Nad

Size: 8,000km
Gravity: 0.45G
Atmosphere: Trace (Vacc Suit Required)
Pressure: 0.09
Temperature: Roasting (Day)/Frozen (Night)
Hydrographics: 65%
Population: 7,500 free men and women
Government: Representative Democracy
Law Level: 1 Banned Goods: Weapons: Poison gas, explosives, undetectable weapons, WMD
(for off worlders)
Drugs: only natural grown drugs. (weed, shrooms ect.)
Information: Intellect programs
Tech: Dangerous technologies such as nanotechnology
Travellers: Visitors must contact planetary authorities by radio,
landing is permitted anywhere
Psionics: need to declare them selves to pack chief, Dangerous
talents must be registered with planetary council.
Cultural Differences: Unusual Custom: Conspiracy
Starport: D, Poor
Berthing: 1d6 (10)
Fuel: Unrefined
Repair: Limited
Bases: Scout
Technology Level: 8
Travel Code: Green
Trade Codes: Ice-Capped (IC), Low Population (Lo)

Nad is the home world to the Wolf Vargr originally started as a penal colony. Starting with only 3 Bio-Domes and a space port. With the plan that the colonists would die off after a couple generations. Today the population is approximately 7,500 consisting many of Vargr living in Packs. The is a planetary government council that consists of 2 elected members from each of the 13 packs. Local government is a chief and is won by un armed combat. Most Vargr from Nad are warriors as well as their trained occupation. Weapons training with sword and axe starts at about age 5. Firearms train starts at age 10. Off worlders are welcomed for trade but are seldom allowed to set up permanent residence unless they are married into a pack or are slaves won in combat or raids. There is a Scout base located on Nad but do to almost constant raids and battles for territory between the packs their role is limited. Nad is known for its raiding parties and its elite mercenary units. It is said if you even need troops who do not fear death, locate your N.A.D.S. (Nadic Armed Death Squad)

Nad

Traveller: Into the Black vikingdan13