’s pointed out ideas that fell flat and could be
  improved.
  Lisa Evans also proofread and provided important
  suggestions as we came up to the end ofthe road. Her experience
  with role-playing and role-playing materials was a great boon.
  She also has no concern about bruising my ego, necessary in a
  proofreader. She also knows her medieval needlework and fabric
  history.
  Roger Howe performed a final“blind read,”catching
  a few more typos and pointing out some things requiring fixing.
  No oneelse noticedthat BT3 carries enoughfuelforan extra Jump-1, for example.
  Jim Kundert, Michael Morgan, David Smart, Andrea Vallance, the mysterious RH and others
  in the Traveller community have provided ideas fromtime to time, allof which have helped this come together.
  Ifyour name isn’t there, it’s mytired mind, not anintentionalslight.
  Loren Wiseman and Steve Jackson Games have also been gracious, as has Mongoose Games
  and,ofcourse, FarFutureEnterprises.
  MarioButter provided the gift ofbandwidth.
  ProFantasy Software’s Campaign Cartographer with the Cosmographer Add-On made it possible
  for me, lacking a lickofartistic talent,to producethedeck plans, maps,androute diagrams found inthesepages.
  All of the Kickstarter Backers have made this financially possible, and become partners along the
  way. Ifyou have somehow been missed inthe Main Concourse list ofstores,I sincerelyapologize.
  Fran V. Hutton Lee, my wife, jumped in and helped in both small and large ways. Backers’
  names appear in connection with a Main Concourse store because she did the work. She’s also handled
  numerous other tasks. This book is here because she encourages my nerdish flights of fancy, and has even
  participated.
  HelenLee, my mother,gave me an appreciation ofthe circus.
  Benjamin Pewand othersplay-tested some episodes.
  Whole Tour Backers
  Peter L.S. Trevor
  Ernest Rowland
  Mitch Hirz
  Ian Jukes
  Dave Finnamore
  Dave Hunter
  Constantin Terton
  Peter Hadden
  Carey James Beeston
  Dean Heine
  James Menotti
  Steven LeMay
  Jack Beckman
  David Wendelken
  Mario Butter
  John Phalon
  David Thorp
  Matt Selter
  Bruce Turner
  Scott Erickson
  Dennis Appell
  Jim Moss
  Bill Rutherford
  Kevin C. Bell
  William Self
  John Berry
  Bill Cobb
  Greg Matyola
  9
  
  Excerpt:Diariesand Dialogues
  The Ringmaster class? Oh, how can I forget? I handled a few of
  them when they first undocked from the shipyard frames. A silly name,
  really. The original design contracts called for a big, circular docking ring,
  but that sort of thing would never have handled the stresses. Once a name
  gets attached, though — well, the Navy can be awfully stubborn about
  thosethings.
  I assigned a few troublemakers to the Bacfuds quarters in my day.
  That wasoneofthe smallthingsthat madethoseshipsodd.
  But they’re good ships. Not a lot of thrust, but good. Some of the
  original hulls are still in service. And the blueprints are still in shipyard
  databanks all along the Marches. Some of the bigger mercenary outfits
  buy them. Wouldn’t mind having one or two for Sharurshid — carry a lot
  ofcargo and still whip anyVargrscum who comesniffin’.
  You could have a lot of fun with a good crew, you know, crack
  pilots and engineers. Three landers and a fuel-sucker could run maneuver
  in tandem, push some real agility out of the jumpship while they were
  linked. You plow out of your jump, dodge around like crazy as you come
  in, launch the auxiliaries, cover and guide ‘em downhill until you need to
  part ways. Everyone covers everyone else.
  Different, of course, when the cleats are carrying frames of fighters.
  You let the fighters loose to get where they have to get. They’re pulling
  more Gs than you, so they’re keeping the bad guys distracted — and you
  can pack somepunches with theparticleaccelerator.
  Bringing in a big ortillery can? One rack of fighters for defense,
  and the big fuel saucer. Put the can in polar orbit or an angle, and you can
  pound anything needed. Meanwhile, you’ve got extra boost to maneuver
  protectively and take on anything coming from above, below, either side.
  Your fighters are there, too, covering you. Meanwhile, the ortillery can
  dropsrocksand boomerson justaboutanythingbelow.
  Sure, we’ve got a lot of better stuff at this point. The Ringmaster’s
  just proved the concept all over again, showed that a versatile ship in the
  right place is better than the perfect design three parsecs away. That’s why
  the really big merc units keep one or two Ringmasters and a whole batch
  oftheirauxiliariesaround. Cost-effective versatility.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  Rob Eaglestone’s ship specifications for all vessels follow the written
  descriptions. DeckPlansareprovidedforCirque andherauxiliaries.
  Welcome Home
  The players’ home fortherun ofthe showisCirque and her auxilia-
  ries. Between planets, and sometimes on planets, they will have their
  bunks, bunkmates, and activities. It is not enough that the referee has
  plenty of characters with whom to work. The characters need their home
  base, with all its comfortsand conflicts, fromwhich theyescape when they
  cometo aplanet and to which theycan retreat when an adventureisover.
  Though the total tonnage renders her an Adventure-Class Ship
  (“ACS”), Cirque and her auxiliaries are repurposed military vessels.
  Cirque herself is a small, multi-purpose “jump tender” of the Ringmaster
  Class originally put into service by the Imperial Navy before the Fourth
  Frontier War. Vessels of this class have since been used by the IISS (the
  Imperial Scouts) for survey and exploration, though they are now mostly
  supplanted by the purpose-designed Donosev-class scout. Adm. Aramais
  P. Lee (Ret.) has been connected to the class, both in his Naval career and
  post-NavalScoutcontracting.
  Vessels of this design are still constructed at some shipyards,
  though their role has evolved. They now tend to be private vessels, often
  used by large mercenary organizations. Cirque herself is about twenty
  yearsold.
  The word which should best describe them is cramped. While a
  few of the main characters will have comparatively spacious staterooms
  (Andii, Bertii, Thespian, Juggler), many characters will find themselves
  luckyto have aprivacycurtain on theirbunks.
  Many characters will find themselves with dual roles, as well; acro-
  bats will also serve as gunners, engineers, and so on. The Stage Manager
  is likely a pilot. A seemingly soft actor may turn out to have been a hard-
  ened Marine.
  The Ringmaster Class’s principal features are a massive jump
  drive capable of Jump-3 when fully “loaded” (and Jump-6 when carrying
  no more than 60 additional Vtons), as well as a “docking cleat” grapple
  system which allows versatility in choosing auxiliaries. Its maneuver drive
  renders itcapableof1-Gacceleration fullyloaded, 2-Gwhen “stripped.”
  The vessel has multi-purpose docking/cleats allowing riders with
  compatible cleats to link for acceleration and jump. The vessel totals 1140
  tons, and thus has ten hardpoints and two (2) firmpoints. These are occu-
  pied byfourthree-ton barbettes, fourtriplelaserturrets, two triplesandcast-
  ers, a half-ton turret equipped with datacaster, and a half-ton turret
  equipped with commcaster. The vessel is heavily equipped with commu-
  Program Notes: Cirque, Her Auxiliaries and Other Vessels
  10
  
  Cirque
  nications, sensors, and other electronic gear; it serves as an orbital com-
  mand and coordination center during operations. Four separate surfaces on
  the “BACFUDS” (“Braced Adaptable Colloidal-Fuel / Docking Surface”)
  section allowup to fourriders to “dockand lock.”
  Most riders are three hundred tons, roughly saucer-shaped, partially
  streamlined, and carry a standardized weapon package. These riders are
  standard, and thus found throughout the Imperium, attached to many
  different jump carriers. The Ringmaster is the smallest carrier commonly
  used.
  One of the most common rider configurations is a Platoon Lander
  capable of housing a full platoon of “drop” Marines, their heavy weapons,
  basic supplies, and theirbattledress. Big Top 2 (BT2)isaPlatoon Lander.
  A two-deck central space is devoted to exercise and activities, originally
  intended to allow the Marines to remain toned and prepared. A large
  central hatch on the dorsal hull also allows rapid access in combat opera-
  tions.
  A single deck encircles this cylinder, making it a “split-level
  house.” The Platoon Lander is streamlined and capable of 1-G maneuver.
  It is equipped with a particle-accelerator barbette, a triple laser turret, a
  triple sandcaster, and sensors. Its bridge is equipped with a Computer
  Model/3.
  A second common configuration is the high-capacity Fuel Shuttle.
  This rider allows the main vessel to be refueled in only three trips to a gas
  giant or a planetary source of fuel. Its tanks are collapsible, allowing it to
  carry additional supplies and material when it is not hauling fuel. It is built
  on the same hull as the Platoon Lander, and can purify its entire fuel load
  in a few hours. These also incorporate a dedicated 11-ton cargo hold as
  well as the collapsible tanks. The Fuel Shuttle is streamlined and capable
  of 1-G maneuver. It is equipped with a particle-accelerator barbette, a
  triple laser turret, a triple sandcaster, turret and sensors.
  Its bridge is
  equipped with aModel/1 computer.
  A third, more unusual rider is the Ortillery Rider. At 600 tons, the
  ortillery rider has a dual ortillery bay, two triple laser turrets, and two triple
  sandcasters. Ithas Maneuver-3 drives and alargecapacity forortilleryand
  cargo. Its bridge is equipped with a Model/5 computer and extensive
  sensorsin supportofitsprimarygoal: planetarybombardment.
  Other configurations include supply craft, heavy equipment and
  vehicle landers, field hospitals, and surface command vessels. If a func-
  tion can be fit into a standard configuration, examples have likely been
  placed into service.
  The Ringmaster class’s distinction among small jump tenders is the
  relative ease by which docking grapples can be moved. Up to three (3)
  circular grapples capable of holding up to three hundred tons each can be
  installed on a single docking surface. Thus, larger riders can also be car-
  ried,so long asthetotaltonnage carried is within the carrier’s jump capaci-
  ty. One example is the six-hundred ton Ortillery Rider, a large craft look-
  ing like an oversized “Apollo” or “Orion” capsule of old Earth. These
  craft are designed to carry and launch hundreds of missiles or deadfall
  ordnance from orbit or high altitude. To haul the Ortillery Rider, two or
  three docking grapples are moved into position and locked to the hull.
  Skilled workers can perform this task in a day at a properly equipped
  orbitalstation.
  Cirque has been configured to haul an Ortillery Rider and two
  standard riders. Andii Houke has obtained an Ortillery Rider, a Platoon
  Rider and a Fuel Rider. Two of these auxiliaries have been significantly
  refitted. The Ortillery Rider’s launchers were removed and the central
  bays reconfigured to accommodate a stage and audience seating. The
  Platoon Rider’s central “gymnasium” has been equipped for rehearsals,
  audio/video recording, and a special stage for outside performances from
  theupperdome. TheFuelRiderhasnotbeen significantlyaltered.
  Cirque herself has been overhauled, but not significantly altered.
  Even the particle-accelerator barbettes remain; though privately owned,
  the vessel is carried under “Naval Reserve” status, and thus is fully loaded
  with everything it mightneed.
  On the forward-most hull of Cirque, the central supplyhatch allows
  all cargo and essentials to be brought aboard. The external portions of the
  barbettes and turrets can be seen. Four flat sensor emitter/receptors serve
  for sensor and communications purposes, although the main equipment is
  severaldecksbelow.
  Deck 1. The forward gunnery deck and the aft gunnery deck
  are virtually identical. Though all weapons can be operated from the
  bridge, individual weapons are generally removed from the “slave” circuit
  and operated by an individual gunner for close combat. Spare sandcaster
  charges are stored wherever space can be made. The deck has barracks
  and common space for at least eight (8) gunners (more can be “hot-
  bunked” if needs dictate). The particle accelerators themselves are located
  atthislevel, providingboth easeofmaintenance.
  Deck 2. Officer’s Deck contains the main staterooms for the offic-
  ers. It also has a small stateroom with an odd entry: it is accessed by
  walking through the elevator, which has a door on each side. Safety cir-
  cuits are supposed to keep the door from being opened when the platform
  ison anotherdeck. Malfunctionshave been noted in some vessels.
  The open space in the deck is furnished to taste or mission. Many
  examplesofthisclassofvesselincludeexercise equipment, asthegalleyis
  below. Normally, one room is a lounge, and the other a small gymnasi-
  um.
  Deck 3. Medical Deck contains a well-equipped medical ward,
  primarylifesupport, and the main crewrecreational space.
  The medical ward is better equipped than the small sickbays in-
  stalled on Platoon Riders, and so treats the occupants of all vessels.
  Though still small compared to facilities on a dedicated medical rider or a
  starship, the ward can handletrauma and illness within reason.
  The main lounge contains food preparation and eating facilities,
  used in shifts. Crew can choose to eat in groups, or in anti-social clusters.
  The lounge areaincludes access to entertainment systemsofvariouskinds,
  though the emphasis is of course on recorded stories and music. Educa-
  tional sessions and briefings can be held in this area, though this can also
  behandled at crewstationsand byuse ofhand-held computersand tablets.
  Additional EM arrays are installed outside this deck, on the hull
  above and enclosingtheprimarycircuits.
  Deck 4. The Bridge and Electronics Deck contains the main
  computer as well as all command and control consoles. The deck is spa-
  cious. Apart from external dishes and other gear, all sensors, communica-
  tions, stealth gear, and similarelectronicsare contained in the sidesections.
  At this level, the central lift is not enclosed save for the lift’s cage.
  This providesquick and easyaccessto anybridge function. However,it is
  another triumph of incautious design; despite safety systems including
  sensors with “auto-stop” functions, loud buzzers and flashing lights, crew
  members passing underneath the lift when in operation have on occasion
  been trapped and injured.
  Deck 5. The massive jump drive runs from Deck 5 through
  Deck 7, as do the power plants. Decks 5 and 7 are each 4.5 meters tall;
  deck 6 is a standard 3.0-meter deck. Fuel is contained in the BACFUDS
  structure surrounding the engineering structure. Access to the massive
  fuel tankage is available for inspection and repair purposes. Opening the
  accesspanels whilethetanksare fullis notrecommended.
  Deck 6. Due to the chill in the small single staterooms squeezed
  into the BACFUDS enclosure, personnel familiar with the Ringmasters
  have adapted the acronym into a cuss (e.g., “Oh, bacfuds,” “You’re a
  bacfud,” etc.).
  The BACFUDS docking level is shown configured for Cirque’s
  600-ton rider and two standard 300-ton riders. The staterooms are de-
  signed to allow easy access to the engineering levels and the lower gun-
  nery deck, as well as to use available volume. Unfortunately, despite
  insulation and extra electric heating coils, the rooms tend to be chilly at
  best when the tanks are full. As operational procedures favor being pre-
  pared for jump, the tanks are rarely empty except when the ship is actually
  in jump.
  Most crews find ways to use the long corridors. With safeties dis-
  engaged, the especially large iris-valve airtight hatches are often left open
  to allow exercise, target shooting with low-powered lasers, and similar
  creative pastimes. Inspection access hatches into the fuel tanks themselves
  also allow for foolish gamesofhide-and-seekand other activities.
  Gravitics can be shut down in the corridors on this deck to ease
  transition fromonedocked vesselto another.
  Deck 7. The third engineering level is much like Deck 5, but
  also includesbasic maneuverdrives and necessary access.
  Deck 8. Apart from the fact that access hatches are reversed
  (internal access from ceiling, external from floor), this deck is a duplicate
  ofDeck1.
  11
  
  Cirque
  Big TopOne(BT1)
  Big Top One (“BT1”) is a converted ortillery/missile platform. The
  main feature of the “baseline” vessel is its massive missile capacity in a
  small vessel. The vessel is built around two semicircular missile bays. The
  semi-circular hatches are forward and enclose both bays. The bays are
  partially open to one another in the center; the original bulkhead therein
  was non-structural and has been removed. This provides a central perfor-
  mance space fifteen meters in diameter and fifteen meters tall. This cylin-
  der is circled by five decks which were previously additional ordinance
  storage and maintenance space. Columns support these decks; they now
  contain slightly angled seating. While a close look will show that the seat-
  ing in the back has at best obstructed viewing angles, the entire perfor-
  mance area has been equipped with numerous cameras and other sensors
  which feed to the central computer. This builds a fully holographic image
  of the action. All audience members have “viewers” in the form of obvi-
  ously dorky and hard-to-steal spectacles (these also contain tracking sys-
  tems in case a spectator “accidentally” walks off with one). Thus, the
  "cheap seats"in thebackarearguablybetter seatsthan the frontrows.
  All members of the audience can hear everything that goes on
  without additional aid, though the sound can also be transmitted to remote
  locations. In addition, the scents of the circus permeate the environment.
  Thistheater can seat1224 people.
  When opportunity allows the use of a separate performance area,
  additionalspectators (an overflowaudience) can beallowed into the vessel
  for a lower fee to experience the performances only via video. Alternative
  performances(e.g.plays, concerts) mayalso bescheduled.
  The recording feeds are “closed circuit” and highly encrypted to
  prevent tapping of the feeds. The intellectual property rights of the Foun-
  dation,itssponsors, and itsperformers are guarded closely.
  On other occasions, and between performances of the circus style
  shows, the theater can be used for plays, talent shows, musical perfor-
  mances, small sporting events and various other activities. If a perfor-
  manceispossiblein the space, it can beputon in Big Top One.
  A tent-like, extendable cupola has been installed at the forward end
  (the “upper” end in terms of gravitic orientation, and Deck 1 due to the top
  -down viewpoint). In appropriate atmospheric conditions (most of them),
  this is extended upward mechanically to provide an additional profile of a
  circus-liketentto viewersoutside, and to thoselookingup frombelow.
  Deck 5a. The lowest “decks” are two extension decks containing
  the maneuver drives and landing gear. These project slightly further than
  the 1.5 meters of the three circular docking cleats. In addition, the center
  docking cleat does not have a direct access hatch into the hull above, un-
  like most such docking cleats. This prevents direct access from another
  vessel to the missile bay in the original design and the performance area in
  thecurrentrefit.
  Deck 5. The first full deck, Deck 5, contains the four large car-
  go airlocks and additional storage facilities. In the original missile/
  ordinance use, these airlocks and cargo space were used to load and store
  ordnance; they are now used for audience entry and other access. Addi-
  tional supplies and consumables for extended periods are also stored here.
  Finally, the four defensive turrets are located at the four cardinal “compass
  points.” It should be noted that access to each segment of the main drive
  machinery and the landing gear machinery is obtained via a recessed iris
  valve located in the center of each main lock. The iris valves are covered
  by a layer of hinged flooring flush with the remainder of the deck surface.
  This minimizes the risk of accidental falls into the machinery while load-
  ingand unloadingcargo, whetheritbe ordnanceor miniphants.
  In the current configuration, two of the four cargo holds remain as
  they were, each capable of holding ten (10) containers three (3) meters
  long, one and one-half (1.5) meters wide and three (3) meters tall. The
  other two cargo areas have been converted to transport the various animals
  used in performances. Two (2) "animal tanks" allowing maintenance of
  unusual environments are installed, as are a number of smaller berths for
  smallto midsized animals. One verylarge more-or-lessopen animalpen is
  maintained forlargeanimalssuch as miniphants.
  The animals are exercised daily in the center ring, regardless of
  whetherin spaceoron aplanet.
  The four heavy ordnance lifts from the original design remain, but
  have been upgraded to bring guests and other necessities up and down.
  For safety reasons, each lift has an operator while performances are ongo-
  ing. Asnoted, thereissubstantial seating.
  The performance entrance is found at the "North" position. The
  cargo hold behind that entry is normally emptied of containers, which are
  moved outside during performances. The cargo area becomes the dress-
  ingand backstage area.
  Some cargo containers include minimal “essential facilities” for
  guests. Other cargo containers include quantities of foodstuffs and materi-
  als, as well as substantial material to generate the all-important scent of
  popcorn (although actual popcorn is in limited supply, and the most costly
  item sold at performances). The majority of snacks and foodstuffs are
  purchased onworld, including local snacks to satisfy particular local pref-
  erences.
  The fourdefensiveturrets also ringthe rimofthisdeck.
  Deck 4. The next deck contains seating essentially mirroring
  the deck below; the center is open. The deck space above the “northern”
  entry area is used as a bandstand and additional performance or entrance
  space. The ship’s power plants are located at the east and west points, with
  the fuel tanks to either side. The main control room is located at the south,
  with the computer systems in parallel consoles to either side. Note that
  while there are four separate computer consoles, these are linked to form a
  single unit; space requirements in the original configuration required as
  much. To the southwest, beside the computer the life-support is found. To
  the southeast essential electronics including the masking electronics are
  maintained. Beside each of those are found is found a stateroom generally
  occupied by the vessel commander and the onboard ordinance command-
  er in the original configuration. In this configuration, these staterooms are
  available for any appropriate user; the command pilot is due less space
  than some of the star entertainers. It is likely that a larger bed will be
  placed in both to allow certain entertainers some additional space to reside
  with their spouses or significant others. Each stateroomhas a private fresh-
  er.
  At the north is found an eight-person barracks which originally
  housed ratings who handled ordinance in combat. In addition, several
  “crew niches” are also found there. In this configuration the double bunks
  (which afford some pertinent partitioned privacy) are primarily used to
  houseperformersand essential stagehands.
  Deck 3. The next deck contains additional seats. The angled
  space at the outer edge of the deck has no functional use, and is sealed
  away frominternalpressure.
  Deck 2. Deck 2 mirrors Deck 3, but with no additional angled
  space.
  Deck 1. The uppermost level contains the equipment for rais-
  ing the tent-like cupola. It may also be used for surprise entries or gags
  (falling buckets of confetti, rubber chickens, items to be juggled being
  dropped, release of performing avians, etc.). The equipment for opening
  the main hatches forthetwo missilebaysis also found atthislevel.
  Big TopTwo(BT2)
  Big Top Two is a converted troop carrier based on a a standardized
  three-hundred ton saucer/disc hull. She has a single primary deck, with a
  two-level central cylindricaldeck.
  The bridge is contained at the forward end, along with the main
  computer. Going clockwise around the rim are compartments for troop
  equipment, storage facilities for the particle accelerator, and the landing
  gear, as well as apersonnel airlock. Similar storage facilities, landing gear,
  and thelaserturret are found counterclockwise fromthebridge.
  Two common rooms with galley and recreation space are found
  further clockwise, followed by a junior officer cabin for up to three (3)
  people. To counterclockwise is found another common room, followed
  by the medical bay, followed by another junior officer room. In the origi-
  nal use, these were used either for Marine noncommissioned officers or
  juniorvessel crew.
  To both clockwise and counterclockwise are found single state-
  rooms. The large number is used to guarantee privacy for crew, a Navy
  custom. Marine officers were also given private rooms. In the current
  configuration, these private cabins are reserved for the higher-level per-
  formersand managers.
  Power plant, maneuver drives, and life support are found at the rear
  ofthe vessel, asis fuel.
  To inboard, four (4) barracks with bunks for up to sixteen (16)
  12
  
  Cirque
  troops each are found. The central two-deck structure is accessed fromthe
  corridorsallowing accessto each barracksunit.
  The central area has several hatches in the upper hull allowing lift
  armor or lift vehicles to exit quickly and easily. The lower deck contains a
  centralaccesshatch through thedockingring assembly.
  In the current configuration, the central area is used as a rehearsal
  stage, gathering area, and recording stage. The primary documentarian
  has a daily schedule using that space to record various acts. One of the
  documentarian’s primary projects is a full recording of the plays of Nish-
  gunashuu,the“VilaniShakespeare.”
  Big TopThree(BT3)
  Big Top Three is similar to BT2. However, most of the space
  allocated in BT2 to for crew and troops is devoted to BT3’s fuel tanks.
  Central fuel tankage is collapsible, allowing further cargo space for shut-
  tling cargo to the surface. The lower central deck is devoted primarily to
  fuel scoops and purification equipment. As has been noted elsewhere, the
  entire fuel requirements of a Ringmaster can be supplied by three (3) trips
  ofthe vesselto ahydrogen source.
  The vessel also has substantial sensor capabilities, which allow it to
  avoid trouble, and to extend thesensor capabilitiesoftheRingmaster.
  TheAdvanceSophonts’Scout-3
  The Scout-3 on long-term loan to Advance Scout 1 is an integral
  part of Cirque des Sirkas. Though built on the same basic hull as a Type-
  S, it has reduced maneuver of 1G, enhanced jump of J-3, and no air/raft.
  This vessel compromise is used by the Scout Service for long-distance
  mapping and scouting in areas of low stellar density. However, it is even
  more cramped than a standard scout and thusisnotoften adesired muster-
  ingbenefit.
  The Scout 3 in use by Cirque des Sirkas is sometimes referred to as
  Grendel’s Mother. Other Scout-3 vessels are occasionally encountered in
  the Spinward Marches and in space with a low density of stars. In the
  Marches, they are greatly outnumbered bythe standard J2, 2G scout mod-
  el.
  The VargrCorsair
  Yaarrghu Pfaglum, a typical Vargr merchant/commerce raider,
  visits Old Station for the celebration of Holiday, 1111, and to check on the
  increasing fame and fortune of one of its own pups. Vargr corsairs may
  occasionally be met in the Spinward Marches. Armament varies; the
  details shown do notincludeturretsor weapons.
  Yacht(BakaalSunflowerClass)
  Yachts may be encountered from time to time, especially in more
  civilized ports. Yachts may be used by the very rich, including Imperial
  Nobility. MegaCorporations also own yachts, using them to transport
  high-level employees from one world to the next, and to entertain im-
  portant contacts. Armament varies; the details shown do not include tur-
  rets or weapons. The high (4G) maneuver rating is aimed at outrunning
  and outmaneuveringattackers.
  TulganPatrolCruiser
  The Sword Worlds employ various vessels. Their designs are often
  more utilitarian than Imperial designs. They tend to be crowded. The
  emerging Border Worlds retain a few of the vessels. Others remain in the
  controlofthe remainingSword Worlds.
  Laknir-ClassLaboratory Ship
  The Laknir-class laboratory ship is a standard and regularly en-
  countered vessel. Weaponsand laboratoryequipment varysignificantly.
  Cirque’s Planned
  Itinerary
  01 2716 Rhylanor
  02 2414 Tureded
  03 2417 Equus
  04 2519 Pannet
  05 2621 Fosey
  06 2624 Mercury
  07 2324 Capon
  08 2124 Lunion
  09 2024 Derchon
  10 1822 Rabwhar
  11 1825 Zaibon
  12 1524 Hofud
  13 1522 Dyrnwyn
  14 1320 Saurus
  15 1119 Vilis
  16 1217 Arkadia
  17 1315 Miriam
  18 1515 Calit
  19 1413 Denotam
  20 1611 Phlume
  21 1910 Regina
  13
  
  Cirque
  Transport T-MC26 Ringmaster0214 MCr475.4 [Bilstein Yards]
  Original Hull Name:
  Avinashini
  Current Name:
  Cirque
  Disposition:
  Cirque des Sirkas, LIC, with Reserve Obligations
  Actual volume: 1140 tons
  Crew comfort:
  -2
  Passenger demand: -5
  Tons
  Component
  MCr
  Notes
  -------
  -----------------------------------
  -----
  --------------------
  1200
  Cluster Hull
  24
  C
  -6
  No Landers
  0
  0
  AV=28. 1 Kinetic Charged
  0
  648
  Jump Fuel (6
  parsecs)
  0
  6 parsec jump, at 108t per parsec
  48
  Plant Fuel (3 weeks)
  0
  0.75 months
  1
  Fuel Transfer Pumps
  1
  109
  Imp PowerPlant-6 (T2)
  109
  P 6
  185
  Jump Drive-6 (J5 actual)
  185
  J 6
  23
  Maneuver Drive-2 (M)
  46
  2 G
  1
  AR Ant Communicator
  1.5
  1
  AR Ant Jammer
  1.5
  1
  AR Ant Scope
  1.5
  1
  AR Ant Neutrino Detector
  1.5
  1
  AR Ant EMS
  1.5
  1
  AR Ant Stealth Mask
  1.5
  2
  2x Vd T3 Sandcaster
  2.2
  #2
  4
  4x Vd T3 Beam Laser
  6
  #4
  0.5
  D T4 DataCaster
  1.7
  0.5
  SR T4 CommCaster
  5.7
  12
  4x AR B1 Particle Accelerator
  22
  #4
  4
  Computer Model/4 std
  18
  2
  Life Support Long Term
  2
  40 person-months
  8
  2x Gunners' Barracks
  0.4
  #2 (5) R1 R1 R2 R2 R3
  9
  Medical Ward
  4
  4
  Spacious Bridge
  0.4
  2cc 0op 0ws
  1
  Crew Common Fresher
  1
  10 crew
  5
  5x Spacer Niche
  0.5
  #5 1 crew
  12
  4x Crew Stateroom
  0.4
  #4 1 crew
  8
  2x Crew Lounge
  0
  #2
  17
  Cargo Hold Basic
  0
  0.5
  Air Lock
  0.1
  37
  37x Grapples
  37
  #37 up to 35t
  A-FU30 Bigtop One MCr154.5 [Clan Severn]
  Original Hull Number: Ortillery SM C443
  Designation:
  Big Top 1
  Disposition:
  Cirque des Sirkas, LIC, with Reserve Obligations
  Crew comfort:
  -2
  Passenger demand: -5
  [code]
  Tons
  Component
  MCr
  Notes
  -------
  -----------------------------------
  -----
  --------------------
  600
  Unstreamlined Hull
  20
  U
  0
  AV=28. 1 Kinetic Charged
  0
  0
  Jump Fuel (0
  parsec)
  0
  0 parsec jump, at 0t per parsec
  9
  Plant Fuel (0.5 months)
  0
  0.5 months
  17
  Maneuver Drive-3 (J)
  34
  3 G
  28
  PowerPlant-3 (J)
  28
  P 3
  0
  AR Surf Communicator
  1.5
  14
  
  Cirque
  0
  AR Surf Jammer
  1.5
  0
  AR Surf Neutrino Detector
  1.5
  0
  AR Surf Visor
  1.5
  0
  AR Surf Stealth Mask
  1.5
  0
  AR Surf EMS
  1.5
  0
  Vd Surf Proximeter
  0.6
  1
  2x D T3 Beam Laser
  2
  #2
  1
  2x D T3 Sandcaster
  1.2
  #2
  5
  Computer Model/5 std
  27
  5
  Squad Barracks
  0.4
  (5) R1 R1 R2 R2 R3
  6
  3x Life Support Long Term
  6
  #3 40 person-months
  3
  Cramped Bridge
  0.7
  1cc 5op 0ws
  6
  2x Officer Stateroom, fresher
  1.2
  #2 1 crew
  3.2
  4x Spacer Niche (bunkable)
  0.4
  #4 1 crew
  7.2
  4x Small SR, fresher (bunkable)
  2.4
  #4 1 crew
  6
  2x Crew Lounge
  0
  #2
  20
  2x Cargo Hold Basic
  0
  #2
  7
  Large Animal Berth
  1
  5 tons of animals
  14
  2x Capture Tank
  1.4
  #2 atmospheric controlled
  8
  4x Cargo Lock
  0
  #4
  3
  6x Animal Low Berth
  1.2
  #6 750 Kg of animals
  433
  Center Stage
  0
  18
  18x Grapple
  18
  #18 up to 35t
  Transport T-CL10 Big Top Two MCr165 [Bilstein Yards]
  Original Hull Number: Platoon SM B918
  Disposition:
  Cirque des Sirkas, LIC, with Reserve Obligations
  Originally designed as a troop carrier, this ship sports barracks for a platoon of marines with
  equipment (battledress and support weapons) and multipurpose living space.
  Even with all of the
  open space, the ship feels too small.
  Crew comfort:
  +0
  Passenger demand: -5
  Tons Component
  TN
  MCr
  Notes
  -------- ---------------------------------- -- -------
  --------------------
  300 Lift body Hull, lifters
  12
  43
  L, lifters
  3 Landing legs with pads
  14
  3
  3 Flotation hull
  14
  3
  0 AV=28. 1 Kinetic Charged
  14
  0
  0 Jump Fuel (0
  parsec)
  12
  0
  J0, 0t/pc
  1.5 Plant Fuel (0.5 months)
  12
  0
  0.5 months
  3 Maneuver Drive-1 (B)
  14
  6
  1 G
  7 PowerPlant-1 (B)
  14
  7
  P 1
  0 AR Surf Communicator
  14
  1.5
  0 AR Surf Jammer
  14
  1.5
  0 AR Surf Neutrino Detector
  14
  1.5
  1 AR Ant EMS
  15
  1.5
  0 AR Surf Stealth Mask
  14
  1.5
  0 AR Surf Visor
  14
  1.5
  3 AR B1 Particle Accelerator
  16
  5.5
  1 Vd T3 Beam Laser
  14
  1.5
  1 Vd T3 Sandcaster
  14
  1.1
  3 Computer Model/3 std
  17
  10.5
  4 Medical Bay
  14
  3
  40 Troop Barracks (16 each) (4)
  14
  0.8
  #4 (5) R1 R1 R2 R2 R3
  4 Life Support Long Term (2)
  14
  4
  #2 40 person-months
  12 Spacious Controls
  16
  0
  48 Officer Stateroom (12)
  14
  1.2
  #12 1 crew
  12 Crew Stateroom (6)
  14
  0.6
  #6 1 crew
  2 Crew Common Fresher (2)
  14
  2
  #2 10 crew
  12 Galley/Lounge (3)
  14
  0
  #3
  15
  
  Cirque
  0.5 Air Lock
  14
  0.1
  100 Center Stage
  14
  0
  10 Cargo Hold Basic
  14
  0
  4 Cargo Lock (2)
  14
  0
  #2
  16 Vehicle Lock (4)
  14
  0
  #4
  9 Grapples (9)
  14
  63
  #9 up to 35t
  Transport T-CL10 Big Top Three MCr158.7 [Bilstein Yards]
  Original Hull Number: Fuel SM A274
  Designation:
  Big Top 3
  Disposition:
  Cirque des Sirkas, LIC, with Reserve Obligation
  Actual volume: 298.5 tons
  Crew comfort:
  -3
  Passenger demand: -5
  Tons
  Component
  MCr
  Notes
  -------
  -----------------------------------
  -----
  --------------------
  300
  Lift body Hull, lifters
  43
  L, lifters
  3
  Landing legs with pads
  3
  3
  Flotation hull
  3
  0
  AV=28. 1 Kinetic Charged
  0
  0
  Jump Fuel (0
  parsec)
  0
  0 parsec jump, at 0t per parsec
  216
  Plant Fuel (72 months)
  0
  72 months
  3
  Maneuver Drive-1 (B)
  6
  1 G
  1
  Fuel Transfer Pumps
  1
  2
  Fuel Intakes 80t/hr
  0.2
  80t/hr
  7
  PowerPlant-1 (B)
  7
  P 1
  5
  5x Fuel Purifiers
  0.5
  #5
  1
  Fuel Scoops
  0.1
  4
  4x Fuel Bins
  0.4
  #4
  0
  LR Surf Communicator
  2.5
  0
  LR Surf Jammer
  2.5
  0
  LR Surf Scope
  2.5
  0
  LR Surf Neutrino Detector
  2.5
  0
  LR Surf EMS
  2.5
  2
  LR Ant EMS
  2.5
  0
  LR Surf Stealth Mask
  2.5
  3
  AR B1 Particle Accelerator
  5.5
  1
  Vd T3 Beam Laser
  1.5
  1
  Vd T3 Sandcaster
  1.1
  1
  Computer Model/1 std
  1.5
  2
  Life Support Long Term
  2
  40 person-months
  12
  Spacious Bridge
  0.8
  2cc 4op 0ws
  8
  4x Crew Stateroom
  0.4
  #4 1 crew
  1
  Crew Common Fresher
  1
  10 crew
  1
  Spacer Niche
  0.1
  1 crew
  0.5
  Air Lock
  0.1
  12
  Cargo Hold Basic
  0
  9
  9x Grapples
  63
  #9 up to 35t
  Enhanced Scout/Courier S2-AL23 Grendel's Mother MCr80.9 [Bilstein Yards]
  Owner: IISS
  Disposition: Detached Duty
  Though built on the same basic hull as a Type-S, the Extended Scout has enhanced jump of J-3, and no
  air/raft. This vessel compromise is used by the Scout Service for long-distance mapping and scouting
  in areas of low stellar density. However, it is even more cramped than a standard scout and thus is
  not always a desired “mustering benefit.”
  Crew comfort:
  -1
  Passenger demand: -5
  16
  
  Cirque
  Tons Component
  TN
  MCr
  Notes
  -------- ---------------------------------- -- -------
  --------------------
  100 Lift body Hull, lifters
  12
  17
  L, lifters
  1 Landing legs with pads
  11
  1
  2 Submergence hull
  11
  4
  0.5 Fins
  11
  0.2
  0 AV=11. 1 Blast Plate
  11
  0
  33 Jump Fuel (3
  parsecs)
  12
  0
  J3, 11t/pc
  3.3 Plant Fuel (one month)
  12
  0
  one month
  15 Ear Jump Drive-3 (B)
  9
  30
  J 3
  7 Ear PowerPlant-3 (B)
  9
  14
  P 3
  2 Maneuver Drive-2 (A)
  11
  4
  2 G
  1 Fuel Scoops 100t/hr
  8
  0.1
  100t/hr
  1 Fuel Intakes 40t/hr
  8
  0.1
  40t/hr
  1 Fuel Bins 20t/hr
  8
  0.1
  20t/hr
  1 Fuel Purifiers 4t/hr
  8
  1
  4t/hr
  1 Vd T3 Hybrid L-S-M
  11
  2
  1 Computer Model/1bis std
  13
  3
  1 Life Support Adaptable
  11
  1
  10 sophonts
  2 Life Support Long Term
  11
  2
  40 person-months
  10 Spacious Controls
  13
  0
  2 Crew Stateroom
  11
  0.1
  1 crew
  0.5 Crew Shared Fresher
  11
  0.5
  4 crew
  3 Spacer Niche (3)
  11
  0.3
  #3 1 crew
  8 Crew Lounge (2)
  11
  0
  #2
  4 Cargo Hold Basic
  12
  0
  Raider P-DA42 Rrazaghz Corsair MCr167.1
  Built on a 400-ton TL-12 winged airframe, the corsair is a pirate ship, ranging the star lanes in
  search of vulnerable freighters and their cargoes. Its drives support jump-2 and 4-G with fuel tank-
  age for one jump and four months of operations.
  Ungainly in an atmosphere, this particular ship has
  a 60 ton cargo bay, and a 60 ton hangar -- both are perfectly suitable for storing captured goods
  and stolen small craft, respectively.
  The keys to the corsair are its firepower and its sensor suite (which varies widely between ships).
  It has four hardpoints, usually allocated to several bay weapons and powerful sensors.
  [T5,p.359]
  Overtonnage: 23 tons
  Crew comfort:
  -1
  Tons
  TN
  Component
  MCr
  Notes
  --------
  --
  --------------------------------- -------
  --------------------
  400
  12
  Airframe Hull, lifters
  34
  A, lifters
  4
  12
  Landing legs with pads
  4
  8
  12
  Submergence hull
  16
  16
  12
  AV=24. 2 Kinetic Plate
  0
  80
  12
  Jump Fuel (2
  parsecs)
  0
  J2, 40t/pc
  64
  12
  Plant Fuel (4 months)
  0
  4 months
  25
  12
  PowerPlant-4 (H)
  25
  P 4
  25
  12
  Jump Drive-2 (D)
  25
  J 2
  15
  12
  Maneuver Drive-4 (H)
  30
  4 G
  1
  8
  Fuel Scoops 100t/hr
  0.1
  100t/hr
  1
  8
  Fuel Intakes 40t/hr
  0.1
  40t/hr
  1
  8
  Fuel Bins 20t/hr
  0.1
  20t/hr
  1
  8
  Fuel Purifiers 4t/hr
  1
  4t/hr
  0
  12
  LR Surf Jammer
  2.5
  0
  12
  AR Surf EMS
  1.5
  0
  12
  LR Surf Scope
  2.5
  0
  12
  AR Surf Stealth Mask
  1.5
  0
  12
  Vd Surf Field Sensor
  0.6
  6
  14
  AR B1 Missile (2)
  6.4
  #2
  17
  
  Cirque
  6
  14
  Vd B1 Beam Laser (2)
  7
  #2
  2
  14
  Computer Model/2 std
  5
  2
  12
  Life Support Long Term
  2
  40 person-months
  8
  12
  Standard Controls
  0
  1
  12
  Crew Shared Fresher (2)
  1
  #2 4 crew
  16
  12
  Crew Stateroom (8)
  0.8
  #8 1 crew
  8
  12
  Crew Lounge (2)
  0
  #2
  2
  12
  Cargo Lock
  0
  1
  12
  Air Lock (2)
  0.2
  #2
  60
  12
  Cargo Hold Basic
  0
  10
  12
  Large Vehicle Lock
  0
  60
  12
  Hangar
  0
  Yacht Y-EU42 Bakaal Sunflower MCr179.5 [Tukera]
  Builder: Tukera
  Built on a 500-ton TL14 unstreamlined hull, the yacht is a noble’s plaything for entertaining
  friends and undertaking political or commercial missions. It mounts drives giving it jump-2 and 4-G.
  Fuel tankage supports five months of power plant operations and allows two successive jump-2; it in-
  corporates fuel intakes for refueling from a water source. Adjacent to the bridge is a Model/3 com-
  puter. Added to a basic sensor suite is a neutrino detector, stealth mask, and a standard proxime-
  ter.
  The yacht is built around its luxurious staterooms, including one double stateroom suite for the
  owner. There are five hardpoints, but no weaponry is installed. There are three ship’s vehicles: an
  air/raft, a 30-ton ship’s boat, and an ATV. The ship’s boat is fitted to ferry the ATV from orbit to
  surface and back. Cargo capacity is 20 tons. The yacht is unstreamlined, and is capable of tarmac
  and water landings only. The yacht requires a minimum crew of four: pilot/astrogator, three engi-
  neers, and a steward/medic. In practice, it carries several more stewards.
  Actual volume: 497 tons
  Crew comfort:
  -1
  Passenger demand: +5
  [code]
  Tons
  Component
  MCr
  Notes
  -------
  -----------------------------------
  -----
  --------------------
  500
  Unstreamlined Hull
  17
  U
  5
  Flotation hull
  5
  0
  AV=7. 1 Kinetic Organic
  0
  180
  Jump Fuel (4
  parsecs)
  0
  4 parsec jump, at 45t per parsec
  36
  Plant Fuel (2 months)
  0
  2 months
  1
  Fuel Intakes 40t/hr
  0.1
  40t/hr
  1
  Fuel Purifiers 4t/hr
  1
  4t/hr
  19
  Maneuver Drive-4 (K)
  38
  4 G
  30
  Imp Jump Drive-2 (E)
  30
  J 2
  31
  Imp PowerPlant-4 (K)
  31
  P 4
  0
  LR Surf Neutrino Detector
  2.5
  0
  LR Surf Stealth Mask
  2.5
  0
  G Surf Proximeter
  4.1
  0
  LR Surf EMS
  2.5
  0
  LR Surf Communicator
  2.5
  0
  LR Surf Scope
  2.5
  5
  5x AR T1 Empty
  1
  #5
  3
  Computer Model/3 std
  10.5
  1
  Life Support Luxury
  1
  10 high passengers
  2
  Life Support Long Term
  2
  40 person-months
  16
  Spacious Bridge
  0.8
  2cc 3op 3ws
  16
  8x Crew Single Stateroom
  0.8
  #8 1 crew
  2
  4x Crew Shared Fresher
  2
  #4 4 crew
  8
  2x Crew Lounge
  0
  #2
  20
  Cargo Hold Basic
  0
  12
  Owner's Suite
  0.8
  1 passenger + fresher
  18
  
