This page is currently being updated for Year Two. Please excuse our mess!

The following is a listing of habitable planets found throughout the galaxy. These descriptions do not represent an exhaustive history or cultural description of each planet and reflect the biases of the author.

OUT OF CHARACTER NOTE: The following is a list of all known planets and planetoids within the Starfall universe. Player characters must come from within the empire (that is, from Imperial Worlds or at least within regions of imperial space) or from Lomali (Lakki characters only). Characters may not hail from previously-undiscovered worlds or from those outside of the Sellonian Empire.

CRADLE SPACE

CRADLE SPACE

SUMMARY

The “Cradle Space” region composes much of the Galactic Northeast, and includes the homeworlds of a variety of species not typically prone toward interplanetary conquest and expansion. It is here the Khi’Hinn, Shumi, and Koleon first took root, nestled into a region of space known for its relative safety and predictability.

ARBORA

Capital:

None (Decentralized)

Status:

Congressional Planet

Local Government:

The Gathering, Localized City-States (Led by Magistrates)

Population:

48,183,000,000 – Shumi (62%), Human (25%), Rikkan (6%), Khi’Hinn (4%), Nara (2%), Solanar (1%)

Major Exports:

Lumber, Fruit, Medicinal Components, Tourism

PLANETARY HISTORY

Arbora is a lush and vibrant jungle world nestled deep within Cradle Space. Roughly 85% percent of the planet’s land masses are covered in rich rainforest – a feature promoted by unique weather systems that cycle hot air from the planet’s equatorial oceans. Millions of species create a rich tapestry of biodiversity that weaves its way above and below forest canopies that rival the heights of sentient-made structures anywhere in the galaxy.

As the planet of the ambulaplantae, Arbora is home to some of the most unique evolutionary phenomena in the galaxy. This unique class of organism combines features of both plants and animals; While ambulaplantae – or amplants – typically depend on photosynthesis to some degree, their anatomical systems often involve a form of digestion, neurological systems and – most importantly – the ability to freely move. Thousands of species share these characteristics, often resembling other organisms elsewhere in the galaxy. While some – such as the ferrian lemur – appear as green, nimble primates, others – such as the pannah bird – appear more like a moss-covered pterosaur, using their four wings to fly above canopies and take in ample sunlight.

The most prolific amplant species is undoubtedly the Shumi, who act as the planet’s sole sentient native beings. Evolutionary development has offered them an advanced neurological system that allows Shumi the intelligence, communication, and capabilities that rival any other species in existence. Today, the Shumi inhabit their planet in the tens of billions, creating a robust civilization with great emphasis on conservation, art, and natural beauty.

Suprisingly, Shumite history has progressed much the same as any other species. Despite the relative peace of the modern planet, Shumite history is no stranger to warfare and conflict. In ancient times, Shumite clans warred over control of fertile lands and sources of water on a near-constant basis. Times of crisis – such as forest fires – would sometimes force rivals to collaborate and often led to more lasting cooperation. Though the Shumi never developed true religion, their veneration of their planet’s sun would appear to the casual observer as a form of worship. Their governments tend to favor an educated and benevolent autocracy over democracy; Most Shumi are uninterested in politics and prefer a more introverted lifestyle.

For the last ten thousand years, Shumi have been crafting elaborate urban structures, often resembling extravagant ziggurats with ascending tiers of habitation. Most Shumite cities are situated with the most ornate and important structures on the topmost tiers, with the poorest residents, industrial areas, and – in the modern day – off-world landing sites in the lowest. Vast networks of enclosed avenues and chambers snake through the interiors of the structures, but most Shumi still prefer the open air and sunlight of exterior spaces. While Shumite architecture appears to be crafted in the same way as other species, the process of construction is more appropriately described as being “grown.” Advanced horticultural techniques establish a structure’s form of limbs and roots which are later covered in stone slabs quickly grafted in by the living architecture.

These cities form the backbone of Arboran political structure. Arbora has no major nations or political states. Instead, the country is a vast network of individual city-states that each operate independently of each other’s authority. Each city is governed by the leadership of a Magistrate, a well-educated and older Shumi who is grafted into the overall structure of the city itself. By connecting the Magistrate neurologically into the greater city, the leader is able to more closely oversee the administration of the polity and prolong their own life. Once per year, Magistrates nominate a representative to speak on behalf of the city-state at The Gathering, a planetary congress of all Shumite cities. Together, they attempt to resolve issues common to all on Arbora and work to best represent the planet on the galactic stage.

