All of this is lifted directly from Jeff Rients of Jeff's gameblog:

Welcome to the Gateway Quadrant wiki.
In the late 70's and early 80's Game Designers Workshop licensed several other companies to produce material for Traveller, the premier science-fiction roleplaying game. In a series of publications the Gateway Quadrantwas developed by Judges Guild of Decatur, Illinois.
The purpose of this wiki is two-fold: to preserve the original vision of the Gateway Quadrant and to provide a resource for players in my roleplaying games set therein. Every effort will be made to differentiate between canonical Gateway Quadrant information and my own additions.
Chhung Kuo
"Chhung Kuo is a term from an ancient Solomani language meaning "Middle Kingdom". It too was established close to the end of the First Imperium by refugees from the turmoil. In order to unite disparate elements, a deliberate attempt was made to establish a revival of the "Golden Age of Chinese Culture". Though primarily settled by Humaniti of Solomani ancestry, a significant minority of the population is composed of resident alienmembers of the minor races. Philosophy is directed towards constructive cooperation with a conservative respect for tradition. Both the Humanitie and the minor races maintain universal military training for self defense but seldom serve as or hire mercenaries. Trade is encouraged and a high degree of interest is maintained in technical progress. Diplomatic policy is defensive and mutual non-agression pacts have been concluded with all neighboring states."
—Crucis Margin Guidebook

Flock Ktani
Three system polity located in Yakilnet Subsector of Maranantha-Alkahest Sector, settled by Kancers originally from Supraherd T'tnaree.
"comprised of Jutiapa (0337), Masajua (0436), and Cuilco (0437). This are was settled by a polticial/religious group some five centuries ago, who requested 'physical separation for deliberate development of deviant social structures'. The current population is 4.7 million, most all of whom stay within their three systems. The Kancers of Flock Ktani are not inclined to mercantile activities and seem to be inward directed in their political activities."

Ginlenchy Concordance
"This grouping of independent starsystems has little in common except for the fact that all are signatories to the Treaty of Ginlenchy signed in 842. The clauses of the treat permit free access to the systems by non-military of the Imperium, Krax Confederation, and Mandanin Co-Dominion. This access is monitored by representatives of the Marlan Primate and any disputes are generally referred to them for adjudication.
Previous history of this area has seen numerous conflicts over the resources of the starsystems between commercial and military forces of neighboring states. Agreement was reached at the suggestion of the Marlan Primate that a less belligerent and greedy approach would mean greater longterm benefits to all concerned.
Commercial competition is fierce but no large scale violence has broken out in this area in the last century and a half. Increasing population and tech levels on the worlds has led some of the independent systems to agitate for a "home rule" solution. Several of these systems are now sufficiently wealthy to recruit mercenary self-defense forces patterned after the Marlan Primate. Some societies retain a nostalgia of the past days of glorious combat and honorable warriors. These worlds have proved to be excellent recruiting grounds for outsystem low-tech mercenaries."

Hlantae Trade League
A group of four otherwise independent worlds in Hlantae subsector of Maranantha-Alkahest Sector. Although aligned for commercial purposes, the Trade League has yet to centralize sufficiently to be in a position to act effectively as a military or political unit.
The name of the Trade League is not specified in the Maranantha-Alkahest Guidebook.

K'Chemi Centralate
"Settled primarily by "Afrin" refugees from the break-up of the Rule of Man (the Second Imperium - ed.), this political grouping was extremely nebulous up until several centuries ago. Only a loose trade confederation, it combined its individual system navies to assist Ramayan and Range Valyana in freeing the Krmyia Einarchyfrom Zultanate Al Amyi. Since that time, a greater degree of central government has fostered more internal trade and an active piracy suppression campaign. Some foreign mercenaries are hired for training local forces, but overall policy is defensive rather than expansionist."

Krax Confederation
"The Krax Confederation is of respectable age having been formed as a self protection measure during the Civil War in 612-614. This area was originally colonized furing the First Imperium, the Imperial policy being to send political dissidents to these areas where their energy would be constructively diverted to survival. During 700 to 800 the Krax Confederation was a factor in limiting technological degenerence to a minimum level 5 on marginally habitable worlds. Political cohesion lessened as exterior threats slackened. During the expansion in this region of the Imperium after 900 a greater degree of internal solidarity manifested. Several minor attempts at armed expansion by Imperium indepedent adventurers were beaten off and poltical borders stabilized. A strong central armed service was organized to better coordinate the military actions of the Confederation members. Imperial policy, no longer encouraging expansion in this area, now is emphasizing the establishment of friendly buffer states on the borders. Over the last two decades the Imperium has encouraged private concerns to establish commercial relationships. While still somewhat suspicious of the overall intentions of the Imperium rulers, the central government of the Confederation is willing to make use of whatever technical and military advancements they can."

