Rim Expeditions is a 160-page full colour hardcover for the Traveller RPG from Mongoose Publishing. The hardcover also includes a poster-sized star sector map of Kruse sector. I was attracted to it because of the exploration theme and also because it explores something that has fascinated me since I first read about it in Digest Group Publications' Solomani and Aslan supplement for MegaTraveller, the Solomani Rim Expeditions.
TL;DR: Rim Expeditions is great; it's a very flexible framework to run a variety of campaigns set against the background of sparsely explored space. You can have diplomacy, conflict and pure exploration. However, very much like Deepnight Revelation, the referee will have to put in some hard work here, especially as there are less of the systemising tools that support that campaign. Overall, this has been done well, and could provide the foundation of an ongoing campaign or some fun one-shots based off the various wonders and anomalies mentioned.
The Solomani are the branch of humanity (humaniti) that stayed on Earth (Terra) while others were transplanted by the Ancients across Charted Space. What would become the Terran Confederation encountered the Vilani Imperium (Ziru Sirka) on their first long distance interstellar journey. Ignored at first as lower technology barbarians, eventually war broke out. A series of interstellar wars were fought, and the Terrans eventually overtook the Vilani in technology, hastening the collapse of their empire. The Rule of Man (also known as the Ramshackle Empire or Second Imperium) was founded, but the inertia of the collapsing Ziru Sirka meant that the Rule of Man did not endure and humaniti was plunged into the Long Night.
Eventually, the Sylean Federation formed the Third Imperium and started to expand again, eventually recontacting the Old Earth Union which had endured. Humans from Earth had by then become known as the Solomani, and the two powers merged. However, there was ongoing friction as the influence of the Solomani began to reign. An autonomous region was formed, which then declared independence. The brutal Solomani Rim War was fought, and although the Imperium 'won', conquering Terra, it did not defeat the whole of the Solomani Confederation, so an uneasy peace persists with both sides knowing the cost of war.
Throughout this history, the Solomani sent expeditions Rimward towards the edge of the Spiral Galaxy Arm in which they lived. This was in the opposite direction to the Vilani and later the Third Imperium. Waves of exploration and long range missions, some with Slower-Than-Light technology departed. The Rimward Corridor was developed and an ongoing way of colonisation and exploration continues, waxing and waning dependent upon the level of threat that the Confederation faces.
I loved the idea of this, and once worked with a friend to develop a scenario based on this with a lost colony being encountered that had originally departed before the Long Night in an STL ship. This was used to demo GURPS Traveller when that was released and was a lot of fun. So I really like the idea of exploration, wide open spaces and something that hasn't really been explored in detail before. What I saw when I skimmed the Bundle of Holding PDFs meant I wanted a copy of this book and I wanted it to be one of the first that I read.
This isn't a campaign as such; it's a toolkit to build a campaign. Two areas of space are detailed - the whole of Kruse Sector, some six full sectors rimward of the Confederation, and the slightly closer Lubbock Enclave, a subsector only three sectors rimward which serves as a refuge and manufacturing centre to support missions travelling further out.
Unlike the Classic Traveller supplements, there's a fair bit of material that supports the development of a campaign through the book.
The book opens with a discussion of the urge to explore, and an author's note about the Solomani. The latter discusses how to avoid using a cliched "Space Nazis" approach to the culture, which I think is a useful guide and an approach that I agree with. It then follows up with a history of exploration from the Solomani perspective, starting with the exploration of Terra, and then moving into the exploration of interstellar space, initially via sub-light expeditions, and later via jump-drive. Contact with the Vilani led to exploration of the Ziru Sirka, initially via traders and later - as the Imperium started to collapse - by the Terran Confederation Navy. During the Long Night period, many expeditions departed to establish new colonies, but most were unsanctioned by the government and little was known about their success or failure. The Old Earth Union maintained reconnaissance forces used around its borders, but sanctioned exploration rimward only started again once the Union joined the Imperium. Much of this was done with private concerns, as the Imperial Interstellar Scout Service was focused on the space occupied by the former Ziru Sirka, and later into the spinward region 'behind the claw'. Data was shared as a matter of course, until the split between the Solomani and the Third Imperium. Since it achieved its independence, the Solomani Confederation has pursued a policy of rimward exploration, going so far as to launch expeditions to the Perseus Arm, crossing the gap to the next spiral arm.
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Rimward of the Solomani Confederation (only as far as the Lubbock Enclave) (Image ©2023 Mongoose Publishing) |
Confederation exploration policy is described in some detail. The navy retains responsibility for exploration and astrogation records, and requires any private expeditions to share their data. Much exploration is carried out by warships that have been withdrawn from front-line service, in some cases converted to support long duration operations. However, the ships remain part of the Navy, with the full duties of any other Confederation warship. SolSec - Solomani Security - is also an active part of such missions. Their political officers are responsible for supporting loyalty and morale, providing intelligence analysis and advice in contact situations. Corporations and universities are often represented on military and non-military expeditions.
