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Daama (1904 Vland B576438-9): Historically,
this this sparsely settled world has been a smuggler's paradise.
Its non-aligned status kept it free from Imperial restrictions, and
its close proximity to Gemid gave it a variety of high-tech black-market goods. The system's one
gas giant has been its one weakness,
since it means all wilderness refueling is concentrated there.
Currently, the system is thought to be the home of several
particularly ruthless Vargr corsair groups.
The Marquis of Gemid is the latest in a long
line of ineffectual rulers - rumor has it that he supports whoever
can pay him the most to take advantage of his system's strategic
location. -vla V&V
Dabiru, Judsen: In 1108, Ministry of Justice
agents uncovered a ring of psionics who had infiltrated the
government of neighboring Yubitty (0313 Corridor). Ministry
officials tried to keep the affair from media expsusure but failed.
Most of the criminals were apprehended, but a few - including
Judsen Dabiru, the group's leader - escaped to the neighboring
colony of Muugagen (0312 Corridor).
Since then, the frequency of psionic crimes
on Muugagen has risen drastically. Dabiru is believed to have
mobilized psionic individuals to wreak his revenge upon the state.
An anonymous Ministry of Justice source confirmed fears that Dabiru
is expected to attempt a coup in the next five years. -cor TD 18
Daghadasi: General name of the giant sea
creatures of Bellerophon (1519 Solomani Rim). -got NWO
Dakaar Minerals: Typical of many of the large
corporations based on independent worlds of the sector, Dakaar Minerals is a far-ranging, unscrupulous organization whose activites
are not far removed from the Reavers themselves. -rd TD 16
Dandelion: 1) Small flowering plant native to
Terra (1827 Solomani Rim) and widely distributed within the
Imperium. 2) Colloquial term used to refer to the Llellewyloly
(which see). -ld TA
Darmine: Cultural region in the Zarushagar
sector. Darmine had a separate but submerged cultural identity
within the First Imperium and happily threw off that domination
when the First Imperium fell. Allowed to flourish by the Rule of
Man, the community of worlds survived the Long Night with little
harm.
Darmine was the major focus of the llelish
Pacification Campaign (76 to 120). -ld IE
Darrian (0627 Spinward Marches A463955-G):
Darrian is the technological center of the Darrian Confederation as
Mire (0527 Spinward Marches) is the political center. Scientists
are in charge of government and industry, paying careful attention
to possible consequences before allowing changes. There are
restrictions on the export of any artifacts of pre-Maghiz culture
that still remain on Darrian. -ld D
Darrian Confederation: A group of worlds in
the Darrian subsector settled by a minor
human race from Darrian
(0627 Spinward Marches) during the period -1137 to -927. The
current capital is Mire (0527 Spinward Marches).
Physiologically, Darrians sport a number of
adaptations resulting from their homeworld's environment. However
most are not apparent at a glance. The noticeable differences lie
in their golden pigmentation, slight build, and pointed ears. Their
biology remains closely enough linked to allow interbreeding with
the Solomani. Ethnic Darrians usually display a stoic, tolerant
air.
The Darrian Confederation is a loose
organization of 18 worlds with close ties to the Domain of Deneb.
Compositionally, the Confederation consists of a blend of races:
20% Solomani, 8% Aslan, 12% assorted human races, and 60% Darrian.
Confederation inhabitants are known for their focus in scholastic
and technological activities. Tourism also plays a signifkant role
in their economy.
With a tech level of 16 (one higher than the
Imperial standard), Darrian's greatest strength lies in its
astrophysical sciences. Darrian scientists are reputed to be able
to induce subnova flares in stars at will. -dod MTJ 1
Group of worlds in the Darrian subsector
settled by humans from Darrian (0627 Spinward Marches A463955-G)
during the period -1137 to -927. The current capital is
Mire (0527 Spinward Marches A665A95-B).
The Darrian Confederation contains 18 worlds
within the same subsector and has a population of 17.19 billion.
Darrians are humans who developed independently on Darrian. Some
Solomani blood is evident from Solomani traders who encountered
Darrian in -1511 and provided them with sufficient technology to
explore their subsector.
The Darrian Confederation is a client state
of the Imperium. It has had long-standing conflicts with the Sword
Worlds.
