Campaign Intro and Setting Rhea Traveller

In this campaign you'll be playing in the Rhea subsector. A section of about 40 star systems with worlds.

Common Traveller themes include and combine the following:

Merchant Princes

You'll take on the role of merchants, buying low, moving cargo, and selling high. Maybe you'll have a bulk cargo line, a tramp freighter wandering around the systems, or a fast courier for hire.

Space Pirates

Or go the lawless route and take from the merchants while avoiding the navy. You'll need a hideout (or three), a way to sell off hot goods, and ways to find profitable shipments. Oh and don't forget about competitors.

Scouts and Explorers

Perhaps you'd rather explore the worlds. Find rare species, explore frontiers, and go boldly where very few have gone before. Find some patrons to fund the expeditions, maybe even take some of them along for an up-close and personal experience.

Hired Gunship

Maybe you'd rather put your military training up for sale to the highest bidder. World governments and corporations often look for some muscle to help get their point across and hazard pay is good pay.

Sim Space

With all of these star systems, why not create your own colony? Stake a claim (or chase off someone), build the infrastructure, and go out to find settlers to join.

World Setting

Six things you should know about the Setting:

  1. Humankind has expanded out to the stars but in doing so has fragmented over 1,000s of years.
  2. Faster-than-light travel works but space is still dangerous.
  3. Communications travel with ships making fresh information valuable.
  4. Worlds often require goods imported but many don't have formal import arrangements leading to inefficient markets.
  5. Traveling from one star system to another costs about a year's worth of salary so people mostly just stay put.
  6. Your characters, Travellers, are the sort of people who go out into the unknown to find opportunity and adventure.