  Cirque
  42
  7x Luxury Suite
  2.8
  #7 1 passenger + fresher
  28
  7x Passenger Lounge
  0
  #7
  4
  Air/Raft Enclosed
  0.1
  30
  Fast Boat
  14
  1
  ATV
  1
  4
  Vehicle Brackets
  4
  Cruiser C-FS22 Tulgan Patrol Cruiser MCr172.4 [undefined]
  Owner: Sword Worlds
  Heavily armored and with cramped crew conditions, this ship is aimed at taking on Imperial ships,
  and therefore is designed with survivability in mind.
  Actual volume: 454 tons
  Crew comfort:
  -3
  Passenger demand: -5
  Tons
  Component
  MCr
  Notes
  -------
  -----------------------------------
  -----
  --------------------
  600
  Streamlined Hull
  38
  S
  96
  AV=55. 5 Kinetic Plate
  0
  120
  Jump Fuel (2
  parsecs)
  0
  J2, 60t/pc
  6
  Plant Fuel (0.5 months)
  0
  0.5 months
  1
  Fuel Scoops
  0.1
  1
  Fuel Intakes
  0.1
  1
  Fuel Bins
  0.1
  3
  Fuel Purifiers (3)
  0.3
  #3
  19
  PowerPlant-2 (F)
  19
  P 2
  35
  Jump Drive-2 (F)
  35
  J 2
  11
  Maneuver Drive-2 (F)
  22
  2 G
  0
  AR Surf Communicator
  1.5
  0
  AR Surf Jammer
  1.5
  0
  AR Surf Radar
  1.5
  0
  AR Surf Scope
  1.5
  0
  AR Surf Neutrino Detector
  1.5
  0
  SR Surf Stealth Mask
  1.2
  50
  AR Bay Particle Accelerator
  7.5
  50
  AR Bay Salvo Rack
  15
  3
  AR B1 CommCaster
  8
  1
  Vd T3 DataCaster
  2
  1
  Vd T3 Beam Laser
  1.5
  1
  Vd T3 Sandcaster
  1.1
  18
  Platoon Barracks
  1
  (22) 4 sq + R4 O1/O2
  2
  Life Support Long Term
  2
  40 person-months
  4
  Frozen Watch (2)
  2
  #2 10 individuals
  2
  Computer Model/2 std
  5
  2
  Counsellor
  0.2
  2
  Clinic
  1
  4.5
  Cramped Controls
  0
  4
  Crew Lounge
  0
  1
  Crew Common Fresher
  1
  10 crew
  2
  Spacer Niche (2)
  0.2
  #2 1 crew
  1.5
  Spacer Bunks (3)
  0.3
  #3 1 crew
  4
  Crew Stateroom (2)
  0.2
  #2 1 crew
  8
  Cargo Hold Basic
  0
  Lab Ship L-DC12 Laknir MCr138.4 [Bilstein Yards]
  Disposition: In Service
  Using a 400-ton TL15 Cluster hull, the laboratory ship is a mobile base for scientific analysis and
  investigation. It mounts drives for performance of jump-2 and 1-G acceleration. Fuel tankage sup-
  ports a single jump-2 and five months of operations. Installed on the bridge is a model/2 computer,
  19
  
  Cirque
  and a powerful sensor suite. The unusual hull of the lab ship allows spin-generated centrifugal
  gravity: to avoid the interference that gravitics might produce on some sensitive experiments.
  About half the ship is allocated to laboratory space and sample storage.
  The ship has four hard-
  points, but no weapons are installed.
  There is one 40-ton pinnace in a vehicle bracket, and two
  air/rafts stored adjacent to cargo.
  The ship is an overtonnage design.
  The laboratory ship re-
  quires a crew of five: pilot, astrogator, two engineers, and medic, although most are typically mis-
  sion-oriented researchers as well. Gunners and scientific research personnel may be added. There are
  twenty staterooms and no low berths. The pilot operates the pinnace; the engineers operate the air/
  rafts. The ship can carry 20 passengers (35 if double occupancy) on a non-commercial basis.
  Overtonnage: 25 tons
  Crew comfort:
  2
  Passenger demand: -5
  Tons
  TN
  Component
  MCr
  Notes
  --------
  --
  --------------------------------- -------
  --------------------
  400
  12
  Cluster Hull
  8
  C
  -2
  15
  No Landers
  0
  0
  15
  AV=30. 1 Rad Charged
  0
  66
  12
  Jump Fuel (2
  parsecs)
  0
  J2, 33t/pc
  32
  12
  Plant Fuel (5 months)
  0
  5 months
  1
  8
  Fuel Purifiers 4t/hr
  1
  4t/hr
  3
  15
  Maneuver Drive-1 (B)
  6
  1 G
  4.29
  15
  Adv PowerPlant-2 (D)
  13
  P 2
  10
  15
  Adv Jump Drive-2 (D)
  30
  J 2
  0
  15
  DS Surf Communicator
  3.5
  3
  16
  DS Ant Neutrino Detector
  3.5
  3
  16
  DS Ant EMS
  3.5
  0
  15
  DS Surf Grav Sensor
  3.5
  0
  16
  DS Surf Visor
  3.5
  0
  15
  G Surf Mass Sensor
  4.1
  0
  15
  G Surf Deep Radar
  4.1
  0
  15
  G Surf Densitometer
  4.1
  0
  15
  G Surf Proximeter
  4.1
  2
  17
  Computer Model/2 std
  5
  4
  15
  Infirmary
  2
  treats minor trauma
  3
  15
  Life support (120 people/month)
  3
  120 people/month
  7
  15
  Standard Controls
  0
  50
  15
  Crew Single Stateroom (25)
  2.5
  #25 1 crew
  5
  15
  Crew Shared Fresher (10)
  5
  #10 4 crew
  4
  15
  Crew Common Fresher (4)
  4
  #4 10 crew
  120
  15
  Lab/Conference/Work area
  0
  50
  12
  Cargo Hold Basic
  0
  8
  15
  Vehicle Lock (2)
  2
  #2
  40
  14
  Slow Pinnace
  18
  4
  15
  Small Craft External Bracket
  4
  8
  9
  Air/Raft Enclosed (2)
  0.2
  #2
  20
  
  Cirque Deck Plans
  21
  
  Cirque
  22
  
  Cirque
  23
  
  Cirque
  24
  
  Cirque
  25
  
  Cirque
  26
  
  Excerpt:Diariesand Dialogues
  Slopping the hogs, milking the cows, mucking out the stalls. It’s
  the same all over. It doesn’t much matter whether the cow’s a groat, or the
  horseis a kian. It’shard, smelly work. Inever much liked it. Ran likehell
  away and never went back. I didn’t want to spend my life watching a kian
  from behind, if you get my drift. Like I said, it doesn’t matter what your
  localdraftanimalis —Idon’tsupposea Terran horseisanybetter.
  Have you ever seen a proper horse here in Spinward? Not unless
  your socket’s plugged in to the entertainment nets. Or maybe the power
  outlet, but that’s a different concept. Lot of animals you haven’t seen,
  probably, and a lot more you don’t want to see. Animals are mostly for
  the planet-bound, not ships. Ever see a live-animal hold? Sure, the recy-
  clers process their stuff, too — one full shovel at a time. It’s not like
  scoopingoutthatlitterbox you keep fortheship’stree rats, you know.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1102.
  AnimalHandlersandTrainers
  In the oldest tradition of travelling entertainment, many of Cirque’s
  acts involve animals. All are treated and trained well. All have a place in
  performance. Some may become useful in the course of various adven-
  tures. Most of the animals reside in the space allotted for them in BT1’s
  various animal decks, though some of the more tame creatures stay with
  their handlers. A few, notably the Diva’s avians, are housed in their per-
  former/handler’scabins. Theseperformerstend to have cabinson BT1.
  Animal handlers are not necessarily the performers in the ring,
  though as a general rule they are involved. In a small circus, many of the
  performers assist with the animals, participate in the animal acts, or include
  animals in their acts. At least one ofeach type of animal participates in the
  openingprocession, with variousperformersridingorleading.
  Later, the Aslan Tumblers join in “equestrian” tricks on galloping
  Kian. Seedspitters perform tricks with the Comic Juggler before he begins
  his topical monologue. The clowns deal again with seedspitters, as well as
  “thieving” tree rats. The Diva performs her arias with garhawks and
  afeahyalhtows (“batstings”)swooping and barrel-rollingin an aerialdance.
  The clowns perform a traditional piece with various animals run-
  ning, jumping, escaping, and generally making fools of them. Later, the
  “Terran brown bears” (actually fully intelligent Ursines) dance and enter-
  tain by riding old-fashioned bicycles and rolling on balls, showing their
  almost-human gestures as they growl and moan for approval before one
  givesthepunch-line(“Howeasilyhumans areamused, Dear!”).
  Eventually, miniphants perform traditional tricks.
  The Vilani
  Feathered Fan Lizards are brought out in cages. Screeching and roaring,
  the Fan Lizards face their noble master, jumping through various hoops
  and performing other tricks. Finally, after arguing with the Noble (who
  has already worked with the dangerous and intractable Fan Lizards) the
  Vargr Ringmaster rolls out a covered cage holding the most fearsome
  beast known in Solomoni space, the Crested Jabberwock, known for its
  implacable, untrainable ferocity. It escapes, rears back to pounce — and
  Program Notes: Animals of Cirque des Sirkas
  turns out to be nothing more than an oversized puppy, a sloppy-drool-
  friendly look-alike from a world deep in Vargr space. It performs tricks
  between moments of affection for the Vargr Ringmaster, the Noble, and
  alloftheperformersduringcurtain calls.
  Descriptions of each animal are taken either from the T5 Bestiary
  (p. 588)orfromtheoriginal text found in theJournalofthe Traveller’s Aid
  Society magazine, with permission of FFE. Some editing of the JTAS
  articles has occurred. T5 statistics and information on trainability are in-
  cluded at the end of each description. Trainability is based on the wild
  animal, not the domesticated breed. In most cases, domesticated examples
  of these animals will be at least one level less difficult to train. Thus, for
  example, all training of a Terran dog born and matured in the company of
  humansbecomesan averagetask forthebreed as a whole.
  Animal Speed is expressed as “SpeedC” (the standard energy-
  conserving movement), “SpeedAF” (speed when attacking or fleeing),
  and “SpeedB” (the highest speed an animal can achieve in short bursts).
  SpeedC is also expressed as Speed2 in generating animal encounters. The
  number in parentheses following the beast name is the number of such
  animals found on board Cirque. The various performing animals’ given
  namesare found underthenameoftheoriginalcreator.
  Afeahyalhtow (2)
  (Aculeoptere venatod)
  Original Writer: John Marshall
  Perfect and Jamussen
  Trainer and Handler:Diva Avian Trainer
  A life-form native to Kusyu, homeworld of the Aslan, the
  afeahyalhtow (known to humans as the batsting, winger, or falconbat) was
  domesticated by Aslan hunters long before the race first achieved star
  flight. They are popular as pets, and are found almost anywhere Aslan are
  found. Afeahyalhtoware roughly as common in Aslan space as dogs, cats,
  and other pets are in the Imperium, and regarded by the Aslan in much the
  same way.
  The afeahyalhtow is a carnivore/killer, distantly related to the Aslan
  in evolutionary terms (the relationship is roughly equivalent to that be-
  tween humans and bats on earth). Like the Terrestrial bat or the Macropan
  screamer-in-the-darkness, the creature isa flyer, massing roughly1 kg, and
  Value
  SpeedC
  kph
  SpeedAF
  kph
  SpeedB
  kph
  1
  Walk
  5
  Run
  10
  Sprint
  20
  2
  Run
  10
  Sprint
  20
  Charge
  30
  3
  Sprint
  20
  Charge
  30
  Fast
  50
  4
  Charge
  30
  Fast
  50
  Vfast
  100
  5
  Fast
  50
  Vfast
  100
  Xfast
  300
  6
  Vfast
  100
  Xfast
  300
  27
  
  Cirque
  with a wingspan of about 0.75 meters. The lower limbs have evolved as
  grasping clawsto carrypreyorperch on treelimbsorhigh rocks.
  Afeahyalhtow have sharp eyesight, with cat-like eyes that can
  adjust to a wide range of lighting conditions. Their common practice is to
  soar at high altitudes, then swoop down on prey. The creatures’ grasping
  claws include one sharp, specialized claw which can inject a paralyzing
  poison which does 10 points of damage within a few minutes of injection.
  The poison’s effects wear off after about an hour (whereupon the damage
  is recovered). The venom is not usually harmful to any creature much
  larger than five kgs, but can be deadly to humans who develop an allergic
  reaction to it. The primary purpose of the poison is to slow the prey or
  render it un-conscious, so the afeahyalhtow can feed (it prefers live meat).
  Teeth and claws only do two points of damage per round, but this is suffi-
  cient to allow the afeahyalhtow to make an excellent meal, feeding for 2D
  +6 roundsbeforedeparting.
  Domesticated afeahyalhtow are raised and trained much as falcons
  and garhawks in human space. Properly trained, they can be used to track
  and hunt prey; such trained hunters will administer poison to the prey, but
  will feed only when permitted to do so by their owner. They are easily
  cared for, eating almost any variety of small animals or, if necessary, raw
  meatofalmost anysort.
  Training an afeahyalhtow requires Animals:Trainer skill and six to
  twelve months before the animal will respond to simple commands
  (usually various whistle and tongue-clicking signals). A character who has
  any hunting skill at all and who has worked with afeahyaihtow (Aslan
  characters with hunting skill have this experience on a 6+ , humans on
  12+) will gain an extralevelofhuntingskill whileusingtheanimalson the
  hunt.
  Despite their feeding habits, which most humans find distasteful,
  afeahyalhtowarerelatively gentle, companionablepets. They are frequent-
  ly likened to cats in their behavior — independent, somewhat aloof, but
  capable of a strong affection and attachment to individuals who under-
  stand their ways.
  Afeahyalhtow do not respond well to being caged; most grow
  listless and lose any hunting spirit if confined for more than a few days
  (roll 10+ once per week to avoid such an outcome) and will eventuallydie
  in close confinement. Most owners let them fly free, first attaching small
  straps around their feet to prevent the stinger claw from functioning. On a
  starship,
  they
  usually
  require an hour or two
  per day of flying time in
  the ship’s cargo compart-
  ment or some other open
  space.
  Afeahyalhtow can fly on
  any world with standard
  or
  dense
  atmospheres
  and in any thin atmos-
  phere where the world
  size is 4 four or less.
  Because of their size and
  build, they cannot be provided with any sort of protective gear which will
  allow them to fly, and so are rarely encountered on worlds with tainted or
  otherwise unbreathable atmospheres, ex-cept indoors, in conditioned
  quarters.
  Other than on worlds heavily settled by Aslan colonists,
  Afeahyalhtow are not common in human space though some humans do
  keep themaspets. Theycommand high prices commercially.
  Niche:
  CCarnivore
  Subniche: 5 Pouncer
  Quantity: 1 Sole
  Size:
  4 75 cm(wingspan)
  Volume:
  1 litre
  Mass:
  1 kg
  Loco:
  Flyer(Wings)
  Strength: StrongSize*4D
  SpeedC:
  Sprint
  Speed AF:Fast
  SpeedB:
  VFast(Diving)
  Endur:
  4 hours
  Weapon: Claws,Sting
  A/F:
  S/S+
  Defer:
  Formidable
  Obey:
  Formidable
  LST:
  Formidable
  Edible:
  Y(Unusual)
  Garhawk(2)
  (Stellafalconformisu/ularis)
  Original Writer: J. AndrewKeith
  Fluffythe Bog Troll and Chookeyham
  Trainer and Handler:Diva Avian Trainer
  Also known as the Skyhuntress, or Kahkahyeek from its hunting
  call, the garhawk has become popular in some circles of Imperial nobility
  for hunting. Properly trained garhawks, with their keen eyesight and su-
  perb huntinginstincts, can spotand killpreyover remarkablylongdistanc-
  es.
  Garhawks are large (over one meter wingspan) flying carnivores,
  originally from Nagaschk, a planet to spinward of the Imperial core. Na-
  tives of the world, a TL3 race, delighted in hunting; their use of garhawks
  in their sport sparked interest among human visitors. Once the trick of
  raising and training these vicious aveforms was mastered, a small but
  lucrative trade in garhawks gradually opened, introducing them through
  much oftheImperium, the Solomani Sphere, and even within theZhodani
  Consulate. Humans, at least those enjoying the hunt, have found the sport
  of hunting with garhawks a fascinating renaissance of falconry and hawk-
  ing.
  The Stellafalconformes are prime examples of convergent evolu-
  tion. Externally, they are quite similar to the Exoaccipitiformes of Kalga,
  the Falconiformes of Terra, and countless other aveform families through-
  out known space, where natural selection has acted to mold highly effi-
  cient flying hunters. Garhawks are not true birds; they bear live young in
  nest-litters of two or three. The young are fed meat in the nest by the two
  parents for three months. After their first flight, the young will remain in
  the nest for from six to nine months. Garhawks form mate-pairs which last
  for life; they are often sold in pairs, for this increases the lifespan (and the
  value) of the animal, but they rarely breed in captivity, and those that do
  produce inferior hunters. Their average lifespan is ten years, although one
  specimen lived fornineteen years after it wastaken.
  Garhawks should always be approached cautiously. Sudden noises
  or movements, unfamiliar voices or odors, brightly colored or shiny ob-
  jects or articles of clothing have been known to provoke sudden and unre-
  lenting attacks. Trained garhawks are used to hunt a wide variety of small
  animals, usually not exceeding half the garhawk’s weight. However, they
  have been known to ferociously attack creatures far larger than themselves
  in defenseoftheir young, oron command froman experienced handler.
  Garhawk falconryisnot a sport forthe poor(which also explainsits
  popularity in certain circles). Garhawks are expensive to buy — a trained
  one demands a price of close to Cr5,000 — and expensive to maintain. A
  full-grown garhawk, weighing as much as 6 kilos, needs 500 grams of
  fresh meat per day. A temperamental creature, a garhawk can be particu-
  larly vicious when it is not properly fed and cared for. Other expenses
  include heavy gloves, pads, and training paraphernalia for the handler, and
  hoods and collars for the garhawk. A full-time handler is required to feed
  and care for the creatures, and to constantly sharpen their training. Gar-
  hawk falconryremains asportofthe veryrich.
  Adventurers may encounter garhawks in a variety of circumstanc-
  es. For example, a wealthy patron or enemy may keep them for sport. An
  encounter might find a nobleman unleashing his garhawk against unwant-
  ed intrudersto his estate.
  Skyhuntresses are occasionally found aboard ships as cargo, espe-
  cially if the destination is a world where hunting is popular, or where there
  are many landed estates. Adventurers owning a starship may be hired to
  deliver a mated pair of garhawks to a noble, and woe betide them if the
  feedinginstructions fortheir charges arenotcarried outprecisely.
  Garhawks inhabit such remote and hard-to-get-to places that in the
  wild they are rarely encountered by adventurers. If a party is actively
  searching for garhawks, roll 12 exactly each week spent searching the
  proper locations (generally high, not readily accessible mountaintops, cliff
  faces, and so on)forthemto successfullylocate anest.
  Characters with noble or hunter backgrounds are the only charac-
  ters likely to have had past experience training garhawks. On a roll of6 on
  one die, a hunter or noble will be familiar enough with these creatures to
  attempt to handle them. They may be able to turn a garhawk’s attack on a
  roll of 7+ (The referee may wish to designate DMs for various skills
  which maybeapplicable.)
  Training a garhawk requires much time, patience, and blood. One
  28
  
  Cirque
  raised
  in
  captivity
  usually lacks the spirit
  of its wild cousins. A
  garhawk
  must
  be
  captured
  while still
  flightless in the nest in
  order
  for
  optimum
  training. Those cap-
  tured too soon will not
  survive,
  and
  those
  captured too late will
  be too hard to control although even the best trained of garhawks are diffi-
  cultto controlcompletely.
  Training takes six to eight months, with a training session every
  day. On each encounter, roll 10+ to avoid attack; past experience gives a
  DM+3. Dexterity, strength, intelligence, and the Animals: Trainer] and
  JoTskills can allbeused as DMs atthereferee’sdiscretion.
  Niche:
  CCarnivore
  Subniche: 5 Pouncer
  Quantity: 1 Sole
  Size:
  4 1 m(wings)
  Vol:
  1 l
  Mass:
  1 kg
  Loco:
  Flyer(Wings)
  Strength: StrongSize*4D
  SpeedC:
  Charge
  SpeedAF: Fast
  SpeedB:
  VFast(swoop)
  Endur:
  3 hours
  Weapon: Claws
  A/F:
  S/S+
  Defer:
  StaggeringObey:
  Staggering
  LST:
  StaggeringEdible:
  Y(Slightly Off)
  Bloodvark(5)
  (Megalorhinososmichnilatisclaudii)
  Original Writer: WilliamH. Keith, Jr.
  Traak,Phileas, Eschnitt, Artemis, and Aiderbai
  Trainer and Handler:Edwina Dystrom
  Bloodvarks — also called walking noses and hoovers (the latter for
  reasons unknown) — are four-limbed mammal-like creatures native to
  Lentoli. They have been introduced as trade items to worlds throughout
  the Imperium; they are often purchased by the law enforcement agencies
  ofplanetsoftech level5 through 9.
  These strong, hairy animals mass between 50 and 70 kg when full
  grown, stand .8 meter high at the shoulder and average 2.3 meters long,
  including the bushy tail. They are omnivores, preferring small, burrowing
  animals or hive insects, which they dig up with their fore claws, but can
  subsist on berries and sweet grasses. This adaptability has let them adjust
  to and thriveon anumberofplanetsand avarietyofclimates.
  Bloodvarks are best known for their uncanny sense of smell. Once
  put on the trail ofa fugitive or animal prey(by letting them smell an article
  of clothing or recently-handled item, for instance), they will follow it re-
  lentlessly and without stopping for days at a time. They can follow trails a
  week old in good weather,
  though they will lose a trail after
  about 4 hours of steady hard
  rain or snow. They have been
  known to follow fresh trails —
  less than 6 hours old — across
  streams or along the ground
  UNDER the branches used by
  an escaping prisoner, probably
  picking up traces of scent still
  hanging in the air. They do not
  tire easily; they are worked on
  leashes day and night by han-
  dlers working in relays. The
  animals used by local police
  forces are trained for their tasks, usually by the agency which raises them,
  aprocess which takes3 months.
  Bloodvarks have extremely poor eyesight, and only fair hearing.
  Normally gentle, they attack if wounded, cornered or provoked, with
  powerfulswipesoftheirlong claws.
  Their usefulness as trackers makes them valuable trade items.
  Trained bloodvarks can fetch as much as Cr800 on the world where they
  are purchased; untrained animals bring about Cr100 each. Their size and
  single-mindedness makes them unattractive as pets, but because of their
  intelligence and fierce loyalty, human handlers frequently become quite
  attached to their charges.
  Bloodvarks are oviparous and have two genders. The female digs a
  den in soft earth under a fallen tree or a large boulder, buries two or three
  15 cmeggs under loosely packed soil, and lays over them until they hatch.
  The young dig themselves out and cling to the mother’s abdominal hair,
  where theyhang and nurse for about5 months.
  Niche:
  OOmnivore
  Subniche: HGHybrid
  Quantity: 2 Pair
  Size:
  5 2.3m
  Volume:
  70 liters
  Mass:
  70 kg
  Loco:
  Walk (Legs)
  Strength: StrongSize*4D
  SpeedC:
  Walk
  SpeedAF:Sprint
  SpeedB:
  Charge
  Endur:
  6 hours
  Weapon: Peds(Clawed)
  A/F:
  9/6
  Defer:
  Difficult
  Obey:
  Difficult
  LST:
  Difficult
  Edible:
  Y(Tasty)
  Miniphants(2)
  (Microelphas var.)
  Original Writer:RogerMoore
  Rumpoleand Casey
  Trainer and Handler:DashshaRiira
  During the earliest days ofexpansion into space from Terra, a num-
  ber of worlds were settled whose terrains challenged the best overland
  transportation systems. Dense jungle growth and swamplands foiled road
  building, and local vegetation sometimes proved nearly unkillable. Since
  the colonies had (initially at least) very low technologies, one solution to
  the problem was to use specially bred beasts of burden. These animals
  could be sent to the colonies in embryonic form, and soon became the low
  tech alternativeto thetruckand ATV on manyworlds.
  One of the animals developed for this program was geneered from
  the Terran Indian Elephant (Elphas indicus). These beasts were ideal for
  overland travel in forests and lesser swamps. Later colonies carried the
  animals to other colonies, and over the years, numerous varieties were
  developed. The most popular of these are several species collectively
  referred to as miniphants, so-called because of their smaller size and mass.
  Miniphants were bred for tractability and high intelligence. They stand an
  average of 2.05 meters at the shoulder; males weigh 1800 kgs, females
  weigh 1600 kgs. No tusks are present, but miniphants compensate for this
  lack when lifting loads by having more powerful trunks. Miniphants have
  an extremely good sense of smell by nature, but are possessed of superb
  hearing, giving them a DM +2 against being surprised. The visual sense is
  not exceptional, and geneering was onlypartially successful in eliminating
  a tendency towards near-sightedness. The grey hide of a miniphant is as
  tough as cloth armor but is very sensitive to touch. The trunk is even more
  sensitive and susceptible to injury, but makes a fairly effective manipula-
  tive limb.
  There is a fair chance of running across miniphants on worlds with
  tech levels between 0 and 3, and they can be found on some higher tech
  level worldsin remote and backward regions, employed as cargo handlers,
  pack and hauling beasts, and mounts. In addition, many worlds keep them
  in zoological collections, where they are popular exhibits. The cost of
  upkeep is about Cr150 per day, including 50 kg of hay and vegetable
  supplementsand 50 litersofwater.
  Miniphants, like many other elephant species, have some powerful
  abilities to aid their survival. Though they cannot tolerate cold weather,
  miniphants adapt well to higher temperatures to the limit of human toler-
  ance. All swim exceptionally well. Their feet are padded in such a way as
  to permit them to move quite silently (DM +1 to surprise). Because of
  their foot structure, it is difficult for them to get stuck in the mud; the foot
  expands when itstrikesthe ground, and reduces itsdiameter when lifted.
  Miniphants will rarely attack unless wounded or provoked. The
  usual tactics involve charging the victim and delivering a butt with the
  head , trampling with the feet , or seizing a tree branch or similar object in
  its trunk and flailing away. A blow from an elephant-wielded cudgel,
  which islargerthan ahuman could use, willdo substantialdamage.
  29
  
  Cirque
  Miniphants can be considered to
  have an intelligence range of 2-4.
  While they cannot speak, they
  can understand spoken com-
  mands readily, even when given
  in whispers. A large number of
  commands may be learned and
  will be retained for a long period
  of time, though few tasks of
  exceptional complexity will be
  known. Miniphants make slow
  but patient learners. They have emotions as humans do, play games and
  practicaljokes,and are amiable.
  If used as a pack animal or mount, miniphants can carry up to 350
  kgscomfortablyor can pullup to 2000 kgsin a wagon orcart.
  Niche:
  HHerbivore
  Subniche: Grazer
  Quantity: 2DSome
  Size:
  5 2.5m
  Vol.
  2000 l
  Mass:
  2000 kg
  Loco:
  Walk (Legs)
  Strength: VStrongSize*5D
  SpeedC:
  Walk
  SpeedAF:Sprent
  SpeedB:
  Charge
  Endur:
  4
  Weapon: Peds,Trunk
  A/F:
  8/8
  Defer:
  Difficult
  Obey:
  Diffiicult
  LST:
  Difficult
  Edible:
  Y(Tasty)
  Seedspitter(3)
  (Pseudotupaiagigans)
  Original Writers: L. Crede Lombard
  and JerryStoddard
  Chromamoth, Blinkyand Fuzzybutt
  Trainersand Handlers:Shugaap Shugap,
  Comic Juggler, Clown
  The seedspitter is a small, moderately intelligent animal native to
  the forests and uplands of certain worlds throughout the Imperium. Exter-
  nally, the seedspitter resembles the Terran shrew, but is larger, massing
  about three kgs (about the size ofa small domestic cat). It has reddish-grey
  to
  reddish-brown
  fur,
  a
  domed head and an elongated
  nose.
  At one time the seedspitter
  secreted an irritant poison
  similar to a bee’s venom into
  a chamber located behind its
  upper lip. It would fill this
  chamber with venom, con-
  strict it rapidly, and squirt the
  irritant out through an open-
  ing in its upper lip with suffi-
  cient force to propel it one or
  two meters. The irritant could paralyze the small animals which were a
  partoftheseedspitter’sdiet.
  As time passed, the animal learned to pick up fruit seeds or small
  stones with its tongue, insert them into its poison cavity, and propel them
  at predators. In time, the seedspitter developed this skill to the point where
  it only secreted enough poison to lightly coat the seed and lubricate its
  passageoutofthechamber.
  Because of its affectionate nature and its appealing appearance, (the
  upturned corners of the mouth give the appearance of a perpetual smirk),
  the seedspitter is a common pet on starships, where it helps in pest control.
  Seedspitters are easily trained to do tricks such as hitting a target, or
  “juggling” seeds by repeatedly spitting them into the air, catching them,
  and spitting them again. Well-trained animals can keep four or five seeds
  in theair atonce.
  Niche:
  OOmnivore
  Subniche: HGHybrid
  Quantity: 2DSome
  Size:
  3 20cm
  Vol:
  3 liters
  Mass:
  3 kg
  Loco:
  Walk (Legs)
  Strength: WeakSize*1D
  SpeedC:
  Walk
  SpeedAF:Run
  SpeedB:
  Sprint
  End:
  Weapon: Peds, Poison
  A/F:
  9/8
  Defer:
  Difficult
  Obey:
  Diffiicult
  LST:
  Difficult
  Edible:
  Y(Bad)
  CrestedJabberwock(0)
  (Jabberwockiscristatussaevitia)
  Original Writer: John Marshal
  Loki
  Trainersand Handlers: Beast Tamer
  and Assistant
  Cirque des Sirkas bills itself as having “the galaxy’s most ferocious
  land-based killer, the Crested Jabborwock, tamed and taught to perform
  for youramusement!”
  Sometimes called the nightclaw, the fanged death, or simply jab-
  berwock, the genuine Crested Jabberwock is a medium-sized carnivore
  native to Kassan (Vega 0101 A-785757-E) in the Solomani Rim. Only a
  fewmembersofthe specieshavebeen transported off-world.
  Fully grown jabberwocks mass about 400 Kgs. They are bilaterally
  symmetrical, homoeothermicquadrupeds, standing about1.2 meterstall at
  the shoulder and measuring some 2.6 meters in length. Their anatomy is
  unusualin thattheanimalhas fourtwo-chambered hearts.
  The jabberwock is noted for its magnificent, multi-colored crest,
  which is used in displays of territorial aggression and courtship. This gor-
  geous crest is highly prized by hunters and trophy collectors throughout
  the Solomani Rim, who have made the animal a highly prized and much-
  sought-after target. As the jabberwock is one of the most aggressive carni-
  vores known in modern exobiology (they have been known to attack prey
  five times their size), the challenge of jabberwock hunting has long been
  considered theultimateproofofcourage and skillin somecircles.
  The creatureunfortunatelyhasnotproved a match forthe inevitable
  march of civilization. Over the centuries, the inhabitants of Kasaan have
  sought to extend the world’s agricultural production into new areas; they
  have ruthlessly sought to eliminate the carnivore to protect fields and
  livestock. This, even more than the depredations of trophy hunters, has
  caused a massive decline in the numbers of jabberwocks in the wild. The
  species was recently placed upon the endangered species list maintained
  by the Pan-Galactic Friends of
  Life (FoL), which organization
  hassetoutto protect them from
  further decline. The FoL’s
  efforts have been quite success-
  ful to date, with the establish-
  ment of wilderness preserves
  on Kasaan and the passage of
  strict laws against jabberwock
  hunting being among the most
  importanttriumphs achieved.
  A solitary hunter, the
  jabberwock stakes out a territo-
  rial claim over an area several
  kilometers square, and tolerates others of its kind within that area only
  during a relatively brief rutting season each year. They are ferocious and
  kill their prey by using both their long slashing claws and sharp fangs. A
  jabberwock is rarely satisfied; even when freshly fed, they take great de-
  lightin stalking and killingprey.
  Cirque des Sirkas does not, in fact, have any such animal in its
  bestiary. Theinsurance alone would bankruptthetour.
  Niche:
  CCarnivore
  Subniche: Killer
  Quantity: 1 Sole
  Size:
  5 Large2.6 m, 400 kg
  Vol:
  400 liters
  Mass:
  400 kg
  Loco:
  Walk (Legs)
  Strength: FormidableSize x6D
  SpeedC:
  Run
  SpeedAF:Sprint
  SpeedB:
  Charge
  End:
  8
  Weapon: Claws, Teeth
  A/F:
  12/12
  Defer:
  No
  Obey:
  No
  LST:
  No
  Edible:
  Y(Disg)
  30
  
  Cirque
  VargrCrestedTracker/Retriever(1)
  Vargr Name: Dzoeghuerrgh (No Latin GenusName)
  Original Artist: TimOsborne
  Original Writer: GregoryP. Lee
  Loki
  Trainersand Handlers: VargrRingmaster
  and Clown
  The dzoeghuerrgh, or
  Vargr crested retriever is
  originally from Soun (1005
  Tuglikki). It is best known to
  the Vargr ofthat sector, and is
  rarely seen in Imperial space.
  Only a few have found their
  way there, primarily with
  Vargr merchants. The animal
  has long been domesticated
  and used in hunting, tracking,
  and for simple companion-
  ship.
  Though not originally
  from Terra, the dzoeghuerrgh
  seems to thrive on compan-
  ionship with mammals of
  Terran biological extraction,
  most especially humans and
  Vargr. Vargr scientists who
  have studied the animal have
  concluded that pheromones produced by Terran mammals have a mood-
  altering effect on the dzoeghuerrgh. In response, it has an almost syco-
  phantic need to please intelligent mammals of Terran DNA-origin. The
  dzoeghuerrgh is highly affectionate and submissive, seeing itself as a lap-
  dog despite its size. It handles separation from its primary badly, yowling
  and crying if left in a cage or behind a locked door. Fortunately, the
  dzoeghuerrgh iseasilyhouse-trained.
  The dzoeghuerrgh has highly developed olfactory and visual sens-
  es. It is generally useful in tracking, flushing, and retrieving game. It
  viewsthisas wonderfulplay, atleast so longasitisproperly fed.
  The dzoeghuerrgh is intelligent and can be trained with relative
  ease. It can performreasonablycomplex tricks, and seemsto derive pleas-
  ure fromdoing so,especiallyifits masterispleased.
  In short, the dzoeghuerrgh is a perfect pet for a Vargr. Even the
  leastcharismaticVargr who hasadzoeghuerrgh hasa loyal follower.
  As an interesting sidelight, the dzoeghuerrgh is similar in shape,
  color and proportion to the deadly Crested Jabberwock of the planet Kas-
  san in the Solomoni Rim. Though its head is far less frightening, and it is
  about twenty-five percent smaller, many sophonts viewing photos or
  videos of the crested retriever identify it as the more deadly Crested Jab-
  berwock. Others have been known to run in terror as a dzoeghuerrgh
  bounded toward them to bestow an affectionate greeting. Indeed, at least
  one charlatan has attempted to foist a dzoeghuerrgh off on the Duke of
  Lunion Subsector as a“tame” Crested Jabberwock.
  Several dzoeghuerrgh pups were recovered from wreckage during
  the Fifth Frontier War. A breeding program has been commenced on
  Rhyalanor’s Old Station.
  Both Andii and the Vargr Ringmaster saw the
  potential for using this animal in performances. It is brought on at the end
  of the Fan Lizard performance, as the Clown attempts to convince the
  VargrRingmasterthathe, too, can tame a frighteningbeast.
  Niche:
  CCarnivore
  Subniche: Pouncer
  Quantity: 1 Sole
  Size:
  5 Large1.5 m
  Vol:
  300 liters
  Mass:
  300 kg
  Loco:
  Walk (Legs)
  Strength: Typical Size x3D
  SpeedC:
  Walk
  SpeedAF:Run
  SpeedB:
  Sprint
  End:
  6
  Weapon: Claws, Teeth
  A/F:
  6/4
  Defer:
  No
  Obey:
  No
  LST:
  No
  Edible:
  Y(Unusual)
  BeakedMonkey (4)
  (Psittarhynchus fructophagii)
  Original Writer: Loren Wiseman
  Tyche, Pella, Fruzzel and Snowball
  Trainersand Handlers: Shugaap Shugap,
  Bertii(Snowball)
  Beakers, as Beaked Monkeys are sometimes called, are common
  on many worlds, both in the wild and in captivity. In addition, they are
  found on many starships as pets. Their planet of origin is not known, but
  the animals can be documented as far back as far as 300 years pre-
  Imperial, with arangealmost as widespread asatthepresent.
  Beakers typically weigh from 2 to 3 kilograms, and measure 60 to
  75 cm in length, half of which is generally taken up by the tail. Tails are
  sometimes bobbed on animals kept aboard spacecraft. Beakers are cov-
  ered by a short fur, most commonly brown or gray. Black is rare, and
  white extremely so (roll 2D for 2-7 = brown, 8-10 = grey, 11 = black and
  12 =white).
  The skeleton and musculature follow typical Terran vertebrate
  norms. Respiration is accomplished by the usual paired lung arrangement,
  the circulatory system is closed and the heart four-chambered, making the
  animal very similar to certain small Terran mammals such as the squirrel
  monkey.
  The beaker’s most notable feature, the beak, is formed of two bony
  projections from the palate and mandible, covered by a horny substance
  resembling keratin. The lower third of the esophagus is extremely heavily
  muscled and lined with a number of tooth-like grinding structures, which
  break swallowed food into fragments small enough to be digested readily.
  In the wild, the beaker is arboreal and is thought to have originally subsist-
  ed on a diet of hard-shelled nuts and seeds, although specimens have been
  observed eating insects and other small animals. In captivity, beakers
  thriveon almost anyavailabletypeofhuman food.
  The animals are quite popular as pets on starships because of their
  gregarious affection to almost all humans, their intelligence and their scru-
  pulous cleanliness. Some individuals are rumored to act as a booster for
  certain psionic activities, but this last ability has not been proven to the
  satisfaction ofmost authorities.
  Referee’s
  Infor-
  mation: Certain animals
  act as boosters for psionic
  talents
  under
  restricted
  conditions.
  First and
  foremost,
  The animal
  must have the potential.
  Roll 2D for 10+ to deter-
  mine if a particular beaker
  has psionic booster poten-
  tial, DMs +1 if black, +2
  ifwhite.
  A
  player
  pos-
  sessing psionic ability at any level greater than 0 may be able to detect a
  beaker with psionic enhancement potential (DIF (3D) < (Psi + Mentation).
  No player can determine the amount a particular beaker will be able to
  boostpsipotentialin advance.
  Finally, fortheboostto bepossible and beused successfully:
   The beaker must have lived in close proximity with the human desiring
  theboostfor atleastthree months.
   The beaker and the human must be within one meter of each other
  during the time the boost is taking place. If this distance is exceeded,
  The beaker must save against its endurance to avoid death for each
  combatround theseparation continues:AVG(2D)< (End).
   The human desiring the boost must have a natural, unenhanced psi
  ratingof5 orhigher.
  If all of these conditions are met, the beaker will raise the human’s
  psi rating temporarily by from one to six points (roll one die). Each time
  the player’s psi strength is boosted, the beaker must roll to save against
  dying from the effort (AVG (2D) < (End). If a beaker dies during psi
  booster contact with a human, that human permanently loses 2 from his
  psionicstrength rating.
  31
  
  Cirque
  Niche:
  O
  Subniche:Hunter/Gatherer Hybrid
  Quantity: Triple
  Size:
  4 75cm
  Volume:
  3.5 litre
  Mass:
  4 kg
  Loco:
  Legs
  Strength: TypicalSize*2D
  SpeedC:
  Walk
  Speed AF:Run
  SpeedB:
  Sprint
  Endur:
  3 hours
  Weapon: Teeth, Tail
  A/F:
  Defer:
  Difficult
  Obey:
  Difficult
  LST:
  Difficult
  Edible:
  Y(Exquisite)
  Kians(4)
  (Pseudostruthio gigas)
  Original Writers: Liz Danforth and
  Loren K. Wiseman
  Carnivog, Bernhardt’sRhino, Cecelia and Rema
  Handler: WayneJohnson
  Kians are herbivore grazers of large size, originating on Prilissa in
  the Trin’s Veil subsector. Due to their hardy nature, they were exported to
  a number of worlds as beasts of burden and are a common sight in the
  coreward reaches both in the wild and in captivity. They are plains dwell-
  ers, travelling in herds of 10 to 60 individuals, feeding upon grasses,
  leaves, orsimilarplant matter.
  Externally, the kian is a large
  bipedal creature with a long
  neck, short tail, and no other
  limbs (the remains of an atro-
  phied pairof fore-limbs can be
  found in some breeds). Kians
  are thickly furred, their coats
  showing
  distinctive
  color
  patternsofbrown, gold, lemon
  yellow, and black. A kian’s
  legs are powerfully muscled
  for fast movement over long
  distances. The sturdiness of
  their overall frames has made
  them a frequent choice for use
  as mounts and pack animals
  on the planets where they
  occur. Klan’s hearing and
  eyesight are extremely good, reflecting their predator-laden environment
  oforigin.
  Internally, the kian is unremarkable. It has a closed circulatory
  system and an overall high metabolism which requires that it be fed 30 to
  50 kilograms of vegetable matter daily. Its digestive system consists of
  two stomachs, which allows the animal to break down the toughest plant
  matter into digestible form. The kian has a thick layer of fat which insu-
  lates in cooler climates and provides a degree of protection from the ven-
  omous bites or stings of some small animals. The skeleton is strong and
  heavy, and is structurally not unlike that of the moa and other prehistoric
  terrestrial flightlessbirds.
  When attacked or frightened, kians will usually flee, but if cornered
  are capable of delivering deadly kicks with either of their hoofed feet. The
  large claws projecting from the backs of the feet are only present in the
  male, and seem to be used solely for ritual combat between males prior to
  mating,
  Kians can carryup to 250 kilograms comfortably, and will refuse to
  move if overloaded. Kians cannot tolerate thin atmospheres and require a
  special filter/ muzzle(Cr50) fortainted atmospheres.
  Niche:
  HHerbivore
  Subniche: Grazer
  Quantity: 2DSome
  Size:
  __ 4m
  Vol.
  800
  Mass:
  790 kg
  Loco:
  Walk (Legs)
  Strength: VStrongSize*5D
  SpeedC:
  Sprint
  SpeedAF:Charge
  SpeedB:
  Fast
  Endur:
  5
  Weapon: Peds
  A/F:
  9/4
  Defer:
  Difficult
  Obey:
  Diffiicult
  LST:
  Difficult
  Edible:
  Y(Tasty)
  Kagerushum(FanLizard)(3)
  (No Latin GenusName)
  Original Artist: TimOsborne
  Writer: GregoryP. Lee
  Millicent, Zoxy, Grok’thar Dorounaunt
  Trainer and Handler:BaronAsushuunMedukiide
  The Vilani kagerushum is a small but decorative creature which is
  found in the more tropical regions of Vland. They are more intelligent
  than Terran animals of similar niches (e.g., the flamingo), but less easily
  tamed. They are deemed ornamental but not necessarily companionable.
  The kagerushum are a flocking species but are far cleaner and easier to
  keep as indoor pets than Terran birds. Keeping one as a pet is a mark of
  arrogance in some eyes. The animal is difficult to fully tame, and in that
  wayis similarto thebigcatsofTerra.
  The “fans” are bone covered with a thin skin with complex and
  consciously altered biochemical color-production qualities. They serve to
  communicate moods and other
  messages
  to
  both
  other
  ka-
  gerushum and potential threats
  and predators. When an individu-
  al is safe and pleased, the fans are
  soothing blues and greens, and
  vibrate so as to make pleasant
  sounds. When the kagerushum is
  mating, it uses yellow and green
  symbols.
  When threatened, the
  fans become very animated and
  seem to “strobe” through various
  patterns and color combinations,
  amounting to a final warning and
  threat by the kagerushum. If the
  animal attacks, its flock will fol-
  low, and the target of the attack
  will be in significant danger of
  being eaten. Several Vilani no-
  bles of note have committed
  “suicide by kagerushum” when
  greatly shamed by misdeeds, pushing themselves into enclosures with
  hungry, threatening flocks.
  The social and flocking nature ofthe kagerushum makes it an inter-
  esting animal to train. When a leader is trained and willing to comply, its
  followers will copy its actions and colorings. Some patient trainers have
  been ableto teach animalsto mirror wordsand patternsin thecoloring;ifa
  leaderlearnsthepattern, its followerswillcopyfromtheleader.
  Niche:
  CCarnivore
  Subniche: Chasers/Sirens
  Quantity: Several
  Size:
  5 135cm
  Volume:
  80 litre
  Mass:
  70 kg
  Loco:
  Legs
  Strength: StrongSize*3D
  SpeedC:
  Sprint
  Speed AF:Charge
  SpeedB:
  Fast
  Endur:
  2 hours
  Weapon: Teeth
  A/F:
  S/S+
  Defer:
  StaggeringObey:
  Formidable
  LST:
  Formidable
  Edible:
  Y(Unusual)
  Duranthe(1)
  (No Latin GenusName)
  Original Artist: TimOsborne
  Writer: GregoryP. Lee
  James
  Trainer and Handler: Wayne Oater
  A beast of burden native to Lagaashin (Core 2407), the duranthe is
  a valuable animal. It is four-legged, has a wide back, and a somewhat tall
  neck suited for grazing from trees as well as the ground. Like most of the
  warm-blooded creatures from that world, the duranthe is self-
  inseminating. However, it maintains a veritable “recombination laborato-
  ry” in a special organ. This, in essence, provides the same “re-scramble
  and experiment with mixtures” that is provided by more common systems
  of reproduction. A duranthe will commence a gestation of approximately
  32
  
