Over at Don’t Split the Party Rick Stump is setting up a setting for play with the Classic Traveller rules.
Here are notes on the general setting. A sample:
- The Terran Confederation is so long collapsed no one in the sectors of space near the game setting is certain in which *direction* Man’s homeworld may be found.
- No intelligent aliens, at all.
- 80% or so of inhabited worlds are ‘stand alone’ and have no interstellar government
- Interstellar trade is almost ubiquitous and mainly of three sorts
- run by local planets out 1-3 parsecs
- trade guilds and co-ops on runs between 3-8 worlds
- independent freighters running either their own routes or wandering about
- General tech level for independent worlds is 7-9 with 9 a pretty hard ceiling and 7 a soft floor
- There are scattered interstellar nations of 2-7 inhabited worlds. Almost all are Tech 9
Although most planets have a Dorsai universe median (meaning that while some worlds are heavy into farming, others into manufacturing, some into arts and soft science, etc. they all are still close enough to each other culturally for it to not interfere with communications and trade) some worlds have gotten very strange.
Then Player Characters will start in the Lanxing Comity…
… an alliance of 3 inhabited worlds all within Jump 1 of each other. The worlds have a mixed Chinese/Spanish heritage with a relatively strong class structure and their economy and culture based upon a Manorial system. The blending of Catholic religion and Confucian social ideas led to them weathering the long centuries the Cycles of Collapse with a strong social cohesion, positive outlook, and a commitment to charity and justice.
This post drills down into greater detail about the Lanxing Comity:
The Lanxing Comity
The Lanxing Comity is centered around 3 worlds that all have TL9 and the capacity to build and maintain FTL craft. These planets are ruled by a single King (Catalan) and a web of nobles spread over the 14 worlds of the Comity. Alongside the nobility is the Interstellar Bureaucracy which ensures that the far-flung worlds run smoothly despite such things as communications lag, death of a noble, invasion, etc.
Beyond the Comity is the Twelve Moons Trade Cooperative that operates among 5 TL6-TL8 planets nearby and uses their wealth to purchase FTL craft from the Comity (and have them repaired). The various worlds of the TMTC have a variety of governments and cultures, have no truly coherent “outside diplomacy”, but act as a trading bloc.
There are also independent worlds beyond the Comity and outside the TMTC. TL4-TL8 with a wide range of governments and cultures the ones closest to the Comity often have trade with independent merchants from the Comity.
The core worlds of Catalan, Biscay, and Fujian appear to have originally been settled by groups intent on ‘recreation’, a term for those elements of the Terran Diaspora that wanted to emulate specific periods of Terran history and territory in space. In this case, Late Medieval Spain, the Spain of the Age of Sail, and a stylized Classical China. The interaction of these three forces over time developed into the Lanxing Comity.
The primary language is Spatha which is Spanish with a number of Mandarin loan words (pronounced in the Spanish manner). The primary religion is Catholic (using Ecclesial Latin), although a number of Chinese holidays are secular festivals. The currency is the real.
The government is feudal technocratic with a blending of Spanish nobility, Imperial Chinese bureaucracy, and European civil service.
People use Spanish conventions for personal names with a tradition of “translating” non-Spanish names into Spanish (Rob Roy would become Roberto Rojo or even Roberto Ruiz; Tom Swift would become Tomas Vencejo; etc.). Initial introductions tend to use the full name so that if you met Tom Swift for the first time he would introduce himself as ‘Tomas Alberto Vencejo y Nestor’.
Through religious traditions almost all adults have 2 given names – one granted at birth and a second at confirmation. By cultural tradition a person receives more given names as their social status increases beyond a certain point so for each level of SOC above 8 the character will have an additional name (increases to SOC as an adult do not count!) so a character that begins with a SOC score of A will have 4 given names (their ‘first name’ plus 2 given names for social status, plus a Confirmation. There is also a tradition of using the names and titles of Saints as given names leading to people of high status among the Lanxing Comity having names that appear stunningly long to people used to Anglo-saxon names, such as ‘Pedro Diego José Francisco de Paula Juan Nepomuceno María de los Remedios Cipriano de la Santísima Trinidad Martyr Patricio Clito Ruíz y Rodriguez’.