LOCAL CULTURE

In the modern period, Arboran culture is in a state flux. Following the so-called Hungry Death, roughly a third of the planet’s population had been killed. In the hardest-hit areas, entire city-states were wiped from the map. The vast majority of Magistrates were victims of the bacterial infection, leading to speedy attempts to replace these leaders with far younger individuals. The result is an era ruled by a more youthful generation, which often clashes against the typically-traditional values the species clings to. Younger Shumi – coming into their own after the effects of the Hungry Death – are far more interested in participating in galactic politics, enjoying the lifestyles of other species, and adventuring beyond their forested home.

In the last decade, a vast number of attempts at soliciting intergalactic tourism and engaging in galactic life have proven wildly successful. Some city-states – like Pohon and Ruhua – embrace these changes with open arms. As a result, music venues, dance clubs, and off-world restaurants are becoming far more popular than ever. Shumite youth are beginning to adopt more galactic styles of fashion, abandoning more traditional – and minimalistic – styles of garb. More and more, Arbora is feeling less like a remote tropical paradise and more like an exotic modern planet.

This change is not without its naysayers, however. Many older Shumi fiercely denounce this “foreign takeover” of their planet, often shutting themselves off in a collection of city-states uninterested in engaging with off-worlders. In a handful of rare circumstances, some city-state leaders have taken to open hostility toward outsiders, (falsely) blaming them for the Hungry Death and a host of other planetary concerns. In truth, this surge of outside influence has fostered tremendous growth in the post-infection economy of Arbora, and has allowed the planet to take a far greater role in galactic affairs. Mu’ha’yun (Harvest Moon), a popular politician, was recently elected as the deputy chair of the Council of Planets – the first Shumi to hold the role.

MAJOR POINTS OF INTEREST

FENG: While many Arboran cities celebrate their planet’s newfound popularity with offworlders, Feng does not. Its local population all but extinguished in the Hungry Death, Feng soon found itself populated with Shumi traditionalists desperate to escape from foreign influences. When a shuttle of human tourists attempted to visit the city roughly a decade ago, a sizeable local protest soon turned violent – leading to the deaths of all but three of the visitors. Though later chastised by The Gathering, the event only popularized Feng within the traditionalist movement.

HITAO ORCHARDS: While referred to as an “orchard,” Hitao is actually the site of one of Arbora’s leading shipyards. It is here that the famed Shumi Garden Ships are “grown,” eventually developing into the galaxy’s only living spacecraft. Though forced to utilize manufactured engines and – occasionally – weapon systems, nearly every other portion of these vessels are entirely organic. As with Magistrates in cities, Garden Ships are typically grafted with lifelong pilots, whose recruitment and selection process also takes place at Hitao.

POHON: Known as a city of poets and artists, Pohon is one of the most beautiful cities on Arbora – and one of the cities most familiar to outsiders. Nestled against the Shahi Mountains, the ziggurat-shape of the city is traversed by massive gardens and artificial rivers and waterfalls. When the “Hungry Death” struck the planet, Pohon’s vast spaceports were chosen as a major depot for recovery efforts, leading to the city’s rapid growth and expansion in the time since.

RUHUA: Arguably the largest city-state on the planet, Ruhua is also one of the most friendly to foreign influences. Entire levels are devoted to sprawling resorts, and most of the city’s shops and restaurants are prepared to cater to off-world patrons. One of Ruhua’s most popular sites is the Rhuhan Gardens, a sprawling menagerie of amplants of every kind and one of the leaders in Arboran conservation efforts.

DI’NAR

Capital:

Di’Nar (Region A-22)

Status:

Non-Congressional Planet, Represented by Khi’Han

Local Government:

Administrative Authority Council

Population:

3,000,000 – Human (68%), Koleon (6%), Shumi (6%), Nara (5%), Rikkan (5%), Vyx (5%), Khi’Hinn (3%), Solanar (2%)

Major Exports:

Ferrous Metals

PLANETARY HISTORY

Di’nar is not a planet, but rather a massive asteroid-based spaceport that has used its historical influence and wealth within the Cradle Worlds to extreme advantage. Built as a series of massive concentric rings orbiting a titanic portion of rock, Di’nar is home to millions of beings – despite its location in the middle of relative nowhere.

Di’nar’s solar system is home to six planets – five gas giants and one rocky world too hot for habitation. Between the second and third planets lies a sizeable asteroid belt and home of the Di’nar station. Studies of chemical compositions in the belt suggest that at least portions of the debris were likely once another planet, now destroyed by an unknown cataclysm. Though the system was first discovered by the Solanar in pre-imperial times, they saw the region as uninhabitable and thus failed to see its value. The Khi’Hinn explored shortly thereafter. While they, too, failed to see the importance of the region, they were the first to explore the belt. They named the largest asteroid “Di’nar,” or “Big One” in Khi’Hinnese.