  Cirque
  thirteen standard months when
  conditions are right (sufficient
  food and water must be availa-
  ble, as well as certain biochemi-
  cal signals).
  Duranthes are long-lived
  and are apparently able to recy-
  cle and refurbish their own
  telomeres several times. Some
  duranthes have had documented
  lifespans exceeding 150 stand-
  ard years. As mounts, they are
  sometimes passed from parent
  to child.
  The beasts are compati-
  ble with humans as a whole.
  However, they can evidence
  clear preferences, and will not
  let some humans approach. In
  those cases, they have been
  known to bite, snort, spit, and even rear up and attack, all without apparent
  provocation. They are at the least querulous and unpleasant to those hu-
  manstheydislike.
  Despite their unusual reproduction, they are not at all solitary crea-
  tures, preferring to herd with other duranthes or other creatures. They are
  surprisingly social with both Terran horses and kian when mixed, so long
  asthey are exposed to thespecies while fairlyyoung.
  Duranthe communicate in what is sometimes described as a mix-
  ture of nasal and raspy tones, but which have a musicality nonetheless.
  Their four eyes provide substantial peripheral vision; their ears are very
  sensitive. Their trunk-like dual nasal manipulators are used in eating,
  sensing by smell, communication with other duranthes, and simple grasp-
  ing. Many humans find contact with these tentacle-like structures unusu-
  ally distasteful; scientists suspect that this is in part a pheromone-mediated
  reaction.
  Nicheche: HHerbivore
  Subniche: Grazer
  Quantity: 2DSome
  Size:
  __ 2 m
  Vol.
  750
  Mass:
  770 kg
  Loco:
  Walk (Legs)
  Strength: VStrongSize*5D
  SpeedC:
  Sprint
  SpeedAF:Charge
  SpeedB:
  Fast
  Endur:
  5
  Weapon: Peds
  A/F:
  9/5
  Defer:
  Difficult
  Obey:
  Diffiicult
  LST:
  Difficult
  Edible:
  Y(Tasty)
  TreeRat(9)
  (Abdorvar)
  Original Writer: RogerMoore
  Sleepy,Dopey, Grumpy, Sneezy, Doc, Happy, Bashful, SnowWhite,
  RoseRed
  Trainer and Handler:Shugaap Shugap
  The Focaline tree rat is a small rodent-like creature native to Fo-
  caline(in the Aramissubsector). It weighs3-4 kilograms, and measures70
  -80 cmin length. Two thirdsofitslength istail. Treeratshave ared-brown
  fur coveringthe entirebodyexcept for thesolesoftheirpaws. Somespeci-
  mens are shaded more to a deep chocolate brown or maroon. Tree rats
  seem able to adapt very quickly to temperature changes, and exposure to
  cold weather for more than a week results in their growing a thicker and
  rougher coat. Though theyphysically resembleterrestrialrodenttypes, tree
  rats have longer legs, feet adapted to grasping, and a prehensile tail that all
  help them in their arboreal habitats. This tail allows tree rats to easily pick
  up small objects and hang from tree limbs using their tail alone (most tree
  rats sleep in this fashion). In the wild, tree rats use their tails to carry food
  to treetop nests, to retrieve food dropped into areas that cannot other-wise
  be reached with paws, and in combat, either to free their other limbs for
  the fight or to grab a small opponent and dislodge it from its perch on a
  limb. They are omnivores, and have very sharp teeth that they use to
  pierce thick fruit skins (or unwary fingers!) They are quite intelligent
  (about the same level as most small Terran monkeys) and have an elabo-
  rate socialstructurein natural environments.
  Tree rats are looked upon with a mixture of dislike and apprecia-
  tion. They are prone to raiding fruit-bearing plants (their chief food) and
  are thus not popular with orchard owners and other growers, but they also
  feed upon and control local pests (such as the ubiquitous Norway rat) that
  destroy or spoil other more financially important crops on the planet. Tree
  rats have proven quite popular pets in many places (especially in places
  where small animals present a pest problem), as well as on starships as
  mascots or personal pets. This practice has led to the spread of tree rats
  throughoutmostofthespinward reachesoftheImperium.
  Tree rats have an extremely well developed olfactory system, and
  much of their intra-species communication is based on the detection of
  emotional states through different smells. When exposed to human com-
  pany for longer than a year, tree rats can learn to distinguish emotions such
  as fear or anger in humans by smell. They can easily be trained for certain
  tasks, such as sniffing out small component micro-fires or bearing burn-
  outs. Some planetary police forces have trained tree rats to track creatures
  or persons over limited areas, and sniff out hidden illegal cargoes. This is
  not a simple undertaking, however, as such training takes a year or more,
  and requiresconstantreinforcement.
  As pets, tree rats are quite successful. Their mammalian physiology
  allows them to eat most of the foods that humans do. They shed little,
  except when getting rid
  of a cold weather coat,
  and are naturally clean
  animals, easily house-
  broken.
  Tree rats have
  an average lifespan of
  fifteen years, mate for
  life, and bear young
  once a year after age
  three, in litters of about
  four “ratlings”. Their
  major
  drawback
  as
  pets is their insatiable
  curiosity, which has led to their accidentally being locked in airlocks or
  food bins. They also like to collect bits of shiny or brightly colored materi-
  al (like coins, keys, and credit cards), depositing them in a nest in their
  owner’s cabin, a trait which has earned them the nickname “cinnamon
  thief” This can develop into a game the tree rat initiates by picking up a
  valuable item in its tail and then racing around the ship, with the item’s
  ownersin hotpursuit.
  Niche:
  O
  Subniche:Hunter/Gatherer Hybrid
  Quantity: Triple
  Size:
  4 75cm
  Volume:
  3.5 litre
  Mass:
  4 kg
  Loco:
  Legs
  Strength: TypicalSize*2D
  SpeedC:
  Walk
  Speed AF:Run
  SpeedB:
  Sprint
  Endur:
  3 hours
  Weapon: Teeth, Tail
  A/F:
  Defer:
  StaggeringObey:
  Formidable
  LST:
  Formidable
  Edible:
  Y(Tasty)
  Vreepers(0)
  (No Latin GenusName)
  Original Artist: TimOsborne
  Original Writer: GregoryP. Lee
  Named for the sound they make when warning or attacking,
  Vreepers are about the size of the Norway rat, and fill the same ecological
  niches and functions. Like the rat, they migrated on ships, and thus are
  well represented in the Spinward Marches. However, they lack the cute
  and cuddly nature of their Terran counterparts — which is to say, they are
  trulyrepugnant.
  Vreepers are six-legged, exothermic (warm-blooded), and furred.
  Their legs end in clawed four-digit manipulators, each of which can be
  used as either a foot or a hand. Their mouths are hinged to open wide,
  then clamp down and grip. Though omnivorous, they are capable hunters
  and defenders.
  33
  
  Cirque
  The vreepers’ original world circled a small star with a companion
  star in thenext orbit. Whileits environment was generallyreasonably wet,
  severe drought struck at varying intervals as the companion star drew
  close. Thus, when water is lacking, vreepers hibernate, slowing down all
  bodily functions and excretions. A vreeper can survive up to four weeks
  in thisstate.
  Vreepers are mammalian, with two genders. Females give birth to
  broods of six to eight offspring, with a gestational period of about 33
  standard days. Apregnant vreeper may hibernate in dryspells; the unborn
  broodlings within hersuspend theirdevelopmentuntilboth food and water
  becomeavailable.
  Vreepers form nests of4D individuals. Beyond this number, popu-
  lation pressure causes individuals leave and form new nests. Interrelated
  nests formcolonies. Where food isplentiful, colonieshavebeen known to
  include up to 50D6 nests (200D6 individuals) within a half-kilometer
  radius. With sufficient food and water supplies, vreepers can live even
  moredensely.
  Fast and clever, vreepers have been known to get into cargo con-
  tainers despite reasonable efforts at pest control. Food-containing cargo
  carriers are a primary mode of vreeper migration from world to world.
  Technological means are not always succeeded in locating hibernating
  vreepers in containers. Common shipboard animals such as tree rats con-
  sider the torpid vreeper a treat, but do not always locate them. The some-
  what rare Terran cat has been less successful in rooting out the pests; alt-
  hough theycan locate and killtorpid vreepers readilyenough, they find the
  tasteofthe flesh unpleasant.
  Vreepers which become free in ships (e.g., from improperly sealed
  cargo containers or low-technology containers constructed of edible natu-
  ral fibers) will nest and begin breeding. Already-pregnant females may
  give birth even before the vessel reaches its destination. Vessels which
  take insufficient precautions have become mobile breeding grounds. Any
  vessel believed to be infested is subject to orbital quarantine. All cargo is
  off-loaded to a sealed bay in the up-port’s cargo dock, unpackaged, in-
  spected and sifted to eliminate the vreeper nests before it is re-packaged
  and re-sealed.
  The infested ship itself is often fully decompressed and left without
  air for a week. All supplies are discarded into space, usually on a terminal
  orbit. The resulting brief show of streaks in the night sky is sometimes
  called a “vreeping meteor shower” by space-aware groundlings. Such
  quarantine procedures are more a commercially disruptive inconvenience
  than an expense.
  Non-hibernating vreepers are highly territorial and will display
  threatening behavior to scare off any perceived competitors, including
  humans. Where the threat is ineffective, and fewer than five vreepers are
  nearby, they may attack or flee. However, when more than five are within
  a few meters,theybecomeaggressive, and are much morelikelyto attack.
  Attacking vreepers emit both the verbal signal and a strong phero-
  mone signal that attracts other vreepers up to two range bands away.
  These new vreepers join in emitting the pheromone as they swarm. This
  can cascade, significantly extending the range of the “call to arms.”
  Wounded vreepers release a similar but more potent pheromone, raising
  the “threat level” and inciting surviving vreepers to a higher level. This
  second pheromone may even attract vreepers from nearby related colo-
  nies.
  In either case, healthy vreepers from the same multi-generation
  colony swarm toward the fray. Hundreds or even thousands of vreepers
  may attack an individual or group, biting and sometimes clawing. The
  attack ends only if the vreepers are satisfied that their territory is secured
  bytheapparentdeath oftheenemy, or thevreepers aredispersed.
  Vreepers can be dispersed using stench projectors. They are also
  susceptible to tear gas and other gases which incapacitate humans, but
  they release the more potent pheromone in response. The pheromone is
  lighter and travels farther than the tear gas. Hogajue’s Patented Vreeper
  Grenades, a recent entry into the field of vreeper-control products, com-
  bines a tranquilizing gas with an artificial vreeper “food-here” pheromone
  signalin a colorless, odorless gas. The productiseffectiveon aboutseven-
  ty-five percent of vreeper nests, with an effective radius of1.5 meters in an
  open space.
  Gunfire and other wounding attacks tend only to exacerbate the
  situation, as injured vreepers release the second pheromone. As more
  vreepersswarm, escape can becomedifficult even forthosein battledress.
  A single vreeper bite causes only 0.1 points of damage. It is possi-
  ble to survive a swarming attack, although the sheer number of wounds
  generally leave the victim weakened, miserable and at risk of infection.
  The referee may choose to give vreepers amalgamated attacks in groups
  of ten or more when swarming, easing calculations and giving the full
  effect of a coordinated attack. In large enough numbers, vreepers may
  cause gruesomeinjuries, includingamputation and mutilation.
  Niche:
  Omnivore Subniche: Hunter-Gatherer
  Quantity: 1 SoleSeen
  Size:
  3 10-20 cm
  Volume:
  0.5 liter
  Mass:
  0.5 kg
  Loco:
  Walk
  Strength: 0 Weak
  SpeedC:
  2
  Speed AF:3
  SpeedB:
  4
  Endur:
  1 hour
  Weapon: Teeth, Claws
  A/F:
  8/8
  Defer:
  No
  Obey:
  No
  LST:
  No
  Edible:
  N(Offensive)
  Vreepers—Single Nest and Colony
  In general, only one vreeper is noted at first; the others are within alert range.
  # C
  Num
  Type Sz
  Len Loc Spd STR END Weapon A__ F__ Sym
  Struc
  Kg AV
  ---------------------------------------------------------------------------------
  4 S
  4D
  Om-Hun
  3
  0.2 Wlk
  2
  0
  1
  Teeth A8
  F8
  B
  HBS-T-LL-LN-N
  1
  1
  4 S 200D
  Om-Hun
  3
  0.2 Wlk
  2
  0
  1
  Teeth A8
  F8
  B
  HBS-T-LL-LN-N
  1
  1
  34
  
  Excerpt:Diariesand Dialogues
  I love poking through cargo containers. They’re filled with all sorts
  of interesting stuff. Amazing what gets put in those crates. Apart from
  vreepers, I always want to take a sample of what I find. It’s not always
  mine,and sometimesit’snoteven legal.
  Legal’sover-rated.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  CargoPod
  Acargo pod has been specially built to make use of60 tons ofjump
  and maneuver capacity not otherwise used in Cirque’s configuration.
  Though rated at1200 tons, Cirqueisactuallyonly1140 tons.
  The cargo pod has two decks and uses a standard docking cleat
  designed to mate with the docking cleats on Cirque. The internal cargo
  capacity is 54 tons. The hatches and fittings are designed to accommodate
  standard three-ton pods. This is a difference from the cargo spaces in
  Cirque and her auxiliaries, which are designed around smaller one-ton
  containers of the sort sometimes used by the military. One-ton containers
  may be substituted in the cargo pod, but not all freight space will be acces-
  sible from the corridor during flight. As most standard cargo is carried
  sealed,this should notpresentasignificantproblem.
  The tent and primary circus equipment is carried in Big Top 1’s
  cargo space. Other equipment is carried within Cirque’s original forward
  and aft cargo bays. The external cargo pod is reserved as much as possible
  forSharurshid cargo.
  TheCircusTent
  When the planetary environment permits, Cirque des Sirkas per-
  forms in aone-ringtent familiarto schoolchildren of manysocietiesthanks
  to old videos and archival images. However, TL15 materials are far supe-
  riorto theromanticbutvulnerable canvasused in ancienttimes.
  The tent uses technology based on inflatable survival domes first
  developed as easily constructed and stored pressurized shelters for scouts
  and colonists. For all their convenience and light construction, however,
  these facilities are designed to provide adequate shelter in most atmos-
  pheres once they are fully erected and pressurized. The materials are not,
  however, proof against corrosive or insidious atmospheres. In that sense,
  the tent is really nothing more than an oddly-shaped pressure dome capa-
  bleoffunctioningin various atmospheres and environments.
  In addition, nano-fiber and nano-facturing technologies render the
  fabric more compact, more versatile, and far stronger than any low-tech
  canvas or plastic. The tent cannot be easily ripped or damaged, and is
  completely fireproof. It is also layered with reflec and other TL-15 materi-
  als to reduce threats from outside attack. Andii has no desire to have his/
  herguestsbecometerroristtargets.
  The tent fabric also has built-in mnemonic and display functions
  thanks to nanotechnology, allowing previews of future shows, interviews
  Program Notes: The Tent and Other Cargo
  with the headliners to be displayed directly on the tent during the run-up to
  the performance, and even advertisements for local products. In essence,
  theentiretent —interiorand exterior —isa marquee.
  The internal fittings include light, collapsible seating and risers for
  spectators. With the seating fully assembled, 1700 guests can attend a
  single performance. Heating and cooling systems are included and can be
  attached and operated as necessary. There is also an entry area that in-
  cludesbasic space for refreshmentsstandsand aticketbooth.
  The performance area is a circle 15 meters in diameter. Gravitic
  generators under the stage allow variance for performances, usually to
  provide the performers with the gravity to which they are most accus-
  tomed. Thus, aerialists (trapeze artists and similar performers) need not re-
  tune their reflexes for every planet’s gravity. They may also work without
  a net, as automatic sensors alter the gravitic field to catch a falling perform-
  er. IfDolphins join the tour, they will perform a graceful, weightless ballet
  in their specialized skin-wetting suits. The gravitics may also be used for
  dramatic entrances and exits, and to play tricks on clowns, jugglers, and
  others forcomediceffect.
  Poles, props, food service stations, set-pieces and portable rest
  rooms are also carried in cargo. These portable rest rooms are by no
  means sufficient for a full audience, but provide basic facilities. Spare
  food and care material for the various animals are also carried in this cargo
  space. All told, Cirque devotes six pods (18 tons) to essential performance
  equipmentand material in standard cargo carriers.
  The tent is semi-robotic. Erecting the tent requires the supervision
  and efforts of several people and several robots, but its own robotic brain
  coordinates the process. The robots are fairly common models used in
  construction and are programmed to unload the tent, set up the main tele-
  scoping poles, and handle the wrapping of the tent fabric. This all works
  fine unless there is a malfunction, at which point erecting the tent becomes
  ajob for allhands.
  Thetent’sdimensions when erected are:
   
  Height: 15 meters on the inside to the cupola, 21 meters to the top of
  thetent.
   
  Diameter:45 meters.
   
  Sidewall: made of 12 sections, totaling 141.4 meters in circumfer-
  ence and measuring6 metershigh
   
  Cupolaframe:15 meters across.
   
  Masts:15 meterstall.
   
  Side poles: 98 side poles measuring 5 meters high support the pe-
  ripheryofthetent.
   
  Stakes:Mastsand tent are tied to atotalof194 stakes.
  True aficionados of old Solomani circuses will note that these
  measurements approximate a relatively standard “one-ring circus,” which
  generallyhad a50-foot(old English measuringsystem)ring.
  The entry area is a separate appendage, as is the entry/exit staging,
  but they are also capable of being pressurized and sealed for certain condi-
  tions. Sanitary facilities are located outside the tent, but in an enclosed
  35
  
  Cirque
  area, forthe convenienceofpatrons.
  Sharurshid’sCargo
  Approximately 26 tons of cargo volume is allocated to Sharurshid
  cargo. As a major sponsor of the tour, Sharurshid is taking advantage of
  available cargo space to move its most valuable shipments. Few other
  merchant vessels carry the substantial firepower of Cirque and her auxilia-
  ries, much less trained war veterans in command and major crew roles,
  which gives Sharurshid’s shipments an extra layer of security and protec-
  tion.
  Sharurshid’s cargo consignment varies from system to system, but
  includes rare food and drink, various antiques, and similar valuables. The
  containers are all securely locked; only Sharurshid personnel and Cirque’s
  senior crew can access these containers for anything other than inspection
  purposes. The manifest is available, but not all items are clearly identified.
  Various pods are set for drop-off at various stops along the way. These
  will be returned with some cargo removed and replaced, or entirely re-
  placed.
  A three-ton module is listed as “private shipping,” and set to go to
  Regina “unless otherwise requisitioned by appropriate Sharurshid authori-
  ties.” Its contents areknown onlyto Andii, Bertii, and U’ailie.
  Pirates and starport-based criminals would be interested in obtain-
  ing any portion of Sharurshid’s cargo. The Terran and other exotic wines
  arehigh-value cargo, easilysold on theblack and greymarkets.
  Andii’sPersonalCargo
  Ten one-volume-ton cargo carriers are found in Cirque’s bow car-
  go bay. Only Andii, Bertii, U’ailie, and the Security Chief have the codes
  needed to access them. One container is filled with Andii’s personal trade
  goods for speculation. Six containers are available for small lots (one
  cubic meter or less) of personal goods of any crew member or performer
  fortransportorspeculation —aperk Andii considersimportant.
  One container carries “Obstinate,” a Battle of Rhylanor memorial
  sculpture destined for Duke Norris’ court. The master sculptor who creat-
  ed the piece has indicated that the name is intentionally obscure and open
  to individual interpretation. Most people viewing the sculpture sense that
  the artist is contrasting the bravery of the Marches’ (and especially
  Rhylanor’s)defense with avaguesenseofmisguided desperation.
  Two more containers are sealed, with no information available to
  anyone but Andii and Bertii. Nothing whatsoever is stored on Cirque’s
  computersconcerningtheircontent.
  The last container’s contents are far more somber: crematory urns.
  These hold various unidentified remains of military and civilians who
  perished in the Battle of Rhylanor. Andii has insisted on inclusiveness,
  regardless of the loyalties or side taken in the late war; they are all victims
  of what Andii now sees as a senseless conflict. All of the three human
  variant races (Solomani, Vilani, and Zhodani) are represented, as are other
  races including both Aslan and Vargr. All are to be interred with honor in
  a vault already under construction on Regina; the vault will become the
  base for Obstinate.
  The Tent. Upper: Front-to-rear cross-section. Middle: seating
  zones and performance area. Peripheral seating is bleacher-
  style; mid-range seats are tight; and ringside are more spacious.
  Light grey areas are primary aisles. Dark grey is performance
  and entry space, including the staging and scaffolding for musi-
  cians. The front entry (right) includes concessions and milling-
  about space. The backstage (left) allows entrances to be smooth
  and coordinated. The two iris-valve entries from the tent direct-
  ly outside are used only in emergencies; they are watched for
  urchinstryingto let friendsenter for free.
  36
  
  Excerpt: Diariesand Dialogues
  Running a ship sounds easy. Sure, I’m going to go be a Free Trad-
  er. I’m going to get me a Scout. Oh, sure, I’m going to be a great astroga-
  tor and get fed bon-bons in bed just for making sure the passengers get to
  where they wantto get. BecauseI’m aMath-ee-matty-call Genius.
  Right.
  First of all, most of you aren’t. Mathematical geniuses, I mean.
  Most of you can’t count to twenty without your shoes off. So forget that
  cushy job. Second, it’s not cushy — a good astrogator worries every
  minute about getting that ship properly into jump, and coming out where
  the ship belongs. Want to see a set of chewed-to-bleeding fingernails?
  Lookup your astrogatoron thelastdayofjump.
  And the jumping isn’t even the hard part about running a ship. It’s
  the organizing. Get your ship loaded up. Get it unloaded. Get food, get
  water, get all sorts of things you need. Get your bills paid so the Port Ad-
  ministratorcan’tchain you to theup-portwith legalpaper.
  And then, if your� route� involves more than just hauling cargo —
  oh, geeze. Run a mercenary cruiser, that’s easy. Did you remember to
  buy ammo? What, you bought the wrong caliber bullets? Not enough
  armor? What, you forgotthetear gas? How could you forgetthetear gas?
  Aluxuryliner. Some kid refuses to do his business in the toilet, and
  you didn’t bring the chlorine for the pool. Not to mention sterilizing all the
  galleys, staterooms, freshers and your own fingertips because someone
  brought an old-fashioned norovirus on board. Vreeper in the flour bins.
  And notenough parsleyto garnish the plates, arealdisaster.
  A safari ship...oh, something that easy, and you can forget what, the
  piles and piles of data storage for the cameras, the steaks, the K’kree repel-
  lant. That K’kree repellant might just keep you alive if you’re anywhere
  nearthe Two Thousand Worlds.
  The messes you can getinto runninga starfaringanything…
  Forget it. Stay on the rock you were birthed at. Go work as an
  accountant. Chances are you’lleatbetter. Or atleasteveryday.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1103.
  GeneralData(Players)
  Operating an interstellar travelling show of any kind would be
  logistically formidable in a cluster of systems, or even within a single
  subsector. Operating the same show under Captain Andii’s grand vision
  of crossing a sector, stopping to perform at twenty systems, and arriving at
  thelast stop within a yearrequiresattention to routine.
  In theory, Andii can assume that Cirque has 18.25 days total for
  each “leg” (jump-in to jump-out) of the tour. However, her goal is to be
  on Regina by 001-1112. Thus, each leg is planned to run a 16-day maxi-
  mum. Seven days are allocated to jump, and nine in-system. This results
  in atourof320 days,leaving a45-day margin forproblems and delays.
  Cirque des Sirkas needs as many of the 16 days as possible on the
  ground. There are no passengers to regale during the jumps. Thus, with
  Program Notes: Schedule and Routine Operations
  two of the nine days allocated to maneuvering, landing, set-up and take-
  down, Cirque des Sirkas plans to perform for no more than seven full
  days.
  The overall routine of Cirque and her auxiliaries is set to maximize
  efficiency and allowlarge blocks of stage time. The secondary object is to
  make BT1 accessible to the public as needed. While the tent will be erect-
  ed when atmosphere and other conditions permit, secondary performances
  can and do occur in BT1’s cylindrical center stage. In addition, the smaller
  stage facility at the center of BT2 are used for rehearsal, recording, live
  transmissions, transport, eating, sleeping, and any other function to which
  itneed beput.
  Adventures happen between and around performances. At times,
  they may interfere with performances, or delay leaving a system. Andii
  willcounteverylost minute, and do everythingpossibleto clear matters up
  within thetimeallotted.
  FactorsofSharurshid
  andAdvanceSophonts
  Advanced notice of Cirque de Sirka Foundation, LIC’s planned
  route and function has preceded the voyage by X-Boat and other mail
  services. Local agents and factors of Sharurshid, LIC, a major sponsor,
  have been notified to provide assistance in advance and as requested. They
  are responsible for advance ticket sales, though the tickets are not dated.
  Rather, tickets are sold for “Day x of 5, Show 1 of 2.” If the sales justify
  adding days, the run can be extended by no more than two days without
  permission of the Advance Sophonts They are also to obtain lists of po-
  tential contractors and applicants who willprovide local support. Thelocal
  factors lack authority to make final arrangements because Cirque’s itiner-
  aryis expected to be fluid.
  Notethatsomeofthe factors will take theirjob seriously,perhaps as
  a welcome diversion. Others put the memos into the “permanently to do
  butun-done”email file. On these worlds, the AdvanceSophonts will work
  harder. If a player party is operating as the Advance Sophonts, the exas-
  peration of dealing with such near-catastrophes can be an adventure in
  itself.
  AdvanceSophonts
  IISS Scout3-0156 (named “Grendel’s Mother” by its assigned
  retired scout) is crewed by its team of Advance Sophonts. These four go
  ahead on the assigned route, despite the cramped space and misfit nature
  of the crew. Their job is to get in-system, find out what has already been
  done for Cirque by Sharushid’s various factors and representatives, and
  then do the rest. They also putoutpublicityand the most accurate possible
  date forCirque’sarrival.
  The Advance Sophonts keep about one week ahead of Cirque
  herself. Their duty is to quickly finalize arrangements for landing sites,
  landing permits, performance sites, food handling licenses and vendors,
  releases, advertising, press releases, additional ticket sales and estimated
  dates, advance reduced-rate ticket sales for active service members and
  37
  
  Cirque
  veterans, local transportation, local employees for the ticket booths and
  services, contractors to provide refreshments and refreshment stands, porta
  -johnsand other waste managementsystems, and similardetails.
  The Advanced Sophonts have appropriate survey information and
  a plan of action for each new system (in case, as noted above, the local
  factor has shirked his or her responsibilities), as well as the ID codes ofthe
  local factor. Thus, they are able to begin transmitting as soon as they exit
  jump. They already have possible landing sites chosen. They review
  information provided and seek out large fields, plains, and other locations
  large enough for BT1 and BT2, close enough to major transportation lines
  and facilities, and reasonable in terms ofother likelyplanetary government
  concerns.
  The starportitselfpresentssomeopportunities, and in some systems
  will provide the only reasonable location. However, in the majority of
  systems, the preference is to be off-port. Off-port facilities provide easier
  access for local inhabitants and add an informalitynot found in the starport
  proper. In addition, starport officials are not interested in the extra security
  and risk of confusion inherent in the daily crush of audiences. Cirque des
  Sirkas would quite literally be unable to function without these arrange-
  mentsbeing madepriorto and in placebeforeCirque’sarrival.
  Finally, the Advance Sophonts return to space at about the time
  Cirque is supposed to arrive. Theywait at a pre-arranged jump point for
  Cirque to exit jump space. Iftime permits, Cirque and Grendel’s Mother
  may match orbit and dock for a meeting. More often than not, Grendel’s
  Mother merelyspits the data out in a concentrated data burst and gets on
  its waywith an exchangeofpleasantries.
  During their time in-system, the Advance Sophonts have opportu-
  nities for suitable adventures (or, more often, misadventures) in the course
  of their daily grind. Indeed, the adventures set out in this book can be
  assigned to a suitable group of Advance Sophonts if the referee prefers
  running a smaller campaign to a larger campaign. More than four player
  characters will have to either double bunk or operate using a larger vessel
  with aJump-3 minimum(e.g., a Type-TPatrolCruiser).
  Cirque:In-System
  Cirquefollowsitsown routine.
  On system entry, she begins broadcasting to announce the arrival of
  the tour. Clips, reviews and other information from prior systems are
  transmitted, both to the departing Advance Sophonts and the destination
  world. At the same time, Andii, Bertii and Wily review the Advance So-
  phonts’ information and contracts. If necessary, cargo is shifted to the fuel
  shuttle’s cargo space (including cargo space made available by collapsible
  fuel tanks). Performers are prepared and briefed on local laws and situa-
  tionsthat mustbeconsidered.
  As noted, most performance stops total 16 days. The first two and
  last two days are occupied with landing, set-up, and take-down of the tent
  and equipment. Performers are brought to the surface in BT1 and BT2 in
  advance to allow them time for public relations appearances, a formal (but
  usually short and stylized) circus parade, liberty and to get the first hint of
  the adventure to come. The following seven days are packed with perfor-
  mances, with each act providing at least two scheduled performances on
  six of the seven days (the day off is, when possible, for rest and of course
  adventuring time). The Cirque des Sirkas show itself runs two perfor-
  mances every standard day. Musicians and the acting troupes perform
  between circus shows, or(when possible)atnearbyalternatestages.
  Geezer Thespian performs at least once daily on the same six days
  in an independent one-man show. He alternates at least two different one-
  man acts. One is his famous “Gilgamesh.” Another consists of great mon-
  ologues and soliloquies from various sources throughout human space.
  Thespian also usually joins other performers in a modernized version of
  “Duke Vaalearri” (a Vilani-language version of Shakespeare’s “King
  Lear”) atleastonceperplanet, playing thetitlerole.
  Although he performs in the circus, Comic Juggler also performs a
  separatethirty-minuteshowofcommentaryinterspersed with juggling and
  other tricks, video-recorded every other day before a live audience. The
  audience pays a separate admission, and the video is transmitted after a
  delay of several hours. His work is topical and aimed at skewering the
  pompousand powerful, sometimes at personalrisk.
  The Zhodani Quixitlatl Mind Reader and magician performs sever-
  al two-hour sets during the down-time, greatly expanding his act. None of
  his tricks use advanced technology (a magician who uses gravitics to float
  asawed-in-halfandroid ischeating, notusing misdirection).
  The Solomani Tribute Band (playing primitive “rock” and similar
  music from the twentieth and twenty-first centuries of old Earth) performs
  atwo-hoursetoncedaily atear-splittingvolumes.
  Juggler and Thespian are each major draws, with no seat selling for
  less than Cr 200. The Solomani Tribute Band tends to draw younger
  people paying at least Cr 100 per seat. The Great Maxidotl draws Cr 50
  perseat.
  On the full-cast “rest day,” the stages are not left dark and empty.
  Local groups are invited to perform for audiences to fill the gaps. These
  performances are recorded auditions, in essence.
  “Amateur Day on
  Andii'sStages” carriesalower admission cost fortheaudience (Cr25),but
  also costs far less to produce. On very rare occasions, an act may be good
  enough to be offered a spot with the tour; this can be used to introduce a
  new player character. Amateur Day is further detailed in Episode 19:
  CountingCoup.
  After a rest day, the routine is resumed for three more days. On the
  last day, there is no rest; it is taken up with preparing to leave. The per-
  formers are given their last liberty but also advised of their strict boarding
  times. Each performer is implanted with a locating transceiver above and
  beyond his, heroritsstandard communicationsdevices.
  Andii will take reasonable steps to retrieve a late performer, but will
  also on occasion make harsh decisions for those with repeated problems
  returning. Her ruleis “three strikes”, butexceptionscan be made for either
  bigdrawsorspecialcircumstances.
  The planet-side routine obviously provides some constraints for
  adventuring. The adventures are worked around performance times, and
  will generally occur in geographically close proximity to the performanc-
  es. However, even with two performances per day, unexpected situations
  will unfold. The middle day with its amateur performances provides time
  for the entertainer player characters to experience a piece of the growing
  adventure. In addition, non-entertainer player characters can generally be
  given greater leeway. This is especially true of Cirque’s space crew, the
  documentary crew, and the security details (indeed, the security details
  exist to minimize hassles for the entertainers, and thus will find themselves
  in tightspots).
  Cirque:SpaceRoutine
  The routine in space and during jump is more relaxed. Each act
  rehearses and works on new variations, usually daily. The documentary
  crew also spends time recording interviews. Animals are exercised in
  BT1’s ring. Various on-ship interactions and adventures play out. Javert
  will continue to prowl around for evidence on Thespian and Makeup
  Artist, as well as his perhaps expanding list of suspects. Bertii will do
  whateverit ishedoes in his cabin, as well as handle ship’sbusiness. Andii
  goes through the ship and checks on all of the details for the next stop, as
  well as crewefficiency. Trysts and arguments willbreak out. Otherissues
  may be revealed. Competition for “better billing” may include petty sabo-
  tage and slights. Andii may even find herself conducting a Captain’s Mast
  to discipline performers, and remind those without a military background
  that Andiiisthe AbsoluteMonarch ofCirque.
  Used to military conduct and efficiency, Andii will discover that
  her hands are full, given this cast and crew of artistic types. However, she
  may also discovertheunusualresilienceoftheartistic soul. Peopleused to
  highly emotional competitions and the constant threat of rejection bounce
  backafter mostrejections.
  Other vessels will be encountered inbound and outbound. Adven-
  tures may occur from those encounters. Andii is alert for piracy attempts,
  given Vargr activity and, later on the tour, the political changes in the
  Sword Worlds. Andii and others may encounter old acquaintances along
  the way as well. Ships may issue distress calls after they are attacked or
  vital systems fail. In short, although Cirque carries clowns, it is by no
  meansduea carelessride.
  The great number of animals on board become a particular concern
  of all of the crew. The animals are part of Cirque des Sirkas’ attraction.
  They must be fed and cared for despite the close environment. The vari-
  ous foodstuffs, from nuts and berries to bales of hay-like plants must all be
  inspected fortroublesome vermin beforebeingleftout for food; much ofit
  cannot simply be exposed to vacuum as a precaution. Animal handlers
  38
  
  Cirque
  and roustabouts sift through every pitchfork– or shovel-full of hay and
  grain to locate unusual insects, slugs, and larger animals such as rats and
  vreepers. The various animals also take part in this process; tree rats and
  bloodvarks, for example, will be allowed to go over a bail of hay before it
  goes to the miniphants.
  AdvanceSophonts’Checklist
   
  Begin transmittingupon arrival.
   
  Locate and contactSharurshid factors.
   
  Determine whathasbeen prepared;remedy failures.
   
  Off-portlandingpermits asnecessary.
   
  Local food preparers.
   
  Localtickettakers.
   
  Localsanitation necessities.
   
  Audiencetransportation arrangements.
   
  CirquedesSirkastransportation arrangements.
   
  Food replenishment for Cirque and auxiliaries.
   
  Special animalneedsreplenishment.
   
  Contactnews and interviewoutlets.
   
  Arrangepaid advertising.
   
  Arrange word-of-mouth campaignsincludingsocial media.
   
  Contactrepresentativesofsystemnoblesascourtesy.
   
  Contactrepresentativesoflocal governmentascourtesy.
   
  Determine show scheduling to coordinate local day with “standard
  days”observed byCirque.
   
  Announce Amateur Dayon Andii’sStageand therules.
   
  Run computercheckson localtaboo topics.
   
  Obtain localnews forComicJuggler’s routineand commentary.
   
  Arrange charitytickets for veteransand orphans.
   
  Execute essentialcontracts.
   
  Lift to orbit.
   
  AwaitCirque’sjump into system.
   
  Transmitdatapacketand comments.
   
  Jump to nextdestination.
  Cirque’sArrivalandLanding Checklist
   
  Locate and contact AdvanceSophonts;download data.
   
  RemedyanyfailingsofAdvanceSophonts.
   
  Check for majortaboosand arrangeactsaccordingly.
   
  Takeorbitordock with up-port.
   
  Courtesycallsto nobles.
   
  Arrange gas giant fuelingusingBT3 wheneverpossible.
   
  Arrange cargo changes (Sharurshid cargo on board).
   
  Disposeofanypotentially contaminated animal feed beforedocking.
  Re-inspect for vermin.
   
  Providespecific warningsto performersand crewaboutconduct.
   
  Providespecificlistsofoff-limitsareas.
   
  Provideinformation on sleeping arrangementsifoff-ship.
   
  Obtain finallandingcoordinates and position.
   
  Land BT1 and BT2.
   
  Unload cargo pods (tent, food stalls, ticket stalls, etc.). Have pods
  trucked to tentsiteifnotnearby.
   
  Begin erectingtent(semi-robotic).
   
  Transportanimalsand performersto location ofcircusparade.
   
  Hold circusparade.
   
  Provideinterviews forlocalnewsorganizations.
   
  Makevisitsto localhospitals for children and veterans.
   
  Givepersonnela fewhoursoff.
  PerformanceChecklist
   
  Open thetent.
   
  Checkaudiences forsecurity(subtle).
   
  Seatthe audiences.
   
  If nobles and bigwigs are present ask if they have a sense of humor
  fortheclowns.
   
  Get acts and performers to their entrances as needed. No, really,
  now. And givemethatblasted bottle!
   
  Introduce Cirque des Sirkas, greet nobles and local bigwigs in audi-
  ence.
   
  Bigopening.
   
  Run theacts.
   
  Avoid mishaps.
   
  Prepare for closing and curtain calls. No, really, now. And give me
  thatblasted bottle!
   
  Closethe show.
   
  Clean up and setup fornext showand audience.
  Take-DownChecklist
   
  Return animalsto BT1.
   
  Storeprops.
   
  Takedown tent.
   
  Discoverclimaxofadventurehappeningjustat the wrongtime.
   
  Check all cargo containers for youngsters running away to the circus
  and othervermin, especiallyanimal feed containers.
   
  Round up performers who have discovered yet another interesting
  establishment. No, really, now. And give me those three blasted
  bottles!
   
  Launch and go.
  TransitChecklist
   
  Mend costumes and props.
   
  Fine-tuneacts and rehearse.
   
  Learn newperformance skills, even ifnotaperformer.
   
  Record finalversionsofacts and other materialin BT1 orBT2.
   
  Reviewbriefings regardingnextstop.
   
  Deal with personnelissues.
   
  Handleship maintenanceissues.
   
  Run drills and scenarios for emergencies, including combat, hijack-
  ing, and boarding.
   
  Jam with the musicians.
   
  Feed animals.
   
  Tend to anypotentialveterinaryissues.
   
  Yell at the noisy people in the next barracks for not shutting up at
  night.
   
  Playgamesin the BACFUDS oncethetanks are empty.
   
  Follow interesting threads in character arcs. Why is Geezer Thespi-
  an insisting he’s King Richard today? What was Bertii doing in the
  BACFUDS tanks last night? What exactly is that stuff the stage-
  hands are cooking in the barracks? What’s that copper tubing for?
  What are the Crafty Bear and the Barbarian Knife Thrower making
  in thatforge? Whyis Javertsuch acreepysnoop?
   
  ExploreCirque’snooksand crannies.
   
