INET# Document Id: UX00a.BUX0123670
Item    6183002                 92/12/09        22:48
From:   WILDSTAR@MOENG2.MORGAN.EDU@INET#
Sub: TML Nightly - Not!

From wildstar@moeng2.morgan.edu Wed Dec  9 23:13:12 1992
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Date: Wed, 9 Dec 92 22:48:04 EST
From: wildstar@moeng2.morgan.edu (Derek Wildstar)
Message-Id: <9212100348.AA21461@moeng2.morgan.edu>
To: wildstar@moeng2.morgan.edu
Subject: TML Nightly - Not!


Traveller Mailing List --- NOT!

TML-Not! is just me, Wildstar, forwarding mail to the list of TML
subscribers.  If you have something you want to send to all of the TML
participants, just send it to me and let me know you want it forwarded,
and I will put it in the next TML-Not!.  If you want to stop receiving
TML-Not!, let me know and I will take you off my list (this will not
change your status on the real TML in any way when it comes back).  To
respond to anything in TML-Not!, simply use your mailer's "reply"
command, and indicate they you want me to forward your reply.  Because I
use "blind" carbon copies, the reply will go to me (only) and I will
include it in the next TML-Not!.

==============================================================================


Subject: TML Status Update
From: TML Administrator <traveller-request@engrg.uwo.ca>
Date: Wed, 09 Dec 92 09:08:21 PST
Sender: jamesp@sp-eug.sp-eug.com

Guy, thanks for running the TML-Not!!! During the TML downtime. Status
report: I've been out of town for a couple days at a seminar in
Portland. In the next two days I plan to get over to engrg.uwo.ca to get
the TML up and functioning again. I hope to have the TML up before the
weekend.

Thanks for forwarding this to TML-Not!!!

James

__   __/         /   /    Internet Traveller Mailing List, Administrator
    /     /  /  /   /   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca


[You're welcome!  No problem, on both counts!  --- Wildstar]

==========

Date: Tue, 08 Dec 92 17:54:37 -0600
From: "Steve Higginbotham" <p00206@psilink.com>
Subject: trade, commerce, drop tanks...

Jim Baranski:

>Thing #3:  I don't like the idea of micro-jump governors.  I feel that
>there should be some absolute minimum energy required to initiate a
>jump.  Is the current model of how jump works that you burn all your
>jump fuel at the start to give you a 'push off' proportional to the
>distance your jump is to cover?  I can't say I like that.  If that
>were the case, then why bother designing jump fuel into the ship in
>any case?

Actually, in my TCS game, more and more ships are being designed with
little if any jump fuel carried internally.  More than half the new ship
designs since the Old Islands War carry less jump fuel than the J-drives
require for full operation.  Come to that, didn't YOU design two ships
that were J-3, but only carried internal fuel for J-1, Jim?


Wildstar:

>>I don't buy this.  If you can shuttle back and forth regularly making
>>a profit, Tukera can, too.  And they will, and you won't be able to
>>any more....You really need to make things iffy at the Industrial
>>points: if there is ANY regularity at all in the operation, then
>>Tukera has all the advantages in the operation.  We need to fix things
>>so that there is always SOMETHING, but seldom something that can go to
>>the same world as last time and be sold profitability....

>Tukera COULD, but it isn't worth it.  The investment required isn't
>large for a megacorporation, but the return is pretty tiny.  For the
>investment of a 200 or 400 ton starship, the return is barely enough to
>pay off the note on the ship (over the next 40 years) and pay the
>salaries of the crew.  Why bother with these little worlds when the
>return is so much higher off of a high traffic route which can employ
>many 100,000 ton bulk carriers?  From some preliminary calculations,
>these large ships cost about a third as much as a subsidized merchant
>to buy and operate per ton of cargo hauled.

Hmmmm...I get a general time zone of MCr11,000 for a J-1, 100,000T cargo
hauler.  It can carry (assuming internal jump fuel) around 75,000T of
cargo.  The generic Imperial Encyclopedia Free Trader (which is one of
the worst designed ships I have ever had the misfortune to see) costs
MCr36.9, and can carry 82T of cargo.  Which would put the cost per ton
of cargo of a bulk hauler at about 1/3 that of a free trader.  OK, I can
buy that...

But when I design a GOOD Free Trader, it costs about MCr29, and carries
135T of cargo, which gives it a cost per ton about 1.5x that of a bulk
hauler.  (Actually, when *I* design a "good" free trader, it's usually
about 3000T, and has a cost as low as most bulk haulers, but let's stick
to GDW's picture of a "Free Trader" {read:  hobby boat}).