After the Sellonae War and the rise of the Empire, a human exploratory fleet arrived in the system once more. Sent by the influential Meridius Trading Company, they hoped to find valuable resources to export back to Andros. Using old star charts from the Solanar, the Company explorers took a far more careful look than their predecessors, noticing enticing amounts of rare metals scattered throughout the asteroid belt. Immediately the system became a company priority, with a flotilla of harvesting and refinement vessels arriving within months.

The system soon proved its value, and Meridius began to invest heavily in the region. Di’nar became a staging ground for the extraction operation. Temporary structures were installed to house workers, store materials, and even begin the refinement process. After the first century of mining, more long-term plans began to materialize. The first habitation ring was completed on the centennial anniversary of the company’s arrival, with the second and third rings following within decades. By the dawn of the 9th century, the asteroid was home to nearly 7 million inhabitants and had developed into an active, sprawling urban structure. Though still small on the galactic scale, corporate lobbying earned Di’nar a place at the political table, officially earning Khi’Hinnese representation at the Congress of Planets.

Yet Di’nar’s success would not last. As rare metals became less abundant, further operations became far less profitable. Meridius began to pivot toward harvesting more common, ferrous metals, but profit margins were far more slim. Over the next century, the city’s wealth began to wane while its population slowly declined. In the mid-eighth century, the third and outermost ring was completely abandoned. Authorities evicted its remaining population and shut down its power reactor and life support systems permanently.

Today, Di’nar possesses a population of just over 3 million – less than half of what it had boasted at its peak. The station still draws a steady income from mining and continues to serve as a valuable waystation for travelers moving through the Cradle Worlds. Navigation lanes – recalculated at the end of the 7th century – still move significant traffic through Di’narian space. The station thus stands as a virtual nexus between the highly-influential planets of Khi’Han, Kovo, Arbora, and Lurio.

LOCAL CULTURE

Most of Di’nar echoes its history: Even a casual observer of its architecture can note that while the station was once elaborate and ornate, it has most certainly seen better days. Much of the station stands in significant disrepair, with electrical and life support systems failing on an almost-regular basis.

Its population is not much better. Most on Di’nar are either employees of major mining conglomerates like the Meridius Trading Company or too poor to leave. Many are both. Poverty and crime are rampant throughout the station and educational standards are typically abysmal. Subsidizing housing to offset undesirable or dangerous working conditions is a common tactic of off-world interests. Injuries are common and can often spell disaster for the families of workers. Child labor – though illegal under imperial law – is certainly not unheard of. Outreach efforts by the Guardian Order have proven successful, but even the Order is ill-equipped to resolve Di’nar’s crushing issues.

Further compounding such difficulties – and yet also created by them – is the problem of widespread speciesism. Though home to most sentient species, intense conflict between beings often takes violent and destructive paths. Strained resources over the last century have forced beings to side with their own kind for survival. Humans – with both the greatest portion of wealth and population – are quick to see themselves as the station’s de facto rulers and superior species. Though a stark minority, the station’s Khi’Hinnese residents also see themselves in a place of superiority, if only because of Di’nar’s political representation at the behest of Khi’Han. Most other species – even the relatively serene Koleon – are forced to take extreme measures to try and assert their rights and resources. Species-focused gang warfare is both common and expected in many portions of the station.

Most major travel corporations maintain a sizeable presence on the station, which also acts as a major refueling depot. Regions of Di’nar near these spaceports are usually more amenable to outsiders, with restaurants, clubs, and even artificial parks and gardens for travelers to visit on layovers. Most travelers can see through the cheap veneer, and the majority of would-be-visitors prefer to stay safely in their terminals.

MAJOR POINTS OF INTEREST

REGION A-22: One of the wealthiest and most influential regions of the station, A-22 is the seat of the Meridius Trading Company’s efforts in the system. It is no wonder, of course, that this is also the headquarters of the Administrative Authority Council, the local body which directs the administration and policing of the station at large.

REGION B-53: Once known as the most poverty-stricken and crime-ridden neighborhood on the station, B-53 was the site of a major outreach program by the Guardians in the wake of the Dominari Rebellion. Since then, job placement programs and food distribution systems in the area have served as a template for how to best move forward in restoring a positive quality of life throughout Di’nar.

REGION B-66: As poor a region as any other, B-66 is the home to the Red Clouds, a gang of Vyxian thugs with an intense hold on the local drug trade and organized crime. Authority Council police long ago abandoned the region, refusing to clash with the Red Clouds or interfere in their activities. The neighborhood is now occupied exclusively by Vyx, who see the Red Clouds as their unorthodox protectors.