  Engagein personal vices.
  39
  
  CirquedesSirkas: Travelling Entertainers
  Cirque des Sirkas is a fish-out-of-water story. Ideally, it takes the
  players out of their usual roles and comfort zones and places them into
  newkindsofcharactersand adventures.
  The same is of course true of the characters they play. An Aslan
  Imperial Marine concerned with honor becomes a tumbler concerned with
  amusing humans; a decorated war veteran must make sure the show al-
  ways gets to its next stop. At the same time, an aging, famous actor may
  haveto find theskillsto enter a firefight.
  T5 assumes that entertainers will possess or gain some traditionally
  useful game skills and knowledges. It also assumesthat militarypersonnel
  and merchants have hobbies and interests even before play begins. Enter-
  tainmentskills can beusefulin campaigns, asdiscussed furtherbelow.
  Whether the referee and players use pre-generated characters or
  create their own, Cirque encourages well-rounded characters. Cirque des
  Sirkas is not simply a vast cover for some scheme or another. It is a work-
  ing entertainment vessel. The referee should use it and run the adventures
  as such. All entertainers are rolled as characters through one generation
  table or another. While any character may become a performer of sorts
  (e.g., the Aslan Tumblers), most arecreated asEntertainers.
  All of the Entertainers created for Cirque were created using the
  Entertainer categories. Many physical types of performance are treated as
  specialized Knowledges under the general Skill of Dancer. Because these
  are specializations,acharacter mayhaveno morethan sixlevels.
  Comic Juggler’s Skill is Dancer (Juggler-6). He can learn other
  knowledges under the Dancer Skill, such as Choreographer or Jazz Danc-
  er. He can also add Athlete skill to a performance, perhaps under the
  specialized knowledge of Unicycle Riding. Finally, because he is a come-
  dian, his act includes commentary and asides for the audience. He thus
  hasboth Actor and Authorskills.
  What use is he in a scenario? He can distract a crowd, pick pockets,
  accurately throw bottles at the heads of opponents, accurately toss guns to
  other characters who have been disarmed, catch-and-return a lobbed gre-
  nade in the nick of time, grumble that he didn’t sign up for this, and make
  it all look easy. The application ofthe skill depends on the creativity ofthe
  player and fair rulings by the referee. Entertainers aren’t simply gunsling-
  ers with odd backgrounds. Theirbackgroundsand skillsprovide a way for
  role-playing.
  Fame
  Any entertainer’s fame is relevant to any adventure. A well-known
  entertainer can easily infiltrate at any level simply by playing on his or her
  celebrity. A celebrity can obtain entry into the homes of the rich and pow-
  erful, or the poor and meek. Other PCs can enter along with them as man-
  agers, drivers, bodyguards, makeup artists, bubblegumpre-chewers, and in
  anyother rolesnecessaryto an interstellar celebrity’sretinue.
  This form of infiltration will only work once or twice per planet,
  however. At some point, people will start believing the supermarket tab-
  loids (or their high-tech equivalent, social media) after seeing enough
  headlines saying, “Tri-Vid Star Fronting for Jewel Thieves and Kidnap-
  Program Notes: Entertainers in an Ongoing Campaign
  pers.” With speed-of-jump and distance limiting data transfer, however,
  such a ploy may occasionally be of use. If over-used, the referee can call
  the players out, and have it fail because the nemesis of the moment has
  advance word oftheinfiltration technique.
  Celebrities from the entertainment world (especially actors, musi-
  cians, and sports stars, but almost never writers) can also be used as dis-
  tractions and decoys. Their adoring fans (and their despising detractors)
  will form mobs to bask in (or destroy) their celebrity. A mob is a wonder-
  fuldistraction, as anyone knows.
  Another obvious adventure hook for is the stalker. A character
  pursued by obsessed fans must find ways to defend him or herself. The
  character can find this daunting, as can the adventuring group. Dealing
  with a stalker can enliven any adventure, or be an adventure in and of
  itself. After all, how many regulars in a drama series are taken hostage by
  an obsessed red shirt (usually played by a formerly significant thespian in
  need of a few spare bucks) in the course of a five-season run? Trick ques-
  tion! Allof them.
  Actors
  A less well-known thespian is a far better character to play than a
  sector-wide star. These characters can be played as agents in deception.
  Indeed, the crossover between the prior career of actor and that of agent is
  one worth noting for character generation. A well trained actor, especially
  one from the live stage, can convincingly take on a character’s manner-
  isms and basic persona for extended periods. They know how to “hold
  their role.” They have training in small things which can enhance or dis-
  tract the person seeing the role, and avoid sending “tells” that reveal them
  asactors.
  Traveller geezers will recall the “Paris” character of the 1960’s
  “Mission Impossible” series as a good example. An even better example is
  found in the Heinlein novel Double Star. There, the actor replaces an im-
  portant politician for a brief but important “run of the show.” This hides
  the politician’s kidnapping and prevents an interspecies war. In T5, an
  actor or actress who looks like a VIP can, with proper support and back-up
  such as persons capable of forgery, take over that person’s role in distant
  places – whether for good or bad (it’s not good to be Dulinor’s stand-in
  circa1116).
  Dancers andAthletes
  Dancer may be considered a catch-all for any entertainer whose
  skills are primarily based in physical action and coordination. Thus, with
  some care, a character rolled as a Dancer may be just that — or may be a
  gymnast (including trapeze and other aerialists), a clown, a mime, a con-
  tortionist, most kinds of sports entertainers (when combined with the ath-
  lete knowledge base), stunt actors, and so on. The essential elements in
  each of these endeavors are the ability to move properly and to choreo-
  graph one’s movements. Coordination with other members of a team is a
  formof“on the spotchoreography.”
  All of these character types may take on roles and adventure using
  their particular skills and strengths. Certainly, a large “linebacker” (a bur-
  40
  
  ley Solomani engaged in a pointless and long-forgotten team sport involv-
  ing primitive battle dress and obloid projectiles bounced against opposing
  team players) can become an intimidating bodyguard for an important
  personage despite the most gentle of personalities. Gentle giant or not, the
  bodyguard willcertainlyhavelessand less fun as theVIP beingguarded is
  attacked. Other athletes may find other occupations; the mountaineering
  expertoftodayisthecat-burglaroftomorrow.
  A circus contortionist is invariably slender and unusually limber. If
  narrow vents with twists and turns must be crawled, the contortionist can
  crawl them. Contortionists can also be shipped in properly equipped
  crates, hide beside corpses in coffins, and undertake similar nasty tasks.
  Well trained ballet dancers have similar qualities; they can also move
  quickly and hold uncomfortable positions for extended times (e.g., River
  TamofFirefly and Serenity).
  Most dancers are in good physical shape and are likely to be found
  striking, if not attractive, in many cultures. Thus, whether ethereal or
  tawdry,dancers maybeused asdistractions.
  Musicians
  The musician as a character should never be considered dull. Each
  often has a second life, as musicians (apart from those in the active mili-
  tary) are notoriously undisciplined and poorly paid unless they are truly
  famous (when they become notoriously undisciplined and vastly over-
  paid). This truth should not be seen as relating only to rock stars and
  divas. Mozart’s unbalanced brilliance led him to excesses and a pauper’s
  grave.
  Such characters obtain many contacts and learn howto obtain more
  contacts. These contacts can usuallyprocure almostanythingdesired, licit,
  illicit, or in violation of the local laws of man and physics. The best of
  musicians may begin their careers in crowded, seedy venues, and thus can
  obtain underworld contacts. If a musician has played a city before, espe-
  cially in the lower levels, he/she or his/her retinue can obtain work, illicit
  substances, illicit weapons, information, secondary contacts ofother types,
  and (of course) quality musical instrument repairs. A down-on-his-luck
  rock starcan bean asset(ifkeptreasonablysober).
  The rare disciplined musician’s sideline can and should be some-
  thing useful, like electronics, computer-related skills gained in composi-
  tion and performance, counterfeiting or the sort of home chemistry which
  leadsto explosions.
  Food/OdorCreators
  A very successful army cook may become a chef and become
  known to the upper classes, and thus work for a better clientele. Those
  contacts are somewhat limited. However, private chefs in fancy restau-
  rants (like many other entertainers) are sought out by important and pow-
  erful people. These people want to meet the person feeding them, if only
  to make sure that the food isn’t poisoned. Thus, chefs are useful as con-
  tacts on any planet where they have either run a kitchen or have refer-
  ences.
  A chef with a reputation planning on spending a few weeks or days
  on a planet need simply “hang out a shingle” to obtain the notice of local
  nobles, celebrities and other gourmets. This puts them into contact with
  powerful and rich people, who may have jobs to give adventuring groups.
  Chefs can also be very useful as agents in this regard, because a chef may
  be brought into the place in which a target resides or a goal is kept. When-
  ever achefis aPC,theadventureultimatelygoesoutsidethekitchen.
  That said, hot grease makes a handy weapon in hand-to-hand com-
  bat. A proper stainless-steel ladle substitutes nicely for a vorpal cudgel.
  Chefs have a natural environment, and can use their combat skills in that
  naturalenvironment.
  Authors
  Authors, especially journalists and reporters, have regular contacts
  with many people at all levels of society. An investigative reporter knows
  how to dig into information and how to bribe other people into doing so.
  Natural curiosity is likely to get their noses put into other peoples’ busi-
  ness. Other people are likely to respond by punching the journalist in the
  nose; this causes development of fighting and medical skills. An investiga-
  tive journalist needs only one thing to get him or her into hot water: an
  editor with a tip or storyidea. Note thatthe terms authorand journalist can
  and should be interpreted widely in this context. Photographers, videogra-
  phers,
  and
  wired-to-the-hilt-with-sound-video-and-computer-clothes
  blogging documentarians are all authors. They tell stories through multi-
  media. They are also likely to cause angst among the subjects of the sto-
  ries.
  More sedate authors, like other celebrities, may often find them-
  selvesbrought into ahomeor otherwiseinto unusual venues.Such authors
  will also find themselves thronged by wannabes who wish them to read or
  review their work, especially at science fiction conventions. All of these
  mayresultin workand adventureopportunities.
  Authorship will also provide an extra source ofincome. The adven-
  turer who can turn his or her life into someone else’s reading/
  entertainment material may know from whence the next meal is coming.
  The average adventurer may beg on the street in the lean times, or worse
  yet hire on to a tramp freighter with a clanky jump drive. An author can
  turn thattrip into hisorhernextroyalty-generator.
  AnimalTrainers andHandlers
  Technology can do most of what animals can do — but animals
  can often do it better, and with more interesting results. Animal trainers
  and handlers generally come equipped with small but useful assistants.
  With reasonable rapport and advance coaching, a performing animal can
  be used to assist in what it does naturally — steal things, embarrass
  clowns, fly in intricate patterns, and so on. At higher tech levels, they can
  be equipped with small cams, recording devices, sensors, tracking chips,
  transceivers (e.g., apparent earrings) and other devices. Properlyprepared,
  an animalhandler can be asubstantial asset.
  Some agents, indeed, make use of animals in their work. A beaker
  may react to (or work with) a powerful psionic. A tree rat can be a great
  aid in obtaining keys, jewelry, and other small items. Bloodvarks are
  trackers. A few examples are built in to scenarios; resourceful PCs should
  createothers.
  Unprepared, animals can still be useful. Cuddly animals are dis-
  tractions. Hunting animals such as garhawks can be sent on the offensive.
  Kian can be ridden, of course, but their massive haunches also provide
  striking power; their mouths are used in defense as well. A kian accus-
  tomed to a trick-rider’s acrobatics may assist the trick-rider in a daring or
  necessaryleap.
  TheCircusMilieuandCirqueDes Sirkas
  Travelling shows are found in many cultures and on many planets.
  Any planet which has had a pre-technological period and a substantial
  population will develope its share of itinerant storytellers and actors —
  bards, gypsies, druids, poets, scholars and shaman all were in show-
  business. The heroes sung about by the bards are themselves in many
  ways entertainers. They practice for battles and earn their keeps by per-
  forming “feats” and wrestling with the locals. Soothsayers entertain with
  their nascent psionic abilities (or more often use their abilities of observa-
  tion to read a crowd oraperson’s “tells”).
  Eventually, the best of performers needs either a new act or a new
  audience, and moves on to another group. This may happen voluntarily,
  or because one too many sooth has turned out to be annoying to someone
  with weapons. This begets the profession of the wandering entertainer,
  and then the troupe of wandering entertainers. As entertainments became
  more complex, venues became more complex. In larger communities,
  stages and arenas were created. In others, any sand-pit or natural amphi-
  theater wasused.
  The somewhat stylized form of entertainment modeled by Cirque
  des Sirkas derived the central ring on Terra in the 1800’s (Solomani reck-
  oning). Terran circus entrepreneur Philip Astley determined that the best
  diameter for the main ring was thirteen meters because this allowed an
  acrobatic Terran horsebackperformer to maintain balanceon the cantering
  animal. It made equestrian feats possible. Cirque’s ring is slightly larger,
  butfollowsthesameprincipal.
  Examples of many entertainers will be found in Cirque des Sirkas,
  along with large egosand apenchant forfindingtrouble.
  41
  
  TheStandardizedStanfordTorus
  The Standardized Stanford Torus used in many Imperial systems is
  constructed using TL 10+ materials and techniques. It has a 2100-meter
  diameter (about one mile in the old “English” system). Many are con-
  structed using carbon and silicate fibers nano-factured in space. Nanobots
  weave and spin the fibers and tubes; humans and robots assemble the final
  product. ATL11+torusis as much “grown”asitis manufactured.
  Each full torus has a designated “north” and “south” from the hub.
  “East” and “west” are determined traditionally, as if one was standing on
  the “North Pole” and facing any portion ofthe hub. West is to the left, and
  eastisto theright.
  The primary torus or “spinning wheel” at the rim is 150 meters in
  diameter. Most segments ofthe ten contain a standardized “glacial valley”
  arrangement, with terraces rising steeply to either side. The segments are
  660 meters long at the rim (440 deck squares). Some stations have sec-
  ondary tori closer to the center, providing lower “gravity” for residents or
  forotherpurposes.
  Each torus is divided into ten standard segments, made from and
  including three main supporting cable assemblies and the enclosed living/
  environmental space. Most, though not all, maintain environmental seals
  between each segment. This provides both a lifeboat in case of significant
  malfunction, and the ability to have significantly different environments in
  each segment. Thus, for example, Rhylanor’s Old Station Main Con-
  course maintains a comfortable� spring-like condition year-around����ts
  adjoining segment in the secondary “agro” torus is a humid environment
  producinggrainsin a watery“ricepaddy” environment.
  Like Old Station, standard tori are often produced as twins, some-
  times triplets, and occasionally even higher numbers of conjoined tori.
  Such tori are connected side-by-side, and may employ counter-spin
  (connecting only at the hub) or synchronous spin (all tori linked and spin-
  ning at the same rate, in the same direction). This maximizes the use of
  sunlight from lighting mirrors and simplifies choices of orbit. However, at
  sizes much larger than five, other rotating forms (e.g., hollowed-out aster-
  oids)become moreusefuland less expensiveto build and maintain.
  As noted, each segment is independently constructed, providing
  environmental compartmentalization. This is sufficient to prevent explo-
  sive decompression of an entire torus. It is not, however, sufficient to
  prevent all mixing of incompatible environments. Thus, for example, if
  pollen from Planet A is destructive of flora from Planet B, Planet A’s
  environment would generally be in one station, Planet B’s in an entirely
  separatetorus.
  Each segment is supported by a central cable from the hub, with
  two smaller cables to either side, and two additional small cables at each
  Program Notes: The Standard Stanford Torus
  connection point. Each of the major support cables is enclosed by airtight
  bulkheads, reducing the risk of blowout due to catastrophic failure. In
  addition, these airtight columns allow passage up and down to the hub.
  The largest, central cable has turbo-car elevators as well as other means of
  accessup and down. Each cablehastwo personnellifts which crawlup the
  cables in long spirals. This allows for inspection and access for deploy-
  ment of repair nanobots. The columns each have deck levels above the
  “ground level” entrances allowing space for storage, residences for the
  elite, access to hanging circles of shops and restaurants, offices, and any-
  thing else the referee might imagine. In many tori, “skyscrapers” are con-
  structed around the three cables, but beginning a few deck levels up so as
  to conserve “valley floor” space.
  Four thinner cables provide the final structural tightening at either
  end of the segment. These are also enclosed, but without more than a
  narrow crawl space. There are no elevators. As these are considered high
  security areas, entry to the crawl space requires either an electronic access
  codeoraspecialphysical key.
  Each torus segment has three airtight docking ports spaced along
  the north and south rims (at the horizontal diameter of the segment). Each
  such port is located across from one of the three main supporting cables.
  These ports can be used as simple airlocks, or for small craft or starship
  docking. In the case of paired or multiple wheels these locks provide the
  location for direct access to the adjoining segment. Access to the tube
  platform level is the obtained by gangways and elevators inside the struc-
  turesupportingtheterraces, as well as steep exteriorstairs.
  Access to terrace levels is obtained through valley floor entrances,
  and (depending on specific design needs,) similar entries spaced along the
  various terrace levels. External stairs or lifts may also be provided. The
  multi-deck spaces built into each of the terrace structures are similarly
  accessed using internal stairways. Again, depending upon the exact needs
  and desires of each segmented section, as well as for aesthetic purposes,
  external stairways may also be constructed. In short, the utilitarian basic
  ____________________________________________________
  1/ Deck plans of the segments are depicted flat, assuming that all
  of the levels are in fact 440 deck squares “long”, and thus are not
  perfectly realistic depictions of curved decks.
  This defect in
  design has been clearly pointed out.
  Any harm to the referee
  resulting from player outrage is really just too bad, and will not
  lead to liability against the writer, publisher, Far Future Enter-
  prises, or Heartland Publishing.
  42
  
  Cirque
  architecture of each segment can be altered to fit the particular needs and
  desires of the occupants or backers of the particular ring segment. In
  Rhylanor’s Old Station Main Concourse, for example, almost 500 busi-
  ness establishments have “terrace frontage” at four of the available levels.
  Greenspace terraces contain private homes for vendors and others, as well
  as rental properties and boarding facilities for mid-term residents (e.g.,
  spacers awaiting their ships, military personnel on leave, and transient
  maintenance workers).
  Additional transportation within tori, and particularly from torus to
  torus, includes simple walking, SPV’s (sophont-powered vehicles such as
  bicycles, tricycles, rickshaws, and other muscle-powered conveyances)
  electric vehicles powered by fuel cells or high-capacity batteries, and low-
  speed trams or monorails.
  The entire length of the walk from start to
  return is about6.6 km. Paved waysare found attherim, on upperterraces,
  and sometimes suspended above the dirt-levels minimize waste ofacreage
  in the actively farmed segments. Cables may also support cars near the
  clear upper portions of segments. These cars are various sizes, have inde-
  pendent drive motors (or are SPVs), and carry from two to twenty passen-
  gersatatime.
  The tori are almost invariably oriented edge-on to the local primary
  star in order to limit exposure to radiation, especially when in solar orbit.
  The shielding afforded by the meters-thick rim prevents significant harm.
  Giantdisk-shaped mirrorsorbitnearby, directingsunlightinto the thickbut
  clear “window” portions of the inner torus’s skin. Complicated louvers
  reflect sunlight to where it needs to go, but also close to allow for a stand-
  ard day/night cycle. Supplemental power is often produced by plants in
  the hub, or in other portions of the station, though solar accumulators are
  used to limit expense.
  Standard calculations suggest that a standard torus can support and
  house up to thirty thousand human-sized sophonts at the high end. If a
  densely populated torus cannot produce enough of its own agricultural
  products for food, a second nearby (or linked) torus may be used as a
  farming substation. Such tori often have far fewer than 10,000 residents,
  obtaining labor from a well automated food production system and possi-
  blyeven fromtheprimary torus. However, when food leaves one wheel to
  go to another, essential biomass is lost and must be replaced. There will
  thus be (to put it most politely) garbage scows or pipes going between the
  two wheels. “Septic tanker pilot” is an unenviable position sometimes
  taken bydown-on-their-luckspace-trained pilots.
  Many discussions of rotating stations suggest that docking ports
  will be in the hub to minimize the difficulty of docking. This is true in the
  Standard Torus; vessels can dock and be tied down in near-weightless
  conditions. This is often useful for maintenance, especially of designs not
  built with landing gear. However, Traveller assumes a high level of com-
  puter assistance. Thus, there is no reason that a vessel cannot match its
  vector to dock with ports on the rim. However, reaction mass or gravitic
  thrust is used in order to match speed and, when necessary, to prevent
  station wobbleorrotationalslowing.
  While gravitics make the spinning wheel unnecessary, economy,
  construction experience and tradition have kept the proven design in use,
  just as the Type S scout is found throughout the Imperium and beyond.
  Tori consume less power than many alternative habitat technologies and
  thus can often rely on solar accumulators to supply their power needs.
  They tend to be easy to repair and maintain. Many tori remain in use for
  centuries. Built in 606, Rhylanor’s Old Station is considered only middle-
  aged after a mere five centuries of use. Tori still in use after more than a
  millenniumcan be found in the more centralareasoftheImperium.
  Rhylanor’s Old Station is a double-torus constructed in 606, one
  ring serving primarily as a farming community to support the other. The
  connected main torus serves as a commercial up-port, and thus sees a
  number of sophonts moving through each day. The Main Concourse is
  found in Segment 1 and is a major attraction for visitors from throughout
  space. Other segments include landing bays, repair and construction bays,
  and other facilities for ships massing less than 400 volume tons. The
  Imperial Marines maintain a base and training facility in Segment 10.
  More detail on the Old Concourse is found in Episode 1. The Zaibon belt,
  adying miningcommunity, isreplete with spinning wheels.
  Most spinning wheels have crews tasked with maintenance, spin
  control (from a physics perspective, rather than a political one) and of
  course environmentalengineering. Olderspacersoften take such positions
  to begin a comfortable retirement. Work includes everything from polish-
  ing micrometeor strikes out of the windows (where automated systems
  cannot)to maintainingthesolar mirrors.
  43
  
   
  Excerpt: Diaries and Dialogues 
   
  Rhylanor.   
  A subsector capitol is always a nice place to visit.  And Rhylanor’s 
  an important one — high technology, a history of great admirals who rose 
  to the occasion — a great place.  A place where any admiral on merest 
  whim can become Emperor.   
  I suppose that’s a good thing, right?  Good way to get a whole class 
  of ships named after you, not to mention cheap rent on a palace on Capitol.  
  Sure. 
  I like the old up-port better, though.  Old Station, a spinning wheel.  
  I always go in through Old Station, not the modern up-port proper.  For 
  one thing, Sharurshid keeps its Rhylanor offices there.  Convenient   
  But it’s more than that.  Old Station is solid, old-fashioned.  Gravity 
  supplied courtesy of Newtonian physics.  You don’t drift into the sky if 
  power fails.  Dual tori over two kilometers across, enough open space to 
  keep you sane, air supplied by old-fashioned agriculture, fruit trees, lovely 
  terraces, fountains carved out of marble and granite, a statue of old Olav 
  the Arrogant, the Admiral who promoted himself to Emperor.  It’s got 
  families who’ve been there for generations…a lot of old Solomani names, 
  too, all over the shops.  Sure, the Vilani are there, too, but I’ve heard Duke 
  Leonard complain that it’s a 
  Solomani ghetto.  
           You can bicycle the 
  circumference at Ground or 
  High Terrace level, or down 
  at the rim, or you can be lazy 
  and take the sliders all 
  around.  Heck, you can walk.  
  You just can’t beat a station 
  that’s been rotating for hun-
  dreds of years, especially 
  when it still smells new.  
  They take care of her, keep 
  her clean.  But she has “old 
  world charm” to beat any-
  thing on Capitol. 
           Rhylanor’s 
  also 
  got 
  something of an arts scene, or 
  it thinks it has, anyway.  Last 
  time I was there, though — 
  well, there was some blasted 
  Vargr playing Hamlet, or 
  maybe it was Ophelia, on the 
  vid feeds.  “To growl, or not 
  to growl…”    
           Maybe if he’d been 
  playing it as an Aslan, it 
  wouldn’t be so annoying.  
  Blasted Vargr. 
  And a mime kept stalking 
  me every time I passed 
  Episode 1 
  Rhylanor • Spinward Marches 2716  
  A434934-F • A • Hi In Cp • 810 • Im • M2 V 
  through the Old Station Concourse to get to Miller’s Old Scout.  Annoying 
  blasted white-faced beggar, copying the moves and putting the hand out 
  for money.  Too bad I couldn’t find an unsupervised airlock nearby.  That 
  one was a waste of good air. 
  No one on a spinning wheel likes wasted air. 
   
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade 
  Representative, early 1107. 
   
  General Data (Players)              
   
  The subsector capital, Xboat link, and site of two major bases, 
  Rhylanor is a high-population, high-technology Imperial world located in 
  the Rhylanor Subsector of the Spinward Marches. Its orbital shipyards 
  produce both capital ships and smaller vessels for deployment throughout 
  the sector. 
  Rhylanor is a small planet with a very thin oxygen-nitrogen atmos-
  phere and a reasonably temperate climate.  Its location in a cluster just off 
  the Spinward Main provides a useful short cut for high-jump vessels and 
  Xboats but renders the system itself inaccessible to Jump-1 ships.  The 
  majority of traffic into Rhylanor comes via the Celepina-Jae Tellona link 
  or from Fulacin to Porozlo.  This also has some benefit in system defense.  
  Rhylanor is also known as the birthplace of Olav hault-Plankwell. 
  As Grand Admiral of the Marches, Olav led the March Fleet in a success-
  ful campaign against the Outworld Coalition in the First Frontier War.  He 
  followed up this success by leading his fleet to Capitol to become the first 
  Emperor of the Flag.  This noble tradition was subsequently emulated by 
  other admirals. 
  The subsector fleet has its headquarters at Rhylanor, with a system 
  defense squadron being rebuilt and reinforced. The planet also boasts a 
  large naval academy where young officers-to-be undergo their education 
  and training. A large Scout base acts as a communications depot for the 
  Xboat routes as well as a regional planning and command center. The 
  facility is quite extensive and contains training facilities for some of the 
  more specialized Scout roles.  
  In addition to Rhylanor Startown, other major settlements on 
  Rhylanor include Leba, Liduka, Hegra, Panish, and Kikhimaa City.  
  Besides its military role, Rhylanor enjoys a reputation as a center for 
  industry, commerce, and education.  The Rhylanor Institute of Technology 
  is one of the most prominent hard-science and technological research 
  institutions in the entire Imperium, and is almost certainly the foremost 
  such facility this side of Corridor Sector.    
  Several megacorporations have their regional headquarters or major 
  installations on Rhylanor. These include the majority of Rhylanor’s exten-
  sive shipyards  A handful of such facilities are still privately owned, but 
  they are in the minority. 
  If this were not enough, Rhylanor also has a thriving art communi-
  ty.  Live theater and non-digitized performances have been particularly 
  emphasized since the 1050’s.  The various unions and guilds of actors, 
  techs, and support staff are powerful enough to guarantee that theatrical 
  and creative professionals are paid, but in turn the creative personnel are 
  Miller’s Old Scout Brew Pub, on 
  the West End of the Main Con-
  course.  A scout hull converted into 
  an eating facility, Miller’s has ta-
  bles inside and outside.  Note the 
  rear of Cirque des Sirkas’ tent in 
  this view. 
  44
  
  Cirque 
  expected to toe the line and not stir up trouble for the guilds that ensure 
  their livelihood.   
  As one might expect in light of the above, the wafer socket and its 
  ability to produce repeated, perfect performances is unpopular among the 
  majority of performers, which has led to its use being banned by the 
  guilds.  Artistically, it tends to produce a lack of variation; variation is 
  idealized by the live performer and many audiences.  In addition, it tends 
  to reduce turnover in parts, thus reducing the number of jobs available for 
  up-and-coming thespians.  “On Rhylanor, live means really alive,” the 
  slogan goes, and this unpredictability is highly prized both by the perform-
  ers and their audiences. 
  During the Fifth Frontier War Rhylanor was a primary target of the 
  Zhodani forces.  Indeed, post-war analysis suggests that the Zhodani fo-
  mented the last war with the sole intent of capturing Rhylanor, though the 
  reason is unclear, as Rhylanor is far enough from Zhodani space that it 
  was a difficult location to reach.  Supply lines and open routes for neces-
  sary reinforcements could not be assured.  Analysts now question why the 
  Zhodani stirred up the Vargr and Sword Worlders and started this war.  
  No sense can be made out of it. 
  Nonetheless, the entire Outworld Coalition was indeed roused   The 
  Vargr attacked across the Coreward borders. The Sword Worlders occu-
  pied Imperial forces to Spinward.  Zhodani fleets pushed across the 
  Marches, capturing numerous systems and eventually crossing into 
  Rhylanor’s outer system.  They were only stopped because Duke Norris 
  of Regina (previously derided by the Comic Juggler with the question, 
  “Where’s Norris?”) had finally wrested control of the armed forces from 
  Admiral Santanocheev.  The Imperial Navy fought hard and suffered 
  significant losses of ships and personnel.    
  Despite the significant forces they deployed against Rhylanor, no 
  Zhodani ever put “boots on the ground.”  They either died in space or fled, 
  some to die in other systems, others captured during the attempted retreats. 
  Local volunteers also took an active role in defense of the system.  
  Even residents of the Old Station trained and prepared, refurbishing and 
  manning archaic turrets on the dual-wheel station before enemy forces 
  began pouring in through several jump points.  Old Station acquitted itself 
  well; its “militia” forces destroyed one Vargr privateer and repelled anoth-
  er that managed to bypass the Imperial blockade. 
  The Rhylanor system contains relics of the climactic battle:  the 
  portion of space known as the Warships’ Graveyard.  There the shattered 
  hulks of disabled vessels are being gathered together by tugs to prevent 
  their being a hazard to navigation. The whole area is classified as a no-
  travel zone, and patrolled to prevent any but military vessels and a few 
  licensed salvage operatives from entering. The area is designated as a war 
  grave by Duke Leonard Stephanos of Rhylanor, who is petitioning the 
  Moot to give this designation Imperial imprimatur. 
   
  Old Station on Holiday Eve 
  Scale:  Standard Deck Squares (1.5 meters) 
   
  A deck plan of the Main Concourse is included.  Establishments 
  discussed are not expressly placed by number, but are on the levels indi-
  cated. 
  The Main Concourse is one of ten Old Station segments.  All seg-
  ments are operated under regulations of the Rhylanor Starport Authority.  
  As such, it is not subject to planetary law.   The Starport Authority regu-
  lates weapon possession and use within the Concourse, as the area is pop-
  ular with tourists from Rhylanor and other worlds.  Main Concourse is 
  viewed by Rhylanor’s youth as the “ultimate mall” for a hanging out   At 
  least a hundred youths manage to visit on any given day.  It is also a dating 
  spot for adults, and a liberty facility for military, scout, and merchant per-
  sonnel. 
  Station Security has the right to take custody of any weapon from 
  any person at any time.  Failure to surrender a weapon on demand may 
  result in detention.  Carrying high-powered weapons is discouraged.  
  Newly purchased firearms, explosives, lasers and similar ranged weapons 
  must be delivered to an on-station hotel or to a properly registered ship for 
  storage in an appropriate locker.  Purchasers of edged weapons are en-
  couraged to do the same.  Only sophonts carrying proof of legal majority 
  may purchase weapons on station.  
  Use of weapons of any kind on the concourse subjects the user to 
  detention, questioning, and possible Imperial charges.  Station Security is 
  allowed wide discretion to choose “rough justice” over bringing formal 
  charges, and security personnel have the authority to order miscreants off 
  the station. 
  There are a few well-known businesses and features in the central 
  portion of the Concourse.  From west to east, they are: 
   
  1. 
  Rowland’s Hanger.  The Hanger is a somewhat rough restaurant 
  and bar catering to serious travellers, not for light-hearted tourists. 
  2. 
  Secondary cable housing.  Branch offices for various megacorpora-
  tions rent space in buildings hanging from the cable.  The lowest 
  building deck is at least nine meters above the glacial valley level.   
  3. 
  Stairs, escalators and elevators go up the terraced levels to either 
  side of the cable.  The elevators and escalators are inside the terraces; 
  stairs are external.  
  4. 
  Vilani Dessert Dome.  Features light, sweet foods based on Vilani 
  recipes.   
  5. 
  Miller’s Old Scout Brew Pub.  The structure is a salvaged Scout/
  Courier hull with fittings, drives, controls, furniture, and internal 
  partitions removed.  Internally, the pub has open floor plan with 
  tables and kitchen facilities.  Brewing and distilling equipment has 
  been built into the fuel tankage areas.  Outside seating is also availa-
  ble.   
  6. 
  Cirque des Sirkas.  The tent is up, animal pens prepared and occu-
  pied.  The caterers are working on meal prep, and appropriate securi-
  ty is already in place. From west to east there is a dressing dome and 
  animal housing domes (converted survival domes).  There are also 
  one-ton cargo carriers; large animal pens; the Tent; porta-privies in 
  rows to either side of the Tent; and a front reception area for the 
  opening performance.  The reception preparation is shown as of 
  twenty-four hours before the opening show. 
  7. 
  Central cable housing.  This housing provides an airtight housing all 
  the way to the hub for the segment’s main cable.  Cargo and passen-
  ger elevators run inside the housing; the cargo elevator runs on a 
  track up the cable.  Smaller passenger platforms also follow the 
  cable upward.  Large hatches allow movement of cargo in and out of 
  the enclosure.  The elevator shafts allow the elevators and platforms 
  to go down to the lowest rim area.  The Imperial Manor Hotel hangs 
  on the housing, providing exhilarating views to all of its guests. 
  8. 
  Four sets of stairs, escalators, and elevators allow access to the 
  terraces on either side.  These are the same in constriction as those 
  previously described. 
  9. 
  Stairs to the “subway.”  The subway goes around the rim, allowing 
  faster transit for those in a real rush. 
  10. “The Chessboards.”  The park contains two oversized chessboards 
  on slightly raised platforms to provide for life sized games, perfor-
  mance space, soap-box space for orators, and other public uses.  
  Benches provide seating.  Two conceptualized sculptures of star-
  ships are not art, but have become excellent climbing spaces for 
  children and childish adults.  A large, unassigned space hosts various 
  gatherings and functions.  Construction is being undertaken to repair 
  damage caused by a training accident during the war.  In addition, 
  two dome-kiosks are currently unoccupied. 
  11. Interstellar Food Court.  Dome-shaped food kiosks provide a wide 
  variety of food types.  These provide “fast food,” rather than high 
  cuisine. 
  12. Statue of Olav hault-Plankwell (Olav I, first of the Emperors of the 
  Flag, born on Rhylanor). 
  13. The Broadside.  The nautical-themed restaurant and pub is frequent-
  ed by tourists hoping to see real spacer captains.  The menus explain 
  that the staff dress in quaint, historically inaccurate costumes intend-
  ed to evoke British Imperialism (whatever that was). 
  14. Secondary Cable.  Same as first secondary cable.  The Travellers’ 
  News Service maintains its Rhylanor offices in the building hanging 
  from the cable. 
  15. Trevor’s.  Eating and drinking establishment favored by army and 
  marine veterans.  The entirely “outside” tables are fixed firmly in 
  place to minimize their misuse during disagreements.  The chairs are 
  light plastic, reducing breakage of chairs and bodies during such 
  arguments. 
   
  In addition there are many other facilities: 
  45
  
  Cirque 
   
   
  Storefronts.  One-quarter of the approximately 500 stores and 
  entertainment establishments have entries on this level.  With additional 
  available “depth,” these tend to be larger venues.  Storefronts, restaurants, 
  bars and theaters with only terrace access (the second and higher levels) 
  tend to be viewed as less desirable establishments, though there are bright 
  spots. 
   
  Carts and Kiosks.  Small mobile carts and kiosks can be found 
  throughout out the concourse, selling everything from Vilani Shish Kabob 
  to cheap souvenirs.   
   
  Green-space is found throughout the concourse.  Several of the 
  terrace levels are green-space for recreation and more traditional functions 
  such as photosynthesis.    
   
  First-Level Storefront Establishments Of Note 
   
  1. 
  Traveller’s Aide Society Subsector Offices.  
  2. 
  Imperial Military Recruiting Station.  All formal branches of the 
  Imperial military maintain a recruiting office within this storefront.  
  Blatant attempts are made to appeal to youths in particular. 
  3. 
  Concourse Emergency Center.  The Emergency Center, which 
  occupies several storefronts, can handle up to fifteen patients at a 
  time, including trauma victims.  Once patients are stabilized, they are 
  transferred to the main hospital in another torus segment. 
  4. 
  Donald’s Doodads and Data from All Over.  Rocks, toys, antique-
  looking thingummies, baubles and kitschy souvenirs from all over 
  the sector.   None of these items seem to be are worth very much, no 
  matter what the price tag may say.  The data compendiums are far 
  more valuable; the proprietor actively buys and sells information 
  from any source.  If Donald tells you something is so, believe him; 
  no matter the source, his information is all based on impeccable 
  research.  Among the proprietor’s prized possessions is a sheet of 
  what appears to be paper, with a simple but vaguely familiar symbol 
  drawn on it.  Occasionally, when he’s feeling like talking, he takes 
  the sheet of paper from its triple-locked safe, explains that it came to 
  him from an estate sale, and then rips it up.  It immediately re-
  assembles.  Most spacers assume it’s just a cheap parlor trick in a 
  cheap shop, and all refuse to pay him the Cr 100,000.00 asking price.  
  He would sell it for a tenth of that if someone could explain to him 
  what it really is. 
  5. 
  Eaglestone Excursions.  Independent charter tour operator, special-
  izing in adventure touring for the adventurist needing a break.  The 
  company owns a number of in-system craft and books charters and 
  services for the wealthy. 
  6. 
  Trebor Interstellar Designs.  Ship’s architect office specializing in 
  ships of 2400 tons or fewer.  
  7. 
  Glesner Personnel Matching.  Headhunting offices specializing in 
  personnel management.  Glesner is the sole contractor handling 
  personnel for Sharurshid’s Rhylanor Office, Cirque des Sirkas, LIC, 
  and other spacefaring operations.  Glesner also holds contracts with 
  numerous guilds and unions.  Starship operators throughout the 
  subsector rely upon Glesner’s to vet personnel.   Fee only if success-
  ful. 
  8. 
  Osborne Galleries.   Art gallery selling genuine and expensive works 
  of art, including “folk art” from various societies and species 
  throughout the Domain of Deneb, as well as more affordable author-
  ized reproductions.  Osborne is currently showing the sculptor’s 
  concept model for “Obstinate,” a Masterpiece commissioned by 
  various private citizens of Rhylanor.  The final work is being shipped 
  to Norris to be installed by Holiday Eve, 1111 (a year hence). 
  9. 
  Smart’s Tailor Shop.  Smart’s experienced tailors and seamstresses 
  can let out your old dress uniform, or make you a new facsimile that 
  will fool Sector Admiral (Ret.) Santanocheev.  Rumors that Smart 
  runs a sweatshop are exaggerated, at least slightly.  Smart can also 
  pad a suit to hide most small weapons with ease. 
  10. Kundert’s Shipboard Pets.  A wide variety of beakers, tree rats, 
  seedspitters, and other small animals commonly found on vessels in 
  the Spinward Marches.  The owner also claims to know where one 
  can by a “breeding pair” of “genuine Terran barn-cats from the 
  woods of deepest, darkest Maine.”  A black beaker in the beaker 
  cage stares at any character with a known (to the referee, at least) 
  high psionic potential.  
  11. Vallance Gems and Settings.  Well-secured and alarmed establish-
  ment which sells genuine and valuable gems. 
  12. Evans’ Textile Creations.  Evans sells hand-made textile creations, 
  from fine clothing to quilts.  Some of her work incudes valuable 
  antiques, including a quilt once owned by the Aledon family.  It has 
  been fully authenticated, having been among documented gifts to a 
  loyal retainer.  The squares include bits fabric said to date from be-
  fore the Aledon family came to the Spinward Marches.   
  13. Hunter’s Cyberware Emporium.  Hunter’s offers a range of 
  cyberware upgrades including implants and prostheses. Products 
  include both wired and wireless neural computer interfaces, data 
  cores, hearing augmentation, optical sensor implants in any wave-
  length, prosthetic hand, arm and leg upgrades in a wide variety of 
  configurations, weapon implants, skeletal reinforcing, and Subcuta-
  neous armor.  Hunter’s expert technicians and surgeons offer a 24-
  hour turnaround once payment is confirmed. Disclaimer:  1. It is the 
  responsibility of the customer to abide by any and all laws pertaining 
  to implants and concealed weaponry.  2. Hunter’s accepts no respon-
  sibility in the event of disfigurement, impairment, disability or death. 
  3. Strictly no refunds. 
  14. Rutherford’s Editing and Writing Services.  Rutherford provides 
  expert assistance in all written communications, reviving an art that’s 
  lost when one relies on computer programs.  The proprietor can 
  locate natives of most human and non-human languages spoken 
  within the Domain of Deneb to assist in translation and proofing of 
  texts. 
  15. Worj’s Physical Books.  Offering and selling the best in both reprints 
  and genuinely old books produced on physical media. 
  16. Olav I Museum.  A museum devoted to the life of Olav hault-
  Plankwell, as well as the history of other “Emperors of the Flag.”  A 
  number of authentic artifacts associated with Olav are kept in the 
  museum, under high security. 
  17. Hirz’s Mind and Body Gym.  A standard gymnasium with exercise 
  equipment, payable on a daily rate.  Rumored to be a Psionc Instute. 
  18. Dr. Menotti, Exoveterinarian.  Menotti has facilities to handle many 
  types of biology.  Bring him a beaker, your family bloodvark, or 
  your favorite geneered atmoslug to cure what ails.  No species too 
  exotic.   
  19. Calthron and Calthron Investigations.  Neither the size nor location 
  of the office (behind one of the support cables) reflects the real abili-
  ties of the company.  Note that this is a “Fat Cat” crossover. 
  20. Duke Self’s Solomani Curios and Bistro: Featuring oddities and fine 
  foods showcasing the diverse cultures and history of Solomani peo-
  ples.  Enjoy Ukrainian Borscht, Chinese Spring Rolls, American 
  Pancakes with real Maple syrup, and even Peruvian Roasted Scorpi-
  ons with Ghost Peppers.  All of these delicacies are offered alongside 
  a staggering display of Solomani cultural novelties that you can take 
  with you for a modest price.  Drink, dine, and revel in the glory of 
  the many and varied Solomani cultures. Leave content and a little 
  wiser concerning your friends to Rimward (and your wallet lighter; 
  the real maple syrup costs CR 2,000 for two pancakes’ worth). 
  21. Beckman Power.  Beckman sells batteries, power cells, and other 
  devices to power almost any piece of equipment, modern or archaic. 
  22. Butter’s Awards.  If you need a plaque, scroll, engraved power 
  screwdriver, or almost anything else as an award, Butter will prepare 
  it for you within an hour of having the object.  He knows where to 
  buy most items, and has discounts arranged with the majority of the 
  merchants on the Concourse. 
  23. Phalon Candies.  Phalon sells a wide variety of sweets for every 
  taste. 
  24. Thorp’s Cleanerbots.  Thorp sells everything from small sweepers to 
  heavy-duty janitorial systems, for the busy housewife or the busy 
  ship’s steward. 
  25. Selter’s Communications.  Selter sells various phones and other 
  communications devices — some so small and discrete that posses-
  sion without proper authorization is a felony on worlds valuing 
  personal freedom. 
  26. Turner Data Retrieval.  If you accidentally erased your holiday 
  pictures, or you want to scare up the data off a methodically erased 
  data storage unit, Turner will do the work for you.  Like any good 
  46
  
  Cirque 
  business person, Turner charges extra for certification that his own 
  computers are wiped clean of the data after it is retrieved.   
  27. Erickson’s Keys and Locksmith.  Mechanical or electronic, Erickson 
  can copy a key or install a better one. 
  28. Appell’s Walking Sticks and Staffs.  Under a sign depicting Odin, the 
  Grey Pilgrim of Sword Worlds lore, Appell will sell you any sup-
  porting rod you may need or desire, using fine woods from through-
  out the Domain of Deneb.  His best staffs are made of Capon’s cen-
  tury wood. 
  29. Jukes’ Survival Suits.  When you’ve forgotten your emergency air 
  supply, Jukes can take care of you.  Jukes went from comfortable to 
  wealthy during the Fifth Frontier War, and for good reason — his 
  survival gear is the best. 
  30. Finnamore Party Supplies.  Every day’s a party when you’re alive, 
  and Finnamore wants you to supply your days well.  Proof of age 
  required for most purchases. 
  31. Bell’s Supermarket.  Everyone must eat, and a fair number of people 
  reside on Old Station year-around.  Bell gets the freshest vegetables, 
  meats, and other foodstuffs available, because the company controls 
  most of the adjoining agro-torus. 
  32. Hutton Starship Provisions.  Across the Main Concourse from 
  Bell’s, Hutton handles more basic provisions, like protein dispenser 
  refills and liquid purification recharge packets.  They maintain a 
  large catalogue of items for every sophont’s taste. 
  33. Terton Algae.  Terton specializes in pond-scum, doesn’t deny it, and 
  doesn’t dodge the issue, because your starship air recycling uses 
  pond-scum to keep you alive. When you want the best pond-scum, 
  and you don’t mean a lawyer, you go to Terton Algae. 
  34. Hadden Musical Instruments.  A starship crew needs to nurture its 
  collective soul in the deep and dark of jump, and what better way to 
  pass the time than with good music?  Hadden sells everything from 
  reproduction bagpipes (guaranteed to get you unceremoniously 
  decompressed) to the finest stringed instruments, even a massive 
  Grand Piano if you can find space in your lounge for it.  The only 
  things Hadden doesn’t sell are pre-programmed “instruments” that 
  require no training or talent.   
  35. Berry for Zero-G.  If you need powered, counter-spin-stabilized 
  wrenches, screwdrivers, and other tools to make your zero-g repairs, 
  come to Berry. 
  36. Carey Planetary Emblems.  There’s a fortune in putting your 
  planet’s flag or other emblem on hats, shirts, vacc-suit covers, and 
  other clothing — and Carey is making it, one overpriced hat at a 
  time. 
  37. Matyola’s Firearms.  No traveller should be without a means of self-
  defense.  All identification is carefully checked, and station policy is 
  followed in all cases.  So you, kid, yes, you — don’t try to buy even 
  a BB gun from Matyola.  Spacers, though, are welcome and given 
  individual attention. 
  38. Cobb’s Pharmacy.  Cobbs fills your prescriptions for fungicides, 
  antibiotics, painkillers, and other medications and materials to help 
  you through your latest misadventure. 
  39. Heine’s Edges.  Heine sells a wide variety of edged weapons, from 
  flint souvenirs to monofilament blades. 
  40. Loren the Laser King.  This small store sells only laser weapons, but 
  they all work and they all work well.  The owner occasionally spouts 
  off claims that an alternate universe exists in which the Emperor isn’t 
  a few years from assassination.  His friends and colleagues think him 
  odd, not certifiable — everyone loves Strephon, after all, and Loren 
  is just eccentric.  
  41. ReID.  An electronics shop exclusively for ReID brand goods ... 
  personal communicators, portable computers, A/V players, personal 
  music players, etc. (“ReID” is the local retail brand name for 
  Naasirka’s consumer electronics range.) ReID can be pronounced as 
  “Re-ID” or “Reed”. 
  42. Gelinas Duffles.  Spacers’ duffles are as individual as they are.  
  Don’t go from one ship to another without the best duffle you can 
  buy. 
  43. Rowland Bank. 
  44. LeMay Weapon Repair. 
  45. Wendelken Florist. 
  46. Moss Barber Shop. 
   