A Free Trader is certainly less efficient than a bulk hauler, though not
by as much as might be expected.  MOST of the MT design sequence is
linear, so a 100,000T ship tends to cost about 500x as much as a 200T
ship, with most of the cost advantage being in the lack of 500 computers
in the big ship...But even so, a GOOD free trader will bring in MCr3.3
per year just hauling freight back and forth.  It costs less than MCr2
per year to operate the thing (plus an initial investment of MCr6 plus
or minus), so it has a return that is quite adequate to attract the
attention of any sensible shipping company.


>Add to this the corporate and regulatory environments.  Tukera has
>brokers, sales staff (freight and passenger agents), customer service,
>wharehousing, and management on most of its ports of call.  This staff,
>while it adds to their overhead, more than pays for itself by making
>efficient use of the large ships which the MegaCorps operate.  For the
>smaller worlds most or all of the efficency of scale is lost; these
>things become liabilities instead of assets.

Actually, my successful merchant characters have always had brokers,
warehouses, and such in all their regular ports of call.  I found that
the extra overhead more than pays for itself even when I was running
only a pair of Free Traders.


>I think we're actually agreeing in an odd sort of way.  I am talking
>about having "runs" to several different worlds, but all in the same
>general area.  Nothing scheduled or anything like that, but one or two
>industrial worlds are natural hubs of operation for a free trader to
>work several nearby ports of call.  The trader will tend to wander
>around the same general area, as the referee, players, and trade and
>commerce rules interact.

We ARE agreeing.  As far as I can tell.  We dispute a few (relatively)
minor details, but "the big picture" seems to be the same for both of
us...


>In the case of my posting, I required a minimum of 5% of the ship's
>volume in fuel to initiate the jump.  Plus 5% more per parsec traveled,
>up to the maximum range of the drive.  I set it up as a step function,
>with the middle of each step at one-parsec intervals.  So 0 to 0.49..
>is 5%, 0.50 to 1.49.. is 10%, 1.50 to 2.49.. is 15%, and so on.  At the
>even parsecs, this is exactly the same as standard MegaTraveller.

This is approximately what I assume also.  However, I only allow
micro-jumps of less than 20,000 AU (about 0.1 parsecs).  J-1 fills in
from there to 1.49 parsecs.  And of course it matters very little except
in games where I drop the hex grids, and use Cartesian coordinates
(which I do every three of four months, then put them back a month later
till I can find a better model :-()


>As Steve Higginbotham pointed out to me, you don't actually have to
>design jump fuel into your starships.  You can use drop tanks (which
>drop away after the fuel is used up, and before jump) to provide the
>jump fuel.  Although this gives you more cargo volume, there are some
>reasons why this may not be a good idea for all starships:

>(1) Does anybody besides me remember the Trimhanka Brilliance [sp?]
>disaster?

No, I don't.

>If the drop tanks do not separate properly, this ship will be unable to
>jump (the field will not close over the tanks, which have no jump grid
>installed; this will lead to misjump at best, or the destruction of the
>ship).  But, if the drive is not discharged soon after charging, the
>energy sinks may break down, resulting in catastrophic failure and the
>destruction of the ship.  Fun choice, huh?

This is obviously not entirely true.  The Gazelle demonstrates that a
ship CAN jump with drop tanks attached.  In fact, the rules state that
you don't have to drop your drop tanks if you don't want to.

>(2) You may find yourself stranded in an "uncivilized" system.  While
>(as Steve pointed out) every system with more than a little bit of
>traffic will have drop tanks available, a jump to a system with no
>source of tanks and no ability to construct them will leave the ship
>stranded.

Presumably, the ship captain is bright enough to realize that, and avoid
jumping to such systems.  This is a straw man argument.


>(3) Drop tanks are a combat liability.  They are unarmored and rather
>flimsy; so that hits are very likely to destroy the tanks (see Trillion
>Credit Squadron).  You cannot scoop for fuel with drop tanks, either.
>On the other hand, proper use of drop tanks is very important to
>military operations: they will allow you to jump in to a target system
>with enough fuel to conduct extended operations or to escape a trap by
>jumping outsystem.

This is true.  This has been an important part of most combat operations
in my TCS game.  However, I must correct one misapprehension:  you CAN
scoop with drop tanks, which have no effect on your streamlining at
all.  You cannot scoop with _exterior demountable_ tanks.