The Confederation's passenger transfer system, based upon Brilliant Gem Class Coreships and Sapphire Moon Class Moduleships, is one of more notable success stories in the annals of Imperial/local cooperation in theGlimmerdrift Reaches Sector.

Krymia Einarchy
"The Einarchy is of fairly recent origin, only reaching its present significance two centuries ago. The Krmyia are a minor race of humanoid aspect, originally native to Varna. This area of space was exploited by the Zultanate Al Amya, and Krmyia were exported as cheap slave labor over all the surrounding planetary systems. After several centuries of oppression, the Krmyia revolted and attempted to throw off their masters. The revolt was brutally crushed in spite of loud protests from Ramayan and Range Valyana. A century or so later, a second revolt broke out. Ramayan, Range Valyana, and the K'Chemi Centralate mobilized their fleets and prevented the Zultanate from crushing this revolt. This time the Krmyia won their independence. Development of local technology has been slow. In the meantime mercenary forces were hired from Ramayan to provide protection from the Zultanate. The Krmyia have proven to be much better neighbors than the Zultanate because their philosophy is much more constructive and cooperative. Trade has continually increased since independence, and visitors, other than Zultani, are encouraged."

Mandanin Co-Dominion
"Information concerning the precise internal structure of the Co-Dominion is scanty and nebulous at best. Previous organizations in this area appear to be clan/commercial structures of no great extent or permanence. Several non-human intelligences were also known to inhabit this region, at least one in the early stages of starflight. Three centuries ago a joint human-alien culture started to spread out simultaneously from several nuclei systems. Growth has been steady since then, emphasizing cooperative ventures between Human andDanin authority structures. Internal trade is restricted to authorized companies and external trade is limited to several supervised starports. Information of any sort about the internal affairs of the Mandanin Co-Dominion is suppressed. Recent expansion attempts into the Marlan Primate have been decisively defeated. Past incursions into the Krax Confederation indicate new expansion will be aimed in their direction."

"Imperium historical information appears to have been accidentally destroyed during the last Civil War. Only fragmentary texts of previous records remain."
Prior to human involvement in the region "Theoretical research on hyperspace was being conducted but there were no plans to construct jumpdrive protoypes yet".
"Only a century or so ago a militant revolution completely restructured Mandanin society and initiated an agressive expansionist policy."

Maorin Stat
"Developed by a racist society as a refuge during the end of the First Imperium, the settlements were taken over by a wave of folk fleeing the break up. Prominent among them were the Maorin Starfarers, descended from the Maori of Terra. Developed since then in a distinctly non-racist manner, the Maorin Stat has offered opportunities for any who cared to settle there. Although adequately agressive in self-defense, the people are not expansionist. Sharp traders and well able to defend themselves, they range freely throughout the localstarsectors."

Marlan Primate
"Settled in 478-524 the group of worlds now known as the Marlan Primate shared an intial common heritage. The major portion of the colonists were drawn from a minor religious sect which considered its precepts neglected by the mainstream of Imperial society. In cooperation with the Scout Service, a large corporation, financed and controlled by church memebers, ran the detailed surveys of the region. Religious communities segregated themselves in wilderness preserves on several of the Imperial developed worlds and established self-training and education programs. Once trained, each community moved to its new world and set up its permanent settlement. Though suffering some minor setbacks, the overall operation has become the classic textbook example of planned colonization programs. Friendly relations are maintained with the Imperium.
Though economic and political principles are inward centered, there is a modest, but profitable, trade in special pharmacueticals and artwork in return for appropriate technology. Marlan policies are not aggressive but the need for adequate self-defense forces are recognized. Consequently the Marlan Primate has hired and supports one of the largest and best organized force of mercenaries known to the Imperium. Though small in size compared to integral government armed forces, the Hired Defense Force is an extremely high quality force which serves as the core of Marlan armed might. Its secondary mission is to train all Marlan youth in basic military skills during the two years of enforced public service each youth serves before being admitted to adulthood. The several times this organization had been called upon, though initial losses were ehavy, the final outcome was never in doubt. The Marlan Primate tends to be neutralist in political alignment, though favoring good relations with the Imperium. Armed clashes in the past have led the Council of Eldars to view the activities of theMandanin Co-Dominion with suspicion."