  Second-Level Establishments of Note 
   
  1. 
  Terhune Formal Wear.  The store caters to humans, with only a 
  small selection of items suitable for non-humans. 
  2. 
  Dillon’s Buffet Eatery.  With a variety of food types, Dillon’s offers 
  somewhat higher quality and comfort than the food provided by the 
  domes and kiosks.  It also has Second-Terrace charm overlooking 
  the treetops. 
  3. 
  Raymond’s Vilani Cuisine.  Vilani food for the pickiest eater of 
  somewhat incompatible life forms.  No one knows why someone 
  with a Solomani name is selling Vilani food, but it’s as good as 
  anything Grandmother Malikaanasi ever fermented for you.   
  4. 
  Net Effect.  A youth-orientated A/V media shop. Well stocked with 
  the latest music tiles. Net Effect defines itself as a cool alternative to 
  House of Coal’s overt trendy-ism. 
  5. 
  Joyner’s Ship Carpentry.  Joyner’s builds special furniture for spe-
  cial ships.  If you need an Owner-Aboard suite crafted from Capon’s 
  exotic hardwoods (or, for that matter, Mercury’s cheap pine), Joyner 
  will fit you out right.  Joyner particularly likes 100-year wood from 
  the forests of Capon (Spinward Marches 2324), and will talk your 
  ears off about how the migratory lumberjacks do their best to keep 
  the forests producing.  You can pretend interest; Cirque plans to stop 
  there. 
  6. 
  Reich Electronics.  Reich’s specializes in the highest quality local 
  technology in consumer electronics.  All items offered for sale are 
  known to incorporate materials from Pannet’s nasty mines and col-
  lection points. 
  7. 
  Engstrom Glassware. Engstrom sells the kind of solid, heavy glass-
  ware that survives heavy maneuvering or a solid crack against a 
  marine’s skull.  Engstrom has a line of hand-blown glassware from 
  Arkadia’s finest craftsmen. 
  8. 
  Merx Musculature.  A standard gymnasium with exercise equip-
  ment, payable on a daily rate. 
  9. 
  Bulldog Court Private Investigations. The proprietor’s got a gun and 
  a grav cycle, and somehow there’s always a dame mixed up in his 
  life and assignments. Private investigation undertaken, wrongs right-
  ed, justice done and seen to be done.  Bulldog can also help with 
  speeding tickets.  
  10. Morgan’s Formal Wear Rentals.  If you don’t want to own the latest 
  in formal wear, but have a reception to go to on Holiday, this is the 
  place to rent what you need.  Morgan maintains a large stock of 
  formal wear for males and females of various shapes, sizes, and 
  species.  A large, well-catalogued warehouse in another torus seg-
  ment holds over ten thousand items (“If it’s not in style today, wait a 
  decade”), and can pull out appropriate clothing within a half-hour to 
  forty-five minutes. 
  11. Smith’s Low-Tech Weapons.  Specializes in blades, mechanical 
  projectiles (e.g., bow weapons) and other weapons which can be 
  used at many law levels and in most technology settings.  “The other 
  gal’s just as dead with an arrow through her eye as a bullet.” 
  12. Myer’s Wormhole Donuts.  Shop specializing in baked and fried 
  circular cakes and hot drinks including caffeine and other stimulants. 
  13. House Of Coal. A trendy youth-oriented A/V media shop. Well 
  stocked with the latest music on all media forms. Also has exclusive 
  local distribution rights to several major offworld video titles 
  (including “Pirates of the Blood Asteroids”).  
  14. Rhylanor Home Defense Forces Main Offices.  From 1107 through 
  1109, the offices were filled with volunteers planning the last-ditch 
  battle against invading forces.  Now the office is mostly deserted, 
  with only two paid staffers and a handful of aging Fourth Frontier 
  War veterans telling fibs about how they served under Aramais P. 
  Lee the time his ship misjumped into deep space and lived to tell 
  about it. 
  15. Hoxter’s Hats.  Hoxter’s sells all sorts of headgear for all sorts of 
  weather.  Proud supplier of Cirque des Sirkas’ distinctive “baseball-
  style” crew caps with logo.   
  16. Sonderman’s Toys.  Toys of all designs, from all over the galaxy.  
  Some sophont toys have small parts that may endanger young chil-
  dren.  But, then again, taking a small child on your next trip may 
  endanger them more. 
  47
  
  Cirque 
  17. Rondot’s Ship Customization.  Rondot takes fairly standard ship 
  designs and customizes them to the client’s specifications.  She 
  knows and studies the plans, and knows that personalization can 
  make a Free Trader into a palace. 
  18. Frasier Therapy.  If you’ve had a bad year and need someone to 
  listen, Frasier is there for you. 
  19. “Flame” Ashby’s Fire Prevention Systems.  Donnie “Flame” Ashby 
  knows how fires start, how to prevent them, and how to stop them 
  without venting all of your atmosphere into space.  Upgrade your 
  ship’s fire prevention systems before you try to breath smoke. 
  20. Davies’ Delightful Donuts. 
  21. Curtin’s Curtains. 
  22. Gemstones by van den Heever. 
  23. Boyer’s Beyond Bedding Boutique from The Beyond. 
  24. Rathbone’s Comics and Graphic Novels. 
  25. Poles Traditional Vilani Craft Brews. 
  26. Thrien’s Very Odd Lots: You need it, we might have it.  We have it, 
  you might need it.  
  27. Wilson’s Medical Supplies. 
  28. Addley’s Armory. 
  29. Rogers’ Communicators. 
  30. Hammond’s Genotyping. 
  31. Dangerous Jay’s Terran Tabasco Specialties  
  32. Barnett Pet Supply. 
  33. Law’s Gag Gifts: When you don’t know what to give, give a good 
  laugh.  Sit your favorite Vargr on a whoopee cushion! 
  34. Fennell Spice Merchants. 
  35. Penrod’s Pest Control. 
  36. The O’Neill’s Leadership and Management Training School. 
  37. Smith Ironware. 
  38. Steele Rails Model Train Emporium. 
  39. Shafer’s Securities and Investments. 
  40. Reger’s Seed Supply: Heirloom seeds, hybrids, and exotics. 
  41. Mitford’s Pancake House: Classic Aslan pancakes served 24/7. 
  42. Van Wie’s Perfumery.  Specializes in Saurus-created scents. 
  43. Carpenter’s Woodworks. 
  44. Davis’ Vehicle Rental: Bikes, strollers, & personal electric transport 
  devices. 
  45. Dufresnes’ Collectable Action Figures and Miniatures. 
  46. Borghi’s Breads and Pastas. 
  47. Seitz’s Ice Cream: Home of Seitz’s original 777 flavors. 
  48. Hillers’ Suds Palace.    
  49. Henderson’s Haven Casino. 
  50. Umphress’ Uniforms . 
  51. Lyttle’s Titles: Title services for all space vessels. 
  52. Reimers-Rawcliffe Life Insurance Agency.  
  53. Heng’s Teamwear: Team shirts, caps and other gear printed or 
  embroidered while you wait. 
  54. Sarkes Salvage. 
  55. Fleming’s Homeopathic Pharmacopia. 
  56. Young’s Game Emporium. 
  57. Watt’s Lamps and Lighting. 
  58. Wesson’s Costumes and Masques. 
  59. Brooks Biospheres. 
  60. Vernon Game Hall. 
  61. Pearly White’s Orthodontia Galactica. 
  62. Seeley’s Seasonal Shop:  Gifts and decorations for holidays through-
  out the sector. 
  63. Schuerholz Chocolatiers. 
   
  Third-Level Establishments of Note 
   
  1. 
  Raz’s Pasta Bowl.  Tucked away on the Third Level, the Pasta Bowl 
  is found by the curious following the smells of exotic Terran spices 
  like garlic and oregano. Just a window, usually with a line, they only 
  serve two items: large garlic-bread bowls filled with pasta and meat 
  sauce, and liters of thin beer in even thinner plastic cups.  The prices 
  are low, the pasta is hot, and no one ever leaves hungry.  Spacers 
  down to their last credit but respectful are fed and sent to Glesner’s 
  for urgent help. 
  2. 
  Fifty Million Names.  Shop specializing in religious documents and 
  iconography from multiple cultures and species. 
  3. 
  Frannilii’s Cartography.  Despite its location in a dingier section of 
  the third level, Frannilii’s provides the most accurate cartography 
  (planetary and stellar) available in the subsector.  Frannilii works 
  with Donald to obtain all possible data.  She does not discount leg-
  end and folklore solely because it appears to be apocryphal, prefer-
  ring to correlate every scrap of information  she can access to locate 
  any place of interest.  Frannilii maintains several safes full of valua-
  ble maps and atlases.  Among her projects:  she has been commis-
  sioned by Aramais P. Lee to determine approximate locations of 
  rogue planets and other extra-solar objects in the Regina Subsector, 
  while another project has her correlating legends of odd appearances 
  and disappearance on and near Regina. 
  4. 
  Hemdian Books.  A book store (both printed flimsy and media tile 
  formats) focusing on non-fiction such as textbooks, technical manu-
  als, science journals, and popular science magazines. Mostly new, 
  some second-hand. 
  5. 
  Coinich Financial Advisors, LIC.  “Don’t leave your financial future 
  to inferior software or A.I.s. Only a sophont, with years of experi-
  ence, can provide the intuition needed to provide you with a secure 
  retirement. Whether a permanent station resident, on a regular route, 
  or just passing through... we can help. Come in and speak with Aen-
  gus MacLaren, or any of our licensed advisers at all hours of station 
  day or night. Member: Rhylanor Stock Exchange (RSE), and Impe-
  rial Financial Advisors Association (IFAA).” 
  6. 
  Pravda News Service.  The subsector “tabloid” competitor of Trav-
  eller News service.  Video displays on the walls show lurid stories of 
  various events, stories of questionable accuracy, and tout coverage of 
  the “seriously underplayed threat of Zho sleeper cells ready to rise up 
  and use Ancient installations to enslave us all.” 
  7. 
  Dale Dips and Condiments from 5,000 Worlds. 
  8. 
  Millard Portable Language Translators. 
  9. 
  Bergstedt’s Crom-Burgers:  Berg sells the best crom-burgers in the 
  sector.   Forget that Gatlifi fellow on Regina. 
  10. Lai’s Day Spa and Health Retreat. 
  11. Molesworth’s Leather Goods. 
  12. Warnes’ Portrait Studio. 
  13. Johnson Gym. 
  14. Collinson’s Cheese Cupboard. 
  15. Bell’s Silversmith. 
  16. Webber’s Baby World. 
  17. Vallat’s Fine Wines. 
  18. Draper’s Dry Cleaners. 
  19. Sherlock Investigations. 
  20. Lymbery Luxury Confections. 
  21. Crucifix Fine Luggage. 
  22. Wootton’s Boots. 
  23. Harris’ Electronic Charging Station. 
  24. Rathbone’s Rugs and Carpets. 
  25. Kehnen Krispy Kones. 
  26. Orr’s Locks. 
  27. Bishop’s Bridal Shop and Wedding Boutique. 
  28. Akkerman Martial Arts. 
  29. Marjola’s Magic Shop. 
  30. Gibbins’ Porch and Patio Furniture. 
  31. Yamaguchi’s Dance Studio. 
  32. Brodie’s Belts and Bags. 
  33. Paul’s Paint and Paper. 
  34. Karlsson Physical Therapy. 
  35. Fields Fireworks. 
  36. Bradshaw’s Personalized Stuffed Animals. 
  37. Rosynek’s Vilani Viands. 
  38. Boase Private Security. 
  39. Slocum’s Hardware. 
  40. Adams Office Supplies. 
  41. Danielson’s Oxygen Supply. 
  42. Urbin’s Acupuncture. 
  43. Vargas Precision Timepieces. 
  44. Bryan’s Breads and Buns. 
  45. Howlett’s Vargr Karaoke Bar. 
  46. Patterson Personnel. 
  48
  
  Cirque 
  47. Stanton’s Hydroponic Greenhouse Supplies. 
  48. Stafford Private Nursing. 
  49. Shayne Event Staffing. 
  50. Petro Rock Climbing Gear. 
  51. Grimmund’s Maze of Mirrors. 
  52. Blood’s Pudding Bar. 
  53. Hammond Footwear. 
  54. Mitchell’s Mini-Golf and Arcade. 
  55. Gorski Tile and Flooring. 
  56. Lockett’s Safe Storage. 
  57. Garnett’s Celebrity Memorabilia. 
  58. Schmiedekamp’s Soups, Salads, Sandwiches and Sake. 
  59. Saul’s Sundries. 
  60. Eveland’s Arboretum. 
  61. Hansen’s Hats. 
  62. Shocklee’s Trapper Supplies. 
  63. Joly’s Lunion Jellybeans. 
  64. Thede’s Robotic Steeds and Equestrian Shop. 
  65. Heck’s Cafeteria. 
  66. Kuzma’s Kites. 
  67. Currie’s Imaging and Remote Sensing Supplies. 
  68. Reiss’s Stringed Instruments. 
  69. Soholt’ Salad Bar. 
  70. Fegette’s 3-D Printing.  Specializing in Reproduction of Difficult-to-
  Locate Parts. 
  71. Eckman’s Seafood. 
  72. Engebos’ Exotic Fruits. 
  73. Buck’s Billiards. 
  74. Reynolds Sportsmania. 
  75. Byers’ Best Cookies.  
  76. Roth’s Jewelery & Timepiece Repair. 
  77. Metzger’s Munitions. 
  78. Karamales Seafood Shop. 
  79. Kolb’s Safes and Lockboxes. 
  80. Johnson’s Coin and Credit Exchange. 
  81. Hidalgo  Buckles & Belts. 
  82. Davis’ Coffee Bar. 
  83. Hand’s Therapeutic Massage. 
  84. Shaw’s Sleepwear. 
  85. Romero’s Gelato. 
  86. Richards’ Medical Supply. 
  87. Young’s Aslan Cuisine. 
  88. Salisbury’s Steak and Eggs. 
  89. Romanowski’s Rags: Second-hand clothing at third-hand prices. 
  90. Crocker’s Pottery. 
  91. Galliand’s Specialty Ammunition. 
  92. Bossi’s Bubble Machines. 
  93. Leen’s Reader’s World. 
  94. Campbell’s Plaids & Pipes. 
  95. Rief’s Scuba Shop. 
  96. Majer’s Minor Electronic Repairs. 
  97. Covert’s Cantina. 
  98. Stanton’s Tea Time. 
  99. Schultz’ Swimwear. 
  100. Brodie’s Noodles. 
  101. Campbell’s Classic Cupcakes. 
  102. Narucki’s Lizard World. 
  103. Reynolds’ Camping Equipment.  
  104. MacGregor’s Hovercycles. 
  105. Hay’s House of Herbs. 
  106. Adler’s Anonymous: Everything you need for not being noticed, 
  including three bushes. 
  107. Boisvert Archery Supplies. 
  108. Wong’s Farm Gear. 
  109. Greimann’s Snowshoes and Skis. 
  110. Stehling’s Shaving Supply. 
  111. Slaughter’s Salon: Good looks to die for (but please don’t). 
  112. Duke’s Vilani Apparel. 
  113. Hain’s Helmets and Goggles. 
  114. Pritchett’s Denim Den. 
  115. Scoggins” Puzzles and Brain Teasers. 
  116. McCulloch’ Custom Embroidery. 
  117. Sackett’s Station Skateboards. 
  118. Trias’ Tavern. 
  119. Blanco’s Beerfest. 
  120. Walz’ Cutz. 
   
  Fourth-Level Establishments of Note 
   
  1. 
  Kabala Life Coaching.  The shop provides instructional materials 
  and books on numerous ancient religions and magical systems.  
  Some speculate that it is a front for a Zhodani-supported Psionic 
  Institute.   
  2. 
  Lee’s SPV (Sophont-Powered Vehicle) Sales, Service and Rentals.  
  The store sells and rents bicycles and tricycles for station use.  It is at 
  this level to be convenient to those “riding the upper rim,” the track 
  encircling the station on the next terrace above.  Operated by a for-
  mer lawyer claiming to be a distant relative of Aramais P. Lee.  
  3. 
  Rhylanor Live Player’s Guild (Old Station Office).  Small office 
  maintained for the registration of live performers of all type, and for 
  enforcement of Guild Rules regarding abuse of technological assis-
  tance. 
  4. 
  Bob’s Token Locker.  A competitor of Donald’s Doodads and Data 
  from All Over, Bob’s sells “trinkets and knickknacks from all over.”  
  Seen by many as a simple pawn shop, Bob’s is a fair establishment, 
  giving “thirty-day redeemable loans” for items.  If the loans are not 
  repaid with one percent interest, the item becomes Bob’s for sale.  
  However, Bob’s prices are reasonable, given that most spacers in 
  trouble will take less; Bob’s loans are generally about 80% of his fair 
  estimate of value.  Spacers usually leave without redeeming, so he 
  makes his money.  Bob’s current prize item is a jeweled ear-stud 
  made from a small Star Sapphire from Derchon (Spinward Marches 
  2024, which is on Cirque’s planned route).  He will sell it to a PC for 
  a mere Cr 6,500 “because I like your face.”   
  5. 
  Plankwell’s.  A small, seedy bar run by a direct descendant of the 
  long-dead Emperor’s second cousin twice removed.  Plankwell is 
  rumored to keep his prices low by running a still in the back.  How-
  ever, no one has gone blind yet from a bender at Plankwell’s. 
  6. 
  Hogajue’s Vermin Control.  Hogajue is the being to go to when you 
  have a vermin outbreak in your station warehouse, your hold, or 
  your Main Concourse eatery.  Hogajue has a real appetite for vermin 
  control.  Using both simplistic chemical poisons and more exotic 
  methods such as DNA-tailored predators, Hogajue is the four-eyed 
  thing that keeps the station clean.  Don’t forget to buy an eight-pack 
  of Hogajue’s Patented Vreeper Grenades while you’re there. 
  7. 
  Forester’ Aslan Bonsai. 
  8. 
  Mehrholz’ Mania Tavern. 
  9. 
  Horrell’s Sensor Repairs. 
  10. Levy Optical Specialties. 
  11. Wood’s Watering Hole. 
  12. Payne Podiatry. 
  13. Schleusener’s Smoked Sausages. 
  14. Rubin’s Artist Supply Shop. 
  15. Baxter Beauty Supply. 
  16. Clinite’s Specialized Landing Craft Sales Financing Office. 
  17. Foster’s Fabrics. 
  18. Rice’s Juice Bar. 
  19. Bell’s House of Pewter. 
  20. Weiskircher’s Wine Emporium.  
  21. Ryng’s Compact Starship Gym Equipment. 
  22. Lockhart Crossbows. 
  23. Kowalczewski’s Haberdashery. 
  24. Darios’ Doubleshots Bar and Grill.  
  25. Connelly’s Silicon Grill. 
  26. Miller’s Market Research Center. 
  27. Darios’ Specialty Gift Wrapping. 
  28. Page’s Paper Supply. 
  29. Piper’s Plumbing. 
  30. McLearen’s Specialty Micro-Satellites. 
  31. Humphreys Drones. 
  32. Linnemann’s Ointments and Unguents.  
  33. Holmes’ Arbitration Service. 
  49
  
  Cirque 
  34. O’Flannagain’s Fish and Chips. 
  35. White’s Wombat Watering Hole. 
  36. Clark’s Creamery. 
  37. Clunie’s Lunar Specialties. 
  38. Jones’ Junior Gymnasium. 
  39. Osswald Otherworld Outfitters. 
  40. Leymaster Gravitic Repairs. 
  41. Corrin’s Cutlery. 
  42. Fuente’s Olde-Fashioned Solomani Soda Shoppe. 
  43. Rouse’s Finned and Feathered Foods. 
  44. Lauer’s Gift Baskets. 
  45. Ueber Candles. 
  46. Lewis’ While-You-Wait Specialty Tailoring. 
  47. Simon’s Hot Pretzels. 
  48. Ota’s Yogurts. 
  49. Weissler Waxworks.  
  50. Headley’s Aquariums. 
  51. Maroney’s Safe-Storage. 
  52. Townend’s Rhylanor Eel Specialties 
  53. Bigland Station Rental Office. 
  54. Anderson’s Plush Stuffed Toys. 
  55. Duyker’s Very Fine Pies. 
  56. Saint John’s Stained Glass Specialties. 
  57. Whalley’s Wheel Covers. 
  58. Sacco’s Satchels. 
   
   
  50
  
  Excerpt: Diary and Dialogues
  You can’t swing a tree-rat in the Marches without finding another
  bucolic nightmare. Usually, though, they’re trying to keep the spacers and
  such away. Theythink we’re alloutto despoiltheir youth.
  Well, most of us probably are, as I think about it, but that’s not the
  point. The point is, you can’t stop the young from wanting a little of the
  excitement of strange places to rub off on them in a real personal way. If
  you get my drift. “Kiss a deraabelar and your dreams will come true.”
  Sure. But the deraabelar might get a behind full of buckshot. Might even
  deserveit.
  Tureded is one of the odd worlds I can think of where they encour-
  age a little hanky-panky. From married folk, more the odd. The human
  gene pool there got a little shallowa fewhundred years ago, for one reason
  oranother. They’vebeen playing catch-up, Iguess. Sixhundred thousand
  fair-skinned, red-haired kissin’ cousins needed to stop kissing each other
  so much. They know that, so they encourage getting that genetic diversity
  more diverse. Great for the men — if your gene scan comes up pretty
  clean, at least. There’s fun there for the women, too. They’ll happily ask
  you to hang around for a yearor three, oratleastsell some spare eggs from
  yourpersonalhatchery.
  It’s weird, though, to be in a place where a husband might shoot at
  you if you don’t respect him enough to cuckold him. But don’t plan to
  hang around unless you’re planning to hang around. The parents — they
  interview prospects. With bamboo shoots under the fingernails to help get
  atthetruth.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1104
  GeneralData(Players)
  An agricultural, non-industrial world, Tureded has a normal climate
  and a standard oxygen-nitrogen atmosphere. The planet is a breadbasket
  world, supplying foodstuffs across the region, while the port is a reasona-
  bly busy trade hub where goods of all types change hands. Its approxi-
  mately 600,000 inhabitants have plenty of room to spread out. Much of
  the local farming is accomplished with the aid of computer-guided ma-
  chinery (essentially low-level robots). The local technology level, as al-
  ways, reflects what can be manufactured easily on-world; however, the
  favorablebalanceoftrade allowsimportation ofmore advanced products.
  “Urban” clusters of course exist, in particular within a few hundred
  kilometers radius of the starport. Most of the population is well separated
  by kilometers and long work-days, however, as one might expect on an
  agricultural world. Thus, even with high-tech communication, regular
  communal activities are planned for most weekends. No town or village
  lacks for a Sixday dance, book group, card game, and other meetings.
  Most local religious activities occur on midweek evenings or Sevenday
  mornings. Thepeople are an earthy, practical, strongsociety.
  The local representative democracy is designed to prevent non-
  essential government intrusion into personal matters. The weight of cus-
  tom, however, controls certain aspects of life, particularly in regard to
  Episode 2
  2414 Tureded
  Spinward Marches 2414 C565540-9 Ag Ni 614 Im M3 V
  family relationships and reproduction.
  Infant mortality is higher than
  Imperial averages here due to a combination of solar activity, native viral
  factors, and a small, non-diverse gene-pool. As a result, marriage and
  mating customs are rigidly enforced by social pressure despite the low law
  level.
  Marriage is a contract entered into after both careful genetic consid-
  eration and multi-level family negotiations. The attraction between two
  young people is considered a foolish basis for an essential contract. Eligi-
  ble young bachelors and bachelorettes with a “stake”or expecting to inher-
  it family land must consider potential spouses carefully, and only marry
  with the unanimous assent of all generations above them. Blushing brides
  tend to be at least half a decade younger than bridegrooms, but well edu-
  cated and firm in their desire (and ability) to produce stalwart offspring.
  Bridegrooms areexpected to beproviders for wives and children.
  No person under the age of twenty-five (25) standard years may
  marry without family permission. This local custom is of course enforced
  anywhere off-port. No one will solemnize or record a marriage unless at
  least one of each party’s parents (or a guardian) is a witness. Imperial
  authorities deferto the pressureon-port where atleastoneoftheparties is a
  young citizen of Tureded. This respect limits the number of angry mobs
  of relatives attempting to prevent an on-port elopement by infatuated
  youngsterstryingto circumventthesystem.
  All adults of good genetic stock are expected to pass on their genes
  through their marriages. Monogamy is strongly favored as a genetic and
  financial matter. The only exception is for the introduction of “outside”
  genes, obtained from off-world, to increase genetic diversity. Children
  born of such outsiders are supposed to be a subject of male pride, rather
  than areminder ofcuckolding. These are children who are born into stable
  marriages with the intention ofimproving the local breed. Raising one is a
  privilege.
  Even in thisregard, however, willing parents are expected to choose
  wisely. Both spouses generally are involved in the decision. At the same
  time, no offworlder may leave the port without providing a genetic sample
  for analysis and posting on the planetary data system to facilitate this pro-
  cess forprospectiveparents.
  Contacts with off-worlders are monitored quite simply; willing
  women and their husbands scan the postings for favorable mixes, check
  IDs and insist on medical documentation. Similarly, off-world women are
  paid to provide viable unfertilized ova or other undifferentiated tissue from
  which ovaorsperm can be generated.
  The effort given to expanding the gene pool is not the only effort
  made to ensure that families are strong and secure. Extended families live
  close by their kin and take care of each other. The elderly and infirm are
  rarely cared for outside the home. Overly extended suffering of old age is
  generally considered unnecessary and even offensive. “He (she) wouldn’t
  put down his (her) own mother if she were half-rotted by cancer” is, per-
  haps, theultimateattackon an adult’slackofcharacter.
  Despite its farm-belt tendencies, Tureded was viewed as having
  increasingimportance as atrade and shippingcenterbecauseofits location
  at a junction for Jump-1 travel from rimward to the Regina, Jewell, and
  Rhylanor subsectors. Prior to the Fifth Frontier War Tureded was widely
  expected to be upgraded to a class B Starport. The Scout Service was
  51
  
  Cirque
  considering the establishment of a Scout Base, with the apparent intention
  of an X-Boat link from Rhylanor (Spinward Marches 2716) to Dinomn
  (Spinward Marches 1912) and Regina (Spinward Marches 1705). How-
  ever, the independent nature ofthe locals delayed expansion ofthe starport
  and hampered negotiations over the base. When the Fifth Frontier War
  brokeoutnegotiations were forgotten dueto thenecessitiesofwar.
  On 251-1107 Turededian authorities announced the discovery and
  arrest of a number of “sleeper” agents in their planetary government.
  Some of these were first- and second-generation agents who had spent
  years or decades working their way unobtrusively into families, and then
  into the highest councils of the planetary government. As war approached,
  theagents wereto breakthe vital Jump-1 routeto Reginaand the war zone
  by turning Turedad against the lmperium and destroying or impounding
  supplyvesselson their wayto the front.
  Between 180-1109 and 200-1109, the Zhodani 40th Fleet captured
  Tureded. On 200-1109 the 40th Fleet was forced to halt an important
  offensive push after discovering that a “secret” base at Fulacin (Spinward
  Marches 2613) had been compromised. Faced with a choice between re-
  taking a destroyed base and establishing a new one, the 40th Fleet retreat-
  ed back to Tureded and established their base there. From the Tureded
  base, the 40th Fleet jumped off to attack and invade both Porozlo
  (Spinward Marches 2715) and Rhylanor. The 40th Fleet abandoned the
  Tureded base followingto collapseofthecampaign.
  As is true in any war, a few enemy combatants discovered a prefer-
  ence for the world they invaded. Such non-noble, non-psionic Zhodani
  deserted and stayed behind. Some married into local families; those fami-
  lies are viewed with suspicion. However, there are also a few parents
  proudlyraising verytallchildren.
  The inhabitants of Tureded believe in self-determination, self-
  defense, and personal armament. During the Fifth Frontier War, the locals
  mounted an intensive guerrilla campaign combined with sabotage in the
  starport facilities. This effectively denied the port to the Zhodani. Both
  men and women joined in the variousguerilla activities.
  Children over fourteen rarely leave the home without some arma-
  ment, especially after the Zhodani occupation. Adults are always armed.
  Shotguns are popular, as are various rifles. Handguns are also usually
  available. These are also useful against local
  predators.
   
  Cirque’s Planned Route
  52
  
  Excerpt:Diariesand Dialogues
  Notthat many starships arebigenough to waste volumeon aswim-
  ming pool, so a lot of spacers get out ofpractice. When they get to a place
  like Equus, it’s — well, scary. Equus is the wrong name, I suppose —
  planet’s named after some kind of four-legged kian, but not any land to
  speak of. If you want to ride a mammal, you’d best get friendly with some
  ofthelocaldolphins.
  Some dolphins, now, some dolphins are good people. I’ve had a
  few navigators and pilots in those funny suits that keep their skin wet.
  Space suits for the air. But they can comp a course, and they get you
  home. Good marines, too, when theyjoin.
  They’re a little slow on the idea of property rights, though. Not out
  of meanness or anything, they just don’t get it. Living in pods of maybe
  twenty — thirty is a big city — and even moving back and forth between
  pods makes them pretty cooperative. Part of living in the ocean, I guess.
  “We all work together, and we’re all reasonable, and if I need that tool or
  like that pretty doodad, of course it’s ok to borrow it.” Most of them have
  to be taught about human concepts so that theycan avoid arguing. I gather
  that they can comply, and make it a silly game, but they think we’re full of
  … something …the way we fence everything off. True communal atti-
  tude,that’s whattheyhave.
  Whydid the earlySolomani haulso manyoftheir beasts along with
  themall the way to Spinward? And why change them more than they had
  to? Were they really looking for help, the way they said? Or were they
  more interested in proving they could be minor gods, and make intelli-
  gence in our own image? They failed at that, if that was the real goal.
  Never once met a geneered Dolphin who was interested in a proper game
  of cards with an ante on the table, or buying and selling real estate, or even
  lookingatpicturesofpretty girldolphins..
  I don’t think it’s the god-thing, though, not for the most part. I think
  it’s simpler: the old Solomani were terrified, that’s all. Terrified of going
  out alone, without familiar things. Dolphins for the seas and the water
  worlds. Miniphants to haul wood in the jungle — I hear that there are
  even a few herds of those in the Sword Worlds. Horses, that’s what they
  called those kian-like beasts. Cats and dogs — they were afraid they
  wouldn’t meet anythingliketheold housepets. Broughtthem with us.
  Guess they were surprised when they bumped into the first Vargr.
  Found out someone was playing god before they were. That’s never fun, I
  guess.
  You know, the Dolphins don’t worship us any more than the Vargr
  worship the Ancients. Theydon’ttakeevery word we say, everylittle silly
  thing we do as guidance from on blasted high. They’ll turn on us when
  theyhave to, when they think they need to. We made them a bit too much
  in ourown image.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  Episode 4
  Equus • Spinward Marches 2417
  B555A858-B • S • Wa Ph • 202 • Im • F6 V M1 V
  GeneralData(Players)
  Equus is located on a major trade route to the Rhylanor Subsector.
  Equus also contains an Imperial Scout Base. The world’s population is
  about 200,000,000 sophonts, primarily human though there is a significant
  population (approximately 20,0000,000) of uplifted Dolphins (Tursiops
  Galactus). A very small sub-population of humans employs mechanical
  or medical meansto morecompletelyresidein the warmwaters.
  Equus’ limited land mass is almost all swamp or steep mountains
  rising straight from the oceans. The vast majority of the human population
  lives in cities in the shallows (both on pylons and undersea), and free-
  floating arcologies both on and under the surface of deeper waters. Both
  can be reached by vessels from the downport. Gravtic vehicles also serve
  to movepeopleand cargo to thearcologies.
  In addition to Equus Startown, other major fixed seabed settlements
  on Equus include Lungfish, Ulir City, Kerouac, and Kagasisli. These
  settlements combine high-strength pressure structures with gravitic and
  other technologies to allow traditional seabed colonization. The popula-
  tions of these cities engage in mining and some forms of farming and sea-
  herding.
  Anistown and Cote D’Azure are two major deepwater surface
  arcologies built on multiple floating “buckyhems” ranging in size from a
  few hundred meters in diameter to over a kilometer in diameter. The
  buckyhems are platforms constructed ofadvanced materials and supported
  by multiple floating hemispheres underneath. The “deck” shape can be
  almost any regular shape, but local custom seems to dictate large circular
  platforms supported by 100-meter-diameter hemispheres.
  Stable and
  heavy enough to support platforms and internal belowdecks works, the
  buckyhem floats also provide below-surface space for living, agriculture
  using techniques similar to those in starships, and even landing platforms
  for commercial starships equipped with gravitic lifters. Anistown is the
  larger of the two major floating arcologies, its many buckyhems floating
  near one another in a rough circle with a diameter of over twenty kilome-
  ters.
  From above, a single buckyhem looks like a circle. From below,
  multiple flotation hemispheres protrude downward below the water. A
  large buckyhem such as The Spires can support tall buildings. Support
  personnel (servants and other staff) and many systems are contained un-
  derneath, in the flotation hemispheres. Parkland is found between the
  buildings.
  Other buckyhems, such as Underhill, are more sustainable. Built-
  up hills contain underground dwellings with some windows, light-shafts,
  and access points. Almost all surface area is used for farming, grazing
  animals, and recreationalspace.
  Cousteau, Ballard, Piccard, Cameron, Beebe, Nemo, Nelson and
  Zissou are clusters of various-sized floating undersea habitats (bubble-
  clusters). The various structures maintain a fairly constant depth of be-
  tween ten and fifty meters. Approximately one-seventh can be found at
  the surface level recharging batteries and performing essential mainte-
  nance on any given day. Larger structures may be linked by airtight tubes,
  allowing easy movement among them. Smaller structures rely on small
  submersibles or simple skin-diving for passage from one to another.
  53
  
  Cirque
  Structures include buckyspheres with ballasted lower hemispheres and
  variousothershapes.
  More traditional submersible shapes are also used. Families often
  dwell in submarine designs that would be recognized by historians of old
  Earth’s twentieth and twenty-first centuries. Only the power sources and
  life support systems have been modernized to use hydroxyl fuel cells or
  fusion.
  These habitats move with the slow annual currents, conducting
  sustainable gleaning and hunting of natural resources. They also conduct
  ongoingsurveysoftheocean floors, looking for potential mineral sites and
  otherresources.
  Equus’ inhabitants make their living by seabed mining, fish-
  farming, and aqua-plant harvesting. Local policies are based firmly in
  sustainability. Every new seabed mine is carefully reviewed before the
  first deep-sea tunneling equipment is allowed to submerge into place.
  Fishing limits are carefully enforced. Seaweed and plankton growth and
  health is carefully monitored for any significant imbalance. Both human
  and dolphin population growth islimited and planned.
  Dwellings
  TypicalUnderhillDwelling
  Note that the upper dome is at ground level. The other levels are
  belowground.
  1.
  Entrydoorin upperdome.
  2.
  Airconditioningand circulation.
  3.
  Masterbedroom, firstlevel.
  4.
  Secondarybedroom.
  5.
  Kitchen.
  6.
  Dining Area.
  7.
  Holographicentertainment center.
  8.
  Closet.
  9.
  GeneralRoom(storage, hobbyroom, etc.)
  10.
  Secondarybedroom.
  Devereaux’sPenthouse
  1.
  Elevator lobby. The entry to each unit locks and has security moni-
  tors and features.
  Grey shading indicates transparent ceiling
  (skylight)underlarge centraldome.
  2.
  Entry area of apartment. Grey shading indicates transparent ceiling
  (skylight)underlarge centraldome.
  3.
  Large storage closet.
  The Spires Buckyhem, and adjoining private starport, with the tent ready
  for performance. The four large central spires are each fifteen stories,
  containing spacious luxury units for the most powerful and rich Counci-
  lors. Each of the three smaller buildings in the central quadrants are six
  stories. The eight squares on the perimeter contain large single-family
  dwellings, as well as a few public buildings. All essential services (e.g.,
  grocery repositories, stores, quarters for support staff, power plants, and
  othersystemsare maintained belowdecksin the flotation hemisphere.
  54
  
  Cirque
  4.
  Dolphin tank for visitingdolphins.
  5.
  Holographic entertainment center. Note that a large number of kid-
  based materials can be accessed, although the age-appropriateness
  may be questionable to either side (i.e., non-custodial parent slightly
  clueless aboutkids’ currentinterestsand levels).
  6.
  Typical museum-quality display case, of which many are scattered
  through the apartment. Each case is locked; the glass is thick, shatter
  -resistant, and alarmed. Each case contains two items; each item is
  reasonablyvalued at CR5,000.00 ormore.
  7.
  Master bedroom. Note extravagant size; most spacers would expect
  thisto beabunkroom.
  8.
  Councilor’spersonalhottub.
  9.
  Entertainment area;largenumberofdisplaycases.
  10.
  Teens’ bedroom. Teens are of same gender. Gender is a matter of
  refereepreference.
  11.
  First Councilor’s working office. Note numerous computer connec-
  tionsand consoles. Datain theseunits isheavilyencrypted.
  12.
  Domed skylight fromrooftop.
   