The Confederation maintains active surveillance operations up to 20 parsecs beyond its borders (although this is done covertly in hostile states such as the Third Imperium), and does look for expansion opportunities. Medium range exploration is focused on setting up chains that link valuable hubs / clusters. The Confederation focuses on the value it will get from a world rather than claiming every system that it charts. Some operations into Gateway and Crucis Margin sectors near the Imperium near the K'Kree, Hivers and Third Imperium as much about showing the flag and supporting friendly powers as they are about exploration and survey.
The general process for exploration is described, as the level of effort used will vary depending upon the speed of advance wanted and the level of science and exploration required. Rapid advance effectively means minimal science, typically being used in known space. Exploratory advance is significantly slower and will involve searching systems in detail, exploring the system and perhaps making contact with the natives. There's a discussion about the implications of long duration operations on starships, but this is not at the level of detail that
Deepnight Revelation has.
A variant method is presented for the generation of star systems, minimising the need for the referee to produce significant amounts of detail unless it is needed and definitely meeting the map only as necessary principle. This starts with the presence of stellar bodies (but there's no method for determining which kind are present), then gas giants, then a main world, before other bodies. The World Builder's Handbook would be a good companion to go with this section. The different types of planetary environments are described, outline the kinds of challenges that they present Travellers, hopefully giving the referee ideas and situations that can be used during the game.
This is followed by a section describing 'finds and points of interest'. This starts with a random table that a referee can use for inspiration, with details of the various results following. They range from stellar anomalies (such as jumpspace reefs) through to encounters or echoes of other beings, along with interesting aspects of star systems. I'd probably use this as a reference and pick one rather than roll an encounter. After this, there's a discussion on how to deal with aliens and populations encountered, including consideration on whether they have FTL capability and how they obtained it if that is the case.
The Universal Research Mechanic is described, a method of conduction scientific and investigative research. Progress is tracked using a 'Breakthrough Index', which measures how much is known about a subject. Tasks such as remote reconnaissance, theoretical research and planetary surveys can be carried out to raise the level of the index, typically linked in some way to the effect of the roll made. A Breakthrough Index (BI) of 0 means that nothing is known, with full knowledge needing a BI of 10. A table gives an example of the kind of detail that each level gives in terms of Interstellar Exploration and Survey or Scientific Investigations. Frustratingly, you've got to dig into the text to find the effect of each kind of activity on the BI; it would have been good to have had a short summary block for each kind of activity on the same or adjacent page to the master table. However, this seems to be a very effective mechanic for handling scientific investigations.
After these sections, the book starts to detail the regions rimward of the Solomani Confederation. The information about these areas forms the bulk of the book.
The area closest to the Confederation (the
Close Rimward Region, the space within 200 parsecs of the Confederation border) is described quite lightly at sector level (see the map above for an example). Details are given on which areas are on
travellermap.com and what can be considered canon. There are close trading links with the systems up to about ten parsecs from the border, and much information is known about that area of space. Beyond that, details are much more sketchy. The Confederation maintains the Rimward Corridor, a route from which exploration is staged. This can be as much as six-parsecs wide, and traffic is steady in this area, but typically much more heavily armed. The Confederation doesn't operate a policy of annexation, and has not sought to bring the nearby star systems under its control. However, around a hundred parsecs out from the border, it has established the Lubbock Enclave, a secure and settled base for operations established in the 750s before the Confederation split from the Third Imperium.
The Enclave acts to deter the territorial ambitions of the Aslan, and comprises twelve star systems. Military assets are based here, typically second line vessels and those of former Imperial design. The Enclave can support Tech Level 13 vessels but has limited capacity, so Tech Level 12 designs such as former Imperial Scout Ships are often used. The key subsector where the Lubbock Enclave is located (Horden/Lubbock) is detailed, including short write-ups of Avebury (the capital of the Enclave) and Hallstat (a system that was settled in the Rule of Man, but has subsequently collapsed and regressed to the equivalent of the Iron Age). There's a short section giving some ideas of what kinds of missions could be carried out in the Lubbock Enclave.
The Rimward Corridor has been scouted out for a further two hundred parsecs, but information beyond the corridor is limited. The next significant Solomani Confederation presence is in the Kruse sector, where a dedicated Forward Base as been established to support the exploration of the anomalies in the Ruthless Veil, Darkly Veiled and Strange sectors. The base has limited capacity and is a long way from home, so will be careful around local powers.
Kruse was originally settled in the Long Night, around -1750 Imperial, and the remnants of those missions now comprise two pocket empires; the Interstellar Republic and the Sovereignty. There's also a smaller polity - "The Rule of Man", established by a slower-than-light colony ship which departed in the early Second Imperium and only arrived after the Solomani started to agitate for independence from the Third Imperium. Presently at Tech Level 9, the colonies are on a slow path of technological development; they do feel entitled to the technology that the Confederation has (as they see it as a successor state to themselves) but it is reluctant to transfer advanced technology to them.
There is an alien race, the Rammak, who can be found trailing and spinward in the sector. Humanoid egg layers, it is unknown whether they have expanded beyond Kruse. They have been star travellers for at least a thousand years, most likely on the back of technology recovered from a Rule of Man vessel.
