At this point in history, as we approach Traveller’s 40th birthday, it is time to reassess the classic setting, the Third Imperium of Man. From it’s birth in vague references in Mercenary and High Guard, the 3I has grown mightily over the years.


The problem is it was never really designed. Dozens of authors working for different companies added pieces here and there. Oh there was the Moot, and we knew about the Imperial Armed Forces, but it stopped there. It was the broadest brushstroke of a setting. Which suited me when I was 13 years old.


I’m a bit older now.


So, I’m going to rip the Third Imperium to pieces and rebuild it. Comments welcome.


What is the Imperium?


11,000 worlds, the vast majority self ruling is the quick answer. Ruled by an Emperor and his loyal nobles. But most of the nobles seem to have no real power over these independent worlds. So what gives?


My answer is that the Imperium is, in a very real sense, the Imperial Navy. It’s the navy that keeps the peace, polices the “space between the stars” and has the best equipped troops in known space ready for action. The Imperium is a military state with civilian oversight.


But what is the Imperium? Born out of the ashes of the Long Night, Cleon I realized that what doomed interstellar civilization was the end of trade. The new empire was built on three concepts:

1. A universally accepted currency
2. A universally used calendar
3. Near universal freedom of trade


Using these three principles, the state grew quickly. (As an aside, the one thing I hated about 4th edition more than anything else was the Core Sector was filled with inhabited worlds. It should have been one desolate, ruined world after the other.) This would have been the glory days of the Scouts Service, who cemented their role as the more subtle option when compared to the navy’s hammer. Early merchant princes also struck out, using the promise of free trade to sign deals. It was a golden age.


And it established how the Imperium would run for the next thousand years. The Navy everywhere; gaining more power.
The Nobility.


One thing that always bothered me (once I started reading history, that is) was the neat pyramid of Traveller nobles. Everyone in their little slot. The reality is much different. So I’m scraping the nobility for the most part.


In the Imperium the only rank that really matters is Count-Elector. These counts replace subsector dukes, and they are the members of the Moot. They are the meat of the Imperium’s administration, as they control far more manageable areas of space. The local fleet admiral answers to them and the Sector Admiral. They control the local Unified Army, and oversee a vast bureaucracy dedicated to making sure that taxes and levied and apportioned correctly. The Count-Elector is the sophont on the spot. These posts are hereditary, but the Emperor can strip a family of their office if high crimes or gross incompetence are proven. Not all Counts are Counts-Elector, and it’s the Emperor alone who decides who get the title.


As members of the Moot, Counts-Elector are required to “maintain a presence” at Capital. As this is impossible for most Counts, a relative is usually sent as a proxy. The Moot is mostly a debating society, where the assembled member study issues and provide guidance to His Majesty. A year on Capital is a standard stop for a young noble’s Grand Tour. 


Sectors are the province of Ducal families, and only rarely would a duke be an Elector. (One example is Grosherzog Norris of Deneb, who used the power of an Imperial Warrant to retain his title as Markgraf Regina.) Archdukes oversee Domains, and like the Emperor, are limited to mostly long range planning.


Barons are mostly life appointments, and are awarded for service. Most come with a manor house somewhere nice that provides a nice income. Knighthood is unchanged.


A note about Social Standing and noble rank. It is entirely possible for someone to be SS F and not be a noble, or not hold a title consummate with his power and influence. A merchant prince who controls the bulk of shipping across three counties might be of low birth, but his money opens many doors. This guy is probably a knight and should have his home estate declared a baronial holding. But still, he’ll be hob-nobbing with the glitterati while the Count-Elector of a poor frontier county will be ignored.


The Member Worlds.


The 11,000 worlds of the Imperium govern themselves, with certain limits. Imperial Worlds are strictly limited in their ability to conduct “foreign affairs” with other systems. In almost all cases, they are denied jump-capable warships (although a blind eye is usually turned to the “armed merchantmen” fielded in frontier regions.) They are forbidden to make war on other systems.


Controlling this is the office of the Governor-General. Appointed by the local Count, Governors-General work out of the Imperial Consulate usually found in the planet’s capital city or close by the starport. Consulates tend to be near fortresses in most places, and are guarded by Imperial Marines. Because the Governor-General has the power to forbid any action taken by the local government if she feels that it threatened the safety of the planet or other systems, it would unduly restrict trade, or violates the few laws the Imperium has. Governors-General tend to be people who've spent years in the Imperial bureaucracy and have shown a talent for diplomacy. The larger and more powerful the world, the lighter the Governor-General has to tread.


Sadly, there have been thousands of instances of Governors-General using their positions to enrich themselves through corruption, theft, and in one notable case, co-running a pirate fleet with the world’s system defense commander. 


Less populated worlds tend to have a Colonial Administrator assigned instead, leading a much smaller office. On very low-population planets, the Administrator could also be the Starport Authority Port Master, the Customs Officer, and run the best bar in town (it’s the only bar.) Such assignments are seen either as stepping stones to bigger and better things, or the inglorious end after not making the right moves to further a career.


In all of these levels, from the Count-Elector down to the Governor-General, the key problem is time. Even if you have a courier ready to go, the minimum response time is going to be two weeks.  So at every level, you will find leaders taking action. Sometimes the wrong actions, but that’s where we get adventures!

Next up, the threats faced by the Imperium, or how your character got six Starburts for Extreme Heroism.

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Douglas Berry
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