Since Strephon's murder, the Darrians have
reaffirmed their loyalty to the Imperium through Archduke Norris of
the Domain of Deneb. -ld IE
Darrian Group: The twelve worlds originally
colonized from Darrian when it began interstellar settlement:
Condaria (0528 Spinward Marches), Darrian (0627 Spinward Marches),
Ektron (0326 Spinward Marches), Engrange (0425 Spinward Marches),
Ilium (0426 Spinward Marches), Jacent (0624 Spinward Marches),
Laberv (0325 Spinward Marches), Mire (00527 Spinward Marches),
Roget (0427 Spinward Marches), Rorre (0526 Spinward Marches), Spume
(0727 Spinward Marches), and 494-908 (0625 Spinward Marches). All
but Condaria are members of the Darrian Confederation. -ld D
Darrian Subsector:
Subsector
I of the Spinward Marches. The Darrian subsector contains the Darrian Confederation,
a loose, interstellar community of about twenty worlds. Darrian is the oldest interstellar
government in the Marches and boasts a higher technology level than any other world
in the sector.
Spume (0727 Spinward Marches C140200-A) has been
substantially improved by the Darrian government as a military base for defense
against possible Sword World invasions.
-spin SMC
Daryen: Te-zlodh word for world; native name
for the Darrian homeworld. -ld D
EQUIVALENT DATES |
Terran | Vilani | Imperial |
100 BC | 432 PI | -4620 |
1 BC | 358 PI | -4521 |
1 AD | 357 PI | -4520 |
100 AD | 283 PI | -4421 |
475 AD | 1 PI | -4046 |
476 BC | 1 VI | -4045 |
575 BC | 75 VI | -3946 |
4521 BC | 3038 VI | 0 |
4522 BC | 3039 VI | 1 |
5523 BC | 3791 VI | 1002 |
5627 BC | 3869 VI | 1106 |
Dating Systems: Three
major dating systems are in use when referring to historical events - Terran,
Vilani, and Imperial.
Terran dates center on a year about midway through
the period of Vilani ascendance. After that date, years ascend, and are suffixed
AD; before that date, years descend, and are suffixed BC. There is no year zero.
Vilani dates (using a 496 day year) count from the year
of the Establishment of the First (or Vilani)
Imperium. Those before are suffixed
PI (pre-Imperium); those after are suffixed VI (Vilani Imperium).
Imperial dates count from the year of the founding of
the Third Imperium, specifying the year zero
as a holiday year. Dates before that
are negative, dates after that are positive, with the sign usually suppressed.
Imperial dating also uses a Julian system for counting days. Each day in the year
is consecutively numbered beginning with 001. Thus, in the year 1105, the first day
of the year is 001-1105.
Zhodani dating is in olympiads (obviously a translation).
Each olympiad is of three Zhodani years; each Zhodani year is 273 days. The first
olympiad corresponds to 2209 BC. The dating system itself has been in more or
less continuous use since then, with minor lapses due to war or temporary
decline of ruling parties. -ld TP
Dawn (1336 Deneb AA9A531-C): Dawn gets its
name from its spectacular fluorescent sunrises and sunsets, caused
by the argon and neon atmospheric taint. No land at all breaks
Dawn's watery surface. Since colonization, two entirely different
cultures have developed; some 170,000 people inhabit the orbital
starport, while the other 250,000 live as nomads on the planet in
thousands of free-floating Makranii, or ship-cities. Few official
ties exist between the two cultures. -den TD 19
Deadman's Tumble: Space slang for a three-exis spin, normally of a spacecraft. The expression derives from
the fact that vessels with this awkward spin are very difficult and
timeconsuming to rescue. Consequently, anybody on board the ship is
a "dead man".
According to the Imperial Navigation Act of
103 a three-axis spin is not neccessarily an excuse for not
rescuing a vessel in distress. -ins HT
Delgado Trading, LIC: Widely known for its
work in miniaturization, Delgado also has extensive holdings in
heavy mineral mining and refining, publishing, and anitiquities
trading. Fouded in 997, Delgado is the youngest of the
megacorporations.
Stock Ownership: Imperial family, 5 percent;
Delgado family, 47 percent; noble families, 27 percent; private
ownership, 21 percent. -mc RC
Deneb: Imperial sector containing 385 systems
lying beyond the Great Rift; named for the sector's brightest star,
Deneb.
Deneb sector was fragmentarily settled by
both Vilani and Vargr during the latter years of the First
Imperium, but major development of the sector only took place after
Third Imperium Scout Service explorations located major resource
worlds in quantity. Industrial worlds that exploited those
resources soon created trade routes and commercial ties that linked
the Imperial core with the Spinward Marches.
Deneb sector is primarily Imperial. The
Imperial border runs just within the coreward edge of the sector,
and scattered Vargr systems (as well as non-aligned systems and
client states) lie beyond the border.
