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by Pete Grey

UPPs and maps for Beyond Sector

One warning: None of the following is canonical. I started playing Traveller long after Paranoia Press went out of business, and their map and info on Vanguard Reaches probably included an overview of the Corellian League. All of the following is my own doing, with a lot of inspiration from William Keith's Gateway Sector campaign.

Sector Overview

Beyond Sector was for most of its history a distant backwater. Located far behind the Great Rift on the opposite side of both the Ziru Sirka and the Rule of Man, no serious settlement was attempted until the Long Night. Solomani colonists fleeing hardship and chaos made their way across the Great Rift in a number of waves between -800 and -150, waves that included the seeds for the later Darrian and Sword World nations.

It was settled in four great waves: Nakris, Corellian, Garronean and Meizirnian. After the rise of the Third Imperium, two more waves, Florian and Marrekeshite, added their numbers to the sector's already diverse population. And in the 500s, Aslan Ihatei began settling the trail-rim corner of the sector. Despite its rich worlds and untapped resources, the sector was still rather isolated from the Imperial or Zhodani mainstreams, and most of the settlers had to rely upon their own devices for development. Only with the Aslan Ihatei invasions of the pre-Collapse period, and the Spinward Accords, did Beyond become even marginally important to the rest of Charted Space.

Traditionally, the states of Beyond were non-aligned in the Imperium-Consulate conflict. Privately most of the sectors Solomani descended inhabitants loathed the Zhodani, and often attacked Consulate shipping out of their own volition. The Imperium was respected but irrelevant to the political situation of the sector. The Aslan were either feared or respected, or both, as the local clans were (and still are) divided into warring factions most of the time.

The main powers in the Sector are the Corellian League and the Federation of Garrone, two states that have clashed for centuries for political dominance over the sector, and the Aslan, who make up a trifecta of conflict and intrigue. The Regency is a distant power, whose main role is in keeping these powers from restarting their disastrous Pre-Collapse war that left much of the rimward part of the sector a ruin in places.

Barchai Technium/Leviathan Lines: Company founded before the Fifth Frontier War to develop trade with remote and unexplored worlds in the Trojan Reach, Foreven and Beyond Sectors. BT started out with a handful of ships and a lot of ambition. Its crews included IISS veterans, and their experience in contact allowed BT to make steady inroads into the closed markets of the Reach and Beyond. Spearheaded by its proprietary Leviathan class freighters, the company ventured far into the Spinward Hinters, helping to develop the J-2 route that became the Gold Road.

But its trade became a casualty of the Civil War. Aslan ihatei overran most of its Trojan Reach trading area, and disrupted its operations in Beyond Sector as well. The pullout of Makhiduran in 1119 allowed it absorb the Vilani corp's remaining personnel, purchase most of its BTC assets, and gain its client base. And with the demise of Tukera Lines, BT acquired a sizeable fleet of ships and a number of modern maintenance facilities in the Marches. The company renamed itself Leviathan Lines in 1135, after its famous freighters, and has turned itself into one of the Regency's premiere shipping companies. Most of its focus remains interface service between the Regency and the Spinward Hinters.

Blood River: The worlds of Burgundy (1614), Carmine (1516), Cerise (1617), Cinnabar (923), Crimsom (1618), Flame (1522), Ruby (1718), Sanguine (1917) and Vermillion (1716). These worlds were contested in bloody battles in all three Blood Wars, and numerous peacetime skirmishes, and were renamed to reflect their sorry heritages.

Blood Wars: AKA the Corellian Wars or Beyond Wars. These were military confrontations between the Corellian League and the Federation of Garrone for supremacy over Beyond Sector. Three wars were fought: 618-622, 980-997 and 1105-1111. Despite massive investment in lives and equipment, all three wars have been strategic stalemates, with only minor exchanges of territory, and no advantage to either side in their struggle for political and economic dominance.

Earthquake: Reference to the massive demographic shift and population movements in the Federation of Garrone instigated by the Pharoah's Plague. After the release of the plague, some thirty billion Garroneans fled the affected worlds for the coreward Federation. This led to a baby boom in the overcrowded resettlement camps that further strained local resources. In many cases local governments broke down and had to be replaced by local military and industrial chieftains, and led to more repressive laws within the formerly liberal Federation.