"The population of this state traces its origin back to certain border states of the ancient Solomani empire called "India". The bulk of these people moved here just before the Long Night. Technological development was not emphasized at the time of settlement, consequently, technical and industrial advances were slow. The people comprising the population were all of military inclination, and, thus, no outside forces ever made much headway into the region. With political consolidation and union accomplished, employment of the many military-inclined men and women was no longer possible at home. Several peoples, especially the Gurkra and Ziki, then sought employment as mercenaries off-planet. They performed so well in that capacity that their folk are still in great demand as hired soldiers. Even today, it is traditional for each young adult to serve a term in either the Ramayan military or in one of the semi-official mercenary units. Some of these units have a recorded tradition that predates the Ramayan state and an oral tradition that predates the Solomani Empire. The tone of the political policy is conservative and inward-directed. The borders of the state have not altered significantly in nearly five centuries. While not aggressive, the Ramayan have a reputation for self defense, individually and collectively. Policy towards the Imperium is neutralist. Imperial subsidies and technical assistance help the Ramayan naval forces to maintain an anti-piracy patrol. Additional monetary contributions from the Hive Federation permit patrols to range much further than would normally be possible. A mutual defense treaty withSphere Fenix to rimward has been in force for the last three centuries."

Involvement in the Crucis Margin
"Ramayan claims precisely one system in this sector and has not modified its border in this direction in over 5 centuries. Trade is not restricted but most Ramayan citizens are extremely conservative and philosophically inward directed. Political attitudes are neutralist, though friendly towards the Imperium. A mutual defense treaty with Sphere Fenix has been in force for the last three centuries."

Range Valyana
"Settled by nomadic peoples of primarily Vilani extraction during the break up of the First Imperium, this state quickly expanded to its present borders. A rather static civilization has arisen with many conservative features as throw-backs to nomadic days. The most prominent example is the fact that there are three separate capitals which each serve as supreme capital in turn. The people are individually excitable and agressive, but, as a whole, the cultures are almost static. Not of conquering bent, Range Valyana combined with Ramayan and theK'Chemi Centralate to free the Krymia. Even to date, the Valyana maintain extra patrols on the Zultanate border. The Valyan attitude is not to go looking for trouble but to glory in meeting any that turns up."

Sphere Fenix
"Sphere Fenix was original settled by a very diverse group of refugees from the collapsing First Imperium. During the Long Night, these fugitives flourished into a series of mini-states. About 500 Imperial dating, a series of small but bitter wars broke out. In 724, the three surviving states declared peace on each other and met to discuss unification. Though the precise details of governmental structure took over 28 years to develop, Sphere Fenix dates its birth from that meeting. Though internal unrest has occurred since, the overall prosperity has continued to increase. A mutual defense treaty was signed with Ramayan in the 8th century Imperial. Technical assistance is received from Imperium military services and Imperial security is rumored to have great influence. In spite of having fought in no major wars in centuries, military prowess is high and it has become traditional to serve a term or two as a mercenary in one of the surrounding sectors, especially the Marlan Primate."

Stasmi Zanya
"Settled fairly recently by an expatriate minority from a backward section of the Imperium, Stasmi Zanya has grown to its current size in the last two centuries. The growth has been primarily due to the perfection of a chemical process for inventing and synthesizing organic solvents. Solvents for other compounds are also produced but not to as great an extent. The trade brings in considerable foreign exchange for Stasmi Zanya, and the process is considered a state secret. Even the private citizens are proud of the state's ability to solve chemical problems that other cultures and technologies find difficult. Security is very tight, but other companies are unlikely to try to crack it since the Stasmi Zanya charges for their services are very reasonable. Persistent rumors that the source of the chemical solvents is an organism have been officially denied."