Deneb is part of the Domain of Deneb, a
region loyal to the Imperium under the leadership of Archduke
Norris. The sector is on red alert on its coreward border and is
ready to defend against alien insurgents from the Vargr Extents.
Its trailing border abuts the so-called Restored Vilani Empire, a
rebellious sector containing Vland; occasional hostilities have
been reported. -ld IE
Dezik (0228 Massilia A-9C8333-F): Dezik is
a cold, subgas giant circling a small star. Despite its hydrogen
atmosphere, it has a water hydrosphere which is frozen on top and
kept liquid underneath by the planet's own heat. This star system
is judged to be a very young one, and planets are still contracting
and sweeping up asteroidal debris.
This unparalleled opportunity to study the
processes of planet formation brought the original scientific
colony to Dezik. It has since grown to about 2500 sophonts from
several cooperating races. -mas TD 11
Lucan's forces took over the colony without
a fight in early 1117. The inhabitants have been charged with
trying to find practical military uses for their research. -mas K
Dhage: A computerized strategy game developed
on Rhylanor (2716 Spinward Marches) in the sixth century. It has
remained popular throughout the region, but has not spread much to
other parts of the Imperium. -nor MTJ 1
Diana (2133 Magyar X531474-4): No institution
of marriage exists on Diana. Women choose their mates only with an
eye to healthy offspring, and see them only to breed. The children
are raised by their mothers in large "clan" cities (a clan is
loosely related by these maternal lines) and the men live in the
fields, forests, and villages outside the cities. At puberty, a
male child joins the men.
Most agriculture is a male province, while
most industry not directly related to the products of the land is
the female domain. Each group trades for the products of the other.
Each also has its own culture, art, architecture, literature, and
music, very different from the other's.
Residents of Diana undoubtedly came from
Terra, but their legends deny it, and they have few dealings with
other humans of the Solomani Sphere. -mag TD 14
Digest Touring Award: Outstanding journalism
award offered every seven years by the Travellers' Digest magazine
(a popular magazine with a wide circulation in the spinward sectors
of the Imperium, available on either plastic vellum or electronic
media).
The recipient, who must be a professional
journalist living and working "behind the Claw," is given honorary
membership in the Traveller's Aid Society (worth one million
credits); he or she is then expected to travel through the region
during the tenure of the award and to submit a feature article
about his or her latest journey once every thirteen weeks. The
intent of the Digest with this award is to "promote understanding
of the cultural diversity within the Imperium." The most recent
winner of the award, in 1114 is Silenia Stensen, a well known
journalism professor from the Torri Institute on Trin (3235
Spinward Marches). -ld IE
Directions, Galactic: North, south, east, and
west are insufficient terms for referring to directions within the
galaxy. Instead, the following conventions have achieved widespread
acceptance when referring to direction:
Toward the galactic core (toward Capital from
Terra) is coreward; away from it, in the direction of the rim, is
rimward. In the direction in which the galaxy is rotating (toward
the Spinward Marches from Vland) is spinward, and the other
direction is trailing.
These directions are in widespread use in
describing Imperial features and businesses. For example, the
Spinward Marches is a sector at the extreme spinward fringe of the
Imperium; Rimward Lines is an important interstellar transport
company. Finally, within the Imperium, the term coreward is also
used to indicate the direction of Capital, the Imperial core. There
is some potential for confusion if the term is accepted out of
context. -ld IE -ld TP
District 268:
Subsector N of the Spinward Marches.
The Imperium maintains a policy of limited, deliberate expansion.
Subsectors along its border which are potential acquisitions are
called Districts and numbered sequentially. District 268 is the
268th subsector to be considered for conclusion.
District 268 was formally added to
the Imperial rolls in 610 (the neighboring Five Sisters subsector
was originally District 267; created at the same time).
As a district, its worlds are not members
of the Imperium, but they do receive Imperial protection. Imperial
affairs are administered from Glisten (2036 Spinward Marches
A000986-F) although a token capital is maintained at Mertactor
(1537 Spinward Marches B262732-B).
In the early years of Marches exploration,
the Spinward Main route through District 268 was the only viable
route for the jump-1 ships trading with the asteroid belt at Glisten
(it still is). As a result, several important worlds have been
developed along the route: Forine (1533 Spinward Marches D3129B8-A) - an
industrial world producing electronics components; Tarkine (1434
Spinward Marches C466662-7) - an agricultural producer of exotic
spices; and Collace (1237 Spinward Marches B628943-D) - an industrial
world producing a wide variety of low-cost, high-tech goods. -spin SMC
Domain: Group of four sectors within the
Imperium under the general control and direction of an Archduke.