Gold Road: Jump-2 route wending through Beyond, Foreven and Vanguard Reaches Sector. Name derived by Regency traders in Plankwell and Five Sisters subsectors that profit immensely from the flow of raw materials brought from Spinward.

The Gold Road is actually three seperate jump 2 routes radiating out of Urnian/Foreven and the Avalar interface. One route goes to Mnemnosyne to the Duchy of Treyln, then heads to rimward towards the Murians and Iphigenaia Sector. The second route wends through the Union of Meizirn, and either reconnects with the first route at the Treyln border, or continues down through most of the Corellian League. The last route goes from Urnian, through the Marrekesh Trade League, down through the Avalon Isles/Byrna interface, and finally down into Aslan space.

The Route was originally developed by Barchai Technium (now Leviathan Lines) in the early 1110s. When the Quarantine was erected in 1132, the Regency needed to keep inflation from wrecking its tightly controlled markets, and that meant trade for vital raw materials to keep manufacturing prices down. Under an agreement signed in 1136, Leviathan Lines and Aster Nova, a new heavy freight hauler, were given special licenses to operate in Beyond under less stringent Quarantine requirements. Their ships were merely required to submit to detailed inspections every six months, though they were not permitted to reenter the Regency, transferring their cargos to interface haulers at the border.

Oracles: Information firm located on Python/Beyond. With the network nature of Beyond Sector emerging in the Post-Collapse period, reliable information became a must for Regency and Darrian corporations operating in the region. The Oracles were organised in 1141, and is a vast network of couriers, information consultants, networkers and analysts who collect, organise and disseminate, via a sector wide network of informants, information in a timely and thorough fashion. The company also has a number of psions on its staff, mostly telepaths and clairvoyants, with a few precogs that are heavily guarded by the company's security services.

Pharoah's Plague: The massive release by the Garronean government of anti-Aslan chemical and biological agents on ihatei occupied worlds in 1129-1130. The agents were mixed into a complex "cocktail" consisting of viral and bacterial agents and chemical radicals. Their effects ranged from severe discomfort, to death. On most of the worlds they were released, these agents killed or maimed millions of ihatei, allowing the Garrone military to quickly reclaim these worlds without much fuss.

The backlash from this atrocity was immediate. Neighboring governments condemned and isolated the Federation. The Aslan were incensed, and the Federation was only saved from retaliation by the fortuitous arrival of Virus in the Aslan Hierate. But the greatest damage was done to the ecosystems of the liberated worlds: many of the agents interacted with the local ecologies in a destructive manner, and affected local human communities as well. The ecocide led to the demographic Earthquake that saw about fourty percent of the local population leave elsewhere. Most of these worlds are still affected by the long term effects of the Plague.

The Rand: Geographic term that refers to Post-Collapse Five Sisters and Plankwell subsectors in the Spinward Marches Sector, specifically those portions within the Regency. The region recieves its name from the massive amounts of trade, much of it vital mineral wealth, that passes through its ports, to and from the Spinward Hinters. The term also refers to the nouveau riche inhabitants of worlds like Mirriam and Karin that have replaced the Five Sisters traditional military and ecologist culture with a new economic order.

Regency of Muirimi: Remote Spinward Hinter state in Iphigenaia sector. Settled by Solomani colonists in the last decades of the Long Night. The Muirimians are perhaps the most remote human community in Charted Space, abutting against the uninhabited worlds of the Hinters. Until the Aslan colonised Touchstone Sector in the 1060s, their nearest neighbors were the Nakris Confederacy. The reason for their remote existence is tied with a complex history of religious persecution, and they have a reputation for isolationism. Most pre-Collapse contact came by way of the equally remote Nakris Confederacy, whose old trade ships made occasional trips down to the Regency. A few hardy souls from other parts of Charted Space made the long trek to what they termed "Tibet". The Post-Collapse period has been hard on them, as Aslan Ihatei and refugees flooded into trailing Iphigenaia, upsetting their notions of harmony, and forcing them to deal with the outside universe.

Rococo: Collective name for the Stromatolite-like algae of Avalon/Avalon Isles. Like Stroma, Rococo are colonial lifeforms that create large "rocky" isles to protect themselves from a harsh maritime environment. But where Terran Stroma created silica-based structures, Rococo create a variety of structures out of Lime or Dolomite extracted from seawater, thereby creating a buffer that protects them from Avalons highly acidic seas. Rococo gets its name from its adaptability, creating a wide variety of colonial shapes based upon local conditions. Besides being the basis for many of Avalon's larger cities, the locals have learned how to adapt several species to their own use, creating a cheap source for building material.