  The Underhill Buckyhems.
  Dolphins (Tursiops Galactus)
  Like the Ursa, Dolphins were raised to sentience by the Soloma-
  ni corporation GenAssist during the Rule of Man.
  Dolphins are a Minor Race whose Home World is Terra/SOL-III
  They are found on many water worlds, especially those with a
  Solomani influence. They are classified as Aquatic/Swimmer,
  Hunter/Carnivore, Air Breathers.
  They have no legs or arms,
  and instead fins and flippers.
  They must use technology for
  manipulation and for operation outside a water environment.
  Dolphin characters are assumed to begin generation at the
  Young Adult Life Stage with a default knowledge of Waldo Ops
  -1. For purposes of this sourcebook, they may pursue military
  and other training, using human tables. Merchants are rare, but
  not entirely unheard of, due to their lack of understanding of
  human property concepts. A small minority perceive trading as
  a “game” and thus do quite well.
  Each Dolphin may musters out with an individually fitted Tee
  Suit, including waldoes and gravitic lifters, as well as weapons.
  A Dolphin trained for Battle Dress (Battle Dress-1 or higher)
  may trade the two highest benefit rolls for Dolphin Battle Dress.
  Dolphin Basic Stats by Michael J. Morgan
  Life Stage
  Infancy
  2 Year (1/2 term)
  Childhood 2 Years
  Adolecence 2 Years
  Young Adult 4 years (1 Term)
  Adult
  8 Years (2 Terms)
  Peak
  8 Years
  Mid-Life
  8 Years
  Senior
  8
  Elder
  8
  Retire
  8
  60+ years life
  Str 3d6
  Gra 2d6
  Sta 2d6
  Int 2d6
  Tra 2d6
  Cha 2d6
  55
  
  Excerpt:Diariesand Dialogues
  Pannet. Let’s see — a giant volcanic swimming pool filled with
  heated acid and two million crazy people who slather protective goo over
  all their heavy-duty suits to go out and gather stuff for other worlds to
  incorporate into consumer electronics. Blowing your nose without using
  hand sanitizer gets you a CR 200 fine on the first offense. The starport —
  a pretentious E-class port, no up-port, no fuel, no mechanics but those
  you’ve brought yourself, real live humans loading the ships, and only one
  watering hole. Oh, it wants to be a “D-class” port, pretends it should be-
  cause it has some hanger domes...but those are just so freighters will land
  there at all. The atmosphere can eat through a hull in a week or three.
  They think it’s special that they have a subway tunnel between there and
  thedomecitiesa fewkilometersoff.
  Sure, I’ve been there. Sharurshid ships good wine to the wealthy
  types, and sometimes the Navy needs stuff they sell before it gets into me-
  Pods and game consoles. Can’t keep the Zhodani honest with just music
  and video games, we need solid electronics in our ships. But I’m always
  glad to get away from that rotten-egg smell that seeps past all the seals, not
  to mention allthe schoolmarms with theirrules.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1105.
  GeneralData(Players)
  A non-industrial Imperial world located in the Rhylanor Subsector
  of the Spinward Marches, Pannet is home to some 2,000,000 sophonts,
  mostly humans. Its atmosphere is fluid and exotically, insidiously corro-
  sive. The world has a very hot core, and is subject to volcanism. As such,
  Pannet is a net exporter of various metals and minerals to less richly en-
  dowed planets.
  Citizens of Pannet are hard workers, for the most part. Each learns
  young the basics of maintaining the heavy-duty protective suits and vehi-
  cles which allow sophonts to function in such a hostile environment, both
  through regular maintenance and by the careful use of ablative gels and
  coatingsthat guard against the worsteffectsofthetoxicatmosphere.
  As burdensome as this may seem to outsiders, the locals merely
  shrug. They are used to their world. Harvesting its mineral wealth re-
  quires careful self-protection and attention to the various types of equip-
  mentused.
  Pannet’s people are clustered in several mid-sized domed cities and
  other sealed environments. Apart from the all-permeating hint of sulfur in
  theair,thecities could beanywherein theImperium.
  Pannet’s laws are intrusive and rigid, given the regimentation need-
  ed to keep the dangerous environment outside where it belongs. For ex-
  ample, Pannet seems to have relatively standard marriage laws. An indi-
  vidual may be legally married to one spouse at a time. Marriages can be
  terminated by divorce. However, this requires a longer and more intrusive
  process than on more liberal worlds. In fact, Pannet criminalizes most
  marital misconduct. Moreover, such criminal laws are enforced, rather
  than quietly ignored. Any nonsupport of a spouse and/or children is a
  Episode 4
  Pannet • Spinward Marches 2519
  E9C5677-9 • Fl Ni • 224 • Im • K5 V
  felony, as is leavingPannetto evadea supportorder. Similar laws accom-
  pany other seemingly “civil” activity, from making business contracts to
  properlydisposingofrefuse.
  The starport has been at work constructing a two-story circular
  building since 1105 as part of its the ongoing campaign to become a “D”
  port. The first story contains space for four entertainment establishments,
  only one of which has been occupied so far. There are also vending ma-
  chines in a food court. The Port Administrator occupies an efficiency
  apartment next to the starport office. An enclosed walkway provides
  access fromthe subwaytunnels.
  The second story, intended to be a luxury hotel, is currently a large,
  barespace.
  Starport. Each dome has access to both subways to
  city and essential access to local waste systems in
  order to drain and service vessel needs. The separate
  dome houses the main starport offices and the single
  “watering hole.” Tunnels underneath the domes allow
  access from one to the next, and also to the starport
  office building.
  56
  
  Cirque
  Code
  Name
  Damage and Hits
  Mass
  R Bu
  Cost
  ----------- -------------------------------------------- ---------------------------- ----- - -- --------
  ALtRP-7
  Adv Lt Rocket Pistol-7 Tangier Round
  (2) Frag-1 Pen-1
  1.84
  1 -3
  330
  ALtSPj-15
  Adv Lt Stench Projector-15
  (5) Stench-5
  0.22
  1 -3
  790
  ALtFPj-11
  Adv Lt Flash Projector-11
  (5) Flash-5
  0.27
  1 -3
  990
  ALtShPj-12
  Adv Lt Shock Projector-12
  (8) Elec-5 Pain-3
  0.27
  1 -3
  1,300
  ALtSPj-15
  Adv Lt Sonic Projector-15
  (8) Sound-5 Bang-3
  0.33
  1 -3
  720
  ALtDP-9
  Adv Lt Dart Pistol-9
  (5) Bullet-2 Tranq-3
  0.36
  1 -3
  290
  ALtDR-9
  Adv Lt Dart Rifle-9
  (6) Bullet-3 Tranq-3
  1.34
  4 -3
  990
  ALtRP-7
  Adv Lt Rocket Pistol-7
  (6) Bullet-2 Frag-2 Pen-2
  1.84
  1 -3
  330
  ALtLP-13
  Adv Lt Laser Pistol-13
  (6) Burn-4 Pen-2
  0.73
  3 -3
  660
  ALtEmpD-11
  Adv Lt EMP Designator-11
  (5) EMP-5
  5.6
  4 -4
  1,700
  Cirque des Sirkas’ security team has a number of weapons used to stun, tranquilize or temporarily disable disruptive sophonts. Andii
  prefers to use such weapons in this situation. As noted, however, she will also make heavier weapons available to defend against deadly
  force. Personal blades and trained animals may also be carried by appropriate characters.
  57
  
  Excerpt:Diariesand Dialogues
  Some worlds are just lucky to be useful at all. Being in the right
  place is most of what they have to offer. The smart ones, now, they make
  thebestthey can outoflittlebitsoflucklikethat.
  That’s Fosey for sure. Not a bad size, but chilly, not really enough
  atmosphere or water. The warm beaches at the equator get a balmy minus
  ten degrees on a sweltering summer day. And dry, very dry. Other spots
  are chillier, of course, but closer to the “water” — good old ice. Not so
  cold thatthedryspots arethebestplaceto live, likeotherplacesI can think
  of. Piping water from a polar ice cap can be a real drag. Great way to get
  frostbite.
  Anyway, whatdo you do with aplace like this?
  Avoid it ifyou can. It’s easier to manage in pure vacuum—no “air”
  to tease you at all. No ice to tempt you to gather instead of bringing your
  own.
  Oh, wait — that barely-an-atmosphere is in a great location. Some
  nice flat places. Thin air, so it’s easy to land and take, off, but an oversized
  oxygen percentage. You can’t breathe it, butthere’slots more to compress
  and borrow.
  Oh, sure, that makes this a great place. A truly great place, if you
  like cold,thin atmospheres. Likeno onereallylikes.
  So what you do is, you build warehouses, and more warehouses,
  and pretty soon, you start collecting all of the lost freight in the Marches,
  and then the whole domain, maybe the galaxy. All ofit. Your left-handed
  three-eyed binoculars, yourright-handed foot-warmers, all thoseodd socks
  you were sure got eaten in the ship’s laundry, all there. Sword World
  breakfast cereals and dried prunes. Two hundred credit hammers that
  didn’t make fleet standards, and had to be dumped in favor of five-credit
  hammers fromthelocalbargain store. Medical supplies, likeslightlyradio-
  active tracers that killed patients with anaphylactic shock — but those are
  fine for low-tech populations that breed like vreepers. Crates and crates of
  stuff.
  Best flea marketsin theMarches.
  But then there are the vreepers, the real ones. Not native, those
  nasty little things, not any more than the Norway Rat. Imagine, we have
  Terran vermin in the Marches, but no one thought to bring a few breeding
  pairs of barncats. You’d need a blasted big cat to handle a vreeper, any-
  way. You’re better off with a flame-thrower. Some of those warehouses
  are full of the little nasties. Chew your leg off and give you a dirty look
  because you’re not juicy enough. If you find yourself in one of those
  places the vreepers have decided they own, you’d better have your full
  complement ofgas grenades, sonics, and so on, because that cat will run. I
  met acatonce,they’re much more sensiblethan people.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  GeneralData(Players)
  Located in theMoraSubsectorofthe Spinward Marches, Foseyhas
  a cold climate and a very thin oxygen-nitrogen atmosphere. Summer
  Episode 05
  Fosey • Spinward Marches 2621
  A633656-A • Na Ni Po • 620 • Im • M3 V
  temperatures in the equatorial zone reach a balmy minus 8° C, considered
  undesirable by more devoted sunbathers. It is much like the original Mars
  ofold Solsystem, though with far moresurface “water” (largelyglacial ice
  formed over millennia). The population is clustered around the rim of the
  main inland icepack in a series of small cities, while the large deserts are
  barely explored. Though it closely orbits its primary, it was settled as the
  mostattractive and “hospitable” world in thesystem.
  Because it has so little to offer, Fosey has spent the last several
  hundred years selling its location in a cluster of other worlds. Like a Ter-
  ran 20th-Centurysmall town atthe intersection ofmajor highways, Fosey’s
  government began chanting the mantra “location, location, location.”
  Thus, many, many Imperial credits were spent to attract Oberlindes and its
  shipyard.
  Fosey’s yards specialize in importing designs and necessary com-
  ponents for tried-and-true designs up to TL-13, notwithstanding the lower
  prevailing planetary technologylevel. In addition, major warehousing and
  transshipment facilities have been built and maintained. The resulting A
  Starporthasbecomea majorcommercialinterchange forthe cluster.
  In addition to the shipyards, the port also has a deserved reputation
  for accepting long-term storage of various commodities and cargos. This
  results in auctions, redemption sales, and other ways for warehouse own-
  ers to dispose of damaged, unwanted, and forgotten cargoes in an efficient
  and profitable manner. The starport boasts several “flea-market” spaces
  where unclaimed and often substandard (low-QREBS) products are sold
  at bargain prices. While every large starport has such warehouses and
  businesses, Fosey has made more than a cottage business out of the prac-
  tice. “Ifyou can’tbuyitatFosey, it’s notforsale anywhere.”
  The landlocked glaciers provide water for thousands of square
  kilometers of greenhouse farming. These units tend to be tightly clustered,
  even sharing common walls between typical peaked roofs. Advanced
  cultivation techniques much like those used in orbital habitats allow three-
  season farming (one season fallow).
  Fosey is thus reasonably self-
  sufficient in feeding itself despite its environment. Inevitable gas escape
  may have slightly increased oxygen percentages in the atmosphere over
  the last several hundred years, but no significant climate change has been
  noted.
  The vast majorityofFosey’sinhabitantsarethe stalwart warehouse-
  men, salvage specialists, and indoor farmers of the Imperium. They are
  not explorers or adventurers. Most know of the “wilds” and their great
  expanses of “perma-moss” only from satellite photos and other remote
  sensors. They rarely bother looking at these, and the few who do will find
  surprisingly little data on the flora and fauna of the “outback.” Inhabitants
  of Fosey are unusually content to live their lives in the quiet, settled ways,
  and rarely go far from the places of their birth.
  The legendary explorer
  Bennet Lai da Santos, born on Fosey in 1036, is considered by most locals
  to be nothing more than a bothersome anomaly, not a role model; he was
  “more than a little oxygen-deprived,” many have said. Outworlders and
  others interested in the larger world are sometimes teased or insulted as
  “inSanto’s.”
  This attitude is the backbone of complacency (or contentment)
  which has kept physical exploration of the outlying deserts to a minimum.
  Offworlders are often surprised at the difficulty in locating local guides for
  58
  
  Cirque
  adventuresome excursions to the mountains, or to search for local varia-
  tionsofthe “perma-moss”ofpotential value.
  The population shows only slow growth. People do not generally
  seek to acquire more wealth than they can possibly use for themselves,
  and most locals live out their lives within a few kilometers of where they
  were born. At best, they talk about the purported occasional sightings of
  figures moving through the outback. Claims have been made on occasion
  that a Yeti-like creature with massive lungs and long, nasty fangs some-
  howsurviveson theperma-mossin theOutback, though itpurportedlyhas
  ataste forhuman flesh as well.
   
  .
  59
  
  Excerpt:Diariesand Dialogues
  Mercuryisnamed after oneoftheold Solomanigods. The fastone,
  I guess. Also a planet from Sol, which was hot and close to the sun.
  Sometimespeoplehold onto stuffthat’seonsold justto beperverse.
  This Mercury seems like a nice place to visit, but don’t bother if the
  Imperial authorities are upset with you. They keep an eye on who goes in
  and out of the port, and they can be petty about stuff like hijacking and
  espionage. Makes sense, I suppose, considering that the off-port’s not
  much more than a bunch of farms supporting a bunch of training bases.
  Nothing else there to see – raw recruits and officers on refresher all look
  the same. Spit, polish, lots of running around and screaming “Ma’am yes
  ma’am!” and “Sirno Sir!” and “YesSergeant, Iama DimRed Dwarf!”
  The big city, Ishmael — oh, what a wonderful place to not visit. A
  lotofnothing much to seethere. It’s mainly abedroomcommunityforthe
  brass and the wealthier farming managers.
  Nothing to see anywhere outside Ishmael unless you’re a big fan of
  prison and forced marches. Refueland head out.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1108.
  GeneralData(Players)
  As suggested by Admiral Lee, Mercury is an agricultural world. It
  is located in the Mora Subsector of the Spinward Marches, and contains
  both a naval and a scout base. The bases specialize in training exercises
  for the Imperial Navy, Marines, and for the Imperial Interstellar Scout
  Service. As a result, the world is governed directly by the Imperium. The
  Navy takes the primary role in this, as its training facilities are extensive
  and pervasive. The planet serves as a ground base for maneuvers, combat
  gamesand training, and as abase for fleet exercises.
  The IISS uses the planet and the system to train its personnel in
  survey and similar functions; as a result, Mercury and the other worlds in
  the system are among the best mapped in the Spinward Marches. It can
  truthfully be said that every meter of the surface has been imaged many
  times. The Scouts maintain a Geographic Information Systems (GIS)
  Database on the world categorizing every building, every bit of infrastruc-
  ture,and everylarge crater madeduringordnancetraining.
  However, due to the nature of military organizations, most of this
  information is classified. The extensive images and maps cannot be easily
  obtained; they are in heavily firewalled systems. This is to avoid cheating
  scandals in the military, among both active military personnel both in their
  service and the Navy/Marine training cadres, as well as limiting external
  espionage.
  Available information is essentially rationed.
  This forces
  trainees to obtain information the way they would in real-world situations:
  via real-time sensor and imaging scans, as well as direct observation on the
  ground.
  To minimize contamination of the trainees, most vessels are re-
  quired to stay at the up-port, in geosynchronous orbit above the main city,
  Ishmael. Only official Navy transports and vessels with special clearance
  are allowed to go to the down-port. Vessels which approach too closely,
  Episode 6
  Mercury • Spinward Marches 2624
  B658663-8 • A • Ag Ni • 304 • Im • F7 V
  or outside of prescribed vectors and trajectories, are challenged and subject
  to boarding. Vessels are also subject to intrusive scanning oftheir comput-
  er logs via mandated up-link to up-port Naval systems. Imagery and sen-
  sor data regarding the surface is deleted, and virus-like software injected to
  minimize and erase further scanningofthesurface.
  The planet has a thin but breathable atmosphere and a somewhat
  cool climate. Appropriate crops are grown in its more temperate zones.
  However, with a lowlocal technology level as well, this world is not in the
  business of mass-producing its food for export. Farming systems are
  imported at Navy expense. Though farmers own their own land, Navy
  officials specify what crops and livestock are is needed and how it is to be
  grown. That said, the life of a local farmer is reasonably lucrative; crop
  failure losses are borne by the Navy, rather than the landowner. With
  machines and robots to help, the economic model is as kind to the individ-
  ual farmerasispossible.
  Many other civilians provide support for the various bases and
  populations of military who are stationed here from time to time. In es-
  sence, Mercuryis aplanet in direct serviceto the military.
  Rehabilitation facilities were also erected out of modular materials
  during the Fifth Frontier War to serve military casualties. Injured combat-
  ants needing up to a month of convalescence and therapy were brought to
  these facilities. They were often put to work in training roles during and
  after their treatments; many were integrated into the new units as they
  formed.
  60
  
  Excerpt:Diariesand Dialogues
  Another farming paradise. A world of 60,000,000 dullard lumber-
  jacks and shepherds who I would happilyhand overto theZhodani, except
  that they’re too well adjusted for the Thought Police to torture. Trees and
  more trees, and then some meadows. How can you be adjusted with that
  sortoflifestyle?
  I should be fair – there’s no place in the Marches where I’d rather
  spend Holiday watching concrete harden. Except on Capon it’s probably
  illegal to take a whole day off of work, even for Holiday. And certainly
  sociallyunacceptable.
  And where there aren’t trees, there are geneered sheep. Yes, sheep.
  There’s altogether too much boiled mutton. Bring your dental floss, it’s
  stringy. The beer’s pretty good, but they’ll never drink more than one a
  night.Even women with uglyhusbandsstaysoberon Sixdaynight.
  Howdo you getdrunk if you won’t drink? Lumberjacks who don’t
  drink. I’d ratherdrink with abuzz-sawthan alumberjack fromCapon.
  Capon isascloseto theColdestPitofTartarosasI’ve everbeen.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1107.
  GeneralData(Players)
  Despite its thin, tainted oxygen-nitrogen atmosphere Capon is a
  lushly forested world. The canopy is thick and rich with secondary life of
  all types, though adapted. The taint is caused by a higher level of carbon
  dioxide and various tree pollens that can cause serious delusions, halluci-
  nations, and other mental illness. Humans born on Capon are somewhat
  less susceptible to such problems due to multiple medical interventions,
  including locally developed pharmaceuticals. Humans, Vargr and Ursa
  nonetheless tend to wear filter masks when outdoors. The hallucinations
  affect Aslan less.
  The plant life on Capon is adapted to the thin atmosphere. Oxygen
  tends to be released belowthe canopy, increasing the percentage ofbreath-
  able air. The canopy also tends to trap carbon dioxide produced by ani-
  mate life and decomposition. A healthy canopy is thus of the essence to
  the ecosystem. All oxidation occurs more efficiently below the canopy
  than above.
  Capon’s main exports are luxury hardwoods and luxury wools. Its
  farms and orchards provide self-sufficiency. Capon is a major trade-route
  link and naval base, and is widely reported and advertised to be a pleasant
  stopover due to the friendly and hard-working local population. Off-
  worlders are in fact treated courteously, though not effusively. Meals are
  hot and on-time, and the showers are warm enough to prevent shivering
  for as long as three minutes; Capon’s Tourism Board boasts that “no one
  has ever been scalded in a hotel shower.” There are few civil disturbances
  or fatal accidents, even in the lumbering industry. People rarely fail to get
  agood night’ssleep,and Imperialtaxesarealwayspaid on time.
  While Admiral Lee’s views are harsh and possiblyexaggerated (the
  Admiral’s memoirs are noted for hyperbole, not to mention a few outright
  lies), the grain of truth at the center is that Capon is a society of puritan
  Episode 7
  Capon • Spinward Marches 2324
  B747748-A • N • Ag • 610 • Im • K9 V
  mores. Indeed, the mores are unusually homogenous in a population of
  this size. Though the citizens may disagree on small matters, they work
  togethersmoothlyand single-mindedly.
  Through careful husbandry, Capon harvests hardwood “century
  trees” trees (trees of at least a local century’s growth) every year. “Half-
  century hardwood” is taken from a few forests of faster-growing tree spe-
  cies, but these are less sought after. Capon’s lumberjacks do not clear-cut
  and insist on replacing every “century” tree. They cut selectively. They
  also insist on ton-for-ton importation of properly sterilized raw fertilizers
  and soilto accountforthebiomass which leaves ashardwood.
  In short, this is a statistically improbable amalgamation ofconserva-
  tive, stoic, hard-working, single-minded, puritanical eco-minded farmers.
  Though some of the populace is settled in communities near the starport,
  farming communities, and various manufacturing centers, millions of
  peopleare migratory.
  Most of the migratory workers reside in portable housing. Some
  can move under their own power (the gravitic version of RVs), but most
  are loaded onto vast gravitic barges for the move from one location to the
  next. Many communities staytogether. Children are educated both within
  the community, and using links to other teachers in other locations. The
  society is designed around the mobility necessary to be responsible stew-
  ardsofthe environment.
  It should be understood that when Capon was first settled, tradition-
  al clear-cutting ruled the day. This helped produce arable land farming
  and shepherding. However, it also produced ecological damage. As the
  population grew, the leaders eventually realized that humans would de-
  stroy the environment by over-logging. Their ability to reason toward the
  future seems to have been enhanced by the medications taken to limit the
  consciousness-altering effects of the atmosphere. Thus, they developed
  the system currently in effect, becoming careful farmers who minimized
  thelossofrevenuethrough good managementpractices.
  The Century Harvests are carefully planned, and executed using
  very clean technologies. Each tree to be harvested is approached bya grav
  -based mill, snared from above, and tied off using natural but thick hemp-
  based ropes. The “groundjacks” are the foresters who handle the cutting.
  Trees do not topple; they are floated through the sky to massive gravitic
  barges on which they are cut into their component branches and trunks.
  These are collected and brought to the mills, most of which are near the
  starport.
  The groundjacks are followed by the “planters.” Prior to human
  intervention on Capon, vast swaths of forests were periodically destroyed
  and renewed by forest fires. The seed pods of the century hardwoods all
  require heat to germinate. Entirely eco-conscious regarding different local
  species, the planters gather seed-pods found on the forest floor and start
  their growth. Because heat is required to trigger growth, small fires are
  built and tended carefully to avoid major conflagrations that could cause
  significant damage to the forests. Any saplings found that have already
  sprouted on their own are transplanted as well. Nets may be draped from
  the surrounding trees to limit the remaining canopy from growing into the
  hole which allows the new growth will have enough light as it matures.
  Otherwise, nature is allowed to take its course; another century tree will
  soon sproutto replace whathasbeen taken
  61
  
  Cirque
  Forests also have“tenders.” Thetenders are also sometimes known
  as “tinders,” the Anglic pun not being lost upon this otherwise serious
  world. As trees are the most valuable planetary export, even natural de-
  struction followed by a century of regrowth is unacceptable. The tenders
  are charged with removing the worst of the combustible remains of fallen
  leaves, trees, branches, and other dead foliage from the forest floor. While
  some fires are inevitable (lightning strikes, for example, do happen), the
  object is to minimize destruction of the crop. Tenders generally enter the
  forest through the various holes in the canopy caused by selective harvest-
  ing. With some robotic aid, they tend the grounds and haul potential fuel
  to the access points for removal.
  However, this is possibly counter-
  productive, asitreducesthetinder for an ecologicallydesirable fire.
  In terms of their emotional uniformity, the human population is (as
  Adm. Lee once observed) the “next best thing to the Zhodani.” Though
  they lack the psionic techniques available in the Consulate, they have a
  well-developed pharmacological industry based on local plant life, and the
  will to use it. Starting at age five, each child’s brain structure is scanned
  using the best available technology. Various direct and indirect tests of
  brain chemistry are also performed. Each child is then put on a personally
  optimized mood stabilizer regimen comprised of drugs extracted from the
  local flora and custom-designed to promote industriousness and reduce
  distractibility. The high law level thus reflects more than whether the
  average adventurer is allowed to casually carry weapons. It also reflects
  theoverall governmentalintrusion into personalrights.
  “People have a right to be stupid and crazy, so long as they don’t
  expect a free living and don’t screw up the rest of society,” Adm. Lee is
  reputed to have said. “And I trust them better when I can see a wee bit of
  infectious crazy oozing out of the corners of their eyes. I know who I’m
  really dealing with from the color of the ooze.” Capon is decidedly not a
  world to the taste of anyone who likes his or her companions to be a little
  bit random. Most ofthe rigidly-controlled populace interfaces poorly with
  “randoms” who seek adventurein the forests.
  It is likely that Adm. Lee never spent time with tenders during his
  threeor fourdays on Capon. Tenders are known for their wild side, which
  includes sometimes refusing to take their medications for days at a time,
  quaffing down two beers at a sitting, and spinning wild stories of forest-
  dwelling witches, warlocks, yetis, bigfoots, ten-armed monsters and other
  menaces.
  A well-known aphorism on Capon is, “Tenders tell tales.”
  While no necromancers or unduly hairy wild men have ever been brought
  back for examination, the forest is without doubt full of both interesting
  and deadlylocal fauna.
  Dangerous native animals include various pouncers and other car-
  nivores, as well as the occasional crazed antlered herbivores. The deep
  forest also provides a good environment for insects, warm-blooded flyers,
  cold-blooded reptilians and carrion-feeders. Groundjacks, planters and
  tenders are defended by hunters who are allowed to fire only on actual
  threats. Takingthecarcass for anyreason isillegal.
  62
  
  Excerpt:Diariesand Dialogues
  Lunion? “Present your identity documentation. Type in your prop-
  er legal name to confirm. Stop typing in your name. Provide retinal scan
  and fingerprints prior to DNA registration. Spit here for DNA Registra-
  tion. DNAregistration failed, startover. You haveretried too manytimes,
  pleaseexittheline. Pleasedo notdrop yourphonewhiledoingso.”
  That’s Lunion. You need an advanced degree in data entry just to
  order a plate of Vilani Ragout. And don’t order the Sword Worlds Steak
  and Fungus — the robowait automatically pings your ID to a special
  watch-list. And don’t speed, or violate pinged traffic lanes when you take
  your air-raft out for a spin with the top down. The bots and scanners and
  transponder queries keep a tight rein on everything. They know who you
  are, most likely. And if they don’t, your picture winds up on the news —
  ‘Do you know this speeding maniac? Help us issue a fine.’ That’s one
  wayto keep thelocal skywaypatrol funded.
  And shoplifting — no point. Your bank gets charged if you leave
  with something anyway. Better to put your thumb to the scan, as if it
  matters.
  Not that they do much with the data. The local laws are reasonably
  relaxed for a place with so many bureaucrats. So long as you comm in
  your Form A23TT when you buy a newundershirt, and pay your fines for
  failing to merge with excessive caution, no one cares what you do. Lots of
  forms,lowexpectations.
  OK, I’m exaggerating. It’s not really all that bad — for all of the
  paper shuffle, they have pretty reasonable laws. If you kill someone,
  there’s a fair amount of paperwork to complete, so they say, but your fine
  will be under CR 100,000 so long as your grammar is good and you fill in
  allthe fieldsbefore you hit“submit.”
  Don’t ever get anyone powerful mad at you when you visit Lunion.
  The bureaucrats are always happy to do a favor for a higher-up. It’s the
  nature of the beast all over, just more so. The computers can be used to
  expedite apermit,orto send itrightinto ablackhole.
  It’s one of those places where you find a little bit of everyone and
  everything. It’s on the Spinward Main, not far from those crazed Viking-
  types in the Sword Worlds. Sophonts of every size, shape, and eyeball
  count. Shipyards, stations, warehouses — stuff people want, not the un-
  sellable crap that getsshipped to Fosey —allofthatsortofthing. You can
  meetthemallthere, so theysay, and buywhatthey’re selling.
  I always feel like I’m being watched when I move through. And I
  don’t mean the local bureaucrats tracking my shoe size. Sure, theydo that,
  butaworld like Lunion has morethan itsshareofnoseytypes.
  Spies, not just Imperial ones. They keep an eye on the big spines
  and little cruisers alike moving through. You can bet that the blasted Vi-
  kings and the Zho have people on the ground, maybe watchers in the deep
  dark, keeping a pile of passive sensors tuned tight to see jumps in and out.
  I wish I were just paranoid, but I’m not. Some of these dummies even
  think a cranky retired admiral knows more than he does. I do — but it’s
  about money these days. I’ve never been on the favorites list. Had to beg
  Santanocheev to give me a job in the last war. It’s funny when they make
  small talk about how they haven’t seen this battle-rider or that dread-
  nought.
  Episode 8
  Lunion • Spinward Marches 2124
  A995984-D • A • Hi In Cp • 810 • Im • G5 V
  Lunion is a good place to pass through with your mouth shut, your
  billfold out, and youreyesopen.
  Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade Repre-
  sentative, circa1105.
  GeneralData(Players)
  Some things have not changed in the far future. “Location, loca-
  tion, location,” is as important in 1111 Imperial as it was on Earth of the
  20th Century (Old Reckoning). Lunion’s position on the Jump-1 Spin-
  ward Main renders it an essential commercial crossroads. It creates oppor-
  tunities to rub elbows with members of most sophont species and subspe-
  cies. Withoutdoubt, Lunion’sposition also makes it ahotbed ofpoliticsin
  theMarches.
  This is not to say that decisions are made at Lunion. Lunion’s no-
  bility holds sway over neither Duke Norris of Regina nor Duchess Del-
  phine of Mora. The former has become important because he is willing to
  act decisively; the latter remains important because Mora was once seen as
  the unofficial Sector Seat. Both overshadow Lunion, whether Duke Luis
  ofLunion accepts that factornot.
  The Fifth Frontier War has altered the Marches’ political balance.
  Duke Luis and others are engaged in the essential machinations of build-
  ing and rebuilding political connections. This is a current and defining
  characteristicofdealingson Lunion.
  Lunion has a second defining characteristic:
  its bureaucracy is
  pervasive. Its high technology level provides sophisticated surveillance.
  Computer-based systems recognize most faces, and easily can (and do)
  track individuals’ movements. This competes with the inevitable sophont
  desire forprivacy.
  Many crowded, high-technology societies keep regular surveillance
  in place, both by the government and private individuals. Given its loca-
  tion and the resulting political and social pressures, the local government
  takes such monitoring to extremes. Interlinked cameras stream data to
  central computers, maintaining temporary video records (about three
  years’ worth) of most public places. Private security systems are required
  to upload theirdatainto thesamesystems and then eraseit.
  Personal recognition programs combined with government-issued
  phones keep reasonably close track of individuals as they move in public.
  Every child is issued a phone keyed to his/her genetic profile at birth, with
  upgrades and replacements as necessary. This assists in some private
  matters; there is little successful shoplifting from brick-and-mortar stores,
  and missing children are located quickly and easily. With a combination
  ofubiquitous security and links to the private banking system, the cost ofa
  purchase is automatically deducted from available credits when the indi-
  vidual leaves such a store. Most local residents are thus “absent-mindedly
  honest.”
  Any offworlder leaving the starport is issued a visa/identification
  phone programmed with the individual’s identity and locally available
  banking data. A genetic profile is locked in as well. This data is taken
  from the papers and identifications presented by the individual upon arri-
  val, as well as a cheek-swab. Such identifications are carefully scrutinized
  63
  
  Cirque
  and cross-checked against available Imperial databases. Only the best
  forgeries get through, so criminals fleeing Imperial charges are better off
  stayingon-portratherthan attempting to mingle with thelocalpopulation.
  Once a local phone is issued, its essential programming can be
  altered or falsified only with great effort and skill. It is easier to obtain
  another sophont’s phone and use it, though this requires fooling the
  phone’s biometric security system (e.g., by spraying matching synthetic
  skin on a hand). It is also possible to obtain certain modified phones
  which legally identify the individual by an alias. These are used by most
  nobles and officials when they desire anonymity in public. They may be
  issued for other reasons, such as providing a measure of privacy for confi-
  dants, friends, and lovers of the rich and powerful who are to be kept out
  ofthepublic spotlight. These are also issued to other celebrities on reason-
  able request, including travelling performers. Anyone whose Fame ex-
  ceeds7 is apotential candidate foralawful alias.
  Black-market phones are also available.
  These are generally
  phones of people who have died or gone “off the grid,” and can be used
  until the death or disappearance of the proper owner is noted. It is usually
  easier to obtain the genetic samples needed to fool the phone in these
  cases. Incautious spacers and tourists are favorite targets of such black
  marketeers.
  A small but significant number of offworlders disappear
  every year.
  In addition, bureaucrats periodically go rogue and provide illicit
  phones for personal profit or other motives. Despite the best efforts, such
  scandalssurfaceon averageonce everyImperial year.
  Diplomats of non-Imperial governments are exempt from carrying
  phones issued by the Lunion government, but such diplomatic immunity
  does not preclude surveillance and identification. To the contrary, known
  non-Imperial officials’ movements are closely observed. Powerful algo-
  rithms parse the data, establish patterns and look for deviations from those
  established patterns. Neither Zhodani nor Sword Worlders pass docu-
  mentsorutilizepublic “drop points”to transferdatadeveloped byspying.
  With all of this stated, the local government maintains a relatively
  low level of interference with personal choice, even having unusually
  open laws about carrying weapons. Given the population level and gov-
  ernment type, laws and attitudes allowing most firearms to be carried are
  something of an anomaly. Lunion is a cosmopolitan, accepting, socially
  liberal societyin spiteofitsregulations.
  The local government tends to require a great deal of paperwork in
  order to pursue one’s personal dreams. Admiral Lee’s comments exag-
  gerate this in one direction, but are relatively accurate regarding the han-
  dling of matters such as traffic infractions. Serious violent crimes and
  property crimes are certainly not treated lightly, but the judicial system
  reliesheavilyon computerized trackingand prosecution.
  As any crime-show based on Lunion makes clear, this tracking
  renders the rumpled detective character almost superfluous when dealing
  with serious crime. The tracking data may be accessed by police, though
  only with judicial approval. Such judicial approval is provided by robotic
  magistrates linked into the stream of data. Thus, an officer seeking to
  obtain data to identify a suspect or issue a traffic ticket must access the
  system and request the warrant, uplinking his or her “local” video stream
  and personal “testimony,” transmitted on the spot. The magistrate quickly
  evaluatesthedataon thesystem, determines ifa crimeor seriousinfraction
  is being or has been committed, and determines what movement infor-
  mation will be provided. This generally results in a list of suspects within
  moments(and often onlyonenamed individual).
  This efficiency does not trickle down to seedy private investigators
  or suspicious spouses. The most strictly applied legal right on Lunion is
  the right to personal privacy. So long as an individual is not violating a
  penal law and pays his or her debts, all movement information is personal
  and private. Retailers may not share purchase information with anyone,
  including advertising and statistical agencies, without the purchaser’s very
  clearlyand lawfullyobtained consent foreach purchase.
  In anyevent, hard, cold, anonymous cash is an entirely legal way to
  makeone’spurchases.
  The right to privacy is jealously protected by Lunion’s Ministry of
  Movement. This extensive agency maintains the massive datafiles and
  assuresthattrackinginformation isroutinelydestroyed afteran appropriate
  period of time. It mandates privacy for all tracking and identification.
  Violations of the right to privacy are reported first to the Ministry. Investi-
  gations begin here, and are referred to the police. Internal investigations
  and police investigations also look for black marketeers supplying illicit
  phones.
  64
  
  Excerpt:Diariesand Dialogues
  The galaxy is mostly black, without too much land to set foot on.
  What we set foot on mostly has a central star, and mostly that star is calm.
  More friend than foe. We like it that way. We keep warm, and we can
  grow things, and eat things that grow because that star is shining, reasona-
  bly constant. Not so many x-rays that we’re bothered, less ionization, that
  sortofthing. Apleasant, friendlystar.
  Sometimes, though, we hang out around stars that think of us as
  bug infestations. They’d rather not have us there, and they spray that poi-
  son deep into the corners. Except it’s worse than poison, it’s all the kinds
  of fire the gods you believe in can invent to burn your soul for eternity.
  We wouldn’t live in those systems if they weren’t just plain convenient,
  but that’s the rub — they’re usually somewhere between where we started
  and where we want to be. So we end up living there, or at least the less
  sane amongstusdo.
  Derchon’s a place like that. A gas-giant moon. Tide-locked to the
  gas-giant, more or less, so it has a day as long as its orbit, more than fifteen
  days. Far enough away that the gas giant doesn’t do much harm, especial-
  ly with the cities on the “far” side. But no big, pretty planet to look at in
  thesky,unless you’renear theequator, oron thatside.
  It’s an ice-capped, cold moon world with barely enough atmos-
  phere to be considered “air.” The air it has doesn’t guard much against the
  radiation the primary blasts out often enough to make a difference. A
  couple of times a year the people there have to duck into the shelters and
  wait out a particularlynasty flare. It can get long, a week or more, depend-
  ingon whethertheradiation hitsat early morning.
  That’s on top of mining ice to drink and such, and living under
  domesin theScars.
  And the Scars — I’m not sure I could forget I was living in deep
  rills melted in by a superflare. That’s right, one of those.
  The gas giant’s close enough to raise some extra havoc
  with the primary, and the secondary plays with that even
  more every thousand years or so. Last time was ten
  thousand years ago. Thinkit’s aboutdue?
  Me, I’d be looking up at that primary every day,
  wondering when the next ‘big one’ was due. Another
  mass ejection of plasma, one that could actually slice into
  the crust. I’d just as soon live right inside an active volca-
  no. Might die quietly of poison gas asphyxiation, that
  way.
  There’s not much water on Derchon, and it’s
  concentrated mostly at the south pole. The locals use
  convicts to mine the ice, and believe me, the ice miners
  have it hard. They live on the edge of the ice cap, with
  nothing much but their barracks and their domes. And
  the pipeline, of course. The pipeline disappears into the
  distance, alongside a dirt track that leads back to the
  Scars.
  Thousands of kilometers away from civilization in
  an airless waste makes for a pretty effective prison. Last
  time there was a prison break, someone tried to hijack a
  Episode 9
  Derchon • Spinward Marches 2024
  C512799-8 • S • Ic Na Pi • 901 • Im • M0 V M7 V
  crawler. The crawler broke down five kilometers short of a shelter just
  before a flare. X-rays are fine in small doses, even useful, but it wasn’t a
  small dose. That batch of idiots turned ten years at hard ice mining into a
  death sentence.
  But that’s how they live on Derchon. Some of them even like it
  there. They prove on a daily basis that humanity is completely insane
  aboutwhatplanetsitinfests.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1108.
  GeneralData(Players)
  An Imperial-aligned world in the Lunion Subsectorofthe Spinward
  Marches, Derchon is an ice-capped, cold world with a trace atmosphere.
  Its population is about 90,000,000, concentrated in the “tropics” of this
  cold world. Derchon orbits the system’s sole gas giant, Langmuir in a tide
  -locked orbit. This creates a day that is as long as its orbit, 15 standard
  days and 19 standard hours.
  The system’s primary is an M0 V “UV Ceti Variable,” more com-
  monly called a flare star.
  Every few days or weeks, radiation bursts
  (including deadly X-rays) are emitted. Langmuir and Derchon are on the
  edge of the deadly zone; thus, they are not close enough for the primary to
  provide real heat, but close enough that carbon-based life would likely die
  out entirely if the orbit was any closer. Only extremely hardy organisms
  survive, and they face a high mutation rate due to the regular bursts of
  radiation. Significant flares requiring humans and their animals to take
  shelter occur on average four times each standard year. Lesser flares also
  occur.
  Derchon’ssecondary, an M7 V, isalso a flare star, buthas no plane-
  65
  
  Cirque
  tary bodies worthy of the designation. The primary and secondary orbit
  their common center of gravity in elliptical orbits, and thus B rarely has
  any effect on Derchon or Langmuir. The two stars make their closest
  approach every 835 years. Scientists are reasonably certain that a close
  approach about 10,000 years ago led to magnetic bridging between A and
  Langmuir,launchingadevastating superflaretoward Derchon.
  As a result of the long-ago superflare, stellar-ejected mass struck
  Derchon and boiled away much of its then-thicker atmosphere. Deep rills
  now called “the Scars” were carved by glancing-and-rolling stellar matter
  Pits and caves were also melted out by smaller fragments of the ejected
  mass.
  What native life existed prior to that cataclysm was decimated.
  Native life has regenerated to an extent, but consistent flare activity has
  guaranteed thatonlythehardiestlife formssurvive.
  Derchon’s population resides in sealed flare-caves, roofed-over
  portions of the Scars, under domes, and in other airtight structures. Much
  ofthe necessary local agriculture takes place in sealed flare-caves and man
  -made underground structures; this protects both crops and livestock from
  ionizing radiation. Cave farms are thus also safety shelters for much ofthe
  local population. However, humans are insistent on seeing some hint of
  sky above, and so tend to reside where they can see it. The largest of the
  Scar complexeshousesapopulation ofseven million.
  The relatively stable crust allows for deep burrowing and deep
  mining. Much of Derchon’s population is heavily involved to one extent
  or another in mining the various metals and material deposited by the
  superflare, as well as valuable gems formed bythe greattemperatures.
  All habitats are all equipped with “flare shelters.” Many are simply
  deeply-buried structures connected by tunnels. Some are simply massive
  lead-and-concrete blockhouses. Some are deep-buried shelters of multiple
  levels. The last type is particularly common near the poles, and especially
  in the ice-mining prison facilities. Some of the pits and caves near the
  bases of mountains and in the walls of deeper canyons are large enough to
  have been sealed by the first settlers; they serve as underground farms and
  population centers, as well as shelters.
  Native life on Derchon is limited to hardy but simple organisms
  due both to the cold and the regular bombardment by X-ray bursts from
  theprimary. Despite thelowoverall TLof8, Derchon hasan effective TL
  of 10 in life support technology, reflecting local experience with surviving
  in caves and shelters. It also imports such technology to supplement local
  capabilities.
  After metals, gems and radioactives, Derchon’s trade resources are
  products using or manufactured from the hardy organisms which have
  survived the harsh environment and regular radiation bursts. Harvesting
  these requiresapresenceon ornearthesurface.
  “Air” travel is not common, as the atmosphere is too thin for lift
  bodies. While gravitic vehicles and spacecraft are imported, those are
  expensive to obtain and service.
  Thus, most travel involves locally-
  manufactured fuel-cell powered crawlers with wheels or tracks. Explora-
  tion crawlers tend to be massive and heavily shielded, carrying all of the
  comforts and safety of home with them. Transport crawlers tend to be
  light and fast, and lightly shielded. They rely on short, straight lines and
  flare shelters to protect their occupants. Flare shelters are never spaced
  more than twenty kilometers apart. The long route to South Pole parallels
  thepipelineaqueducts, discussed below.
  The very high local law level represents a rigid society in general.
  Survival on this world requires attention to detail.
  Shelter drills are
  planned and occur at least once a week. Failing to take shelter as ordered
  may result in serious penalties, including incarceration on the first offense
  and loss of the right to procreate after three offenses. As Comic Juggler
  will quip, “No one likes an overheated gene pool.” Weapons restrictions
  are also heavily enforced, as shelters can become tense during prolonged
  flare events. Avoidable waste or pollution of water carries a minimum
  sentence of one standard year at hard labor. Any abuse of or theft from a
  flare shelter carries a minimum sentence of twenty standard years, also at
  hard labor.
  The penal system is administered by the Water and Power Authori-
  ty (WPA, pronounced “Wippa”). The WPA is a critical government insti-
  tution. It is more than a mere public works department of the local gov-
  ernment. Much like the original Mars of the old Sol system, most of Der-
  chon’s water is locked in ice and permafrost. However, while most major
  human settlements on Derchon are concentrated in the “tropics,” there is a
  concentrated, easilyaccessible watersourceat thesouthern icecap. Sever-
  al large facilities exist nearby to obtain water to replace what is inevitably
  “lost,” and to keep pace with increased need and demand as thepopulation
  grows.
  Because axial tilt exposes this pole less to the primary, it is some-
  what sheltered from flare activity. However, the area is also much colder,
  its summer is brief, and conditions are harsh. Eighty percent of the work-
  ers in the “mine and melts” and related pipelines are convicts. On the
  other hand, Free Employees with experience (including former convicts)
  or with essential skills are paid very well for working halfofthe local year.
  Both convicts and paid workers are usually awarded “frostbite nick-
  names,” including some well-known old-timers known as “Three-
  Fingered Gilii,”“JoeNo Toes,” “Ice-Spleen Vreen”and “StumpySusan.”
  The pipelines themselves, which stretch thousands of kilometers
  over the exposed surface, are entirely enclosed in concrete-encased aque-
  ducts. These aqueducts also support conduits for high-tension electrical
  power lines. The power is generated by fuel cells and imported fusion
  power plants; the water itself is heated to boiling or higher temperatures
  through the heat-exchangers. The water in the pipeline gradually cools
  through the concrete of the aqueducts despite plenty of insulation. This
  systemrequires workersto inspectthe aqueducts. Critical failurescan lead
  to steam burns, as well as radiation injuries from exposure to daily radia-
  tion.
  Serious flares are extremely dangerous. Failing to reach a flare
  shelter in time leads to radiation sickness on a good day, instant death on a
  reallybad day.
  Derchon hosts an orbital Imperial Interstellar Scout Service Base.
  The base is generally charged with communications, but is also specifical-
  ly tasked with two functions, one military and one scientific. The first is
  watching the Sword Worlds. The second is continued study of the super-
  flare.
  The once-crucial watch on the Sword Worlds is being reduced, as
  such surveillance can now be conducted from Border Worlds (former
  Sword Worlds systems which aligned with the Imperium following the
  war). Study of the superflare is ongoing, as it may yield insights into the
  Darrians’ stellar trigger technology. In addition, the two stars are drawing
  close to their common barycenter for their closest approach in ten thou-
  sand years. Preparations are being made to observe the effect of this ap-
  proach overthenexthundred years.
  Both the Scout base and Derchon’s government have placed auto-
  mated solar observation satellites in orbit around the primary.
  Solar
  weather is carefully watched; computer algorithms model and predict
  likely flare activity on an ongoing basis. Adangerous flare can be predict-
  ed with abouteighty-fivepercentcertainty.
  Flare alerts are sounded on a conservative basis; X-ray bursts travel
  atthe speed oflight, and thus would getto Derchon millisecondsbeforean
  actual reading. As the venerable ice miner “Twenty-Digits-and-All-Her-
  Organs Sam” said at a press conference on her 100th birthday, “I washed
  my hands a lot. An’ I never waited until I could see my buddy’s bones X-
  66
  
  Cirque
  rayed onto hisskin before Igotin t’ shelter!”
  The clip of that interview has been repeated every subsequent year
  on Sam’s birthday. Her 110th birthday will take place during Cirque’s
  visit.
  An incidental issue in the system is piracy, as some local pirates
  have hardened their vessels and sensors to withstand the heavier radiation
  bursts that occur during the regular flare eruptions so they can take ad-
  vantage of the reduced sensor acuity during significant flare eruptions
  (much the way the Red Baron ofEarth’s first World War preferred to dive
  out of the sun to pounce on his British adversaries. In this region, pirate
  crews may be mixed, including Imperial humans, Sword Worlders and
  Vargr. Despite higher-than-normal Scout traffic through the system and
  the risk of serious radiation sickness, piracy continues. Gems draw fool-
  ishness, afterall.
  67
  