CRINGE: C-Ring, or “CRinge” as it is known to locals, is the now-cold and lifeless outermost ring of Di’nar. Once inhabited by over 3 million people, the structure now stands empty. Rumors abound of what treasures and mysteries can still be uncovered there, and countless conspiracy theories attempt to explain why the area was evacuated in the first place. In truth, the resources required to support this massive ring were cutting into corporate profits and it proved far more fiscally sound to abandon the region and relocate its population.

GORI

Capital:

Chamberlend 

Status:

Congressional World

Local Goverment:

Representative Republic (Gorian Legislative Chamber)

Population:

4,289,000,000 – Human (42%), Shumi (27%), Nara (12%), Rikkan (8%), Solanar (7%), Vyx (3%), Khi’Hinn (1%)

Major Exports:

Wine, Cereal Crops, Fruits, Vegetables

PLANETARY HISTORY

With a climate ranging from temperate to tropical and having rich, fertile soils, Gori stands at a bizarre intersection of Galactic History. Originally, the planet was colonized by an imperial writ to a multi-species Exploration Guild known as “Golden Resolute, Inc.” for the purposes of expanding galactic food production. The colony was incredibly successful in this, and thus Golden Resolute, Inc. named it GoRI (later becoming simplified to Gori). Despite being a purely colonial world with no ties to homeworld loyalties, Gori’s several hundred year history has certainly seen its fair share of conflict. 

After its founding in 522, Gori prospered with solid backing as a corporation colony. Fields flourished as immigration and employment programs prospered. Yet within a century, corporate profit margins had whittled away working conditions, leaving Gorian farmers desperate for improvement. In 635, a general strike rose up among the population, bringing food production to a halt and immediately drawing galactic attention. The director of the Gorian Workers Movement petitioned the emperor and the Senate for the dismantlement of Golden Resolute, Inc. in favor of free and independent farming regions. The emperor agreed with the Senate’s approval, but on the condition that the move be passed by a 66% majority in a planetary plebiscite. When the votes were finally counted, 73% had approved. Golden Resolute protested the number, but quickly withdrew their objection when a number of journalists exposed corporate tampering with the vote. Golden Resolute was dismantled, maintaining only a small fraction of their previous holdings. In its wake, a Confederacy (known as the Gorian Legislative Chamber) was founded, establishing a freely elected governmental body across the planet. Remembering this historic moment, all decisions of the Gorian Government continue to require a 73% majority to pass into law.

Not all is bright times and peaceful songs on Gori. The 73% barrier has made it very difficult for the Government to respond quickly to political needs. Historically, this has led to everything from long deliberation to outright obstructionism by influential minority groups. The relative hands-off government, mixed with its private guild founding and the inherently enterprising populace, has created a world that fosters intense competition. Gori’s young history has been absent many external conflicts, but has no shortage of constant internal strife. The planet’s picturesque, idyllic landscape hides a world that has suffered numerous civil wars caused by worker uprisings and land disputes.

Gori has stood as a significant exporter of staple food goods. While not quite the breadbasket of the Empire, Gori is a vital contributor. Internal conflict thus draws galactic attention, as even minor labor disagreements can have a tremendous impact on food supplies. During the Dominari Rebellion, Dominari promises of improved conditions swayed much of the population to support them — only later to be thoroughly disappointed.

LOCAL CULTURE

Gori is known to most of the galaxy as either a quiet vacation spot or the origin of their favorite fruit. Neither is necessarily untrue; Gorian vineyards make for popular, leisurely visits while its orchards boast some of the most commonly-loved fruits in the galaxy. In the broader galactic community, Gorians are stereotypically seen as relaxed and mild, living lives of quiet simplicity.

Those stereotypes are quickly dissuaded by reality. While politeness and good humor are shared among the people, Gorians grow up in the rough conditions it takes to farm. This lifestyle is only multiplied by the nature that enforcing one’s property line is typically one’s own responsibility. For centuries, the Gorian government has shown an ineptitude regarding property protection, except in the most dire of circumstances. Too much land, too little staffing, and a very slow court system have led to fights and disputes being seen as part of everyday life. Gorian farms operate as freeholds, and those willing to work the land are both day laborers and soldiers.

The Gorian family structure tends to be tight-knit, but not as one would generally think. Gorian families are composed of individuals who have lived on their respective farms for more than two generations. With the birth of the third generation, the family takes the farm’s name as their family name, replacing whatever other names they’ve had. Families can live split between the Haven and the Laurels (but they tend to move into the Haven). Regardless of dwelling, families consider themselves as equals.