Spinward Hinters: Post Collapse name for the region occupied by small Human client states adjacent to the main powers Behind the Claw. Includes any sector BTC that is not affiliated with the Regency, Aslan, Vargr or Zhodani.

Political and Diplomatic Data

Astell (905):Independent world-state in Python Subsector. Astell is at a main chokepoint of the Gold Road, a strategic position it carefully exploits. Because the majority of Corellian J-2 trade must go through Astell, it can use its large navy and the threat of alliance with another power to preserve their independence against League aggression. Its navy consists of a large number of surplus Regency TL 13-14 cruisers and destroyers, and a squadron of TL 14 escorts on "loan" to the Regency navy.

Astell is not a client state, but warm relations with the Regency makes it attractive to corporate and private citizens, and the world is the primary base for most Regency commercial activities. The world hosts the Regency sector embassy, and the TAS sector office.

Corellian League: The Corellian League was established shortly after the Imperium began settling the Spinward Marches. Composed of Solomani who travelled to Beyond Sector around -140, the League was originally a defense pact. The local culture was very militant and aggressive, and despite a weak central government, the League expanded steadily to rim and spin. Early clashes with the nascent Federation of Garrone in the 300s led to a longstanding rivalry, and frequent skirmishes by both sides over borders and markets.

The League has always been a militant society. While historically democratic, power had been carefully delineated along the lines of a military command structure. Military service was mandatory, and much of the most abled veterans were retained as an inactive reserve for times of war.

With Imperial power and influence limited by the Zhodani, the League made a cursory alliance with the Imperium, but charted an independent course of their own that made their neighbors nervous. By the 800s, the League was the largest and most powerful of the Client States, skillfully squeezing in between both the Consulate and the Imperium, and taking advantage of their standoff.

The breakup of the Imperium in 1116 upset that balance of power, and attracted Aslan Ihatei to Imperial territory BTC. When the Domain of Deneb stalled the Aslan advance in 1121, newly arrived Ihatei looked elsewhere for land, and many were diverted to Beyond Sector. At first exultant over Aslan advances into the Federation of Garrone, the Corellians were taken aback when Ihatei began making an end run around the Federation, towards the Nakris Confederation and their own Rimward colonies. Despite a number of determined Aslan invasions, the League just barely drove the Ihatei away from their main territories, though their colony enclave to rimward was mostly overrun.

When the victorious fleet commander Admiral Ebba Nazari returned to Corellia in 1132, he and a number of military officers, aided by local business interests, overthrew the governing Coordinate Council, and declared a national emergency. The League Constitution was suspended, and local autonomy was usurped, except for the industrial worlds that supported Nazari's coup. Nazari voided most local sovereignty, replacing planetary governments with Emergency Council appointed governors, backed by military police and naval interdictions.

These business interests embarked upon a major modernisation effort, supported by the Emergency Council, that led to the League reaching Tl 15 by 1175. Their efforts recieved a major boost from the Regency's Representational Reforms, as the League offered homes and investment oppurtunities for displaced Regency nobles, who used their money, resources, knowledge and contacts to assist their new countrymen.

The Corellian people are themselves divided by the events of the past 70 years. The newer regions of the League, especially in Vanguard Reaches Sector, are openly rebellious, while those in the traditional heart of the League believe that the Emergency Council's efforts are necessary given the League's backwardness and the intractability of its enemies.

Dagonite: Psuedoreptilian sentient species native to the world of Eisya'akh or Dagon (1034). The Dagonite were first contacted by the Nakrisian humans early in the Imperial period, and trade between them became the basis for the founding of the Nakris Confederacy.

The Dagonite are descended from semi-aquatic Omnivore/Eater ancestors. They are colonial creatures that live in colonies burrowed out of moist soil, composed of tunnels that twist and turn for kilometers. Their social interactions are complicated, a reflection of their constant attempts to assert their group standing. As such they do not form firm family associations, preferring to deal with the group as a whole.