Sydymic Empire
"the Sydymites took the opportunity during the collapse of the Rule of Man (the Second Imperium) to become independent. Minor clashes with Imperial forces took place over the next several millenia as they developed their own culture and technology. Major expansion and the declared establishment of the Sydymic Empire took place while the Imperium was otherwise occupied by the Civil War. Temporary accomodation has been reached but it appears most likely that there will be further clashes"

Zarian Realm
"The Zaris were in this region when the scouts of the First Imperium entered the area in the Third Century Vilani(-3500 Imperial Date), spread by sub-light generation ships. Boosted from Tech level 8 to level 12 in the first two centuries of contact, little further increase has taken place in the intervening millenia. The Zaris appear to be similar in physical appearance to some Humaniti subraces but the few examinations permitted show profound biochemical differences. Hybridization with Humaniti is not possible, leading to intense and continued scholarly speculation as to the origin of this species. They are very defensive minded and resent outside aggression with a coordinated thoroughness that discourages attackers. The Zaris have only colonized three planets in recorded history. They have had a technological increase of only two levels during the entire time of human contact. The central worlds of the Zarian Realm maintain a Tech level of 14 which steadily drops to eight at the outer borders. This has not changed in over two thousand years. No degeneration has ever been recorded. The unusual stability is still a matter for violent argument in Imperial scientific circles.
By arrangement with Imperium officials, trade is generally restricted to only a few licensed companies. Few articles are traded, but some unique luxury items are worth the trip. The Imperium officially discourages unlicensed contact with the Zarian Realm." —Glimmerdrift Reaches Guidebook

Zultanate Al Amya
"Settled primarily by Humaniti of Solomani extraction, this state deliberately fosters what it considers to be "Ancient Arabik Culture". Internal political cohesion is not high, but individual planets and groups of planets are much more hostile to "outsiders" than each other. Considerable internal squabbling leads to many small groups to declare themselves independent from what little central authority exists and set out to achieve whatever dominion they can at laser's point. This constant habit of armed intrusion upon their neighbors has led said neighbors to remain armed and watchful. Trading vessels in the Zultanate are always very heavily armed. The traditions of hospitality and the honor fo the host are still strong in the Al Amya culture. The more advanced of the planets maintain a quite respectable naval patrol and are very irate about ships that are attacked in their system. Still, there are strong cultural traditions of the "Desert Raiders" and much undercover sympathy for the skillful thief. Only a few planets still adhere strongly to the old religious beliefs, but revival movements are common. In the past, only minor incidents have sparked unification movements of major consequence to the Zultanate and the surrounding interstellar states. The succession is patrilineal although not always by the eldest son. The current Zultan is a political non-entity manipulated by his younger brother. An impartial analysis of the internal situation indicates that the Zultanate is ripe for another religious revival and a holy war directed towards its neighbors."

Hv'ika Kamlin
"The Hv'ika Kamlin is an independent state composed primarily of the members of an alien minor race and a minor race of Humaniti. They are a client state of the Hive Federation, greatly influenced by it and militarily allied. While active in commerce and political affairs, the predominant philosphy is not militarily aggressive."

The Imperium

The Imperial Sunburst
The largest polity in Charted Space, 11 centuries old, consisting of over 10,000 member worlds. Sometimes called the 3rd Imperium as it is the third such polity to occupy roughly the same area of space.
According to the Ley Sector Guidebook two great noble Houses wield much power in Ley Sector, the M'lar and the Minnara.
Imperium involvement in the Glimmerdrift Reaches
"Interest in this sector breaks down into two separate areas of interest due to the Imperium only making minor encroachments in two widely separated areas. Coreward are a dozen or so systems in the Thorstone and Tri-Empire subsectors which are extensions of the Outreaumer and Diamond-Prince subsectors of the Ley sector. In the spinward rim corner Verge Subsector contains a significant Imperial presence.
Though past policies had encouraged armed expansion by independent commercial interests, lack of success has led to a recent change. Policy is now to encourage the formation of friendly buffer states on the borders. Participation in technical exchange programs and cooperative business ventures is being encouraged. Over the last several decades as direct military pressure on the Imperial border has eased, most large naval units were deployed elsewhere. Specialist frontier units, including the Lightning Class Cruisers, supplemented by Provincial Armed Forces and commercial mercenary security units now provide the major military presence. Stable allies on this frontier permit major Imperial forces to be stationed closer to other higher threat areas. Imperial Security, though, is very active in this area to keep the situation stable."

Imperium involvement in the Crucis Margin
"No worlds in this sector owe allegiance to the Imperium although most systems have a majority population of Humaniti. Imperial interests are furthered through commercial and political activity. Client states, especiallySphere Fenix, have been encouraged to act as Imperial surrogates."

Imperium involvement in Maranantha-Alkahest Sector
"No worlds in this sector owe direct allegiance to the Imperium, although most systems have a majority population of humans. Imperial policies are furthered through overt commercial and political activity, as well as covert actions. Ramayan has been active in the past in Imperial interests, and Maorin Stat cooperates from time to time."