-ld IE
Short form for Domain of Deneb, used by the inhabitants behind the Claw. -cam MS
Donald: Born in 579, self-proclaimed emperor
without the support of the Moot after the defeat of Joseph in the
Battle of Arakoine (618), murdered in 618. -emp IE
Dorp (2511 Old Expanses B433100-9): Red Zone.
Dorp was lightly populated in the 700's by colonists escaping from
the constant international tension on nearby Bourj.
The population grew slowly and was quite
content with the world. However, twenty years ago astronomers
detected the first signs of instability in the star. The
inhabitants were evacuated by the Scout Service and various
merchant interests, leaving only a crew of astronomers in a
jumpcapable vessel, specially equipped to house them for years.
They intend to observe the star until the last possible moment,
gathering data not obtainable from a distance, and then jump clear.
The refugees were taken to Khar/Twenty-one
Worlds, where they are assimilating nicely. -oe TD 12
Droyne: Intelligent major race inhabiting
scattered worlds within an area slightly larger than the region of
the current Third Imperium. The Droyne are a small race derived
from winged herbivorous gatherers. They vary in size depending on
caste but generally stand one meter tall (large workers and
warriors can be larger than humans). The history of their evolution
remains a puzzle because their home world is not known with
certainty.
Droyne society is divided into rigid castes
determined when an individual reaches adolescence. The six castes
of the Droyne all serve different functions within Droyne society.
Although identical at the time of caste selection, caste members
develop pronounced physical and mental differences by maturity.
Different genetic programs are awakened by differences in diet and
environment among the various castes. Young leaders, for instance,
experience a nearly 30 percent increase in brain size in the first
year after casting; drones develop sexual organs; and so on. The
following are descriptions and definitions of the castes:
Worker: Manual labor and mundane ordinary
activity are the province of the worker. Workers are not too smart
and are temperamentally suited to contentment with ordinary labor
and subservient tasks.
Warrior: Trained for combat and possessing
comparatively well developed muscles and reflexes, the warrior is
the security troop, the soldier, the marine, and the policeman of
the Droyne culture. They are common in frontier bases, and less
numerous in civilized areas.
Drone: Drones have a variety of purposes in
Droyne society. They perform a reproductive role which makes them
both fathers and mothers to Droyne young, and they have a role in
the ceremonies which determine caste for maturing young. In
addition, drones comprise a sort of middle management caste, which
is responsible for many of the routine functions in business.
trade, and administration.
Technician: This caste is the science-oriented portion of Droyne society and is concerned with both
research and practical implementation of technology.
Sport: Although the caste system of the
Droyne is rather rigid, the sport is the deliberately accepted
exception to caste structure. Sports are special individuals who
cross caste lines to become individual scouts, messengers,
representatives, hunters, prospectors, and to take other
occupations that require individual initiative or separation from
Droyne society for long periods of time. A sport is the most
encountered Droyne away from a Droyne world.
Leader: Leaders are required to manage and
direct society. They are ultimately responsible for everything that
the Droyne as a whole do.
Society: There is little individual freedom
in Droyne society, and as a result, society and government join
into one concept. Workers work. Leaders lead. All of society is
dedicated to continuing the existence that provides all members
with food, shelter, and the other amenities that make life
enjoyable. In addition, there is little discord in Droyne society
when things are running smoothly, as each member of society has its
own function to perform. Only when disaster happens is the group
forced to strain.
A typical Droyne group consist of a variety
of Droyne from the different castes. There will be many workers,
few drones and leaders, and technicians and warriors based on
current needs. Each group will also have several sports, although
they may not be present; instead they may be occupied with their
own solitary tasks.
This is not to say that Droyne are mindless.
Leaders are quite capable and responsible; warriors have strategic
and tactical senses; technicians are inventive and clever. But all
accept the central group as a part of their lives and work for its
benefit above their own. -ld IE
Intelligent major race inhabiting scattered
worlds within an area slightly larger than the current extent of the
Third Imperium. Droyne are evolved from winged herbivorous gatherers,
with distinct differentiation into six castes (worker, warrior, drone,
technician, leader, and sport) assumed at adolescence. Droyne appear
to be a pastoral, easy-going race with little drive for expansion, conquest,
or conflict.
The location of the Droyne homeworld is not
known, and this puzzled sophontologists for some time, but recent
investigations have shown that physically the Droyne and the Ancients
are identical, indicating that finding the Droyne homeworld would mean
finding the Ancient's homeworld as well.
The precise relationship between the Droyne
of today and the Ancients of 300,000 years ago remains a mystery. -ld SotA
Dulinor Astrin Ilethian: Archduke of Ilelish.