Dagonites are huge (2.2m) hexapeds. They possess serpentine, flexible bodies covered in overlapping armor plates. They have powerful claws for digging and killing prey alike. They are air breathers, and are extremely sensitive to industrial pollution, which has limited their advancement. They also prefer darkness, and many Nurturers are agoraphobic. Their night-vision is excellent, as is their sense of smell. Dagonites are not known to possess any kind of psionic abilities, though they have no difficulty with other creatures having such abilities.

The Dagonite are divided into three sexes: male, reproducing female, and nurturing female. The young are born live, large litters of 20-30. Like the Hivers, the Dagonite young are not considered to be sentient, and are expelled into Dagon's wilderness to fend for themselves. The surviving young are brought back into the community, and are raised and mentored by the nurturers. Dagonite society is caste based, primarily between professions and secondarily between sex, and its is the nurturers task to determine the potential of the young, and put them into their proper place.

Nurturers are considered casteless, forming a leadership class that is entirely self contained. They are recruited from the ranks of the Reproducers, whose own members study intensively in hopes of becoming Nurturers someday. Nurturers limit their numbers through pheremone secretions that supress the expression of genetic traits within other normal females: the death of a nurturer signals other reproducers to begin developing. Usually there are more than one new nurturer, and the candidates must compete before their new peers, in tests of strength, judgement and knowledge; the loser is put to death. Nurturer politics are complicated to the point of opacity.

When they were contacted by the Nakris humans, the Dagonites were stuck at TL 3. The Nakris provided non-polluting technologies that jumpstarted their development, and they reached TL 12 by 1100. They had, and still have, close ties with the Nakris, and their curiosity made them somewhat xenophilic, though they rarely travelled beyond either their homeworld or the Nakris Confederation. The current Ihatei occupation of their homeworld is a lamentable turn of events, though they made an alliance with the Tralyaeaewi clan, and they are caught in a ascending spiral of warfare with the Aokhalte clan and its allies.

Florians: Collective term for two "alien" species native to Yggdrasil/Floria/Trojan Reach, created by the Ancients using human genes as a template. The Florians consist of the brainy but weak Barnai, and the muscular but unintelligent Feskals. Despite the disparity between them, the two species coexist peacefully, guided by strict ethical standards that prevent abuse of one group by the other. The two species cannot interbreed with each other, and exist in a state of symbiosis.

Both species exhibit traits that indicative of their former servant status: stoicism, contentment and conformity. Pure research is shied away from, and true innovation is almost unheard of. What science the Florians do possess came from Ancient artifacts the aftermath of the Final War, where they had to survive on their own without assistance. Despite their poor suitability for research, the dogged determination usually suceeds at creating technical breakthroughs, though these are usually the result of copying someone elses technology.

The Florians attained jump drive from a wrecked Aslan ship, and began expanding into surrounding space in -170. Contact with the Imperium came in 185. The Florian League was established in the 506. Government consists of councils of Barnai chosen by lottery among their population. Traditionally, the League has been aligned with the Imperium, and a warm relationship continues with the Regency.

The Florians suffered the loss of three worlds to the Aslan during the Civil War period. One of these, Vadada, was a TL 15 industrial world. The Florians strongly desire to liberate their fellows, and relations with the Aslan are cold and distant. Their relations with their other neighbors are less consistent, though their free trade policies make them a center of commerce in both the Trojan Reach and Beyond sectors.

Nexus: Refers to a worlds that has disproportionate influence at the interstellar level. Most Nexuses are usually industrial worlds, whose economic importance and/or strategic positioning make them an important center for trade and the concentration of power and money.

Nexus-State: A polity centered around a Nexus. Most such states are just either the main world, or the main world with one or two vital colonies. Their independence is maintained by through the goodwill of larger powers, and their own economic pull.

Sago: Strange alien species native to Plusker (214). When the world was first surveyed in 488, the explorers discounted them as non-sentient animals, and the world was slated for colonisation. Only by the chance participation of a IISS exchange officer were the creatures' sentience determined, and the world was interdicted.

The Sago are small (0.8m) bipeds. They have large heads with massive, pupiless eyes. They have slick, rubbery skin like a terran frogs, and chameleon color mimicry ability. They have no external orifices for eating, breathing or waste excretion, all of those functions being done through various parts of its epidermis. They are equally home in water and dry land, though they prefer wet environments. Normally, the Sago do not show outward signs of culture, language (they communicate through low frequency sounds created by gas release under the skin) or intelligence, explaining the Corellians original mistaken impression.