Rm Nai Adherence
"Rm Nai involvement in this sector comprises five systems at the spinward rim edge. Of Solomani extraction, the Rm Nai are xenophobic and advocates of human supremacy. Internal power struggles have, over the last four centuries since the formation of the Rm Nai state, prevented expansion. A strong ruler has just recently consolidated her position and now the Rm Nai are ready to move outward."

Supraherd T'tnaree
"When first encountered by humans in -2208 Imperial dating the T'tnaree, a sapient gatherer, incooperation with several other nearby sapient races, were colonizing their adjacent stars with generation ships and cold sleep. With the introduction of the jumpdrive, ships of the T'tnaree soon visited all systems in range and started settlements. They only settled where there were no rival sapients or where arrangements could be made to take local sapients to other colonies in exchange. Supraherd T'tnaree is a confederation of six sapient races of various stocks. Humans who wish to settle are admitted as full citizens. Cooperation is the key concept of T'tnaree philosophy and politics."

In addition to the T'tnaree, two other races of the Supraherd have been identified, the Tko'bggi and the Kancers.
Category: Polities

Taquari' Comnate
"Though Humaniti of Vilani extraction now predominate, this are contains a large number of non-human sapient races which are heavily influenced by K'Kree culture. Minor philosophical and political wrangles frequently break into minor physical scuffles. Major outbreaks seldom occur. Greater attention to statemanship over the past several decades has led to a decrease in racial and political tensions, but opportunities for flareups still exist."

Union Crucis
"Union Crucis also began during the end of the First Imperium as a combination of refugees for self defense purposes. In this area, though, two other major factors came into play, the presence of several minor races ofaliens on the planets and the proximity of two separate major races of aliens. Interspecies cooperation and competition has always been present in this area. Humaniti, as the most numerous portion of the population, formed the core around which groups gradually coalesced into larger and larger political units. Open warfare was uncommon, although small skirmishes were frequent among the different Humaniti factions. These four factions are the Suo, Sliv, Cast, and Nar with 27, 19, 28, and 15 systems respectively. Many of the Suo planets have trade relations with the Hv'ika and the Hivers. Most Cast and some Sliv planets trade with the Chhung Kuo and the Two Thousand Worlds. Around a century or so ago an expansionist political party gained prominence in the Nar systems. Unable to expand into the Union, armed incursions were directed into the Mandanin Co-Dominion. At first successful, Co-Dominion counter efforts became more and more forceful, completely halting Nar expansion. Economic pressure upon the Nar by the Suo and Cast to cease expansion was resented by the Nar. Sliv extremist groups also viewed this pressue with extreme disfavor. At the present time internal dissent is at the highest level it has been since the formation of the Union. No faction is yet willing to utilize armed force on each other but political and espionage conflicts are increasing. All political moderates are strongly urging peace and accomodation but the situation is fluid. The Humaniti and all major resident alien political factions are exerting as much calming influence as they can but some unknown factor seems to be agitating for breakup of the Union."

The Lesser Rift
A region of below-average stellar density, requiring vessels capable of mutli-parsec hyperjumps to cross. The larger and sparser Great Rift lies well outside of the Gateway region. The two Rifts are the largest astrographic features of Charted Space.  Although not completely empty, locals sometimes also use the term Star's End to describe the region.
One notable feature of the Lesser Rift is the Spinstorme Navigational Hazard.

Spinstorme Navigation Hazard
Location: 0506 Maranantha-Alkahest Sector
UPP: X200000-na
"This system has become known sector-wide as a navigational hazard. The star of this system is a multiple configuration consisting of a paired white dwarf and black hole orbiting a comman center of gravity as they both orbit a red giant. Though there are a number of planets, all have eccentric orbits which are a great distance out from the suns. A considerable amount of "junk" is present in the form of meteor swarms and comets. The planets are minor rocks and gas giants. The system is termed a navigational hazard because of the high density of space junk and one other factor. This other factor is the distrubance of the electro-magnetic and gravity spectrum caused by streams of matter being drawn into the black hole. Communication and sensor scans are affected and become unreliable. Maneuver drives are not affected but the probability of misjump is greatly increased."

Neutral Zone
Region enclosed by the Imperium, the Sydymic Empire, the Zultanate Al Amya, Flock Ktani, Sphere Fenix, and the Marlan Primate. Most of the worlds in this area are undeveloped, independent, or have pending applications to join the Imperium. In order to discourage piracy and promote stability in the region, some of the surrounding polities have formed the Multilateral Neutral Zone Taskforce.
Imperials sometimes refer to this region as the Outworlds.
This region is not named in the canonical materials.

