Gamba Subsector, part 3

By Robert S. Dean ·

TML message #4729From bundle 400

THE AGRICOLANS

Unfortunately, I can't draw.  I especially can't draw in ASCII, so I  can't
transfer  the little sketch of an Agricolan to the list.  My conception  of
the  Agricolans is that they are four limbed, with a long heavy tail  which
includes a vertical fin structure.  Their feet are webbed and provide  most
of their water propulsion, with the tail used for steering.  The  forelimbs
each  have  a  hand with four relatively delicate  fingers.   The  skin  is
smooth,  and  a mottled dark gray/green on top, shading to a  fairly  light
gray below.  This provides camouflage from above and below.  I suppose that
camouflage from above would be an evolutionary advantage if the  Agricolans
or  their  ancestors were hunted by flying creatures, and  camouflage  from
below  is an advantage to any hunter swimming near the surface looking  for
prey  beneath it.  The sensory organs are fairly conventional, and  located
at  the front of the head.  (Should they have a sonar sense?)  Buoyancy  is
maintained by a swim bladder in the torso, which is interconnected with the
lungs, but which can be controlled separately.  In pregnant females in  the
later  stages of pregnancy the swim bladder is compressed by the  fetus  so
that  the female Agricolan cannot float.  The overall visual impression  of
an Agricolan would be something like a dolphin with tyrannosaur-like limbs.
I  should mention that breathing is done through a blowhole on top  of  the
head, like a dolphin's.

The  traditional  weapons of the Agricolans include  spears  and  tridents,
nets, knives and blow guns.  Most other Earth-type primitive weaponry would
not  be usable under water.  An Agricolan blowgun is a rather  odd  looking
piece  of equipment to human eyes, since it is powered by an  expulsion  of
air through the blow hole, above and behind the Agricolan's eyes.

            "Wind Cap"/\-------------<  Muzzle of blow gun
                  ___/__\__
                 /        o \  Head of Agricolan
                    _________)
                   /

The  "wind cap", the curved part fitting over the blow hole, is shown  here
larger  than scale.  Due to the necessity of the curved shape, a  blow  gun
either  has to be muzzle loading, or break apart just forward of  the  wind
cap  in  order  to be insert the dart.  Both solutions have  been  used  at
various times.  A sight is usually installed on the bottom of the tube.

Agricolan  designed vehicles would take advantage of  Agricolan  locomotion
patterns.   Thus,  an Agricolan chair would hold an Agricolan  in  a  prone
position, with the sensory apparatus and hands at the front covering  minor
controls,  the  legs  and feet controlling the throttle(s),  and  the  tail
fitting into a steering fixture.  Two humans could probably work an Agrico-
lan  control  chair, since a stretched out Agricolan is  about  2.8  meters
long.   One would have to work the steering and the other the forward  con-
trols.  I can see this coming up in an annoying way in an adventure,  which
is why I mention it.

That's about all I've figured out about the Agricolans so far.  Anyone  who
would  like  to suggest how their psychology is influenced by  their  semi-
aquatic lifestyle is welcome to do so...


OTHER FEATURES OF THE GAMBA SUBSECTOR:

I  still am visualizing the Gamba subsector as being fairly isolated,  with
no  real  external  threats.  As a result, I would  expect  Imperial  armed
forces units to be primarily used for peace-keeping and emergency  response
activities, and to be maintainable with local resources.  I won't post  the
design  today, but using book 2 you could have a 1000 ton TL13 patrol  ship
with 3-G maneuver and Jump-3, plus six pinnaces and 60 troops.

So, I came up with the following:

There are *2* Naval Bases, at Forqueray and Galliard.

     3 Imperial Navy squadrons are stationed in the subsector, two of which
have  the  above mentioned 1000 ton patrollers (one squadron of 6  at  Gal-
liard,  and  one  of 7 at Forqueray), and one of which is  a  light  escort
squadron with 12 Type T patrol cruisers, officially based at Forqueray, but
usually patrolling the class A and B starports in pairs, with a flight of 4
almost always at Lassus.  In the event of a major outbreak of piracy, or an
interplanetary war beyond the ability of these forces to handle, additional
ships  could  be brought from an adjacent subsector (to  be  determined  if
necessary,  when necessary).  If we decide to use the Adriano  incident,  a
large temporary Imperial force might be present there.  I think the  piracy
threat would be pretty low, personally, since none of the systems is really
lawless and high tech enough to be a good haven for space pirates.   "Claim
jumping" in the asteroid mining systems might be a problem, though...

There are *9* Scout bases:

Violone: anthropology, semi-interdiction
Pavane: anthropology
Madrigal: communication
Treble: emergency
Bass: system survey
Bach: communication
Weelkes: repair/support
Pardessus: emergency now, but repair/support under construction
Baldwyn: communication

I'd figure that one Imperial marine regiment would be enough, so they'll be
based  at  Forqueray with the naval headquarters, such as it  is.   They're
probably equipped at TL13 using locally produced gear (from Lassus),  since
that's  enough  of an advantage over the local planetary  armies.   They've
also  probably  got  a high number (for color)--I wrote them  down  as  the
986th.

I've never been very comfortable with the entire idea of an Imperial  army,
but  if there is any major Imperial army presence, it is probably  centered
on Weelkes, and equipped at TL10.  Definitely third or fourth line...

Mercenaries  would probably be fairly scarce, too.  The main use of  merce-
naries,  as I read it, are on balkanized planets, and with Canzona being  a
mere  TL3,  and Agricola inhabited by aliens, I doubt that  there  is  much
demand.   Such mercenaries as there are probably mostly from  Weelkes,  and
equipped at TL10.  (Conveniently, I've got a lot of TL10 military equipment
for MegaTraveller, if I were to decide to do something along those  lines.)
I  suppose that the Madrigalans might have a large standing army, more  for
internal  security than anything else, and that it might ship units out  to
other  systems  for practice, but moving TL6 military gear  around  doesn't
seem  very likely to be cost effective.  Counter examples and opinions  are
welcome.

I've already mentioned that there were no psionics institutes when I rolled
the original stats, but if you accept the Gannon hypothesis as laid down  a
while back in Challenge, you might find a few isolated psionic  practition-
ers on Violone and/or Susato.



Rob Dean

Keep those discussions going...