  Excerpt:Diariesand Dialogues
  Never do business on a world run by someone whose only name is
  “The General.” For that matter, never live downstream of such people.
  They forget that the water they, um, pollute is the water their supporters
  need to cook in. No one gets to the top without a lot of people on the low-
  er levels of the pyramid. You have to care about your subordinates. Not
  to the point that you get decision-paralyzed, but you also can’t just forget
  thattheyexist.
  Rabwhar is a world where the downstream isn’t clear water, if you
  get my drift. The General and his pals have a good life. A lot of other
  people aren’t doing all that badly, but the wealth isn’t shared as nicely as it
  might be. The haves have, and the have-nots — well, they have less by a
  good bit. Their water rations are meager and none too clean. Getting
  dirtierbytheday,in fact.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1104.
  GeneralData(Players)
  Rabwhar is not a garden world, but it has agricultural tendencies.
  Its economy is based around harvesting and processing of compounds
  derived fromits plant life. The planet had a thicker atmosphere in the past,
  and thanks to millennia ofoutgassing, the local plants have evolved certain
  unusual properties that are useful in life-support system manufacture and
  chemicalsynthesis, such ashyper-oxygenation. Certain unusualproperties
  of these plants, such as hyper-oxygenation, are useful in life-support sys-
  tem manufacture and chemical synthesis. It had a thicker atmosphere in
  thepast; millenniaofoutgassingcaused evolution.
  The end result isthatthough Rabwhar’s atmosphere isthin, it is also
  comfortably rich in oxygen. This compensates to a degree for the lower
  air pressure, much as early spacecraft used higher oxygen percentages in
  theircabin to compensate forlowerpressure.
  Rabwhar is also a world which has failed to progress technological-
  ly much beyond the level of Industrial Age Earth, although the planet did
  enter its own Atomic Age about thirty years prior to the Cirque’s arrival.
  Plentiful fossil fuels exist, courtesy of multiple die-offs of both plant and
  animal life that resulted in abundant supplies of fossil fuels. Coal is by far
  the most plentiful. Petroleum fields abound in several areas. Natural gas
  can be obtained with little effort. Despite a much smaller population than
  Earth’s of the classic Industrial Age, the use of fossil-fuel combustion as a
  staple has tainted the atmosphere from an earlier “pristine” state. Despite
  the fact that the local technology level entered the atomic age about thirty
  years ago, the world is experiencing climate change due to its reliance on
  fossil fuels.
  In an effort to stave off climate change before the ecology was
  irreparably damaged, prior charismatic rulers pushed the development of
  atomic energy. Simple fission plants have provided both energy and some
  weapons-grade fissionable material for the last three decades.
  Unfortu-
  nately, the General’s uprising in 1095 disrupted further advancement of
  atomic technology, or the importation of better equipment. Sixteen years
  Episode 10:
  Rabwhar • Spinward Marches 1822
  D5448BA-6 • S • Pa Ph Pi • 313 • Im • K5 V
  later, most of the earliest fission plants are close to retirement age and are
  subject to stringent safety regulations that have retarded efforts toward
  replacement or upgrading. This in turns means that much oflocal industry
  and society remains powered by fossil fuels rather than anything more
  technologically advanced.
  This situation is allowed to continue by the repressive and techno-
  logically conservative ideas of the local ruling elite. The primary mode of
  transportation is therefore the internal combustion engine, which is used to
  power ground-based trains, some personal automobiles, and simple fixed-
  wing(but verylight)aircraft.
  In short, Rabwhar isnot merely abackwater. Ithasbecometechno-
  logicallyand sociallystagnant.
  This was not always the case. Until 1095, Rabwhar was ruled by a
  series of hereditary monarchs, some notably charismatic and forward-
  looking. This state of affairs ended in 1095, when a particularly unpopular
  king was overthrown in a coup. He abdicated as revolutionaries seized the
  capital city, and was replaced by a new government, led by his popular
  niece. She in turn ruled briefly until the local military (not the Imperial
  Army)tookcontroland forced the leadersoftheSeventeen DayDemocra-
  cyinto offworld exile.
  By 1105 the Democractic Government in Exile of Rabwhar
  (DGER), based in Shirene (Spinward Marches 2125, a hex away from
  Lunion) still claimed to be the legitimate rulers of Rabwhar, though the
  organization had largelydegenerated into aband ofpirates and raiders.
  The Fifth Frontier War allowed the General to strengthen his grip
  on the government and on resources. Though Rabwhar was not a center
  of conflict, it is within Jump-3 range of several of the former Sword
  Worlds, and thus was occasionally attacked by commerce raiders in hit-
  and-run attacks. It was also briefly held by Sword Worlds forces. The
  General was largely viewed as a collaborator during this period and is still
  less than popular with the average citizen. He has not been deposed, how-
  ever, asheis“thecollaborator with all theguns.”
  DGER gained new followers as a result of the General’s coopera-
  tion with Sword Worlds officials during the occupation. The popular
  niece remains alive, though she is still in exile, and now has a growing
  cadre of followers both off and on Rabwhar. She is working to rebuild
  DGER’s reputation as a respectable revolutionary force and her own status
  as a legitimate ruler rather than the leader of the rabble the DGER once
  was. Unfortunately, localelements ofDGER areleaningtoward terroristic
  attacks, rather than revolution, as they see no likelihood of future change
  withoutaction.
  The IISS base maintained at the D Starport is at least as large as the
  civilian port. Its repair facilities rely on expensive imports and parts rebuilt
  by the local staff. Most of the local staff are brought in from planets with
  higher technology levels, as local youths who aspire to more are viewed
  with great suspicion by the ruling junta. It is an “open secret” that the base
  isinvolved in covertsurveillanceoftheSword Worlds.
  Loyalty to the Imperium is of course valued now that the Sword
  Worlds have again been defeated. Imperial service provides opportunities
  for education, advancement, and financial security that Rabwhar cannot
  currentlyoffer. That said, youths who join theImperial forcesoften find re-
  integration difficult upon their retirement from the service and their return
  68
  
  Cirque
  to their home world. They have had their horizons opened, only to have
  them shrunk by the local government and mores. Many thus either never
  return at all or leave again shortly after they come home. Those who stay
  are often the ones who find favor with the ruling junta, which values its
  superior technology-by-importation.
  Some who return have returned
  from the Fifth Frontier War, however, have been joining with DGER
  againstthejunta.
  Though abackwater planet, Rabwhar was on the “official”dividing
  line between the pre-war Sword Worlds border and the Imperium. In
  addition, Sternmetal Horizons continues to maintain a small research
  facility in Rabwhar’s asteroid belt. The system was briefly occupied by
  Sword World units in 1108, forcing Sternmetal to temporarily abandon
  the station, but not before assuring itself of the utter elimination of all data
  and evidence of its work. The General and his ruling junta kept their
  collective heads down and collaborated with the invaders while claiming
  to be a captive government, thus managing to hold onto planetary authori-
  ty.
  Several skirmishes took place in the system, eventually resulting in
  the return of Imperial control. At that point, the junta reaffirmed its full
  authority as the local government. The Imperium gave it little thought;
  local government is a local matter, especially when at war with the psy-
  chopathicand psionicZhodaniand theirbelligerentSword World allies.
  Rabwhar also found itself delivering large loads of meat and pro-
  duce to the railheads during the war; both Imperial and Sword World
  squadrons must be fed, after all. Thus, its standard of living was reduced
  for several years and has yet to return to pre-war levels Needless to say,
  this has led to anger and discontent among the local population, which is
  nothappyaboutthecontinued deprivation despitethereturn ofpeace.
  69
  
  Excerpt:Diariesand Dialogues
  If you watch the aster-oater vids, you’d think all of the prospectors
  live in shiny new seekers, and all they ever dig out is pure gold and per-
  fectly formed diamonds. You hardly ever see the truth — all the folks
  living and dying just like the planet-bound, farming and smelting and
  doing what’s necessary to keep the old prospectors and their grimy old
  cutters and gigs moving from rock to rock. A whole belt grows up,
  though, and they grow a lot of old-fashioned Spinning Wheels for the
  growing, and the smelting, and the living, and of course the dying. A
  living belt has four or five or ten of them, and a hundred or a thousand
  bolasand bubble worlds...all sortsofthingsthat were thoughtup before we
  figured out artificial gravity. Cheap and easy to run. Sensible, a lot of
  ways.
  Spinning Wheels. The standard torus — that’s a neat thing. A lot
  ofsystems haveone orthree stillhangingaround, that’s whythey’re stand-
  ard. Over two kilometers in diameter, most ofthem getting natural light at
  least as a supplement, and they can support ten thousand people easily.
  Some, more. Great way to farm, great way to manage resources. They
  make acceptable up-ports, too, and good places to do business, like
  Rhylanor’s Old Station. Some people can’t stand them — old-fashioned
  spin-for-gravity’s too primitive for their delicate inner ears, I suppose. But
  I like them. I can’t think of anything that’ll ever make me dislike a Spin-
  ningWheel.
  That’s why I like Zaibon. It has a lot of old wheels, and a bunch of
  variations. Too bad theytook all the copper out ofthat belt. Soon enough,
  they’re going to have a whole bunch of empty habitats. A played-out belt
  dies, mostly. It might live as a stepping-stone… Or, if it’s far enough
  from any borders, it might make a good Depot someday. But Zaibon’s a
  bit too close to the Sword Worlders for that. And worse, their tall pals the
  Zho.
  Maybe the Imperium should plant a proper Navy base at Zaibon.
  The Zho didn’t finish with us the last time they plowed into the Marches.
  They’ll be back. An extra fleet near the border would suit me just fine.
  Keep theVikingsin line, too.
  But they won’t. They worry about places like Lunion, and Regina.
  Sure, Regina’s interesting, but it’s expendable. What does it have worth
  protecting? A duke with a buzz cut? Strephon should get off his butt and
  name Delphine to run the Marches, maybe all of Deneb. Mora, that’s a
  place to protect. And Zaibon, right there on the edge. But it’s just going to
  die away, I think. The Sword Worlders will be able to move in without a
  mumble. They’llbringtheZho with them.
  And the Zho — people get all scared of the mind-reader types, and
  they’re certainly a vile pest. But a lot more Zho are just Proles. ‘Just
  Proles,’ you say. Fed gruel and forced to be happy by mind control, that’s
  what the Admiralty thinks. But you know, they make up most of the
  combat crews, and most of the boots-on-the-ground grunts. I’ll bet some
  oftheZho spies are astelepathic as you orme. Right,not.
  What? Oh, Zaibon. A dried up place unless they find something
  newand interesting. So they’ll find something. Orthey won’t.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  Episode 11
  Zaibon • Spinward Marches 1825
  B000544-B • Ni As Va • 512 • Im • M6 III M3 V
  GeneralData(Players)
  The Zaibon Belt is fortunatelylocated in Orbit 11 ofits large M6 III
  star, outside the primary’s 100-diameter “jump masking” limit. It was
  once a major belting community, with miners working a large lode of
  copper and other useful metals. As a result, it became a boom-belt, while
  planets closer to the star were largely ignored. A bare rock orbits in the
  habitable zone, a minimum of 33 days away from the belt at a constant
  1G.
  Though many of the population have lived inside mined-out aster-
  oids all of the varieties of classic spinning colonies are represented in this
  system: several large O’Neill Cylinders, several Bubbleworlds, several
  Bernal Spheres, myriad bolas, and various other small habitats. There are
  also thirty-three (33) separate Standard Stanford Torus variants, each de-
  signed to and capable of supporting some 10,000 humans. While some
  belters live in Seekers or other ships and small craft, a belt community
  requires more care and attention to be successful. Communities require
  common living facilities, farms, smelting locations, trading posts, and
  more. Zaibon was and isno different.
  The belt is all but played out now. With few other sources of in-
  come, the system’s community is in decline. The Imperium has not, as
  yet, seen fit to take over the system as a major Imperial Navy port. Other
  systems are more threatened, and a new buffer zone has been created in
  the Border Worlds. Zaibon’s population of 500,000 is already seeing a
  decline as young people seek other belts and other worlds — and as older
  peopledie.
  With the residential/farming space stations now experiencing nu-
  merous vacancies, one suggested solution is for the system to re-invent
  itself as a tourist and retirement community – “The Old Belt Experience.”
  For the moment, it is producing mild interest from investors. However,
  with proposed slogans like “Choose an Old, Comfortable Belt,” “Come
  Have a Belt with Us,” and the worst (and least grammatical) pun of them
  all, worst of all, “Suspenders Your Travel in the Old Belt,” this plan cer-
  tainly can fail. People rich enough to retire to space stations can do so in
  their home systems. The rest are at least cautious about Zaibon’s proximi-
  tyto formerSword Worlds systems.
  Zaibon also boasts a new concept in the Marches: the amusement
  wheel. Like its on-world predecessors of other systems, the amusement
  wheelisdevoted to recreation, forboth residentsand tourists.
  The Ferris Wheel is a full-sized resort developed from a 200 year
  old dual-wheel torus. It was completely refurbished in 1106, before the
  outbreak of the Fifth Frontier War, with ten separate “theme parks” in its
  ten segments. The renovations were done as cheaply as possible to save
  money and time. The Advance Sophonts have arranged performances for
  Cirquein thisuniquefacility.
  During the war, the Ferris Wheel became a popular liberty port for
  smaller vessels. As a result, it also became apopulardestination forlower-
  levelspies fromtheSword Worldsand theZhodaniConsulate. Since120-
  1110, with the Armistice in place, significant attempts have been made to
  attract visitors from outside the system. The Ferris Wheel Entertainment
  Consortium considers this part of Zaibon’s future: Zaibon will be both a
  70
  
  Cirque
  destination and a prototype for similar theme-stations in other systems
  throughouttheMarches.
  The Ferris Wheel is a dual Stanford Torus with a joint hub. One of
  the current tori is primarily a residence for employees and a food produc-
  tion facility.
  The second provides tourists with ten different “parks” to
  choose from, and ancillary recreation/dining/lodging facilities. Several of
  theseparkshaveperformance venues.
  The basic functions of the park environment, along with the num-
  ber of visitors from other systems combine to allow a number of adven-
  tures. Indeed, if Cirque des Sirkas is ahead of schedule, Captain Andii
  plansto spend an extra weekhere.
  Colorful fictional characters roam throughout the less serious parks,
  drawn fromhundreds ofhuman traditions and thousands of years ofenter-
  tainment memories. From enormous fictional cartoon rats to impossibly
  muscular super-heroes, these characters entertain children and expertly
  annoy adults.
  Some such characters are rumored to come from pre-
  spaceflight Earth; others come from the most recent animated creations of
  Regina. Even villains appear, in their more amusing and toned-down
  caricatures; Zhed the Vreeper is often seen retreating from Arturo the
  Adaptable and his crew. The Pink Beaker World park celebrates the
  mischievousanimal’sadventures.
  The belt is also ripe for redevelopment in a different way: station-
  grown crops familiar to humans fare well. One plan to revitalize the sys-
  tem calls for building new agricultural stations within the Habitable Zone,
  despite the long trip necessary to get out of the star’s massive 100-
  diameter limit. These tried-and-true “wheels-in-space” have low power
  requirements, allor mostofwhich can besupplied byefficient solar panels
  to cut production costs. Lighting for plant growth can be supplied by the
  primaryitself, with aday/nightcycleprovided byboth mechanical shutters
  and higher-tech materials with varying opacity. A low rate of spin simu-
  lates gravity. Atmosphere recycling is handled by photosynthesis; most
  stations produce enough food to be self-sustaining. Stations with a low
  population density can produce a substantial surplus of food and other
  consumables. In addition, modern computer, robot, and nanobot manu-
  facturing and construction techniques present real efficiencies. In essence,
  with sufficientenergyand raw material, a massivenewstation shell can be
  erected without undue discomfort or loss of life.
  In-system freighters
  would bringtheproduceto stationsin Orbit11.
  Local technicians and residents have sufficient experience to make
  this plan work. Though lacking in advertising skill, they hope to go from
  being miners working a dying claim to “Spinward’s Bread Basket” within
  two standard decades.
  Other business plans include the design and manufacture of smaller
  habitats for the rich; plans to create retirement habitats for the Marches’
  elderly rich; and, ofcourse, plans to attract an Imperial Navy or Scout base
  to theport.
  Segment
  Name
  Environment
  1 Waterpark
  Subtropical
  2 “Pink Beaker
  World” (Basic Rides and
  Amusements based on the
  Ubiquitous Children’s
  Animation series, “The
  Pink Beaker.”)
  Temperate
  3 Aslan and Vargr and
  Droyne, Oh My!
  (Exhibitions and rides
  related to three other Ma-
  jor Races in the Marches)
  Temperate
  4 Primitive Worlds Resort
  (“Roughing It, As If”)
  Temperate/Rough
  Terrain
  5 Zoo/Aviary/Aquarium
  Temperate with
  Enclosures
  6 Team Sports Park
  Temperate
  7 Scout Adventure Theme
  Park, Arcades and Muse-
  um (Includes Cable-
  Coaster Ride)
  Temperate
  8 Old Earth Adventures
  Theme Park and Museum
  (An Old-West Show Con-
  fabulated with Asian,
  Indian, South American
  Native, Middle Eastern,
  and Inuit Culture)
  Temperate
  9 Old Vland Theme Park
  Temperate
  10 Ultimate Capture the
  Flag Live Park
  Temperate/Rough
  Terrain
  11 Fruit Orchard 1
  Temperate
  12 Fruit Orchard 2
  Temperate
  13 Processing Plants
  Temperate
  14 Vegetable Protein
  Temperate
  15 Animal Protein
  Temperate
  16 Amber Waves of Grain 1
  Temperate
  17 Amber Waves of Grain 2
  Temperate
  18 Veggies 1
  Temperate
  19 Veggies 2
  Temperate
  20 Rice Paddy
  Sub-Tropical
  ThePinkBeaker
  ThePinkBeakeris anon-speaking mischievousprankster. Its gender
  isunclear. Itispursued byanumberofvillainsin the variousshortholo-
  films,includingInspectorInept, VictorVargr, Lord Tree RattheKingof
  Thieves, HerbertHoover(abloodvark)and similar evildoers. In thetime-
  honored tradition,thePinkBeaker is generallyinoffensiveand notthe
  aggressor. Moreoften than not, elaborateplansgo wrong, and thePink
  Beaker goeson its merry, jazz-accompanied way.
  71
  
  Cirque
  72
  
  Cirque
  Pink Beaker World Segment
  73
  
  Excerpt:Diariesand Dialogues
  Oh, I love farm worlds. You knowthat, right? Yeah. I’ve said that
  before. Farming. Guiding the plow behind yoked miniphants. Milking
  the chickens and getting eggs from the horses like they did on Old Terra.
  Fresh airand real food.
  All that fresh air and good living’s enough to make an old admiral
  suicidal. Give methe stinkofa carrier anyday.
  Hofud, though, I can’t complain about. Another sweet little farm
  world to visit. A little smaller and a touch drier than Vland or Earth. The
  Spinward Marches would be the breadbasket ofthe Imperiumifit was just
  a little closer to Capitol. The difference between Hofud and a bunch of
  other farm worlds – well, the obvious one is that those damned Sword
  Worlders are running the show. That makes it a touchier place to visit,
  sometimes. They wantto be friends, butthen theylookovertheir shoulder
  asiftheyexpecttheZhodani ThoughtPolice.
  I’ll say this for Hofud. It’s well organized. Run on the scientific
  method. Thepeopleare abitnicerthan theaverageSword Worlder. They
  make some money out of their exports, and they’ve built up a nice enough
  port. It has good facilities, too – military and commercial. Heck, Hofud
  would make a lovely addition to the Marches. I’ve said so more than once
  to thefolksthere, when I’vebeen negotiating forSharurshid.
  A fewof them even look a bit thoughtful. “One more foolish war,”
  one high-end vintner said, before she shut up and got all tight-lipped. She
  taught me about the folly of looking over one nice figure instead of look-
  ing closely at a spreadsheet full of figures, if you get my drift. But it still
  worked out. That’s one source of fine wine locked up nicely by Sha-
  rurshid,even ifit costa fewextracredits.
  Hofud runs up a particularly nice line of wines, ales, and other alco-
  holic beverages. They say that there’s something a little different in the
  local fermenting organisms, probably caused by all of the dust that gets
  into their atmosphere. That ring of theirs drops a lot. Whatever it is, it’s
  nice. Ipickup aprivate stockofmyown wheneverI getthechance.
  The Harvest Festivals are always good parties, too. That time ofthe
  year in the ‘northern’ hemisphere, almost all of the moons are bright and
  full – they’re tide-locked, all but two, and in fairly low orbits. And there’s
  a meteor shower at the same time – dust and rock streaming along behind
  the ‘Three-year Swarm.’ Even a few big rocks. So the harvest dances are
  lit from above, and open-air. Those are pretty nice times. Some of the
  dances are rustic, some of them are high-dress balls. If you don’t get to at
  least ten dances after the harvest is in, you’re either a nasty old spinster or
  you should bathe moreoften.
  And that’s the place to make friends and allies. That tight-fisted
  vintner…she does a tango that near enough fractured myhip the last time I
  was there. And she’s a tease…keeps smiling and saying, “One more
  foolish Zho war, and I’ll marry you.” Not quite a reason to provoke the
  mind-melters,but…tempting. If you wantto be married, anyway.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1107.
  Episode 12
  Hofud • Spinward Marches 1524
  B666853-A • F • Ga Ri Pa Ph • 601 Sw/BW • G6 V M9V
  GeneralData(Players)
  Most of Hofud’s 520 million residents live on the larger of the two
  continents, Ofrein. The smaller continent, Baaten, is far less populated,
  with apopulation ofonly60 million.
  Prior to the Fifth Frontier War, Hofud was a member of the Sword
  Worlds Confederation. Its proximity to the border with the Spinward
  Marches made it strategically important to the Sword Worlds. Its orbital
  bases had traditionally been important refueling and restocking centers for
  Sword Worlds military forces. As a result, Hofud was occupied by Impe-
  rial forcesduringthe Fifth Frontier War. It was oneofthe firstoftheoccu-
  pied worlds willingto supporttheImperium, atleastofficially.
  Sharurshid is credited with having a strong influence on this deci-
  sion. From 1103 through 1108, Sharurshid built important links with the
  vintners and brewers of this temperate world. The higher prices obtained
  for their fine drinkables in the Marches influenced the local feudal tech-
  nocracyto be favorablydisposed toward theImperial government.
  The official friendliness, however, is not shared by all. To the con-
  trary, a significant underground has developed. Opposition cells have
  formed, sometimes loosely interconnected, and sometimes entirely inde-
  pendent. Some members of the governing technocracy itself did not wish
  to leave the Sword Worlds in the first place, and are still in a position to aid
  the opposition. Small terrorist attacks have occurred, and though this
  activity has not been significant enough to merit an “Amber Zone” alert,
  safetyin numbersisnotguaranteed on this world atthe currenttime.
  On 067-1111, Sharurshid received significant terrorist threats, and
  several incendiaries were lobbed at the office building it rented. Thereaf-
  ter, it relocated all of its off-port offices and personnel to the downport and
  surroundingstartown. Increased securityhasbeen putin place.
  Despitethese issues, asofearly1111 complicated negotiationshave
  been in motion toward the establishment of the Border Worlds Confedera-
  tion.
  The new polity is expected to consist of the ten occupied worlds,
  plus Sacnoth and Tyrfing, with Sting expected to become the primary
  world in the client state. The end result is that the Border Worlds will
  become an Imperial client state, rather than an occupied territory. The
  factions pulling the Border Worlds together are relying on Hofud’s reputa-
  tion for rationality and its significant role as an agricultural producer to
  providestabilityto theprospectivebufferstate.
  Physically, Hofud is unusual in that it has no fewer than 11 moons
  (all captured asteroids) and a dust ring, unusual features for anything but a
  gas giant. The moons are generally small and in lower orbits. Most are
  tide-locked.
  The large number of captured moons is believed to have originated
  with a cluster of asteroids which sweep through the system in an elliptical
  orbit every three years. The occasional intersection of the orbits allows for
  the occasional capture. The same intersections in the eons before human
  settlement resulted in a collision between a moon and an asteroid, disinte-
  grating both and resulting in the dust ring. As noted by Admiral Lee, the
  northern hemisphere’sharvestscorrespond to passagethrough this ellipsis.
  The moon in the lowest orbit (Rousse), serves as Hofud’s up-port.
  It is a roughly cylindrical, irregular rock twelve kilometers long and vary-
  ing in thickness, but generally around seven kilometers thick. It orbits the
  74
  
  Cirque
  world once every four and one-half (4.5) standard hours. Docking towers
  have been erected at intervals along the surface. These allow ships of
  various sizes to latch on for fuel, cargo, and personnel transfers. Piping
  has been run from various tanks. Habitats have been drilled under the
  surface, eliminating theneed forexpensiveradiation shielding.
  GudridGrettisdóttir
  TheVintner
  FinalUPP:4A99BC.Age:52 years.
  Final Skills: Admin-2, Advocate-5, Art: Chef-1, Broker-5, Bureaucrat-6,
  Comms-2, Computer-1, Counsellor-1, Diplomat-4, Flyer-1 (Aeronautics
  -1, Grav-1), Gunner-2 (Screens-1, Turrets-1), Language: Anglic-8, Lead-
  er-2, Liaison-2, Pilot-0 (Small Craft-1), Science: Chemistry-1, Tactics-1,
  Trader-2,Zero G-1.
  Terms(9):3 Education, 6 Noble.
  MusterOut(6): KCr260, KCr240, C2 +1 (Dex A), Life Insurance, TAS
  LifeMember, Directorship.
  Automatics & Non-Rolled Gear: Hand Computer/Comm, Civilian
  Clothes,PersonalEntertainment Library, Professional Library.
  BW:Hofud 1524 B666853-AF GaRi PaPh 601 Sw/BWG6VM9V.
  HWSkills:Trader-1,Art: Chef-1,Trader+1.
  75
  
  Excerpt: Diary and Dialogues
  I don’t much like Dyrnwyn. I don’t like any world with one sun
  that never sets and another one that plays periodic tricks. I shouldn’t have
  to draw the shades to get to bed, or go to the other side of the world and
  risk slipping on the ice. I’m getting to an age where falling might be em-
  barrassing. I mightnotbeableto getup.
  But it’s an interesting world for all that. You expect most ofthe tide
  -locked worlds to be roasted rock, and most of them are. But occasionally
  wind, water and land surprise you, and somehow form systems that work
  for humans. Dyrnwyn’s ocean and continents on the sunward side are set
  justright. The hottestpointis atthe “eastpole,” and it’s almost dead center
  in the ocean basin. Water vapors up, begins to cool and move out, forms
  gentle breezes all the way to the edge. A little wobble in the twilight zone
  and a lot of volcanism melts enough ice to keep the oceans in water. In
  fact, there are some micro-continents, or big islands, being formed there in
  the mostly dark. They have some wonderful hot springs. I visited a set of
  them a ways back — 1098, I think it was — and they’re great therapy for
  whatever ails you. Add a big blonde masseuse named Inga, or a little red-
  head named Freia, for that matter, and you’ll go back to the sunlight feel-
  ingtwentyyears younger.
  It’s a brilliant planetary design, really. Almost makes one believe
  that the Norse gods found a newplace to live after theyleft old Sol behind.
  The boring people think the Ancients fooled with it three or four hundred
  thousand years ago. How are they different from gods if they could do
  that? Anyway, apart from the general lack of night on the warm side, it’s
  nottheworstplacein the world.
  But I still don’t really like it. Kind of dislike it, in fact. More than
  kind of, maybe.
  Those ice-islands are kind of pretty when the second sun is in the
  sky, half the year. Not much warmer, because it’s a bit of a distant com-
  panion, but pretty. And the cold-weather hardy lichens bloom in a few
  places. But I still don’t much like it. I got frostbite right after one ofthose
  long baths in the hot-springs, had to have all my toes amputated and re-
  grown,so I guessIdon’tlikeit.
  I also don’t love the Sword Worlders. Sure, they started out Terran,
  a long time ago. One or two at a time, fine people to swap a story with
  over a hollowed-out horn full of rancid ale. As a whole, though, how do
  you trustthem? They keep tabson the Zho mood, and when theZho ships
  start swarming over the lines, Sword World ships are always nearby to
  lend a hand. Hard to trust someone who makes common cause with the
  mind-melters.
  IlikeDyrnwyn, some. Alot, really. ExceptthatIhateit.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  GeneralData(Players)
  A corporate-governed world in the Sword Worlds subsector of the
  Spinward Marches, located along the trailing border with the Imperium,
  Dyrnwyn was formerly a member of the Sword Worlds Confederation.
  Episode 13:
  Dyrnwyn • Spinward Marches 1522
  B958812-A • F • Pa Ph • 201• SW (Former) • M4 V M8 V
  During the Fifth Frontier War, Dyrnwyn was invaded by Imperial troops
  on 233-1109 aspartofOperation AzhantiSunrise.
  Following the defeat of the Sword Worlds forces, Dyrnwyn came
  under Imperial occupation and in 1110 was among the border systems that
  broke off from the Confederation to begin the formation of the pro-
  Imperial client state called the Border Worlds Federation. In 1111 control
  of Dyrnwyn is being returned to the Fortarn Conglomerate, the planet's
  Gungnir-based (Spinward Marches 1221) corporate owners as part of a
  post-war goodwillpackage.
  Dyrnwyn is tidally locked to its primary star despite sitting on the
  edge of the system's habitable zone. In spite of this unpromising situation,,
  convection and currents render the world habitable, with a “land of the
  midnight sun” environment on the sunward face. Several larger moons
  circle the world in almost-perfect orbits. Together with Dyrnwyn’s close-
  ness to the primary itself, these contribute to a hot core and substantial
  volcanic activity. Volcanism is one of several keys to the unusual habita-
  bilityofsuch atide-locked world.
  Dyrnwyn contains three main continents: Joekullvetur, Ny Groen-
  land, and Eghvass. Other notable land masses include the coveted Jarth-
  laug Islands in the ocean circle, which contain the settlement of Katlar.
  Both the capital city of Svartgardur and the Ahgharad Starport are located
  on Joekullvetur. These continents ring the ocean on the world’s light side,
  almost as if they were deliberately positioned in the warmest central area
  oftheocean.
  The light side of the planet is mostly ocean with a largely temperate
  climate. The far side oceans are frozen to a depth of as much as one hun-
  dred meters, with average temperatures at the cold “West Pole” nearing -
  51 degrees C. However, aspreviously noted, volcanic activity keeps water
  liquid under a surface layer of ice that becomes relatively thin near the
  volcanicislands and micro-continents dottingthedarkside.
  The warmest portion of the ocean, the “East Pole,” creates a regular
  upward flow of warmth and vapor into the atmosphere thanks to a combi-
  nation of sunlight and volcanism. The atmospheric currents level off and
  flow outward, keeping the sunward side warm. As vapor moves toward
  the dark side, much of it precipitates and ultimately returns to the liquid
  ocean remainder eventuallybecomes partofthedark-sideice mass.
  Currents caused by the core-based heating move water back to the
  light side oceans, creating a constant conveyor of cooling that prevents the
  light side from overheating. Without this conveyor effect, the light side
  would overheat, the temperature would rise dramatically, the oceans evap-
  orate, and the atmosphere boil into space. Human habitation would be-
  come impossible as the comfortable “midnight sun” environment ceased
  to exist.
  Most environmental scientists consider this an unlikely “Goldilocks
  Squared” situation, with some openly speculating that this world was
  deliberately engineered to behabitable bythe Ancients. Atleastone major
  religioussect even suggeststhattheperfection ofthissystemisproofofthe
  DeistDesign Theory, notwithstanding scoffers.
  Interestingly, the distant companion provides some light to the far
  side each five planetary years. During this period highly efficient lichens
  bloom for about a quarter of the local year and then die off, with spores
  surviving forthenext such year.
  76
  
  Cirque
  This period is creatively named “The Five-Year Bloom,” or “The
  Bloom” for short. Almost all of Dyrnwyn’s 200,000,000 inhabitants save
  time and money to travel onto the dark side for a week or two during
  Bloom. Ice skimmers carry simple tourists on three-day excursions. The
  wealthier and more adventuresome spend more time, with loftier goals
  such as scaling a mountain peak or swimming in one of the suddenly-
  formed ice-cold equatoriallakes. Pre-fab shelters and tentsdotthesurface.
  A few more permanent facilities are also found there, primarily designated
  for corporateresearch.
  Imperial researchers interested in these uniquely efficient lichens
  have long sought to study the Bloom, but until recently tensions between
  the Sword Worlds and the Imperial governments made this all but impos-
  sible. One positive outcome of the Fifth Frontier War has been the open-
  ing of Dyrnwyn for study. The first Bloom since the closing of the war
  began abouttwo monthsbeforeCirque’sarrival.
  The ice skimmer is a standard vehicle, especially for far-side travel.
  This is long tradition from the days before local gravitic manufacturing.
  Whether logical or not, the locals simply do not trust gravitics and other
  flyersin the cold. Theyalso enjoythe feelofskimming acrosstheice.
  Little else is known about this world by Imperial citizens. It is,
  simply,an oddity.
  Dyrnwn in standard mapping format. The sunward sideis rimmed in yellow (light greyin grayscale);
  thesunlesssideisrimmed in blue(darker greyin grayscale).
  An Ice-Skimmer Race
  77
  
  Excerpt: Diary and Dialogues
  We all know that Saurus got its name because it’s a jungle full of
  largish reptile-sort-ofs, including some big ones. It would have been just
  as accurate to call it “Courtroom.” Think about it, you’ll get the joke. But
  the fauna and the jungle were just a first impression. There’s a lot more to
  Saurusthan that.
  For example, jungle rot. If you want jungle rot, Saurus is a great
  place to visit. The stuff there isn’t aggressive, exactly – it’s more like it’s
  tenacious. Anything there that figures out how to feed on you gets a grip
  and keeps it. It won’t kill you, not fast, anyway. It wants to keep you alive
  and kicking.
  It can be killed, too. It just takes time, energy, and a tolerance for
  nasty baths. Nothing like holding your breath and staying under, then
  coming up and breathing in the stink of sulfur.
  Ask any old-timer.
  They’ve all had the Greenfuzz Rot now and again. They just close their
  eyesup and enjoytheswim.
  Not a tenth of the life there has been catalogued and studied. No
  one’s made a big push, the way they should. Anytime you see that much
  life, you should drop an entire space station full of labs into orbit. There’s
  probably a cure on Saurus for everything but ingrown toe-nails. Not to
  mention nice scents forperfumeand shampoo.
  We’ve been ignoring that nasty old jungle for a long time. What a
  waste.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  GeneralData(Players)
  Saurus is yet another agricultural planet with a garden world envi-
  ronment. With a relatively small population of approximately 800,000,
  the world has not been deeply penetrated by humanity, and much of its
  surface and native species remain a mystery. The lower technology and
  population limits the local manufacture of vehicles and exploitation of
  fossil fuels.
  Manyofthehardylocalslikethat.
  The law level’s implicit weapons restrictions are only enforced
  within 100 kilometers of “densely” settled areas for simple, practical rea-
  sons: local technology does not support enforcement. Weapons are need-
  ed in the “outback” to defend against the sometimes large, sometimes
  hostile,nativelife forms.
  Much of Saurus’ economy is supported by the simple and non-
  intensive gathering of biological resources.
  Its lush equatorial forests
  contain numerous life forms with use or potential use in medicines. A
  number of natural substances can be obtained and distilled. Because the
  local biochemistry is slightly different from that of standard humanity, the
  uptake of many of these substances is slower, as are their rate of break-
  down in the human body. Thus, substances and drugs against various
  illnesses take effect more slowly, but they also work for a longer period of
  time. The same is true of substances and drugs with primarily psycho-
  tropiceffects.
  Episode 14:
  Saurus • Spinward Marches 1320
  D888588-7 Ag Ni 820 Im • G8 V M1 V
  The more temperate zones are also lush with forests and vegetation
  of various types. Most communities and farms are located in these zones.
  The starport is located in the southern temperate zone, near the Amazon
  Ocean’s eastern shore.
  Saurus is a mass of life and biodiversity that has yet to be truly
  exploited despite athousand yearsofcolonization.
  During the Fifth Frontier War, Saurus was subject to regular incur-
  sions fromthe GramFleet aspart oftheSword Worlds Campaign.On 014
  -1108 the Imperial Admiralty officiallydeclared the system to be a combat
  zone. On 168-1108, Saurus was occupied by Sword World forces. Most
  invaders were eventually pushed off-world when the system was retaken
  byImperial forces.
  Rumors continually pass through the local population that Sword
  Worldstroopsremain on Saurus. Dependingon thedayofthe week,these
  Sword Worlders either retain significant weapons and unit discipline, or
  are simple ragged pockets in rough terrain. Some claim to have seen
  Sword World vessels lift off from plasma-burned clearings. Many of the
  old-timers who come in from the “backwoods” with their gathered natural
  products are ridiculed when they mention these alleged sightings — sight-
  ings which areneverproperlyconfirmed.
  78
  
  Excerpt: Diary and Dialogues
  Vilis was a nice place once, a long time ago. Alittle small, but very
  dense with metals and such, so gravity’s pretty normal. Smack in the
  middle of Goldilocks. Sweet air, dense, and enough water for nature’s
  purposes. Enough for human purposes, anyway. Is anyone surprised that
  theSword Worlders spread thereand started farming? Really, anyone?
  Well, that was fine, until they started mining, and then making, and
  then making more. Internal combustion and external combustion and
  sideways combustion. Putting needles through the planet’s skin, sucking
  down fossil fuels because it’s cheaper to drill than re-invent fusion, or
  better yet import it. Cheaper to drill for oil and strip-mine than it is to do a
  lot of things. They got lazy and stupid, smogged it up, dumped toxins in
  some of their nice almost-deserts... well, this isn’t really intelligence. This
  isants with an attitude.
  Oh, and then we let them join up. How could we not? There’s still
  metal to be mined. Ships to be made, rifle barrels to be bored. More pol-
  lution, less food production. You know you’ve made it in Imperial society
  when you haveto import food from yourown orbital stations.
  What’s that you ask? No, you misunderstand. I love Vilis. Some-
  one needs to keep the Sword-Worlders and Zho at bay. Vilis does a good
  job at that. The cost of freedom is eternal pollution. A great, capitalist
  mecca.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1107.
  GeneralData(Players)
  Vilis wasoriginallysettled bySword Worlders, buthas been associ-
  ated with the Imperium since 470 in current reckoning. Vilis is now a high
  population, heavily industrialized world with its originally standard oxy-
  gen-nitrogen atmosphere tainted by industrial pollutants. Like pre-
  Solomoni Earth, pollution has caused global climate change, though a
  switch to alternative energyhas slowed theprogressofthedamage.
  Vilis’ exports are primarily manufactured goods, including some
  warships and of course weaponry. However, the relatively low technology
  level(in overallImperialterms)limits itsconstruction oflarger warships.
  Over eight billion people reside on this relatively small world, re-
  sulting in significant crowding, especially in the cities. Food is grown on-
  planet using efficient means, but as noted the ecology is stressed by the
  high population and the polluted air. Additional food is imported from
  orbital habitats, and from other systems. A strong manufacturing base has
  made allofthispossibledespitetheecologicaldamageithas wrought.
  While some orbital agricultural habitats exist (often older Standard
  Stanford Toruses), many other platforms were constructed after local
  manufacturing became capable of large-scale gravitics production. Thus,
  despite increased expense, many of the newer agricultural habitats are
  large domed plates. Like “spinning wheels,” though, these habitats retain
  substantial shielding in their bases, which face sunward. Mirrors redirect
  light toward the domes, and the domes use advanced polarization tech-
  niquesto simulate a fairlystandard day.
  Episode 15
  Vilis • Spinward Marches 1119
  A593943-A • Hi In • 820 • Im • G5 V M8 V
  The richest manufacturing tycoons of Vilis often reside on
  gravitically lifted estates. These are set to float above the worst of the
  smog at ground level, in the in the less dense air of the higher elevations,
  and abovethe worstofthe smogbelow. Atmospheric currents move them
  around the globe, giving them the opportunity for many vistas. Needless
  to say, this is too expensive for most of the populace, who continue to live
  in lessdesirable conditionson theground.
  Vilis was spared direct combat during the war. Both the Zhodani
  and Sword Worlds seem to have largelybypassed the system. The people
  of Vilis credit this to the availability of basic defensive vessels and milita-
  rized forces, reducing the local effects of the war. As aggressive as the
  Outworld Coalition had been, they were not foolish enough to lay unnec-
  essary siege to a prepared and fortified Imperial world. Numerous orbital
  bombardment scares and siege drills kept the populace vigilant. System
  defense forces were always at high alert. Despite the cessation of hostili-
  ties, they currently remain at higher alert than at any time in the twenty
  yearsbefore the war.
  Although the planetary government is a representative democracy
  with a fairly liberal law level, Vilis is nonetheless only slowly ramping
  down fromthe war mentality. The people continue to take defense respon-
  sibilities seriously, to the point that there are still individuals who refuse to
  leave their homes without a sidearm in the event of renewed warfare. In
  addition, areas such as the construction facilities for lower-technology
  Imperialpatrolvesselsareheavilyguarded.
  Because it was deemed a safe haven, Vilis became the destination
  for many Imperial citizens fleeing combat zones. Some 50,000 people
  were lucky enough (or panicked enough) to cram into the cargo holds of
  vessels being evacuated from Saurus, Calit, Garda-Vilis, Frenzie, and
  other worlds, and werebroughtto (or dumped at)Vilis.
  79
  