The planetary government, known as the Gorian Legislative Chamber, is elected by every being residing on the planet (citizen or not). Election day is known as “Freedom Day,” and is one of the few days where universally no one works. Even resorts and tourist-packed wineries are closed. After elections are over, people gather in huge numbers to celebrate and watch the results. Citizenship is required to hold office in the Chamber, but residence for one month is the only requirement for voting.

Gorians do not bother themselves with the affairs of the Empire as long as people are buying the planet’s food. Gorians who find themselves as Radiants talk about the “Suffering of the Spark” since it means a family member is about to leave their role as a hand to work or protect the land from neighbors.

MAJOR POINTS OF INTEREST

CHAMBERLEND: Chamberlend is the seat of government for Gori. Drawing its name from the events of 635 when Golden Resolute, Inc. was divesting its interests, it held on to the city of Chamber, where all administrative functions were performed. The corporation was able to sway a 100-year lease to the Gorian government for use of the capitol building, prompting the locals to name the complex Chamberlend, or lending Chambers. In the modern day, Chamberlend appears as a giant marble superstructure with landing pads and garages for all the heads of Government. It also has numerous embassies, shops, and hotels for visiting dignitaries. It is common for organizations and groups not currently in power to denounce the Government for having such an expensive capitol building.

HOLDOUT FARM: The oldest farm on the planet and home to one of the oldest families, the Holdouts. Holdout has been in hundreds of border skirmishes, and the Holdout Security forces are one of the best-trained paramilitary organizations in the Empire. It is not uncommon for the Holdout family to maintain up to 20% of governmental seats at a time. Despite such a sizeable political hold, this does not always mean they agree with each other.

RAVENSWOOD FARM: Ravenswood Farm was once a sprawling family estate that reached out over thousands of acres of farmland. When the planet was occupied during the Dominari Rebellion, the Ravenswood family refused to support them, claiming they would rather burn their crops than assist the invaders. The occupying Dominari general was amused by this threat, and opted to destroy the farm himself instead. The Ravenswood family — and hundreds of farmhands — were slaughtered while the entire estate was reduced to ash. To this day, the site of the original homestead has been converted to a memorial to remember the atrocity.

TINE’S FERRY: The most exclusive resort on Gori. While they will be the first to admit that they are not as fancy as anything on any of the major worlds, they will more than make up for it with heavier pours and famously friendly service. Tines’ Ferry has a casino, a ski resort, four bars, two dance clubs, and hosts the largest Freedoms Day party.

KHI’HAN

Capital:

Xief

Status:

Congressional Planet, Homeworld Status (Khi’Hinn)

Local Government:

<DATA INCOMING>

Population:

1,326,000,000 – Khi’Hinn (91%), Humans (6%), Rikkan (2%), Solanar (1%)

Major Exports:

Yuut, Yuut Products

PLANETARY HISTORY

An arid and rocky world, Khi’han consists largely of sweeping dry scrub lands, windswept wastes, craggy mountains and vast deserts. Unlike the life that developed on other worlds, many organisms on Khi’han exhibit traits of both exo and endothermic species, a trait necessary for the extreme temperature ranges created by the planet’s day-night cycle.

In the face of such challenges, life finds a way. The hardiness of Khi’han’s plant life is legendary, with many being popular as off-world house plants due to their seeming inability to be killed. Often bearing thick, rough skins, barbs, and nettles, many are more interesting to look at than to touch. The most widely-known species of Khi’han’s flora is yuut – a nigh unkillable grain that can be milled into a nutrient rich — albeit extremely bitter — black flour. Yuut has been used to combat food shortages across the entire galaxy, growing in climates that other life simply cannot. Like yuut, the animal life of Khi’han has been described by many as equally hardy and bitter. Of particular note is the carrvaak, a small hexapodal reptilian creature that continues to play an integral role as livestock across Khi’Hinn settlements.

Early Khi’hinnese society developed in parallel to most of the other known species of the galaxy. Small tribes steadily grew and as communities flourished, eventually drawing neighboring groups into conflict over resources. The oddity of Khi’han is that there is virtually no archeological record of warfare between the early developing Khi’hinnese people. If the myths and fables of the early Khi’hinn are to be believed, negotiation and debate have always stood in place of the more traditional swords and spears of other civilizations.

As civilization continued to develop and spread across Khi’han, the unique and complex ancient Khi’hinn cultures began the process of contact and assimilation. Diffusion of concepts, ideas and beliefs between neighboring groups eventually saw all sides benefit and prosper from the exchange. As tribal leaders and elders met over the millennia, they increasingly did so under more ritualized means. Eventually these conclaves, and the locations where they convened, formed the basis for the sacred Khi’hinnese H’ar.

