Traveller: Spineward Marches
π Make the jump. Pay the mortgage. Choose what kind of captain you become. Enter the Spinward Marches, a living frontier of crowded highports, failing colonies, naval patrols, merchant convoys, hidden bases, disputed laws and week-long jumps into the unknown. You are a Traveller aboard a mortgaged free traderβtrying to keep the engines running, the crew paid and the ship out of the hands of creditors, customs officers, pirates and people who know too much about its past. β¨ What to Expect πΊοΈ A vast living frontier β hundreds of systems, ports, orbital stations, naval bases, trade routes and dangerous backwaters π Grounded interstellar travel β jump range, fuel, time, repairs, routes and last-known positions always matter π€ Temeraire, your shipboard intelligence β observant, protective, secretive and perhaps more alive than anyone is willing to admit π§βπ Deep Traveller character creation β lifepath careers, ranks, titles, shipboard roles, fighting styles, cybernetics, possessions, pets and relationship preferences π Twelve complete premade Travellers β captains, pilots, engineers, doctors, marines, diplomats, investigators, Scouts and specialists βοΈ Flexible action and combat β sidearms, rifles, blades, shock batons, electro-whips, boarding actions, zero-gravity fighting and tactical retreats π¦Ύ Meaningful cybernetics β neural pilot links, retinal overlays, concealed blades, pop-out weapons, reflex boosters and medical implants πΈ Named ships and stations β Imperial warships, Scout vessels, merchant flagships, corsair raiders, recovery ships and major orbital installations ποΈ Factions with real identities β distinct uniforms, insignia, rank systems, ship liveries, goals, jurisdictions and rivalries π° A working frontier economy β cargo, passengers, repairs, fuel, debt, wages, liens, licences, customs inspections and repossession π‘ No instant interstellar communication β information travels aboard ships, rumours grow old and help may be weeks away β€οΈ Relationships with boundaries and memory β friendship, rivalry, loyalty, romance, professional distance and chosen family develop through evidence and consent πΎ Personal companions β ship cats, station-bred dogs, glider lizards, maintenance animals, companion drones and optional personal AIs π§ Many ways forward β trade, negotiate, investigate, rescue, explore, smuggle, serve, deceive, fight, retreat or build a reputation no one can ignore π The Marches Remember π΅ Share a meal in a crowded starport. π Sign a contract you may regret. π§ Hold the drive together for one more jump. βοΈ Challenge a customs seizure. π°οΈ Follow a signal nobody else believes. βοΈ Face a corsair who remembers your mercyβor your humiliation. π³ Pay the mortgage. π·οΈ Rename your ship. π€ Decide whether Temeraire is property, crewβor something more. π Become the kind of Traveller people mention long after your wake has faded. The jump clock is running. The fuel tanks are never quite full. Welcome to the Spinward Marches. update: Large CC update, lots more detail for worlds.