Rick then breaks down the noble structure in the Comity.
Following the ranking scheme of traditional Spanish nobility there are both titles or nobility and the three levels of Grandes de Lanxing, or Grandees.
The titles and their SOCs:
Don/Dona*………………..SOC 9 +
*’Don’ or ‘Dona’ can be applied as an honorific to anyone above SOC 8 except the royal family.
** While courteously applied to almost everyone as titles of nobility roughly equal to ‘Lord’ in English they are not omitted when speaking to nobles.
***The titles of Vizconde/Vizcondesa are usually (but not always) used by the children of Condes and above and are equivalent to Baron in precedence.
The levels of Grandee are simply third (lowest) through first (highest). Only about 60% of Lanxing nobles are also Grandees; of Grandees 70% are Third rank, 25% are Second rank and only 5% are First rank.
Within levels of Grandees (none, third, etc.) noble rank determines authority but levels of Grandee are more important. For example, Duque de la Cruz has no grandee rank, Conde Ruiz is of Third rank, Baron Rodriguez is of Second rank, and Senor (the lowest rank that can be a Grandee) Diego is of First rank. In social precedence (seating, introductions, entrance into a room, who bows to whom, etc.) de la Cruz is top. But in matters of political and military decision making Senor Diego has the greatest level of authority.
Not only am I fond of this in Real Life it really works with Traveller, doesn’t it?
“Bob, my character started with a SOC of C and I got a +1 from service and another +1 from mustering out, so I am a Count. Shouldn’t I be rich and rule, like, a solar system?”
“Frank, you have a high SOC but you aren’t a grandee. So you get invited to all the parties, the end.”
On a related note, in my campaign if a character with a high SOC score takes the Noble profession and gets a Promotion (pretty rare) if they are already SOC B or better they can shoose to stay the same SOC but become a Grandee!!
And then Rick goes into more details about the function of government in the setting.
The Lanxing Bureaucracy originated in the recreated Confucian bureaucracy of the founders of Fujian modified by their exposure to European and other civil services. Entrance into the lower levels of the bureaucracy are based upon education and performance on standardized entrance exams. Promotion is based on passing more advanced exams, performance evaluations, and job performance. The Bureaucracy is a complex maze of departments, committees, boards, projects, and independent managers and overseers with an interplay of jurisdiction, precedence, rank, and mandates that makes the complexity of noble and Grandee titles appear dead simple.
How Governance Works
The King has ultimate authority, although this is rather limited by tradition. The Stellar Navy and the standing Army answer only to the King, for example, while local militias are raised by Nobles. Grandees control specific territory and are responsible for administering those territories in accordance with Royal Law but can also pass their own territorial laws if they do no clash with Royal Law. Local police report to the local grandee but each police force has a senior officer (usually not the commander) appointed by the King in charge of oversight. Tax collection, regulatory enforcement, etc. are all also local with one or two royal appointees as oversight.
The Bureaucracy has three levels; local, regional, and royal. Each department monitors for graft, corruption, criminal activity, gross incompetence, etc. Grandees have a senior Bureaucrat appointed to their staff that exists to both provide advice on things like royal law and regulatory compliance and to watch for corruption and treason.
Other departments of the Bureaucracy watch the Bureaucracy itself for collusion, corruption, graft, etc. and those departments are, in turn, monitored by Grandees appointed specifically to check the power of the Bureaucracy.
In order to prevent this from turning into a massive war of intelligence agencies and secret police the ultimate authority (the King and Royal Family, the Royal Guard, and the Royal Advisors, collectively called the Crown) have two strict policies in place; transparency and transition. Transparency means that the results of all investigations must be made public, no transaction that do not involve Intelligence can be kept from the public, and that the jurisdiction, background, etc. of all Bureaucrats be accessible. There are exceptions for undercover work, intelligence agents, etc. but these have their own oversight.