Finally, Solomani commercial interests have established a de facto independent polity known as the Eberhardt Corporate Republic. The Confederation has condemned the state of affairs but any action against it has been deferred thanks to large donations of resources and declarations of loyalty to the Confederation.
All subsectors in Kruse are described in detail with the usual points of light approach to a few key worlds. There's good detail here to run a campaign from.
Next up is the Midrim area of interest, the destination for missions from the Lubbock Enclave. Ruthless Veil ad Darkly Veiled sectors contain Hoydell's Veil, a nebula and the infamous Hoydell Chaos, an area of space where jump drives are unreliable, misjumping in some form be it by distance or extended-duration. Both astrographic features are named after the commander of the first expeditions in this area who was posted overdue in 1002. Cautious exploration continues, trying to understand the phenomenon and its extents.
RimReach and OutReach are being explored to understand potential threats. RimReach is considered potentially seriously dangerous with all ships entering and leaving meant to go through a quarantine and science base in OutReach sector. The reason for this caution is the presence of a polity that seems to comprise humans (and potentially other species) infested by some sort of parasite that both controls and kills its host.
The Strange region comprises two sectors, partly dominated by the Flous Nebula. There are many protostars with some at the T-Tauri stage without planetary bodies. Experiments are ongoing with interstellar ramjets to harvest hydrogen for fuel. The region beyond the nebula is known for its astrographic anomalies, unique ecosystems and the ruins of what appears to have been a slower-than-light star-faring civilisation.
The Rimward Corridor continues onward, currently terminating some 400 parsecs beyond the Confederation in the Xuanzang sector. At typical travel speeds, it will take a ship around four years to reach the end of the corridor. The Forward Base in Xuanzang is building up its industrial capability to remove the need for full rim runs from the Confederation to supply key parts and equipment. The government is encouraging emigration to both the Lubbock Enclave and Xuanzang, with some key systems between on the Rimward Corridor also gaining colonies. Xuanzang was first settled in 907, part of the Rimward 3 project. However, the project lost some momentum during the Rim War, and there is the beginnings of an independence movement if things don't improve.
The sector has a crablike sentient species, the Vdknwbo, who have a past history of slower-than-light travel and are found in two systems. They're presently around Tech Level 6, but have enthusiastically embraced working with the Xuanzang Enclave. There's a map and details of the Moksadeva subsection where the Enclave is located.
The book then moves on to the history of Solomani Rimward Extremely Long Range Expeditions which began before the Third Imperium as the Old Earth Union pushed out into the Rim, partly because of the Aslan Border Wars. The next big push came before the Old Earth Union joined the Imperium, and focused on updating the charts for the Close Rimward Expedition. The First Frontier War and the subsequent Imperial Civil War resulted in resources being pulled into the Imperium rather than outward into the Rim.
The establishment of the Solomani Autonomous Region led to a resurgence of interest in the frontier, with the Lubbock Enclave being established, with further work going on the establishment of a Forward Base in Kruse. Once these facilities were established, a new push began to create 'Lubbock 2' in Xuanzang. Part of the focus was to enable the exploration of an area of low stellar density known as the Spinner.
The Rim War stopped exploration, and when it restarted there was a focus on getting a return post war, and also a quiet war against the Aslan to spinward of Lubbock. A project ('The Great Backfill') exists to bring charts up to date and visit systems that have not yet been properly charted. Project Perseus is mentioned, an ambitious project to cross to the next spiral arm, but remains the subject of speculation as it is highly classified. There have also been significant missions both to spinward and trailing, with one heading towards the mouth of the Great Rift towards the gravitational anomaly QX-07012. There are rumours that the Imperial Deepnight Corporation is preparing a similar mission, and the Confederation wants to gain the knowledge first. There's also a well-funded private expedition with significant investment aimed at 'Object Venturi', but much of the details aren't in the public domain.
The book then discusses some of the wonders and mysteries of the Rim. Some are astrographic, some are about aliens and others ruins of past civilisations. I won't describe these for risk of spoilers, except to mention Point Cetus, 200 parsecs spinward-rimward of Xuanzang Enclave, on the edge of the spiral arm. There is a Solomani base here, perhaps the launch point for Project Perseus. They're all good ideas to frame a campaign around. It's apt that this section rounds out with a discussion on how to run a campaign using this setting.
The book then wraps up with a High Guard section, detailing unique Solomani technology for the design sequence followed by a selection of small craft and starships. These include a support ship and a light exploration vessel built off the same hull and the Tenzing class exploration vessel, a 2000-ton explorer. There's also a 20,000 ton explorer converted from a light carrier, the Michigan class. Finally, there's a selection of all-terrain vehicles and an index.
I think this book is great; it's a very flexible framework to run a variety of campaigns set against the background of sparsely explored space. You can have diplomacy, conflict and pure exploration. However, very much like
Deepnight Revelation, the referee will have to put in some hard work here, especially as there are less of the systemising tools that support that campaign. Overall, this has been done well, and could provide the foundation of an ongoing campaign or some fun one-shots based off the various wonders and anomalies mentioned.
Recommended
12 April 2025