  Excerpt: Diary and Dialogues
  Most ambitious parents want their children to grow up to be doc-
  tors, lawyers, or Imperial Navy. Arkadia’s the only place I can remember
  visiting where a kid with an admiral’s braid on her shoulders plays second
  fiddleto theone who just gotapprenticed to a masterglass-blower.
  The admiral may keep the commerce flowing, but delicate glass-
  ware is the commerce. The Arkadians like commerce. They like it so
  long as they approve it, anyway. They’re snarky that way. Exports have
  to be approved. Low-grade stuff doesn’t get out easily, at least what they
  call low-grade. Local families have china that a Count would cheat a
  Baron for. But that stuff doesn’t get past the export inspectors. “Don’t
  glutthe market with crap,”that’sthe motto.
  And it works. When a setting ofeight wine glasses goes for a thou-
  sand credits because it’s certified Daneau of Arkadia stemware, hand-
  blown and hand-etched, the method works.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1107.
  GeneralData(Players)
  Located in the Vilis Subsector of the Spinward Marches, Arkadia
  has several large moons, producing both complicated tides and significant
  tectonic activity. As a result, it is a volcanic world, prone to frequent earth-
  quakes and eruptions. It has a reasonably temperate climate and a thin
  oxygen-nitrogen atmosphere, slightly tainted with volcanic gasses. Its
  400,000,000 residents live in well-sealed homes and use filter masks due
  to theenvironmentaltaint. These arelocallyproduced and highlyefficient.
  Populated areas are often located along fault lines because minerals
  are mined and gathered there. As a result, construction techniques empha-
  size sturdy, low-height buildings of fewer than ten stories. Populations are
  less tightlypacked than on manyworlds.
  Like many worlds in the sector, the local technology level is low.
  Localtransportation is largely ground-based. Ores and deposits are moved
  via ground-based trains and similar forms of transportation rather than by
  gravitic or other air-based methods. More valuable items are well guard-
  ed. Arcadia’s technology level of 6, combined with minimal starport
  facilities, renders it something of a backwater despite its population in the
  hundredsofmillions.
  Local artisans work with various minerals, ores, gemstones, and
  precious metals, producing everything from exotic jewelry to original
  sculpture to decorative items using only the planet’s own raw materials.
  Glassware in particular is a an unusual but highly prized specialty, as the
  local silica and mineral based can be used to produce vibrant colors and
  interesting patterns rarely seen on other worlds. Several artists’ colonies
  have become well known due to the masterworks they produce. Master
  artisans living in these enclaves attract aggressive, ambitious apprentices
  from allpoints ofthe globe, and even otherplanetsifthestudentis deemed
  worthyofthetime and attention
  Other crafts and artistic forms are represented as well. Sculptors
  produce exquisite large and small works from the various types of marble,
  Episode 16
  Arkadia • Spinward Marches 1217
  E546845-6 402 Im
  granite, sandstone, basalt, and other available stones. Gems and jewelry
  are well represented, with a special emphasis on chryelephantine statues
  and other forms that combine precious metals, exotic gems, and organic
  material. Even the simple granite and marble slabs used for flooring and
  wall coverings are produced by highly skilled stonecutters.
  Arkadian
  green marble isespeciallycoveted acrossthesector.
  “If you want it hand-made, have it made on Arkadia.” Arkadia is
  known for its individualized, often cottage-industry manufacturing.
  Though mechanization and mass production assuredly exists, it is less
  pervasive than on most worlds. Extended families often work together to
  manufacture particular lines of high-quality goods, with skills and styles
  passed fromone generation to thenext.
  The starport is located in a tectonically secure location many miles
  away from major population centers. It is a classic E-class starport in its
  most literal form: a bare, flat, rocky place with a beacon. It is, however,
  fenced off. All official access points are guarded bythe Artisans’ Customs
  Service. All cargo entering or leaving the port is inspected carefully to be
  sure that proper export permission has been given, as only the highest
  qualityitemsare allowed to leave Arkadia.
  The Congress of Artisans maintains a single Type R subsidized
  merchant, the ArkadiaII, which makes one round trip per month between
  Arkadia and Garda-Vilis. The most valuable cargoes are reserved for
  export on the vessel.
  In addition, a number of independent traders have
  cargo contracts for lesser cargos. The Congress of Artisans also approves
  all cargos offered for sale to independent purchasers, even down to person-
  al purchases by individuals, as a way of maintaining Arkadia’s reputation
  forproducingonlythehighestqualitygoods.
  The Viscountess Anoria assiduously supports the local govern-
  ment’s strict policies. Her levies have concentrated on providing better
  than adequate system defenses for a world with no starport. Smugglers
  occasionally attempt to land off-port. They rarely meet with success; they
  are even lesslikelyto leave with cargo bays loaded.
  The artists’ collectives are locales of interest to the occasional tour-
  ists. Tourists are allowed to purchase anything they want, of course, but
  must still apply for an export license for anything to be taken off-world.
  Some tourists have become irate when told that a product will not be ap-
  proved for export, as “all sales are final” at the collectives, although their
  ire usually cools when their ships send messages advising of the final
  boarding call. Travellers’ Aid Society materials on Arkadia advise all
  visitors to confirm that the artisans with whom they deal have an export
  license, and thatitems sold havebeen pre-inspected for minimumquality.
  Arcadia's representative democracy is relatively standard among the
  many worlds which utilize such a system. It has an executive, judicial and
  legislative branch, each providing checks and balances. There is, however
  a fourth branch thatisuniqueto Arkadia:theCongressofArtisans.
  The Congress of Artisans is essential to this continued prosperity of
  this relatively low-tech world relatively low-tech world. As most of the
  planet’s exports are high-priced handicrafts and fine decorative items, the
  powerful Artisan Guilds set and enforce standards for industries, including
  stone workers, sculptors, metal workers, glass workers, porcelain and
  china artisans, gem cutters and jewelers. This is to ensure that Arkadia’s
  reputation for producing only the very best quality items is maintained.
  80
  
  Cirque
  Rather than risking inferior products entering the stream of interstellar
  commerce and threatening Arkadia’s good name, the Congress of Arti-
  sans regularly meets to evaluate and grade works proposed for export. The
  membersalso bestowstatusesupon these creatorsof"hard art."
  The Congress assembles annually atthecapitolcity, Tripolitsa, near
  the starport, to evaluate both large works of art proposed for export and
  samples of smaller items such as jewelry and glassware. As the various
  itemsare evaluated,lots for export are created.
  As may be expected, placing a bottleneck on commerce can be
  upsetting to some. Most artisans understand that the vast majority of the
  creative individuals and groups maximize profit as a result of this system.
  However, others suffer from the strict quality control and occasional delay
  in approving a particular style or product line for export. Accusations of
  favoritism and prejudice fly during the always-heated congressional de-
  bates. Experienced artisans with a long history of solid off-world sales are
  often derided by their juniors as simply politically connected hacks. Other
  artisans, regardless of the true quality of their work, claim that their works
  areunfairlyjudged.
  In addition, those outside the more powerful political circles have
  repeatedly lobbied both the day-to-day government and the Viscountess
  Anoria for an expanded starport facility. They argue (correctly) that keep-
  ing only an E-class starport minimizes the desire and likelihood that larger
  vessels will come to trade. A D-class starport would attract other vessels,
  and perhaps even a few major shippers. The outsiders are often unwilling
  to accept that their goods are indeed inferior, and exporting them would
  simplybedilutingthevalueofhigher-rated works.
  Accusations of prejudice against various outside artisans and styles
  can be based on any perceived difference. Minimalists of no particular
  talent often suggest that the subcommittees of the Congress of Artisans
  simply do not understand their work, which they claim is innovative and
  deliberate rough rather than sloppy or unskilled. Producers of overly
  ornate goods accuse the same juries of failing to understand the im-
  portance of arcane, busy designs. Artisans from communities with strong
  religious beliefs claim that the Congress of Artisans are prejudiced against
  their workbased solelyon secular(not to sayheathen)viewpoints.
  81
  
  Excerpt:Diariesand Dialogues
  Deserts. Good place for you if you havelungissues. Notso good if
  you like to drink water on a regular basis. But every now and again,
  there’s a good reason to visit. Sure, dates and figs. You can get lots of
  dates and figsin aproperdesert.
  Mirriam...there’s a damned improper desert. A worthless sandbox
  with a little water. Not much in the way of valuable minerals. It must
  have had better life at some point — breathable atmospheres usually come
  from life, not just with it — but what’s there now is hiding. There are
  probably petrochemicals under the sand, too, but no one’s really interested
  in drilling forthose.
  Now there’s one reason, and only one, to be in the system: the Zho
  can use it as a stepping stone. They’ve tried before, and they’ll try again.
  We can’t let them have it, so we’ve had to put a Navy base in to protect a
  beach without a beachhead. We can’t leave it all to the Darrians and their
  star-trigger in that little nub of space. Someday, the Zho will figure out a
  way to neutralize that thing. And anyway, it’s not like the Darrians have a
  million shipsand a million startriggers.
  So we’redefendingadamned bigball ofsand.
  Allin all,I’d ratherbein Philadelphia. WherevertheHadesthatis.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1108.
  GeneralData(Players)
  An unattractive and dry world, Mirriam is nonetheless useful as an
  Imperial Navy base.
  Its position near the Zhodani “spur” near the
  Marches’ border makes it tactically necessary to occupy and protect the
  system. The starport is primarily orbital, on a small moon. The ground
  facility is rated only “E” because it is lightly used. The Naval Base at-
  tached to it – an anomaly in the Imperium – began as an ad hoc defensive
  outpost during the Fourth Frontier War. Located on Mirriam’s airless,
  rocky moon, it has become permanent to maintain a presence in the sys-
  tem. The base provides refined fuel to Naval vessels only, using aging
  three-hundred-ton fuel shuttlesin constantrotation.
  Although desert training exercises are sometimes conducted on
  Mirriam’s surface, there is no ongoing surface base or presence. Mirriam
  proper is virtually ignored by the Imperial Navy. Approximately one
  thousand civilians lived on the world below until the outbreak of the Fifth
  Frontier War. Ten, including the world’s knight, resided at the downport,
  located nearthe almost-temperatenorth pole. Mostoftheremainderofthe
  thousand permanent residents resided nearby, eking out a living in a small
  mining community. Another eleven arrived before the war: a purported
  research teamchasingdown alleged evidenceofthe Ancientson Mirriam.
  All were present when the Zhodani invaded the system in 1108.
  The starport workers and many miners were able to leave in their single
  shuttle, but the researchers were away from the port. In the general rout
  and chaos of Imperial Navy forces attempting to disable the lunar station
  and cover a retreat, no effort was made to retrieve them. The researchers
  havenotbeen heard ofor seen since.
  Episode 17
  1315 Mirriam
  E572300-8 N Lo Ni 110 Im F5 V
  The general speculation is that these researchers were removed by
  the Zhodani. The Zho are known to have at least much interest in the
  Ancients’ 300,000 year-old high technology as the Imperials. Minimal
  postwar efforts to locate these researchers in the form of quick orbital
  sensor sweeps have found nothing. Diplomatic inquiries have borne no
  fruit. In fact, the Zho claim to have never stepped beyond the downport’s
  borders, a claimnotcredited bytheImperial Navy.
  BaronetKimargakkaasugish
  Kimargakkaasugish? Methim.
  One of Norris’ better ideas was to rid himself of that particularly
  annoying dimwit.. Kimargakkaasugish was of the considered belief that
  all
  prior
  theories
  regarding
  the
  Ancients
  are
  and
  were
  “lushkhenkhik” (Vilani for “poppycock”). In his view, Old Sol’s original
  Mars was the true home of the Ancients. Mankind were the Ancients,
  possibly along with Vargr.
  Kimargakkaasugish’s kept intriguing all
  through Reginato secure funds fora major studyofthistheory.
  Norris finally realized that failure disguised as success would rid
  him of a useless pest for a period of time. He convinced the University of
  Regina to funnel funds to the Baronet as a research grant to seek evidence
  of the Ancients on Mirriam. He effectively exiled the fool in 1105. Hope
  helikes sand.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1106.
  82
  
  Excerpt:Diariesand Dialogues
  I’m not a big fan of passive-aggression. I suspect that most “flag”
  and “general” officers are about the same. We’re trained to apply force to
  resolve situations disliked by people who outrank us. It doesn’t matter
  what the situation is – a war between two member systems, an invasion by
  the Zho, or some foolish trade embargo that threatens essential political
  interests. For what it’s worth, we tend to start out with the odd view that
  an ortillery bombardment here and a marine drop there are the best ways
  to get a mob to payattention and hand ussome respect.
  Or fear. Fear willdo in placeofrespect.
  And our training and years in command – well, what do you think
  thatdoes? Diluteourideas aboutguns and bombsbeinguseful? Really?
  Now and again, though, it’s wise to remember that there’s more
  than one way to skin a beaker. You have to always consider the value of
  sitting back and fighting by doing nothing. Like a little thing I engineered
  forSharurshid a fewyearsago.
  Al Morai was getting a little up-starty and annoying, and its less
  savory sidekicks from Denotam’s criminal operations were supporting it.
  I think someone on Denotam figured that Al Morai would somehow get
  inroads into the shipping business off Calit if they put pressure on a low-
  tech world with serious needs for imported atmosphere compressors and
  technology, what with thelocalpopulation burstingattheseams.
  So, there I was, trying to help both them and Denotam Traders, LIC
  — Sharurshid has a twenty-five percent interest in Denotam Traders, you
  never knowwhen abackwater willblossom—and workingon a fair deal.
  We were only looking to grab a five percent markup after all costs. So
  these mercenaries show up from Denotam. Calit would have had to keep
  plodding on with its crappy local low-tech solutions if it knuckled under
  and paid the Danegeld. (Danegeld. A very, very old Terran term that the
  Sword Worldshas kept alive, just for meto useattherighttime.)
  Stupid, right? Hundreds of millions surrendering to what, a thou-
  sand or so troops and a couple of ortillery platforms? With me there, and
  me having good connections with the Navy, not to mention the IISS? I
  could have turned it the other way in a heartbeat, and that’s not bragging.
  It’sjusttrue.
  That wasn’t howI decided to skin the beaker, though. I worked out
  the three-cornered double-cross of all time. I got Calit’s government to
  capitulate. I mean, completely capitulate. Let Denotam win. Roll over,
  play dead, quiver in fear, and send all the right signals out. Done, and
  done. Suddenly, Denotam — the planet, not the company — was in
  charge of Calit. And suddenly, Denotam had the local nobility on its tail
  about importing improved life support and compressors and such. ‘What?
  You don’tthink you should haveto? You boughtitbroke, you fixitup.’
  And the fun part of it? Well, I told you that the contract was all but
  done when those dummies showed up and started making threats. Sha-
  rurshid had suppliers lined up for all ofthat tech. ADenotam, LIC freight-
  er wasjust shortofgettingloaded.
  Episode 18
  Calit • Spinward Marches 1515
  C434867-7 • Ph • 0:1413 • 501 IM • K9 V M5 V
  Why settle for five percent markup from a poor world when you
  can gouge fifteen percentoutofAlMorai?
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1103.
  GeneralData(Players)
  Calit is ruled from Denotam. Denotam’s ruling coalition is the only
  functional collaboration of its multiple criminal “governments” (and
  “functional,” like “government” is a relative term). The Calit Governing
  Coalition Bureau (CGCB) rules with a light hand, taxes lightly, and other-
  wise keeps out of local “home rule” issues. Denotam became the distant
  ruler of the world in almost inexplicable circumstances: one of its factions
  “declared war.” In more accurate terms, it decided to threaten Calit to
  extort “protection money”. It sent a small task force (a mercenary contin-
  gent, “enforcers”), and made threats in order to collect a “stipend” to stay
  away. It was, in short, a “protection”racket.
  Rather than pay, Calit’s government chose passive aggression.
  They surrendered and handed over the reins of government. Calit was
  quite firm in its surrender, refusing to take “no” for an answer. The prob-
  lems of running a world with minimal assets and an increasing population
  had exhausted many of the local pols. They simply gave in and told the
  invaders to solve their problems – and promptly notified the subsector
  Duke and other Imperial authorities of their acquiescence to rule from
  Denotam. TheDuke accepted and enforced the surrender.
  In short, the extortion plan backfired completely. As a practical
  matter, the CGCB is run by experienced bureaucrats hired from various
  corporations, including ALMorai.
  Having become somewhat “stuck” with Calit, the government of
  Denotam and its Al Morai sponsors are doing everything possible to profit
  from the arrangement. Prodded into providing improved education, for
  example, the CGCB bureaucrats carefully test the local school children for
  their aptitudes. They are guided into skills and professions seen as useful
  to the economy in the long term. Talented mathematicians find them-
  selves in high-tech “practical calculus” schools learning essential skills and
  analysis for starship pilots, navigators, and engineers. Those with hospital-
  ity skills are trained to operate liners and hotels. Aggressive fighters are
  often diverted into Imperil armed forces, or private militias and mercenary
  groups. In short, thepopulation isbeing“mined” foritstalented youth.
  This process was briefly interrupted during the Fifth Frontier War.
  Zhodani forces occupied the Calit system and the world itself in 1108.
  Though they were expelled in 1109 after just over four standard months,
  the occupation left its mark. The majority of citizens on the world are
  openly prejudiced against psionics. Psionic shield helmets still abound.
  Suspected psions find themselves threatened with assassination or are
  attacked by mobs. Small businesses have been ruined by the suggestion
  thattheownershavetheslightestlinkto theConsulate.
  83
  
  Cirque
  One of Calit’s seven notable symbols is a sky-blue octagon, often
  with a name or names inscribed in darker-blue lettering. These are memo-
  rials, and can be found at sites of public deaths, (especially deaths involv-
  ing serious accidents or violence). Some memorials are unofficial and
  makeshift; others are officially sanctioned and permanent. It is both illegal
  and seriously uncouth to tamper with memorials marked with this sym-
  bol. Unofficial monuments mustbe removed after two standard years.
  Low-TechComputers
  This adventure relies upon prehistoric (in Traveller terms) electron-
  ic computing. Referees and players born after 1970 may well be unfamil-
  iar with the massive mainframes and lack of connectedness assumed for
  purposes of this adventure, as may the characters they portray. The au-
  thor, himself almost prehistoric, assures the younger referee that the tech-
  nologydescribed onceexisted to hamstringadventurers.
  Calit’s local technology and resources support large, early main-
  frames with data storage barely entering the silicon disk age. Manual
  input is performed at computer terminals (keyboards). Locally manufac-
  tured terminals rely on cathode-ray tubes or scrolled paper rather than flat
  screens or holographic displays. These terminals are hard-wired to the
  system, and are generally in close proximity to the computer itself. Sys-
  tem“crashes”occurdaily, and require hoursto resolve.
  Outside access to early computers generally relies on links via hard
  -wired analogtelephoneor communicationssystems. Amodemconnect-
  ed to the analog lines translates keystrokes from the remote terminal into
  sound. The modem at the computer’s end translates the sounds back into
  digital input. If the computer or modem is not functioning, there can be
  no outsideinput. Thealways-on Internetis wishfulthinking.
  Local governments, including Tsuduryev, rely on such main-
  frames to maintain various records (including birth and death records) in
  databases little better than text files. The “backup” for these records are
  physical output (printing on paper and similar substances). The central
  government periodically obtains backups using magnetized tape (those
  spinning spools shown in pre-1980’s SF TV and movies highlighting the
  advanced technology of the time). If backup tapes are not recorded and
  physically delivered to the central physical library, nor print-outs deliv-
  ered, the information is not backed up. It is available only if the computer
  itselfison and accessed at aterminal.
  TAHMAHNIRE-ELECTEDTOCURLEYHALLCORNER
  OFFICEDESPITECONVICTIONFORACCEPTINGBRIBES
  CREDITS HIS KNOWLEDGEOF ELECTORATE
  Despitehisrecentcorruption conviction and expected jailsentence,
  Boris Tahmahni hasbeen re-elected mayorofTsuduryev. In yesterday’s
  interview, Tahmahnipatted thethickred-bound printofthecity’sdaily
  census reports, kepton acoffeetablein hisoffice — the“Red Book.”
  “IknowthepeopleI serve, and I knowwhattheyneed,”hesaid.
  “The firstthingIdo every morningis find outwho hasanewkid, who’s
  lostahusband or wife, father, mother —and mypeoplereach outto them.
  Newresidents, wereach outto them. It’snotabout me getting a few
  dollars from thepowercompany, or anythinglikethat. It’sbecauseI
  knowmypeople, and I makesuretheyknowItake careofthem. They
  don’tcareifItook abribe.”
  Tahmahnilithistrademarkstogie. “And let metell you, thatain’t
  gonnachange. The main jail ain’tthat far fromCurleyHall. And Ican
  alwaysremodeltheholdingcellsin thepolice substation to beeven closer.
  I’llbe mayor frommycell, mark my words.
  “The firstthingI’lldo every morning? I’llgo overthedailycensus
  reports,and make sure mypeoplereach out. Yup, updatetheRed Book.
  That’showI gotelected the firsttime, gotre-elected last week, and that’s
  whyI’llbe mayoruntilthedayIdie.”
  —Headline Articleofthe231-1089 edition ofthe Tsuduryev Daily
  Chronicle,localnewspaper for Tsuduryev. Thiswasthelastdailyedition
  everprinted.
  84
  
  Excerpt: Diariesand Dialogues
  Oh, that place? A balkanized kleptocracy. It’s worse than Old
  Station for pickpockets, highwaymen, con-artists, siphon-snakes, hijack-
  ers, clone-nappers, hackers, black-marketeers and smugglers. Well, may-
  be not smugglers – Al Morai has a monopoly on that little bit of business,
  especially the ones who smuggle stuff stolen from the military. That
  makes it a little easier to track it down, at least until they find the next sup-
  ply officer’s weakness. Mostly it’s a pallet of guns here, a cargo pod of
  missilesthere,butIheard ofonePetty Officer who liked the finer things.
  He managed to sell drop suits destined for the marine landings on
  Calit. Calit, a place Denotam runs. In the middle of the war, mind you.
  Not something forgivable as a “bookkeeping error.” I heard that the ma-
  rines found him and got took care of it. Outside proper channels. They
  got a little sloppy, though. Two of them are doing time in the brig for
  leaving a mess. It led straight back to their platoon. A shame, really –
  those two missed the drop on Calit. They could have taken some Zho out
  instead of doing time. Remember, when you’re punishing scum, neatness
  counts.
  Butthat’s justhalfofit. The otherhalf— well, let’s just saythatthe
  Seven Clans and umpteen tribes, or gangs, or whatever they call them-
  selves, are always looking for some advantage over the other. Mostly it’s
  little stuff, counting coup, that sort of thing. Once in a while, it’s all-out-
  war, or something really foolish. A challenge gets issued, and they go out
  stealing hats from ladies, or swiping statues, or painting their names on
  buildings. Juvenile, until something touchy happens and there’s a knife-
  fight,orabomb setoff.
  Then there was this time that someone thought of a real challenge
  — see which clan could terrify another world most and get some protec-
  tion money fromit. Calit, theydecided on.
  Oh, I told you that story? Well, the other part is what it did back on
  Denotam. One clan, Glas, had hired the mercenaries, you see. A Clan
  with tight ties to Al Morai, and Al Morai was getting sucked in deep.
  They could have been stuck with the bill on their own, because Baroness
  Lucillian and Viscount What’s-His-Name were pressing hard.
  So Al
  Morai stepped in and forced Glas to work with the others on Calit. That’s
  how a small world got itself in charge of a big world, with Al Morai foot-
  ingsomeofthebill.
  —Adm. AramaisP.Lee, ImperialNavy(Ret.)and Sharurshid Trade
  Representative, circa1110.
  GeneralData(Players)
  Anon-industrialImperial world located in theVilisSubsectorofthe
  Spinward Marches, Denotam has about 300,000 residents and a naval
  base. The population is almost entirely clustered around the down-port.
  Both the downport and most of the useful land is on a single small conti-
  nent. The remainder of the surface is covered by ice under which can be
  found highlysalineoceans.
  Like other worlds lacking a breathable atmosphere, Denotam has
  numerous habitats. Unlike Calit, the habitats are not built deep. Instead,
  Episode 19
  Denotam • Spinward Marches 1413
  B739573-A • N • Ni • 325 • Im • M2 V
  the small population has spread laterally, building new domes as neces-
  sary. The largest dome is Denotam First, only a few kilometers from the
  starport. DenotamFirst is abouttwenty kilometersin diameter,and mostly
  residential at this point. About 150,000 people live in its neighborhoods.
  Smaller domes clustered nearby are far less densely populated. These are
  generally farmland or engineering sites. Several massive domes near the
  shore house fusion power plants. These generate both power and desali-
  nized water.
  The seven independent human governments are not bound by
  geography. They are instead a melding of clan/tribe/ethnic loyalties, busi-
  ness entities, trade guilds and competing criminal organizations. They are
  mostoften known as theSeven Clans.
  The clans are not quite as dishonest as has been painted by Adm.
  Lee. “Kleptocracy” is an exaggeration. However, the Clans have a com-
  petitive and oppositional viewpoint born of the struggle to survive on a
  harsh, thin-atmosphere world orbiting a red dwarf star. The rivalry lives
  on between and amongst the Seven Clans. At their best, the Clans have
  been compared to the Aslan, though they lack the majestic propriety and
  dignity of that species. At their worst, the Clans have been compared to
  Vargrpacks, with theVargrcomingoutahead.
  Some, like Lee, oversimplify the system in place as little more than
  competing criminal enterprises feeding off commerce, the military and
  each other. The groups are constantly jockeying for position, hoping to
  unify the world under one rule – the rule of their own group. Each Clan
  has a single person at its head, though that head has significant support
  from below. Clans have different formal methods of selecting their heads,
  but (in the end) the individual with the highest number of loyal adherents
  wins.
  The multiple-Clan structure provides a haven for lawbreakers, who
  can reside in one quasi-nation’s vaguely-defined territory in which certain
  businesses are legal, while engaging illegallyin thosebusinesses elsewhere
  (often no farther than the next street over). When serious infractions are
  committed, extra-territorial arrests (which look more like kidnapping) may
  lead to more widespread conflict.
  Clan membership is demonstrated by wearing the clan’s emblem
  on one’s clothing or as jewelry. Failing to wear an emblem is a sign of
  disloyalty.
  It is rare to have a standard year in which one of the small nations is
  not in a declared conflict against another over such activities. Fortunately,
  the wars tend to be resolved on small battlefields and by specific challeng-
  es. The object is often to “count coup” against an opponent, without seri-
  ously injuring him or her. When matters get out of hand, just enough
  injuries and deaths occur to remind both loser and winner that it could
  havebeen worse.
  The Clans certainly agree on essentials, and cooperate in protecting
  those. Power and environmental systems are sacrosanct, as are the water
  systems and manydomesprovidingpressure and farmland.
  The Imperium is as aloof to the Clans’ spats as it is with other plan-
  etary concerns. The Imperial Navy and Baroness Lucillianni are primarily
  interested in keeping supplies moving and vessels maintained. Imperial
  forces act off-port only as reasonably necessary to recover its own occa-
  sional losses in equipment and materiel. Local gang-wars and shooting
  85
  
  Cirque
  matches are of no import so long as civilian employees report to work.
  However, Imperial officials attempt to limit the lawlessness from spread-
  ing offworld. Local customs agents monitor exports carefully, looking for
  unlawfulshipmentsofillegallyobtained trade goods.
  The Al Morai shipping company has a major presence here. Some
  of its locally educated employees and executives have a poor understand-
  ing of “following the law” as expected within the Imperium. Opportunity
  need not bother to knock before locally raised Al Morai employees go to
  thedoor;theymaintain acareful watch through everypeephole.
  Al Morai is more than merely a shipping company; it also privately
  owns fleet escorts and patrol cruisers to keep its own preferred trade routes
  free of difficulties. These private forces assisted the Imperial Navy during
  the Fifth Frontier War, freeing some smaller vessels for combat duty. It
  also undertook many shipments of essential supplies and war materiel at
  rock-bottomprices,seeingthis asitspatrioticduty.
  Unfortunately, some of Al Morai’s locally raised employees have
  seen this as an opportunity to profit via diversion, mis-shipment, and other
  euphemisms for outright theft. Indeed, Al Morai’s extra-legal activities
  are currently under investigation by various offices within the Imperium.
  Rumors are even beginning to spread that honorable veterans have been
  accused of significant crime, and are on a quest across the Imperium to
  prove their innocence (see The Spinward Marches Campaign, also placed
  aftertheend oftheFifth Frontier War).
  TheSevenClans
  The Seven Clans arose on the first Vilani colony vessel which
  came to Denotam. The seven sections of settlers were originally denoted
  as Ay, Bee, Cee, etc. For amusement, they took names of Old Earth’s
  Scottish clans and engaged in competitions. The head in each clan is
  referred to as “the [Clan Name],” e.g “the Anstruther.” Each clan’s pres-
  tige of each clan is in reverse alphabetical order to simplify the referee’s
  job. The referee is free to make his or her job more difficult by re-sorting
  the clans. The vast majority of people are uninvolved with day-to-day
  clan business.
  Arnstruther was associated with operating the colony vessel,
  which was dismantled and used for the first settlement when the ship’s
  systems failed. This Clan has the least prestige, as its workers were never
  properly trained or prepared to settle.
  The Arnstruther is rumpled and
  appearsharried;hedeals with mostengineering issues forthedome.
  Bannatyne is often looked down upon by the other clans be-
  cause it has stayed with farming. The Clan has a virtual monopoly on
  local food production. The Bannatyne is dapper and proper, with no
  evidence thatsheis an active farmer.
  Clelland has recently taken to bootlegging intellectual proper-
  ty. The Clelland boasts of obtaining all recorded entertainment before its
  official release.
  Durie controls most of the alcohol production and distribution
  on-world. The Durie is the most charming and hospitable of the Clan
  Heads, and hastherefreshmentsto proveit.
  Erskin controls the gambling vices on-world. Erskin himself
  never rolls the dice on any deal. “Gambling is how people lose money,”
  shepointsout.
  Fleming is the smallest and most belligerent of the Clans, pro-
  tecting its territories jealously. It often issues challenges, and seeks a
  monopoly on weapons deals. The Fleming is always standing across the
  roomfromatarget. Herepeatedlythrowsa knifea atthetarget, and hitsit
  —buttheVikingBarbarian Knife Throweris a farbetter shot.
  Glas is currently the most successful of the Clans, with the
  great majority of the off-port warehousing business. Glas’ strong head
  mandates a nose-to-the-grindstone attitude, and maintains control of its
  ranks. Some dissent is coming from the ranks, as the Glas has imposed
  limits on petty graft within the Warehouses. The Glas has placed a num-
  ber of people into Al Morai. The Glas is a pin-striped businessman who
  issuesordersto buy, sell, or“Putthatmookin hisplace”as calls interrupt.
  86
  
  Excerpt:Diariesand Dialogues
  You comein to Phlume’s Altiplano and see those mountainstower-
  ing over it. You see the channels of water cutting the rock from the high
  glaciers. They’re impressive, I’ll agree. They get so many sappyoohsand
  aahhs, it makes me homesick for a nasty old swamp. But I get over it, so
  longasthere’s workto do.
  Well, the first settlers there sawthose channels every day, and even-
  tually they named their world after them. They started out there, in the
  highlands, because the “thin air” up there is closer to human norms. Not
  many first colonies start high before they go low. Not that many high
  plainsare meccasoffertility, either.
  They’re nice people, mostly. They argue a lot, and often. If a law
  needsto be passed, enough oftheseven million haveto agree forit to go in
  effect. These things go back and forth for weeks in their Citizen Media,
  with long speeches and short comments and so on. I don’t know how
  anyone stays friendsor married there, the waysomeoftheposts and all go.
  But in the end, they vote, and it’s so. Until someone tries to change the
  law, or add a codicil. Sometimes, that takes ten or fifteen minutes to come
  up.
  You can become a citizen easily enough. Petition, then get vetted
  by about five million voting adults. They all get to ask questions. Mostly,
  they’re sensible, and mostly they don’t get too personal. You’re allowed
  to keep your tooth-brushing techniques to yourselves, I’m told. Flossing’s
  adifferent matter.
  The only thing those folks tend to agree on is keeping their world
  nice. They’re conservative conservationists, farmers, gatherers. You can
  stake out a place if you want and live off the land, or you can work the
  fields on the Altiplano. Either way, you have to treat the place well. Clean
  up after yourself. You’ll never find drink cups tossed by the side of the
  road.
  They even require ton-for-ton replenishment in their shipping con-
  tracts. Whatever nitrates and carbon and water leave the planet in crates of
  food has to come back in crates of...well, you get the drift. Good that
  they’re close to Regina. A lot of that sort of thing gets produced by Impe-
  rial politicians, bywhomI mean — never mind who I mean. The Phlumi-
  ans — is that a word? — don’t allow a lot of mining, and no drilling or
  industry that would seriously contaminate a section of the world, so they
  buyit fromworldsthat arepoisoningthemselvesto death.
  That sortofcommon sense can’tlast.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1103.
  GeneralData(Players)
  An Imperial, agricultural, non-industrial world located in the Vilis
  Subsector, Phlume is about the same size as Terra. However, it has a
  denser atmosphere at sea level. Phlume’s 7,000,000 inhabitants engage in
  farming and gathering agricultural products, including some hunting. A
  well-managed safari business also operates in the wild lowlands, but strict
  limits areseton thenumbersofanimals which maybehunted.
  Episode 20
  Phlume • Spinward Marches 1611
  C887624-8 Ag Ni Ga Ri 710 Im G5 V M8 V
  Fruits and vegetables grown on Phlume tend to keep much longer
  than fruits from other planets in the sector, and thus are found in many
  ships’ holds. Both Phlume and Regina benefit from this agricultural trade:
  Regina gets premium “gourmet” produce, while the people of Phlume
  satisfy their craving for luxuries. Phlumian fruit is a gourmet menu item
  on Regina.
  This trade works because consumers of Phlume’s produce
  supply the funds to purchase luxuries the Phlumians have neither the
  technology nor the manufacturing base to produce on-planet, like music
  players small enough to fit into large ear-rings, robots to assist in the fields,
  and handheld computers capableofhigh-variable calculations.
  Regina and other agricultural importers do, and they pay well.
  Also, they are required to return, ton for ton, the nutrients and other materi-
  alremoved fromPhlume’ssoil, which keepsthetrade sustainable.
  The wisdom of Phlume’s masses has been to limit ecologically
  harmful activities. New land is opened for farming only after extensive
  environmental impact reviews and much wrangling among the citizenry.
  As noted by Adm. Lee, mining, oil drilling and similar activities are se-
  verely restricted, excepting only a few natural gas extraction sites which
  also produce abundant helium. The natural gas is used for heating and
  relatively clean energy generation, while the helium is used to operate
  blimps, dirigibles, and other airships. These lighter than air craft greatly
  outnumberimported air/rafts.
  Phlume's government, such as itis, is aparticipatorydemocracythat
  functions thanks to simple but effective computer linkages and “social
  networking.” The networks and computers are often imports, though
  some “hardyindividualists” makedo with extremelysimple units made by
  one small local company. Debate is often harsh. However, once the ma-
  jority has determined the law, it is enforced until and unless it can be re-
  pealed by a new majority. The planetary government works ceaselessly to
  maintain an informed citizenry.
  The Altiplano, with its majestic views and towering mountains, is
  the main human settlement location. It is in the temperate zone allowing
  for year-round agriculture, but also is currently near its capacity for farm-
  ing and sensible development. Exploration has begun into the “lowlands,”
  with their denser atmosphere and thick vegetation, but most human popu-
  lation is found on thisextended highland.
  Phlume has five small, airless moons in varying orbits. The nearest
  functions as such “up port” as the planet requires, and handles trans-
  shipping. Theothers arelargelyunexplored.
  87
  
  Excerpt:Diariesand Dialogues
  If you don’t make a system like Regina a sector capitol, you’re just
  missing a great literary...what’s the word, simile? OK, so I flunked Impe-
  rial LitII. Twice.
  I’m a military genius, not some writer with a funny hat and ten
  pens.
  But it fits, doesn’t it? Diagram it, it’s spectacular. Three suns, two
  gas giants, a mainworld orbiting a gas giant, six other worlds with breath-
  able atmospheres — a simile for politics. Simile? Metaphor? I’ve said
  before,I’m an admiral, nota grammar schoolteacher.
  Strephon would move there in a second, if he thought he could
  make the Moot go with him. It’s the ultimate political statement — every-
  thingcirclesaround everythingelse, buttherearebig, importantplayers.
  Allthat – butit’salso fairlysensible.
  Plus, it’s the only place in the Marches that makes a really good
  cromburger. Go to Noddio’sand ask forGatliifi, he’lltreat you well.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1107.
  GeneralData(Players)
  The Regina system as a whole is set out as an example of system
  generation at T5 p. 430. As can be seen there, it is a fairly complicated
  system, with a Primary Star, a Companion star, and a Far Companion star.
  Numerousnotesdiscuss Regina within T5.
  In addition, Canon details of the Regina system are found in the
  online Traveller Wiki, as well as in other Canon sources. The referee may
  note that T5 places Regina in a different orbit around the gas giant Assini-
  boia; this is apparently to avoid tidal locking. Other than that, specifics
  regarding Regina may be gleaned from those sources, and may be provid-
  ed to the PCs. In any event, this closing episode does not deal with Regina
  as such It revolves around a significant experience in most Traveller PCs’
  lives – hobnobbing with a powerful subsector Duke. This episode is a
  denouement and potentialbridgeto futureadventures.
  That said, it is enough to know that Regina is somewhat similar to
  Old Earth, though its atmosphere is more dense and oceans somewhat
  more expansive. It is distinctive in that it orbits a gas giant, but is within
  the habitable zone nonetheless. It is worth emphasizing that despite its
  political and cultural importance, Regina is in some ways a frontier world,
  literally at the farthest border of the Imperium. It is at the same time a
  Subsector Capitol, the local seat of Imperial government. The hereditary
  Duchyhasbeen held bythe Caranda family for almost500 standard years.
  Though the Spinward Marches as a whole were seen as being ad-
  ministered from Mora prior to the Fifth Frontier War, that was never an
  official designation. When Emperor Strephon issued an Imperial Warrant
  allowing and commanding Duke Norris to prosecute the war, Regina
  assumed a new importance in the Marches. That position is still in flux —
  but some dare whisper that Norris is destined for further honor and recog-
  nition fromCapitol.
  Regina is not inhabited by humans alone.
  Its population of
  700,000,000 is only sixty-three percent human (441,000,000 people).
  Twenty-four percent (168,000,000) are Amindii, a native sophont species
  not well known off the world. The Amindii are in evidence in the service
  of Duke Norris and the planet as a whole. The remainder of the popula-
  tion is composed of Aslan (about 21,000,000) and Vargr (about
  42,000,000). Thus, the world providesan interesting mixofspecies.
  All of these “Imperialized” races, even the Vargr, were very recent-
  lythreatened with attack from members ofthe Outworld Coalition, includ-
  ing Vargr and Zhodani forces. Norris is highly regarded by all four of the
  sophont species sharing this comfortable world for his leadership and
  militaryprowess.
  Indeed, at this moment in history, as Holiday Eve 1111 approaches
  (or, if Cirque has unduly delayed, recedes into memory), Regina’s citizens
  find themselves at the center of the new diplomacy between the changing
  Zhodani Consulate and other polities. The Imperials are proud, unified,
  and ready for this diplomacy, but also aware that some prognosticators are
  already seeing a Sixth Frontier War as inevitable within the century. The
  Zhodani seem always ready to push again, despite the lack of significant
  territorial gains.
  Episode 21
  Regina • Spinward Marches 1910
  A788899-C • A • Ri Pa Ph Cp An (Amindii) 2 • 703 • Im
  F7 V MD M3 V
  KnighthoodasaDucalHonor
  Knighthood maybe granted byImperialsubsectordukes, but it is not the same as becoming a
  Knight inthe Noble careerpath. A Knight inthe Noble career pathhas beengiven a veryspecific title, land,
  anda dutyto aparticular planet. That formofKnighthood is confirmed bytheIridiumThrone’soccupant —
  theEmperororEmpress.
  Other forms ofKnighthood exist. Theseare honorarytitlescarrying no grant ofland, nor any
  income, nor anymore benefit thanthetitle itself. Theseagain aregranted bytheIridiumThrone, though many
  ofthose Knightedare nominated bythe nobilityand confirmed bytheEmperororEmpress. Theseareoften
  conferred in aspecific Order.
  Dukes mayinvest individuals as “retainersofthe household,”a status carrying honorifics equivalent
  to knighthood,at least inthe vicinityofthe subsector.Suchan individual maybereferredto asa “Knight
  Retainer” forclarity. Amale retainerofDuke StephenofRhylanor maythus bereferredto as “Sir George,
  Knight RetainerofRhylanor.” Afemale retainerofDuke Norris ofRegina maybe “Lady[orDame]
  Georgette, Knight RetainerofRegina.” The shortened version for use in societypagesand SignalGK
  messages is “Dame Georgette, KR/Regina.” Usages mayvaryfromregionto region.
  Charactersawardedsuchhonors maybe justifiablyoverawedwiththemselves,at least at first. They
  should be reminded,though,that such friendship froma Duke is not allwarmthand sipping cognaconplush
  furniture. Infact, friendship witha Duke must bereciprocated, generally indifficult anddangerous situations,
  and for lowpay. “I serve Norris” carriesthe affirmative obligationto serve. It maysometimes also open
  doors, but is not a guaranteeofa comfortable life.
  Notethat aDucalKnight Retainer maywellbe confirmed bytheIridiumThrone as a Knight
  throughout theImperium. Indeed, aDuke who creates Knights Retainerwilly-nillywithout nominatingthe
  majority forImperialrecognition is likelyto be seenas incompetent or,worse,scheming at something
  seditious.
  88
  
  Excerpt:Diariesand Dialogues
  What? Why “traipse all through space and back?” What kind of
  idiotasksaquestion likethat? No, sit, I’llanswer it. Foolish ornot.
  Travelling gets into your blood or it doesn't. Most of the carbon-
  based sophonts I've met prefer real gravity and a load of dirt under their
  feet. They'll put up with all sorts of rot because they can't really imagine
  going all that far from home. It doesn't matter whether home’s a big old
  sphere with plenty of fresh air and blue skies or a dinky little spinning
  wheelin the middleofabelt. Peopleliketo behome. Mostofthem.
  But a few of us are pretty much crazy. Crazy like not being like
  over ninety-nine percent of humans, or Aslan, or Vargr. Maybe it's crazy
  in a good way, or maybe we just cope with being crazy. Either way, we
  go to the next planet and the next star system and the next and the...yeah,
  right,thenextnext.
  This isn't something new. Human beings started out on old Earth
  walking out of Africa, to Asia and Europe — look them up, ignoramus —
  then over some tiny little land bridge to the Americas. The really crazy
  ones kept walking, the others set up markers to claim land for themselves.
  Bet you didn't know I've read up on the history of old Earth, haven’t you?
  We started there. We’re the Ancients. Humanity. Not some other race.
  Well, I’d liketo thinkso, anyway.
  Travelling is something a fewhumans do, and theylead a few more
  humans after them, and a few more get born, and then they set down roots
  and build up cities and mess up pretty worlds and get into all sorts of silly
  squabbles because they haven't gone far enough away from each other.
  That'sthe wayIseeit.
  And that’s why I have to get travelling again. Make sure your
  recorder got all that, kid. It’s one of my gems, sure to be repeated. And
  repeated, and...yeah, right. Repeated again.
  —Adm. Aramais P. Lee, Imperial Navy (Ret.) and Sharurshid Trade
  Representative, circa1112.
  Travellers
  Excerpted from “Cirque”
  Text and Art Copyright © 2014 by Gregory P. Lee
  89
  
  Other Titles:
  Lee’s Guide to Interstellar Adventure (Vol. 1)
  Adventure Seeds for Traveller™  ●  Available from Far Future Enterprises
  The Laughing Lip Series:
  All Shall Go to Wrack
  Demand the Debt That’s Owing
  Long-Remembering Harpers
  Available From Amazon.com
  Mythology Repeats Itself™
  90
  
  Greylock
  Publishing
  Lines
  ROUTE MAP PRODUCED USING PROFANTASY™
  COSMOGRAPHER™ TEMPLATE
  Cirque
  Cirque is an old Terran (French) word for circle
  or circus, and implies something more than
  the lowest grade of i�nerant performers.  Sirk
  (proper plural, sirka, improperly pluralized in
  Anglic as sirks or sirkas) is a Vilani word
  meaning "star."
  Of interest, a close homophone is T'sirk, a
  Zhodani word meaning literally, "sand soaked
  with blood a�er a set duel," which carries a 
  strong connota�on condemning unnecessary 
  bloodshed as insanity .
  Run away, join the circus, and tour the Imperium!
  345-1110:  Rhylanor.  The Fi�h Fron�er War has ravaged system a�er system. The Zhodani have once again been pushed out of Imperial 
  space, but at great cost. The Sword Worlds, Zhodani allies-of-convenience, have once again been taught to respect the borders. Vargr mili-
  tancy has once again reduced to mere piracy.
  Nonetheless, civilians and veterans alike have been scarred.  The Third Imperium, and par�cularly the Spinward Marches, must search for a 
  new normal. What heals war-weary worlds and veterans a�er devasta�ng ba�les? Who can ease civilian memories of orbital bombard-
  ment and telepor�ng commandos? How does Lt. Commander Andii Houke create a new life a�er losing both legs in the ba�le for 
  Rhylanor?
  Can a one-ring circus ﬁll the bill?
  Can it avoid trouble as it visits twenty-one worlds?
  CIRQUE: A LOT LESS CLOWNING THAN EXPECTED!
  “It was either run away to the circus or the Impe-
  rial Navy. Sometimes I think I should have run
  toward the circus. Better hours, better food, and
  less being shot at.”
  -Adm. Aramais P. Lee, circa 1089, Retirement
  Address.
  Suggested Retail:
  $10.00 U.S.
  Player Data Only.  Referee’s Informa�on 
  and EPIC Checklists Available Only in
  the Full Edi�on.
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller 5 - Cirque - Player Data.pdf