Subsector Sourcebook 4: Sequoyah

Subsector Sourcebook 4: Sequoyah
From: Gypsy Knights Games
Reviewed by: Ron McClung

Subsector Sourcebook 4: Sequoyah is a new RPG Supplement from Gypsy Knights Games.

Over the past year, I have been given the pleasure to review many of the Gypsy Knight products connected to the Clement Sector series of books.  The Subsector Sourcebook 4: Sequoyah is another book that describes in detail one of the many subsectors in Clement.  I got the soft back book but this book is also available in PDF.

From page # 8:
“The Sequoyah subsector is an area of space 8 parsecs wide and ten parsecs long.”

Where the Cascadia sector is a region of tense political conflict between three major worlds within the subsector, a majority of the political (and potentially military) tension comes from external pressure from the neighboring subsector of Hub.   In particular, the world of Harrison feels the threat of a religiously fanatical world in the Hub sector and is arming up to defend itself.  Meanwhile, the remaining worlds of the sector have their own various things to worry about.

Before we get too far ahead of ourselves with the finite details of the setting, it might be good to review the overall details of the sector.  Assuming you use this subsector within the default Gypsy Knights setting, Sequoyah was officially prevented from Earth colonization by treaty before the Collapse. (Refer to the Clement Sector review for details on the sector history.)  However, that was quickly violated and of course who was the major violator – the United States.  The US was not the only violator but apparently it was one of the big ones.

There are 19 inhabited worlds in Sequoyah, all considered independent.  There are four major clusters of worlds or regions that trade and work together and the remaining outlying worlds are considered “bridge” worlds.  These regions range from two worlds to a formidable five worlds.  The power and influence of the sector begins at the namesake, Sequoyah.  Settled by the United States citizens that were primarily of Cherokee decent, this world’s culture is heavily influenced by Native American culture. The vast majority of the Clement Sector Space Navy ended up in the hands of the Sequoyahn Government and continues to influence the region here.

Another interesting world of note is Bowemiwak.  This world, an Earth-like world, was primarily settled by disenfranchised citizens of Austin, Texas, after Texas seceded from the United States.  Leaving a Texas that did not reflect their beliefs, these colonists were one of a few worlds not settled by a major Earth power in the regions. 

From  page # 8:
“Within this space is located nineteen inhabited solar systems. ”

Harrison is the world mentioned earlier, fearing threats from the Hub.  It was settled by people of the Southeast United States and has many familiar aspects of that region.  For example, the people are Christian, and the government is run very similarly to the United States government (with a few tweaks).  But the world lives in fear of the neighboring Kingston in the hub sector, as rumors of an attack have filtered through the population.

Boone was the first colony in the Sequoyah subsector to be settled by the United States.  It remains the center of the Boone region, surrounded by four other worlds within one jump from Boone.  Boone was also a beneficiary of the US Space Navy trapped on the Clement sector, and they remain part of their military force today.  Boone has many similarities to the United States in structure, culture and government and it’s safe to assume that it is probably the second most powerful world in the subsector.  It is also home to something called the Brinton Deeps, a huge bowl-shaped indention in the submarine floor that is said to be perfectly smooth.  Many believe that this is not natural forming and evidence of alien manipulation of the planet’s surface.

There are fifteen other worlds on the subsector, all with varying cultures, governments, and environments.  Each inhabited world is described in just enough detail to tease your imagination.  Of course, I reviewed this from the perspective of the Gypsy Knights’ Clement Sector setting.  However, this sector, with some adjustments, can be integrated into any Traveller setting and even any sci-fi RPG setting.

Like past products by Gypsy Knights, this is the same good quality and value for any Traveller gamer.  However, since I have started reviewing these products, I have actually started play testing and running the setting with some of the adventures he has provided (and soon will be reviewed).  I think it would help layout-wise if the book had reference tabs along the top so you know what planet you were on and not just the title of the book.  There are many times while gaming that I wished I could look up something real quick and that would have been handy.

What I found that really engaged the players about the setting is the internal politics of each planet as well as each subsector.  The writer gave you just enough to get an idea of what the potential politics would be (between the subsector book and the Clement sector book) and left the rest to you.  There is a lot of room to play with that kind of stuff.

In conclusion, Gypsy Knights continues to put out imaginative, believable and flexible setting books.  This one is no different and really expands my vision of the Clement sector.

For more details on Gypsy Knights Games and their new RPG Supplement “Subsector Sourcebook 4: Sequoyah” check them out at their website

Codex Rating: 18

Product Summary

Subsector Sourcebook 4: Sequoyah
From: Gypsy Knights Games
Type of Game: RPG Supplement
Written by: John Watts
Contributing Authors: Curtis Rickman
Cover Art by:, Luca Oleastri
Additional Art by: Ian Stead, Ssuaphoto, Psynovev, Algol, Yvonne Less, Rik Scott, Patrik Winbjork
Number of Pages: 148
Game Components Included: Sector Supplement book or PDF
Game Components Not Included: Core Mongoose Traveller RPG books
Retail Price: $30.00(US)

Reviewed by: Ron McClung