Over several thousand years, Khi’hinnese society became increasingly monolithic, with smaller societies being assimilated into the more widely accepted Khi’hinnese culture. With the advent of technologies such as railways, long-range communication devices, and eventually flight, Khi’hinn specialists became more readily able to participate in H’ar with other experts around the globe. With the basis of a technocracy in place, what followed was a Golden Age for the Khi’hinnese people. For nearly four centuries, Khi’han played host to an unprecedented time of growth across nearly all fields of study. Soon it seemed that there was no problem the Khi’hinn could not solve. It wasn’t long before individuals moved away from the traditional H’ar to less formal forms of discussion and experimentation. As the relatively new concept of competition became more and more prevalent, the long established Khi’hinnese traditions were soon abandoned.

As the march of progress continued, the ecological impact of unchecked industrial growth became more and more pronounced. Pollution choked the air of Khi’han as the global temperature climbed to dangerous heights and the disruption of the ecological balance was pushed to the brink of collapse. Natural disasters became commonplace, famine and drought claimed millions of lives and, for the first time, the Khi’hinn people turned to violence en masse.

It was during these troubling times that the Khi’hinn prophet Xief rose to prominence. Founded upon the traditional practices of the Khi’hinn, the teachings of Xief and her disciples emphasized dedication to community and philosophy. Reinstating the practice of the H’ar to the general population, small Xiefian communities soon began to crop up across the war-torn planet. The stability and commitment to the common good of these conclaves stood as islands of calm in the calamitous days of the Great Collapse. Within the span of a lifetime, the traditions of Khi’hinnese culture had been largely reinstated, ushering in a period of halted technological development and recovery.

For the roughly three thousand years that followed the Great Collapse, the Khi’hinn entrenched themselves in explorations of philosophy, psychology and other examinations of life and existentialism while simultaneously re-committing to a more simplistic and spiritual lifestyle. Led by conclaves of sages and mystics, the Khi’hinn worked to restore Khi’han to its former glory. It was in this state that Khi’han was discovered by the Solanar.

With the somewhat reluctant uplifting of the Khi’hinn species by the Solanar, Khi’han entered into a new role in the galactic community. Since it’s arrival, Khi’han has been a major player in galactic affairs, most notably being the birthplace of the Order of the Light and being the first planet to petition for the establishment of the United Sellonian Empire. With Khi’hinnese principles being used to inform the organization, practices and ideals of the Order of the Light, it is not a far stretch to consider Khi’han among the most influential planets in the galaxy. Additionally, since the discovery of The Great Light, Khi’hinn’s economy has benefited significantly from tourism, with many pilgrimages to the world by religious sects and spiritualistic individuals. Khi’han’s native population however, would strongly disagree with the term “benefit” and “tourist” belonging in the same sentence.

LOCAL CULTURE

Life on Khi’han continues into the modern day with many of the trappings of the past. Novelty- or frivolity to the minds of many Khi’hinn- holds little value to the natives of the planet. Protective covenants and restrictions have largely impeded nearly all types of development across the world, ensuring the planet remains uniquely Khi’hinnese. Everything from architecture and agriculture to social standards and technology is subject to scrutiny and contemplation before even the smallest change can be implemented. To outsiders, much of the planet appears to be frozen in time and as such it emanates a sense of spiritual authority. Paired with the standard of dress being, at the best of times, several decades behind modern trends, it is easy for outsiders to get a sense of disconnection to the constant hum of the rest of the galaxy.

Settled harmoniously within the arid and rocky terrain across the planet are the numerous homesteads, workshops, restaurants and businesses that comprise the towns of the Khi’hinn. The classical red-orange stone architecture of the Khi’hinn’s ancestral roots still makes up the lion share of structures with most only standing between one to three stories. Khi’hinese architecture emphasizes open air structures and simple stone pillars carved with precise geometric capitals. Windows and portals are lined with expertly crafted metal bars arranged into geometric patterns.

Standing in stark contrast to the signature red-clay Khi’hinnese architecture, modern hospitals, military outposts and starports are regularly updated to maintain imperial compliance. Aside from where necessary – or more accurately, mandatory – new technologies are seldom implemented until they have undergone several revisions and have settled into something of a perfect form. This long and arduous process of scrutiny of new ideas, refinement and perfection has led to Khi’han being viewed by many as antiquated.

Most Khi’hinn spend their entire lives on their homeworld, more concerned with exploring the depths of philosophy than those of space. Early in life, Khi’hinn are assigned to a Xil’massan, an individual who oversees the education and development of the individual until early adulthood. This relationship closely resembles the master and apprentice system echoed by other cultures of the galactic community, but on a significantly more intimate and familial level. Upon reaching early adulthood, around the age of 40, Khi’hinn are resigned to one of the many sacred conclaves across the planet known as H’ar.