Also known as Dulinor the Usurper. Born in 1066, Strephon's
murderer proclaimed himself emperor by the socalled right of assassination and then fled with his black-garbed troops to his
home world of Dlan/Ilelish. Dulinor, who had convinced Strephon
that he was one of his closest friends, was appointed Archduke of
Ilelish in 1104, an action opposed by most nobility. Dulinor's
murder of the Yerlyaruiwo Aslan ambassador blamed for Aslan Ihatei
incursions into Imperial territory. -emp IE
Archduke of llelish. Assassin of Emperor
Strephon (in 1116) and pretender to the Iridium Throne. -ld IE
Dusa Subsector (Vland): Has no subsector
government of its own. Its widely scattered planets are
administered from adjoining areas. The same is true of the Lalaki
Kharir subsector. The rift system were colonized only in recent
centuries and the new empire has not thought it necessary to change
the status quo. -vla V&V
Dust-Spice: Rare
euphoric spice used for seasoning food, especially fruit. Harvested from the
bark of desert scrub-plants, this seasoning is popular with humans as a mild
recreational spice with effects slighter than, but similar to, alcohol. Certain
non-human races (notably Aslan and Vargr) find dust-spice a much more
powerful euphoric, and it is in constant demand by those peoples. -ld TP
Dzarrgh Federate: Vargr State in Provence
sector. Up until 1117, the Federate was an Imperial trading
partner, and relations between the two governments had long been
friendly. With the withdrawal of Corridor's defenses and the
isolation of Deneb, however, the Dzarrgh leadership saw a chance
for gains much greater than those obtained through trade. Trade and
diplomacy abruptly ceased, and the Federate readied an all-out
assault.
Although very loosely organized, the Federate
has been a painful thorn in the Domain's side. With both corsairs
and naval forces pouring out of Dzarrgh territory into Deneb and
Corridor, Archduke Norris has been hard pressed to defend his
borders. -sidebar MTJ 2
Formed around Dzarrvaer (0224 Provence
A100757-F) in the mid-1090s, the Dzarrgh Federate is a typical
Vargr government. The Federate incorporates many long-independent
worlds, allowing them a high degree of autonomy. Most member worlds
pay no taxes to the capital, and no unified judicial system exists.
Some political scientists have gone so far as to call the Federate
a geographical region rather than a governmental body.
Since 1117, the Federate has become a base
for raids on Imperial ships and worlds in Deneb and Corridor
Sectors. Dzarrgh corsairs and naval forces have flooded across the
border, seizing everything in their path. Checking Federate
expansion has severely taxed the capabilities of the Domain's Navy,
and more recently, the Patrol. -den TD 19 -dod MTJ 1
Overlapping the border between Provence and
Tuglikki sectors, the Dzarrgh Federate was formed in 1090. The
Federate pushed outward from Dzarrvaer (0224 Provence) over the
next six years. Many of the surrounding worlds had been independent
since the collapse of the Foergaz Coalition in -2530. These worlds
initially resisted, but the ideals and might of Federate forces
eventually won out. Since that time, the Federate's expansionistic
desires seem to have gradually slacked off.
The Federate is really a government in name
only. Each member world exercises a high degree of autonomy: there
is no state legal system, no single currency, and little taxation
on an interstellar level. Thus, the Federate incorporates many
different cultures and lacks true continuity. Each member world has
retained its pre-Federate customs from the old days of
independence.
Before 1116, the Federate was an Imperial
trading partner. Word of the Imperium's break-up and the withdrawal
of the Corridor Fleet changed that, for it presented the Federate
with a new opportunity. The Federate endorsed looting Imperial
territory, in the hope this would appease a number of dissatisfied
member worlds. Federate Navy and corsair vessels quickly flooded
across the Imperial frontier into Deneb and Corridor, disrupting
commerce as they travelled.
In early 1119, after several skirmishes with
the neighboring Irrgh Manifest over territorial disputes,
representatives of both governments met on Kirg (0731 Provence)
under the guidance of the Vaenggvae. After only three hours'
deliberation, emissaries announced an agreement: both states would
continue raiding on their own, but they would not interfere in
systems claimed by the other; additionally, they promised to assist
each other against Imperial forces.
The Irrgh Manifest's conflict with the Glory of Taarskoerzn means most worlds in Corridor has been left to the
Federate (making them largely responsible for isolating Deneb from
the rest of the Imperium). The presence of humans at the Kirg
negotiations has raised suspicions that Denebian interests are
clandestinely involved with the Vaenggvae. -pro V&V