>(4) Drop tanks cost money (as opposed to internal tankage, which is
>free).  This may be a consideration for some designs, although the
>increased cargo space should ordinarily make up the difference.

This is NOT true.  The cost of conventional fuel tankage is well hidden,
but it IS there.  After all, a fuel tank is essentially part of the
hull, and the cost should be considered the price of that piece of the
hull.  In the case of your generic, I.E. Free Trader, the fuel tankage
is 23.2% of the hull, and should be evaluated as costing MCr1.95.  Drop
tanks of that size cost KCr46.5.  So, if you could avoid combat
situations, it would make sense to design your Free Trader as a 153.5T
hull, with 46.5T of drop tanks, and never drop the tanks.  That would
knock almost two million off the price of the ship, and cut your initial
investment by several hundred thousand, at least.

Admittedly, this would add an extra vulnerability to your ship, but the
vulnerability is slight if the tanks are properly partitioned so that a
hole doesn't get ALL your fuel....

---Steve

==========

From: Wildstar
Subject: Drop Tanks

> [Trimkhana-Brilliance disaster]

From the Travller News Service (Journal #6):

Regina/Regina (0310-A788899-A)     Date: 186-1106
  A spokesman for Tukera Lines today announced indefinite suspension of
high capacity commercial service to the Regina subsector pending outcome
of the official investigation of the Trimkhana-Brilliance tragedy.
  Less than a month ago, the 800 ton liner Trimkhana-Brilliance was lost
with 217 lives due to a jump capacitor discharge immediately prior to
jump.  While all four survivors of the disaster are still under
intensive medical care, interviews with the one surviving crew member
indicate that the capacitor discharge may have been due to a delay in
jump after full charging due to a failure of the port inboard L-hyd drop
tank to separate completely.
  A Tukera lines official press release stated that a team of company
engineers would be taking a "good hard look at General Shipyards quality
control standards".
  In the wake of the announcement of high-capacity service suspension,
General Shipyards common stock fell 34 points in the Regina exchange
before exchange officials suspended trade.  Oberlindes stock closed up 5
3/8.


Presumably, if your drop tanks are supposed to drop and don't (for some
reason) you're in trouble.  On the other hand, if you intend to carry
them with you, you should have to treat the ship as if it were
of volume (hull+tanks) for purposes of jump capability.  A classic
trade-off: greater efficency versus greater safety.

> [on drop tanks and demountable tanks]

That'll teach me to post before I look things up in TCS.

The "uncivilized systems" concern with drop tanks is not a problem for
most merchants, but can be an important consideration for player
characters (who seem to get into far more than their fair share of
trouble; I wonder why ;).  This means that there will be significant
design differences between ordinary merchant ships (which can count on
the availability of civilized support systems in every port of call),
trade expansion/exploration ships (which have to be self-contained), and
frontier traders (which will probably be a compromise: usually expect
support systems, but occasionally have to do without).

==========

Date:     Wed, 9 Dec 92 15:58:42 EST
From: Robert S. Dean  <rsdean@cbda8.apgea.army.mil>
Subject:  [urbin:  Traveller:New Era]

Might as well add this fellow to the temporary mailing list, and distribute
his note.

Rob Dean

[Done!  Thanks for forwarding the message!  -- wildstar]


----- Forwarded message # 1:

From: urbin@interlan.interlan.com (Mark Urbin)
Subject: Traveller:New Era

  First off, thanks for the reply and please add the following address to the
temp Traveller mailing list (urbinm@rimail.interlan.com).

  A recent issue of Challenge magazine (62, I think), had a large reply to a
letter asking about TNE.  GDW basically came out and said that MegaTraveller
was broken.  The mentioned the Vehicle design and space combat sections by
name.  The fellow writing the letter said he got MT in 87 and was STILL
collecting errata on vehicle design.
  GDW stated in their reply that the initial TNE release will consist of two
major books.  One will a rule book and the other a background book.  They
claimed that a person running MT could just get the `rule book' and continue
with the same campain background (i.e. MT).
  There was mention of rules for converting MT characters and SOME MT vehicles.
I don't remember if this was a seperate module or part of the `rule book'.

  How did the Mailing list respond to TNE rumblings from GDW?  Was there relief
that a broken system was going to be replaced or anger that an established
system was being trashed?