As much as it refers to a sacred secluded site, H’ar is also used to refer to an active and ongoing period where research, contemplations and debate take place to attempt to discern a hidden truth. While in H’ar, it is the duty of nearby Khi’hinn to provide anything that is requested of those in H’ar. Food, drink, scientific equipment, chemical reagents, historical texts and art supplies are just a small sampling of what is commonly requested. Aside from receiving and delivering of goods, contact with those in H’ar is strictly forbidden, as seclusion is firmly believed to be at the core of the tradition’s sanctity. A H’ar can be called to solve virtually anything, form the most personal problem to those of galactic significance. In H’ar, individuals are free to explore questions and experiences in relative seclusion, joined only by the other members of the H’ar — usually members seeking answers to similar questions. It is expected that when the young Khi’hinn emerges from their first H’ar that they do so with a sense of purpose, having contemplated their role in the greater community.

MAJOR POINTS OF INTEREST

DAWN CLIFF ACADEMY: The Oldest Guardian Academy in the galaxy, Dawn Cliff is a sprawling complex carved into the walls of a yawning chasm. Named for the unique reflections made by the chasm’s mineral deposits and the rising sun each day, Dawn Cliff is known for producing some of the most influential Guardians in galactic history. As the oldest, Dawn Cliff is considered by many to be the most prodigious academy in existence.

THE LAMBENT SHRINE: High in the mountains of Khi’han’s southernmost continent, the entrance to an ancient cave network sits under the unblinking gaze of fifty-three statues. These statues depict the Khi’hinnese monks who first discovered the presence known as the Great Light, their bases choked by offerings of cloth, food, beads and jewelry. Within the entrance is a vast cave complex where the monks who first discovered the Great Light once sat in contemplation for nearly fifty years. This site is fiercely protected by the Khi’hinn and Guardians of the Order, and has played host for centuries to pilgrims willing to make the journey.

SCARS OF PROGRESS – Though not a singular site, many ruins of the ancient pre-collapse cities persist as protected heritage sites. Serving a dual purpose as warning and monument, the silent stonework and fallen towers are described by many as invoking a somber tranquility in all who pass through them. It is not uncommon for Khi’hinn or Guardians from Dawn Cliff Academy to wander these sites in quiet contemplation and meditation. One who does so must be cautious however, as the forgotten corridors make a perfect settler for many of the planet’s more dangerous wildlife.

XIEF: The capital city of Khi’han, Xief is — by galactic standards — also the only true city on the planet. With a population of twenty-six million individuals, Xief is a masterwork of Khi’hin mysticism and artistry. Hewn from a red-stone mountain, rock was slowly chipped away as Khi’hinn craftspeople carved this marvel over the course of centuries. The seamless integration of natural stone work and the precise arrangement of structures to form geometric patterns is a testament to the true power behind generational thinking. To the uninitiated, Xief is a maze of stairways, alleys and seemingly random dead ends. When viewed from above, however, the random nature of the city is revealed to actually be a carefully arranged sacred pattern. If a tourist or two gets lost wandering the labyrinthine streets, well most Khi’hinn would see that as an unintended bonus.

KOVO

Capital:

Kovolo

Status:

Congressional Planet, Homeworld Status (Koleon)

Local Government:

Representative Republic (Kovian Moot)

Population:

26,710,000,000 – Koleon (90%), Vyx (3%), Solanar (3%), Human (2%), Nara (1%), Rikkan (1%)

Major Exports:

Art, Seaweed-Based Products

PLANETARY HISTORY

Kovo is a world almost entirely covered in vast oceans, only occasionally interrupted by the black sands of volcanic islands. Beneath the surface of the waves, cracks in the planet’s fragile crust spew forth lava in hot vents that immediately begin to cool in sharp, ornate patterns. From the moment they solidify, marine plants and animals begin to flock to these new structures, forming brightly-colored coral reefs teeming with life within a matter of years. It is here amongst the beauty of the underwater landscape that the Koleon have built their impressive civilization.

The origins of the Koleon are a mixture of unverifiable mythology and ambiguous evolutionary science. Though reason would contend the Koleon evolved on the planet, Koleon legend claims they originally hailed from another galaxy. As far-fetched as this sounds, scientists are quick to note that the genetic makeup of the species is entirely different from anything else on the watery globe. Most species on Kovo stem from simpler forms of fish or marine reptiles and mammals. The Koleon are a type of cephalopod, which exist nowhere else on the planet – or within the fossil record.