The Sago are TL 0 on their own, and have shown no signs of advancing beyond that. Most of their population lives individually in small burrows, and most of their cultural interaction takes place underground or underwater. Sexually dimorphous, their means of reproduction are still a mystery.

Corncobs: Nickname for the huge modular freighters made possible by the adoption of Icing technology. While Icing made it easier for larger cargoes to be carried by spacegoing vessels, it was still only an incremental approach to the problem. Mamano Lift engineers then came up with the notion of a modular displacement hull dramatically different from previous designs. Using a needle or open frame hull with oversized engineering systems as the central framework, several layers of specially designed containers were spiralled around the ships axis, in excess of the frames own displacement. For structural reasons, the new displacement did not exceed that for a cylindrical hull of equivalent length. The net result was a freighter, assuming j-4 performance, that went from 0.55-0.58 cargo by displacement, to 1.45-1.62 times the original frame displacement.

Devil Pups: Pirate organisation founded by Imperial military deserters in Koan subsector/Beyond Sector after the Third Frontier War. Most of these deserters were officers deposed by political infighting within the Imperial military bureaucracy, or military units disgraced in the wake of the Third War debacle. These units made a home on the Stern and Defiant diad, and channeled their military skills into racketeering, piracy and mercenary work. A number of its members became legitimate businessmen, with strong ties to the main organisation through a network of shadowy economic connections.

The Devil Pups were fairly typical in size and organisation, and their main distinction remained was their continuing attraction as a sanctuary to disgraced Imperial nobles and military personnel. The Imperial Civil War and the Ihatei invasions changed that. The quality, organisation and equipment of Imperial deserters improved dramatically, and its leadership became dominated by men and women tested and sharpened by their adversity in war and subsequent flight. The Ihatei invasion of Koan subsector drove out the Devil Pup's competition, and gave the pirates a unique oppurtunity. Through carefully arranged alliances, duels and daring military raids, they managed to tie up the invading clans, and forced the Lakht Aorlakht to recognise Stern and Defiant's independence.

Protected by their alliance with the Hierate, the Pups ruthlessly eliminated their opposition, and created a vast network of economic and political connections across Beyond, Trojan Reach and Vanguard Reaches sectors, from the Aslan border to the Zhodani "Shadow." A covert network of agents extended into the shattered Imperium, rescuing sympathetic people, and recovering military and industrial equipment to build up SD against future aggression. In the wake of the Collapse, they increased their reach into legitimate industry, turning the organisation into a "crime-conglomerate" of linked legitimate and illegal activites. The Pups continue to be the main power in SD, but also have huge sway on Prewitt and in the Avalar Consulate.

Eheen: Intelligent, aquatic species native to Sarabande in the Federation of Garrone. The Eheen vaguely resemble Terran Horseshoe Crabs or Trilobites in appearance, except that they have an internal skeleton. The Eheen are oceanic bottom dwellers, descended from Omnivore/Eater ancestors that burrowed through the top layers of the ocean floor sifting for food.

The Eheen are very sophisticated at creating, refining and using tools. Their artisans, engineers and mathematicians are highly sought after. Early in their history they began using underwater vents for metalworking, and were at the underwater equivalent of TL7 when they were contacted, an accomplishment that included unique computer technology. All of this is the more remarkable given that they are not a very sociable species, even with their own kind.

Even their most fervent human supporters classify them as a race of "grumpy, old curmudgeons." Proudly individualistic and territorial, in the past Eheen would frequently deplete their food sources, and had to constantly move around looking for more. Often they would intrude into another Eheen's feeding range, and fights would erupt. What social interaction they do have is often the result of screaming necessity, where mutual self-interest forced two or more fueding Eheen to set aside their differences, and from such alliances came much of their technical advancement and diffusion.

Over time their society evolved into a complex array of social contracts, and of negotiation between seperate individuals. Interaction with them consists of having to deal with convoluted organisations of interested individuals, each with one feeler in every pie, and each with their own stake, which makes relations with them thorny and time-consuming. They are not very receptive towards outsiders of any kind, except where they might have useful abilities or contacts they lack themselves.