Transition means that no bureaucrat can remain in a particular position for too long. The average tenure is 3 years but can be as short at 4 months but no longer than 5 years. Bureaucrats are generally prohibited from working on their hometowns/districts, with family members, etc., and usually do not work with the same team more than once. Bureaucrat Tom, currently in charge of oversight on Joe, may find himself working for, or under oversight by, Joe in just a year or two. Combined transparency and transition are meant to prevent the creation of ‘bureaucratic fiefdoms’ and networks of influence.
Lastly, all payroll costs of the Bureaucracy are paid directly from only the King’s accounts, meaning the more Bureaucrats the bigger the personal expense to the King. At the same time, the King is usually held responsible for graft and corruption among his subordinates. As a result the King is very invested in making sure the Bureaucracy is as small, agile, and efficient as possible while still eradicating graft and corruption.
With Grandees performing local leadership and the Bureaucracy providing oversight the Comity functions fairly smoothly despite having an administrative class only a fraction the size of those familiar with 21st Century Europe.
Trade and Diplomacy
To Lanxing trade and diplomacy are intimately connect to each other and to the nobility. Members of the diplomatic corps are often of high social status, even including non-Grandee nobles. Trade from outside the Comity usually faces stiff tariffs and other customs fees but with sponsorship by a grandee or the Crown these fees can be reduced significantly. Since non-Grandee nobles are themselves subject to reduced customs fees a fair number of them go into interstellar trade. Also, very successful merchants can be elevated to the nobility because of the wealth their trade brings to the Comity.
Some nobles (usually not Grandees) also use their wealth, personal training, etc. to work for the Crown as unofficial diplomats (this is a fair amount of the Noble profession) within and without the Comity. They may travel with merchants, in their own yachts, as leader of a small mercenary company, or otherwise as they ‘Tour’ outside the Comity, but their underlying goal is to improve the reputation of the Comity and its King. A nobleman with his own merchant ship may very well be pursuing the multiple goals of corporate commerce, interstellar diplomacy, personal wealth, and family advancement all at once.
Culturally and politically the Comity is dedicated to service. While their trade with nearby systems does seek overall profit to the Comity and the Crown diplomats, nobles, and even merchants also strive to help the sick, the poor, and the lost wherever they go.
Please note that all of the above is for only a section of the subsector mapped above! Other portions of the subsector will have their own cultures and governments.
I quoted the description of the Lanxing Comity at length to make two points:
First, look at how Rick has made is own setting. He is clearly using the Classic Traveller rules, but he is working from the rules to make his own setting. Which is exactly what the Classic Traveller rules are there to do: help you to create a cool setting you wanted to share with your friends. (Or, in Rick’s case, his sons.)
Second, one of the things I really liked about what he’s posted is his section on nobility. Keep in mind that if you look on line you’ll find lots of people dithering about the Social Status rules in Classic Traveller and saying, “Oh, my gosh, the rules don’t tell me what Social Status means!”
But Rick doesn’t do that. Instead, he looked at the rules, saw there was a thing called Social Status, and said, “Oh, there’s a thing called Social Status and I get to decide that that’s going to mean for my setting.”
And, again, I believe that’s what the Classic Traveller rules were designed to do! The three original Traveller Books (1, 2, and 3) offer a collection of “playing pieces” the Referee gets to pick up and use as he sees fit to build the kind of environment he wants to share with his friends.
The same holds true, in my view, of how to define the various definition of government type, what jumpspace is, what psionic powers are, exactly how the Traveller Aid Society works. All if it is mentioned in passing in the rules, but grist for the mill for any Referee to use as he sees fit for his or her setting.
When I asked Rick about this he replied:
Yeah! I remember when I joined the Traveller Mailing List about 20 years ago and there was a long argument about “What does Feudal technocracy’ mean?” And all I could think was “Make it up, change it, remove it, or whatever, why the fighting?”