  Having used the TW2K rules, I wonder how GDW is going address certain
problems that will crop up in Traveller play?  Some examples:

Q:  When is it better to be wearing a steel flack jacket rather than a kevlar
jacket?
A:  When your attacker has a cutlass.  The fabric kevlar is very good with
blunt fast things, but not very good with sharp, pointy things.

Basicly I'm not real thrilled with TW2K melee combat rules.  Firearm combat is
ok, except for three round burst fire and aimed automatic weapons fire is
impossible under the rule set.  Ok, it's pretty good with holes. :->

Ablative armor is very good against laser fire, but isn't very good against
blades and bullets (even more so for reflec armor).  TW2K has lasers (ok, one
laser weapon.  It's in the Infantry Small Arms book) but doesn't have Ablative
or reflec armor.

This last one goes back to the first problem.  Different armor types are good
for different attacks.  Currently TW2K rules do not allow for this.  Armor
is armor.

----------------------------------------------------------------------------
Mark Urbin  Racal-Datacom   Boxborough, MA  These opinions are mine.
"We... have no use for adventures.  Nasty disturbing uncomfortable
things!  Make you late for dinner!"  -- B. Baggins
----------------------------------------------------------------------------

----- End of forwarded messages

==========

From: Wildstar
Subject: Pocket Empire

Subsectors J, K, N, and O of REAVERS' DEEP SECTOR (0921-2440)

(extracted from the sector data files made available on GEnie and engrg.uwo)

The data below would represent the area of interest in the heyday of the
Third Imperium.  The two subsectors with names were probably mapped and
published before the Second Survey; perhaps history and library data are
available somewhere (the name Marlheim rings a bell).

Three subsectors need star generation, and two subsectors need names for the
worlds.  I note that there is quite a mix of Aslani and Solomani names in
this area, perhaps some folks out there can suggest names so we can fill in
that part.  It would be nice to get somewhat of a mix of different Solomani
languages, and get some Aslan names too (I can always use a random generator
for that, though).