Federation of Garrone: Federated state located in astrographic center of Beyond Sector. Garrone and the surrounding worlds were colonised between -600 and -80 by Solomani refugees, mostly of Western European ethnicity. Confrontations with the Corellians led to the creation of the Federation in 313.

Unlike its neighbor, Garrone was a centralised state from its founding. Centered around an oligarchic council known as the Conclave, it created a unitary policy for industrial development and education that gave the Federation a high standard of living. Strictly neutral, it encouraged the other powers to go elsewhere with their conflicts. Its wars with the Corellians were over commercial and political dominance of the sector, though the Garroneans spurned the Leagues' tendency for expansion in favor of more subtle economic methods.

The arrival of Aslan Ihatei in the Federation in the wake of the Imperial Civil War was dealt in an inept and disorganised fashion. Garronean military planners had always counted on good relations with the Aslan, and were concentrated to fight the League on the spinward border. For about five years, the Conclave dithered in creating a resolute response, and by that time the Aslan were beginning to assert themselves with force. In a panic, the Federation attempted a massive use of biological and chemical agents. The military attacked the Ihatei communities with aerial spraying, or contaminated food and water.

Ninety percent of the Ihatei perished, but the release of the "Pharoah's Plague" backfired catastrophically, contaminating local ecologies with deadly, foreign agents. This led to a massive flight of the "rescued" rimward populations to the coreward half of the Federation, creating the demographic Earthquake. Careful diplomacy, genuine Conclave contrition and the overriding need for peace have kept the Aslan from ever retaliating for the plague.

Icing: The use of solidified Hydrogen, stored in external mountings, as jump and reaction mass. Fuel is the largest consumer of space aboard a ship, with even a j-1 ship giving about 50 percent of its displacement to fuel tankage. With each one parsec increase in jump range, comes a corresponding six percent drop in capacity, to the point that jump 4 through 6 ships are unprofitable for large scale trade. Since most of the ships fuel mass is going to be consumed by the process of jumping, it will arrive at its destination with huge, empty, and unprofitable fuel tank.

But in the 1150s, the engineers for a new Regency freight line called Mamano Lift, resurrected an old idea first proposed by a Solomani scientist long before jump drive: an ice rocket. An ice rocket doesn't have a fuel tank, rather its frozen fuel IS the fuel tank, which is consumed with the fuel itself. Unlike the methods needed to obtain MMH (Metastable Metallic Hydrogen) freezing hydrogen is easier and cheaper, and only requires a suitable freezing medium in order to become profitable. Earlier attempts at lower tech levels relied on lasers for cooling the fuel mass; but Mamano Lift relied upon a derivative of military Black Globe technology to freeze huge masses of fuel. To this company engineers added a damper field to compact the fuel mass, further enhancing performance.

An "Icy" is generally a needle, open frame, cylinder or sphere configuration hull. Around the axis of the hull are large circular aprons, to which the fuel mass is affixed. Finally, simple toroidal shields made of metal protect the fuel mass against ablation by magnetic fields or solar wind. When the vessel jumps, the entire fuel mass is instantly converted to creating a jump field whose dimensions are based upon displacement MINUS the now consumed fuel mass, giving unheard of jump performance for large cargo vessels.

Besides revolutionising freight haulage at a time when the Regency needed it, the military applications of this technology were also decisive. Icing military ships before they manuever and jump away for hostile territory permits them to preserve their internal fuel tankage unused, meaning that an attacking task force no longer has to refuel when arriving insystem, and can avoid the defense forces that lie in ambush in gas giants or water bodies. It also permits longer ranged patrols into rift areas.

Spinward Metropolis: Replacement name for the term "Behind the Claw." First appearing in the 1170s, the name reflects both the fact of the spinward regions survival and therefore preponderance of industry and population compared to the Wilds, and the fact that the term Behind the Claw is a vague and confusing term that reflected the self-absorption and arrogance of the Imperial Core. The full term is mostly academic in use, and common people rarely use any term to refer to this side of the Rift; preferring to use, in a case of turnabout, to contrast the "Wilds" or "Imperial Wilderness" to their own secure, comfortable state.

Zhodani Shadow: Name for a twenty parsec zone around the Zhodani Consulates rimward borders. Inspired by the heavy pressure felt by non-Zhodani culture states from the size and sophistication of the Consulate. Term is also used to describe the Consulate's none-too-subtle military and intel activities within neighboring sectors.

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