Delphic Void
Ovaloid region of below-average stellar density, the majority of which is located in the Delphi Sector. Surrounded mostly by the Imperium, neither of the other polities bordering the Void (the Ginlenchy Concordance and Krax Confederation) have seen fit to dispute Imperial claims to jurisdiction over the area. The Delphic Void is also sometimes referred to as the Delphi Void, Delphic Rift, or Delphi Rift.


Coreward Indies
Name given by Solomani traders to the independent worlds encircled by the Krax Confederation, Mandanin Co-Dominion, Rm Nai Adherence, Anubian Trade Coalition, and Zarian Realm.

Page historylast edited by Jeff Rients 1 mo ago
The Leyline is the name given to the Jump-1 main connecting the majority of the worlds in thecoreward-rimward quarter of Ley Sector.

Sometimes referred to as Newts, this species of humanoid quasi-amphibians is the most ubiquitous minor race in Imperium space. The Bwaps in general have fine minds for procedure, detail, and precendence, making them the most efficient bureaucrats and accountants in Charted Space. Many free traders would rather face an armada of space pirates than a Bwap customs official.
The Bwaps do not appear in the Gateway Quadrant canon, but are part of the mainstream Traveller universe.

Purportedly lizard-like race inhabiting the Mandanin Co-Dominion.

The least human of the major races. Dominant species of the Hive Federation.

Quasi-reptilian client race of the Hivers. The Ithklur marines of the Hiver navy are one of the most feared military units in Charted Space.
The Ithklur are not mentioned in the Gateway Quadrant materials, but are a part of mainstream Travellercanon.

"'Kancers' is the name used by Humaniti in lieu of a physically unpronouncable triple click and small screech which rapidly ascends into the hypersonic range. The race is one of six which comprise the confederation known as Supraherd T'tnaree in the Maranantha-Alkahest Sector. The major population concentration is the home planet Kashgar (1205) and the other five planets of Tsagon Usu (1207), Tingsin (1404), Uch Turfan (1406), Zilling (1804), and Tangra (1805). The population in Supraherd T'tnaree was estimated to just exceed 9 billion at the latest census. The Kancers are a very prominent element of the commercial activity of the confederation. Their trading vessels ranage as far as adjacent sectors on normal voyages but frequently have been found even farther afield. A second population concentration of Kancers exists in the Yakilnet Subsector of this sector; it is the Flock Ktani"
"The Kancers are considered to be descended from gatherer-type omnivore stock. They have warm-blooded bodies with three pairs of jointed limbs. The anterior pair of limbs has been specialized for fine manipulation as has a pair of small feelers situated on either side of the sideways-operating mandibles. Though possessed of an internal bony skeleton, the exterior of the body is covered with horny plates on the torso and head, and the limbs covered with dense fur. The posterior and middle pair of limbs have both hoove-like walking surfaces and gripping ability. The anterior limbs are used primarily for manipulation but also have a small, hoove-like remnant which serves as a natural weapon. Clothing is worn only for physical protection from the environment; ornamentation is limited to metallic decorations set in the horny body plates which also serve as attachment points for carrying equipment. The Kancers are bisexual, lay eggs, and form family groups based upon the number six. The general racial profile tends towards non-aggresive, cooperative activity although subgroups exist which differ significantly. For Traveller game mechanics, the statistics of the average Kancers are 768787."
—Library Data from Darkling Ship

Herbivorous quadripedal alien race sometimes called Centaurs by humans. They directly control two politiestrailing of the Quadrant, the large Two Thousand Worlds and the smaller but more belligerent Lords of Thunder. The K'Kree of the Two Thousand Worlds also sponsor several client states in the region. K'Kree trade vessels can be seen up to two subsectors into the coreward half of the Quadrant.
Sapient alien species that was used as cheap slave labor in the Zultanate Al Amya until achieving independence and forming the Krmyia Einarchy.

One of the six member-races of the Supraherd T'tnaree, along with the T'tnaree, the Kancers and three other unidentified sapient species.

A sapient gatherer species, one of the six species that cooperate as the Supraherd T'tnaree.