World Name    Hex  UWP        B Trade Class     Z  Ext Al Stellar Data
=============-====-=========--=-===============-=--===-==-==================
Dunmarrow     0921 B444653-A  S Ag Ni              200 Cs
Hrou          0923 D200579-8    Ni Va              310 Na
Lestrow       0926 C798764-8    Ag              R  813 Ma
Laroaetea     1024 E556555-6    Ag Ni              512 Na
Fask          1028 C9868AA-8                    R  321 Ma
Theodora      1030 B857563-A  M Ag Ni           R  104 Ma
Tearlach      1121 E569749-8    Ri                 413 Na
Gaajpadje     1124 E667874-4    Ri                 904 Na
Earlo         1125 D242102-7    Lo Ni Po           404 Na
Mirak         1127 C766763-A  M Ag Ri           R  702 Ma
Dran          1129 C451566-9    Ni Po           R  123 Ma
Leaa          1222 E100488-9    Ni Va              312 Na
Roikhoi       1224 C969543-4    Ni                 702 Na
Ea            1225 C7586AA-7    Ag Ni              214 Na
Htalrea       1226 E767610-0    Ag Ni              100 Na
Marlheim      1230 A5759A8-B  M Hi In           R  303 Ma
Shamas        1321 E456305-6    Lo Ni              703 Na
Vincit        1327 C8987A9-8  N Ag                 400 Cd
Andiros       1328 C799566-8    Ni                 605 Na
Kingston      1428 B764994-C  M Hi                 813 Na
Fort William  1521 C240467-A    Ni Po De           600 Cd
Fulton        1524 C98A788-9    Ri Wa              100 Cd
Ranald        1526 C456544-9    Ag Ni              622 Cd
Invermory     1622 B484789-A  M Ag Ri              525 Cd
Duncinae      1624 A686648-8  M Ag Ni Ri           500 Cd
Just          1625 C7487AA-5  M Ag                 420 Cd
Lajanjigal    1721 DAB6583-3    Ni Fl              805 Na F8 V
Coventry      1723 X565733-2    Ag              A  404 Na F8 V
Traneer       1727 E576679-7    Ag Ni              323 Na G5 V
Dakaar        1821 B425612-B  M Ni                 202 Na K0 V DM
Drexilthar    1826 B46969D-7  S C0 Ni Ri        R  914 Cs G4 V
Kraan         1828 C501456-8    Ni Va Ic           223 Na A7 III F5 V K0 V
Daken         1830 C630233-9    Lo Ni Po De        902 Na F3 V
Cassandra     1924 B000538-C    Ni As Va           914 Na F0 V
Outpost       1926 B110442-E  N C2 Ni              413 Cs K7 V M5 V
Tashrakaar    1927 D651695-7    Ni Po              213 Na F6 V
Luushakaan    2021 D541513-4    Ni Po              810 Na M1 V
Dutrissal     2027 CAC4235-8    Lo Ni Fl           802 Na K3 V
Drellesarr    2029 B310550-A    Ni              R  502 Na M3 V M5 V
Drenslaar     2030 D453694-7    Ni Po              313 Na K5 V
Grendal       2127 C889855-A  S Ri                 613 Cs G3 V
Tharrill      2128 C885741-9    Ag Ri              722 Na G0 V
Sarrad        2129 D88A300-8    Lo Ni Wa        R  820 Cb G4 V
Garrison      2221 A35796B-B  N Hi              R  312 Im M1 V
Kaaniir       2223 C688611-6  S Ag Ni              723 Cs G1 V
Yarhfahl      2228 C658796-6    Ag                 110 Na K3 V
Datinar       2230 B431685-A    Na Ni Po           303 Cb K7 V
Gaargir       2322 B465304-C  A Lo Ni              713 Im K4 V
Ildrissar     2326 C995836-7                       200 Na F5 V
Carrill       2330 A0009AE-E  M Hi Na In As Va  R  113 Cb A5 III
Kaanash       2421 B55687A-7  A                    414 Im G5 V
Diablo        2423 B9C7477-8    Ni Fl           R  724 Im F0 V DG
Lindritar     2429 C5796A7-8    Ni                 210 Cb G8 V
              0933 E63A48B-7    Ni Wa              404 Na
              0937 B779666-9  M Ni                 622 Uh
              0940 C997754-8    Ag                 514 Na
              1031 C243313-8    Lo Ni Po           401 Ma
              1034 D433677-5    Na Ni Po           102 Na
Freedom       1036 C587966-6    Hi                 603 Uh
              1037 A887767-8  M Ag Ri              614 Uh
              1133 E326340-7    Lo Ni           R  903 Na
              1136 E686889-5    Ri                 423 Na
              1137 E885858-6    Ri                 614 Na
              1138 C200453-A    Ni Va              604 Na
              1139 D4409B9-8    Hi In Po De        102 Na
Pendang       1231 B8769A7-A  M Hi In              503 Ma
Eakoi         1235 E8579B9-5    Hi                 704 Na
              1433 D749220-3    Lo Ni              700 Na
              1434 D000686-9    Na Ni As Va        502 Na
              1531 D24247A-5    Ni Po              910 Na
Venice        1534 C35A995-8    Hi Wa              714 Na
              1537 C674504-8    Ag Ni              723 Na
Soloman       1538 B897A97-B  N Hi In              302 Cs
              1540 B55948B-A    Ni              R  820 Na
Collins World 1631 B20098C-B  N Hi Na In Va     R  604 Cs
              1632 C337322-6    Lo Ni              322 Na
              1634 C546616-7    Ag Ni              912 Na
              1635 C646200-9    Lo Ni           R  713 Na
              1636 E796313-7    Lo Ni              722 Na
Himalaya      1638 C9D9978-9    Hi Fl              304 Na
              1733 C595778-5    Ag                 614 Na
              1734 E643569-4    Ni Po           R  310 Ga
              1735 B758899-A  M                    111 Ga
Carter        1740 A7589A8-B  M Hi                 402 Ct
              1831 C516310-A    Lo Ni Ic           601 Na
              1832 C7B4352-A    Lo Ni Fl           703 Na
              1839 B8878AC-9  M                    313 Ct
              1840 B000666-9  M Na Ni As Va        603 Ct
Rintarna      1933 B887A99-D    Hi                 313 Na
              1937 D767551-7    C6 Ag Ni           804 Ly
              1938 B89A569-B    Ni Wa              314 Ly
              2032 C799435-A    Ni                 803 Na
Lanixohn      2033 A789973-D  M Hi              R  700 Cb
              2034 C885665-7    Ag Ni Ri           702 Cb
              2037 B446562-8  M Ag Ni              803 Ly
              2038 B659698-8    Ni                 811 Ly
              2133 B877687-A  M Ag Ni              105 Cb
              2136 E323523-5    Ni Po              610 Na
              2234 D87A466-8    Ni Wa              505 Cb
              2239 C213367-B    Lo Ni Ic           201 Pu
              2337 D567585-5  S Ag Ni              904 Cs
              2431 B554759-9  M Ag                 421 Cb
              2433 C999563-7  M Ni                 204 Cb
              2438 E6A1453-8    Ni Fl              212 Na
Purity        2440 B8889DC-A  M Hi              R  813 Pu
=============-====-=========--=-===============-=--===-==-==================

Since most of this area has never been a part of the Third Imperium, there
are a decent number of established polities.  Presumably, some of these
will form the nucleus for Hard Times and New Era polities, while some of the
Non-Aligned worlds will band to gether to form totally new polities.

    W   Best
    o
C   r   P
o   l   o P
d   d   r o T
e   s   t p L  Polity Name             Comments
==--==--=-=-=--======================--=======================================

Cb  10  A 9 E  ?
Cs   8  B A E  Imperial Client-States
Ma   8  A 9 B  (Marlheim)              almost all classified as Red-Zone ?!
Cd   7  A 7 A  ?
Im   4  A 9 C  Third Imperium
Ly   4  B 6 B  ?
Ct   3  A 9 B  (Carter)
Uh   3  A 9 9  ?
Ga   2  B 8 A  ?
Pu   2  B 9 A  (Purity)
==--==--=-=-=--======================--=======================================
-- 105  A A E  Overall (4 subsectors)  54 worlds are Non-Aligned

==========

From: Wildstar
Subject: Pocket Empire

Aha!  I have managed to find some more references to our little chunk of
space.  Far Traveller #1 (FASA, 1982; edited by J. Andrew Keith)
contains the data for Ea subsector, and mentions that Reaver's Deep was
liscenced to Marscial Adventures.

Eo is subsector J of Reaver's Deep; K is Drexilthar, N is Eakoi.
The feature of the issue is an in-depth treatment of Roakhoi.
Night of Conquest (half of Double Adventure 6) is set on Gaajpadje,
another world in the Ea subsector.

The following general data was printed in Far Traveller #1:

Originally Explored by Aslan traders and clan scouts looking for new
territory, the Ea subsector has been the scene of numerous
confrontations between Humans and Aslans in competition for the same
real estate.  During the era of the Reaver Warlords, several small human
states sprang up here; as a result, competition is stiff.

Two substantial human states, separated by a scattered band of unclaimed
independent worlds, dominate this region.  The Grand Duchy of Marlheim
is a tightly controlled, expansionist totalitarian state.  The
Confediracy of Duncinae is a less restrictive interstellar community
with close ties to the Principality of Caledon to coreward.

Htalrea, lying between the two states, is a primitive world hitherto of
greatest importance to Aslan traders.  It is the home of the risth, a
large, dangerous predator whose scent glands are a source for rare and
expensive perfumes.

Library Computer: The Reavers.  Name given to any of the petty warlords
or pirates who have operated in the area of space known as Reavers'
Deep.  The first Reavers flourished in the region during the Long Night,
when individual warlords with a handful of working starships could
dominate several worlds.  Expansion by Aslan and Imperial interests into
the region, culminating in the Aslan Border Wars (ca. 200-380), led to a
lessening of the Reaver presence, but in the aftermath of those wars the
neutral strip of border worlds in the Deep [became] havens for criminals
and pirates.  To this day the name is sometimes applied, often in a
fanciful or romantic manner, to freebooters, pirates, privateers, or,
occasionally, to small interstellar states found in the area.

Library Computer: Tlaosierlahrau.  Also known as tlaospice, tlao, or
seasongold; a spice derived from the seed of tlaosier, a tree found on
Roakhioc/Ea in Reavers' Deep.  The golden seed kernels, when ground,
produce a fragrant, light seasoning popular with both Aslan and Human
gourmets on meat, soups, and stews.  Because of the scarcity of
tlaosier, and the expense of shipping it, tlaospice commands an
impressive price of Cr 3 per gram in offworld markets.

Library Computer: Tlasayerlaahel.  Merchant corporation controlled by
the Yehaso clan, a strong Aslan group in Reavers' Deep.  Tlasayerlaahel
is a powerful company with many interests in the Deep, among them the
tlaospice trade with Roakhoi, the rithscent trade with Htalrea, and some
commercial contact with the natives of Gaajpadge, from whome glasswares
and other objets d'art are obtained.  Tlasayerlaahel is currently
engaged in stiff economic competition with the human merchants of
Caledon Ventures, Ltd. from Caledon/Caledon.


wildstar@moeng2.morgan.edu
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                                                 Science-Fiction Adventure
                                                         in the Far Future


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