Primary (exclusive?) inhabitants of the Zarian Realm.
"The Zaris appear to be similar in physical appearance to some Humaniti subraces but the few examinations permitted show profound biochemical differences. Hybridization with Humaniti is not possible, leading to intense and continued scholarly speculation as to the origin of this species."
—Glimmerdrift Reaches Guidebook

Hv'ika Kamlin
"The Hv'ika Kamlin is an independent state composed primarily of the members of an alien minor race and a minor race of Humaniti. They are a client state of the Hive Federation, greatly influenced by it and militarily allied. While active in commerce and political affairs, the predominant philosphy is not militarily aggressive."
—Crucis Margin Guidebook

Term used to refer to humans descended from native Terrans. Pre-historic proto-humans were transported to various worlds by the Ancients and many such groups survive today as the other branches of Humaniti. The Solomani conquered the Vilani Imperium to form the Second Imperium.

"The Sydymites are another minor variant race of humans, distiguished primarily by an average height of 2.4 meters (8 feet)."
—Ley Sector Guidebook

The branch of humanity transported in prehistoric times to the distant planet Vland by the Ancients. The Vilani were the first branch of humanity to achieve hyperspace travel, and formed the First Imperium. In the centuries since interbeeding has resulted in very few modern humans being of pure Vilani stock and the label more accurately attaches to humans of any type who participate in the Vilani culture.

Corporations Active in the Quadrant
Expansive Expeditions - a.k.a. 'Ol' Double E', this trading corporation operates a fleet of Jump 2 capable heavy freighters (1,000 tons) based out of the Old Expanses.  Its activities in the Gateway Quadrant are limited to Imperial worlds with class C or better starports in Verge and Even subsectors.

Frastin Mining Consortium - Imperial mining concern based out of Ley Sector but with business concerns throughout the Quadrant.

Ionan Cargo Company - Fledgling merchant line operating at least one Type R Subsidized Merchant seen mostly in Gaudix Drift Subsector of Ley Sector.
Kraxin Motivators - Krax Confederation-based makers of the K100 and K300 stardrives.
KZD Industries - Ship-building and engineering concern of high reputation throughout the Imperium. Although primarily active in Ley Sector a subsidary located in the Krax Confederation is responsible for the Brilliant Gem Class Coreships and Sapphire Moon Class Moduleships. One known KZD shipyard is located at Warlock (0529 Ley) in Highlord Subsector, where the Safari 234 Class Hunter is built.
Ley Express - Trading corporation operating a fleet of Jump 2 capable heavy freighters (1,000 tons) servicing Imperial worlds with class C or better starports in Ley Sector and Thorstone and Tri Empiresubsectors.

MC&S Engineering - One of Ley Sector's premier builders of smaller starships and auxiliary craft. The most commonly seen vessels in the Quadrant are the MC&S versions of the standard starcraft designs. Their military contracts include the Type LE Corvettes and the Type CPF Colonial Fleet Cruiser. They also fufill custom orders up to 5,000 displacement tons.
Merelyn Lines, Inc. - Commercial passenger line servicing the Krax Confederation.
Odin Ship and Dock Yards - a.k.a. O.S.&D.  Operates a fleet of Type R Subsidised Merchants in Gaudix Drift Subsector of Ley Sector.
Oracle Lines - Trading corporation operating a fleet of Jump 2 capable heavy freighters (1,000 tons) based out of the Delphi Sector.  Its activities in the Gateway Quadrant are limited to Imperial worlds with class C or better starports in Verge and Even subsectors.

Out Hunters Guild - Provides professional guide services and chartered safaris to big game hunters. The Guild's primary clientele are bored Imperial nobles seeking pre-packaged adventures.
Ramstell Pharmaceuticals Company - Major Ley Sector concern. Maintains an internship program whereby recent graduates in life sciences are placed on Out Hunters Guild vessels as medics. These interns then document and take samples of indigenous flora and fauna while on safari.
Tm' Ramis Corporation - Known to have a research facility in the Diamond-Prince Subsector of Ley Sector.
Val'Tor Lines - Subsector merchant line operating Type M Subsidised Merchants in Gaudix Drift Subsector ofLey Sector. Val'Tor lines has an Imperial subsidy, in exchange for which it serves as courier for official Imperial business.
The size of many corporate bodies are conjecture.

Krax Light Engines
Although major powers such as the Imperium and the Hive Federation often take the lead in the development of new technologies, it sometimes falls to the talents of the lesser powers to fully exploit technological breakthroughs. The light engines produced in the Krax Confederation are an example of local shrewdness in engineering. Using long-proven Imperial technology as their basis, Kraxin Motivators offers the following unique products:
K300 Jump Drive - Designed specifically for the Type KX Krax X-Boat, the K300 allows 3 parsec jumps for 100-ton hulls. At 12.5 tons and 15 MCr, it is significantly heavier than Imperial counterparts, but 1 MCr cheaper.
K300 Power Plant - Powers the K300 Jump Drive. Displacing only 5.5 tons and costing a mere 15 MCr, this Tech Level 9 wonder outperforms similar power plants rated up to 5 tech levels higher!
K100 Maneuver Drive - This maneuver unit was originally designed for the Type KX Krax X-Boat but is also found on the Type KAL Krax Light Trader. Displacing only 0.5 tons and costing 2 MCr, this drive is four times as efficient as Imperial drives, at one third the cost.
K100 Jump Drive - Designed for the Type KAL Krax Light Trader, the K100J is bigger than Imperial designs (5 tons to 2) but at 5 MCr each ton added shaves a MCr off the cost.
K100 Power Plant - At 1 ton and 4 MCr, this mighty little power plant is half the size and one third cheaper than the Imperial standard.
So far researchers at Kraxin Motivators have been unable to upscale their improvements on standard Imperial engines, though the K500 line is in the early stages of development.

Colonial Fleets
Also referred to as Provincial Armed Forces or Subsector Navies, these units constitute a local reserve designed to bolster the ability of the Imperial Navy to mobilize for war. Organized at the subsector level, most Colonial Fleets are underpowered for full scale interstellar war but their logistical support is a critical factor in the Navy's ability to engage in protracted conflicts. In peacetime the Colonial Fleets patrol the spacelanes of their home subsector, engaging in law enforcement, piracy supression, and emergency rescue missions. Since each Colonial Fleet is supported primarily by its home subsector, the amount and quality of vessels varies widely. The wealthiest subsectors buy and operate surplus Imperial ships-of-the-line as part of their subsector navy, while the poorest receive Imperial assistance in the purchase of small squadrons of patrol ships such as the Type Cor Type CPF Cruisers. While all Colonial Fleets maintain some sort of frontline vessel capability, they also maintain and staff critical support vessels such as fuel tankers, hospital ships, and troop carriers.
Travellers encountering ships of the Colonial Fleets can generally expect them to take a more pro-active approach to subsector matters than most Captains in the Imperial Navy, who tend to remain aloof to local intrigues and stick to Naval regulations.

Imperial Navy
The largest military organization active in the Gateway Quadrant, the Imperium normally maintains mainline naval forces of 26 CruRons (Cruiser Squadrons), 12 BatRons (Battleship, Battlerider, or Carrier Squadrons), and 8 AsltRons (Planetary Assault Squadrons). The bulk of the Navy is built to Tech Level 15 standards with some newer models incorporating Tech Level 16 breakthroughs. The fleets of the Quadrant have not yet completed the transition from Tech Level 14 standards. Many resources earmarked for the Ley Sector Fleets have been diverted elsewhere as relations with the Zhodani Consulate and Solomani Confederation have soured.
N.B. This page is a worksheet for developing starship battle scenarios and campaigns.
Imperium vs Sydymic Empire
The Sydymic Empire is small but agressive and well-prepared for the invasion.  The Imperium can't possibly lose the war, but it can react sluggishly and someone up the chain of command can force the locals to accept a settlement.  So that means the goal of the Sydymites is a settlement more favorable than the starting conditions.
Krmyia Einarchy vs. Zultanate Al Amya
Either a Krmyia "War of Vengeance" or an attempt by the Zultanate to recapture lost Al Amya territory.  If the latter Ramayan, K'Chemi and/or Valyana may intercede on behalf of the Krymians.
Mandanin Co-Dominion vs. Krax Confederation
Mandanin manifest destiny.
Rm Nai vs. Zarian vs. Mandanin
Three way campaign to control trade concessions with the neutral systems between the polities.
The Taquari' Flare-Up
A battle that no one wanted.  Will it lead the hot-blooded Taquari' to declare war?
Crucis Civil War
The Union Crucis falls apart and the Hivers and K'Kree turn it into a proxy war, testing out new weapons systems and sending military 'advisors'.
Sydymic Empire vs. Zultanate Al Amya
From two different books, there's no reason these neighbors should like each other.
The Vegetarian's Crusade
The Lords of Thunder launch a punitive expedition against the flesh eaters of Maranantha-Alkahest Sector.
The Nth Starwolf Crusade

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