Regardless of their origins, evidence suggests habitation of Kovo by the Koleon for at least the last 120,000 years. Originally, populations found homes in volcanic caves nestled into underwater cliffs. With the onset of deep-sea algae cultivation, populations began to explode, resulting in the first structured settlements roughly 20,000 years ago. Structures from this time demonstrate the use of “lava-pulling,” an ancient technique whereby Koleon artisans pulled the superheated rock into ornate shapes to establish dwellings. The result are ancient structures seemingly grown from dark, obsidian-like rock. In older Koleon municipalities, many of these structures are so well-built that they remain in use today.

Compared to many other worlds, Kovo’s history is relatively calm and uneventful. The Koleon aversion to war quickly established a peaceful civilization that lacked the great conflicts of other sentient species. Disagreements on the control of resources or territories were often resolved with long negotiations and subsequent treaties that worked to mutual advantage. The Koleon were a people of art and culture, and violent conflict quickly grew out of cultural memory.

Until five millennia ago, Koleon civilization was typically forced to exist only in pockets near volcanic vents. These vents acted as sources of heat and raw materials necessary to sustain agriculture, architecture, and society. This changed with the technological development of coral cultivation, which allowed the Koleon to begin crafting their architectural marvels far from the darkness of the ocean depths. The subsequent cultivation of new types of kelp also gave Koleon populations a second wind, and the number of settlements began to grow exponentially. From dark and dimly-lit settlements on the ocean floor, the Koleon now produced elaborate, coral-white cities within the brilliant blue waters and vibrant kelp orchards of shallower depths.

After joining the galactic community, Kovo initially remained a difficult destination for off-worlders. By the time of the Empire, Koleon cities began to erect massive air-filled biospheres to offer other species a place to live and interact without the difficulties of underwater gear. Today, millions of non-Koleon inhabitants call the planet home. Though Kovo itself has begun to take a far larger role in galactic affairs – especially due to its representation of the often-problematic world of Shikal – life on the watery world remains serene.

LOCAL CULTURE

Modern Kovo is still inhabited primarily by members of the Koleon species, who occupy all positions of authority on the watery world. The bright coral white of architecture, for instance, assists in reflecting the colorful underwater communication of the cephalopodic majority. The bulk of the planet’s infrastructure still caters to the unique biology of this dominant species, but recent changes have made life on Kovo more amenable to outsiders. Atmospheric regions of cities are rare, but are becoming increasingly common in larger and more cosmopolitan cities.

Kovian architecture remains a pinnacle of Koleon civilization, with designs usually resembling ornately-decorated clusters of bubbles on the undersea floor. Visual arts are another hallmark, and usually incorporate sweeping, organic forms reminiscent of waves and flowing currents. Black obsidian glassworks – pulled from lava at volcanic vents – are common designs, and contrast powerfully against the otherwise white structures.

The vast majority of the Koleon – and by default, Kovian – diet is composed primarily of plant materials. Colorful spiced algae pastes and salads of vibrant kelps are common delicacies. Cheeses – made from the milk of a variety of native marine mammals – are well-loved on both Kovo and across the galaxy. Beyond this, though, few animal products find themselves in a typical Kovian diet. Despite an abundance of fish and other animal species, the Kovo are staunchly against the killing of creatures for food. As a result, a myriad of strict laws prevent even outsiders from doing the same. The fact that Shikal – considered by the Empire to be the Congressional protectorate of Kovo – is known across the galaxy for its prized meat production is a major thorn in the side of Kovian leaders.

This is far from the only issue that Kovo faces with Shikal. In recent years, the client planet’s abrasive culture has often found itself at odds with the more even-keeled, passive demeanor of the Kovian Moot. Unfortunately for the Koleon, Shikalan customs have tended to ignore Kovian mandates knowing full-well they are unlikely to be enforced. This often abusive relationship has led to dramatic tension between the two planets, with Koleon leaders eager to see Shikal’s population drift above the billion inhabitants necessary for congressional independence.

Despite these difficulties with Shikal, the people of the Koleon homeworld are generally welcoming to outsiders and gladly participate in the galactic community. Koleon biospheres – with algae-based life support systems to provide spaces with breathable atmosphere – are increasingly common, with interiors that look like miniaturized versions of prominent cities elsewhere in the galaxy. The trappings of modern civilization previously unheard of by the Koleon – police forces, detention centers, and the like – have since been added to protect both visitors and local inhabitants. Shops, restaurants, resorts, and entertainment venues that cater to off-world interests are now a common site, provided they continue to adhere to Koleon sensibilities.

MAJOR POINTS OF INTEREST

o KOVOLO: Kovolo is the capital of Koleon civilization, a sprawling city in the Eldrenn Ravine. Home to more than 50 million people, it is the planet’s most expansive and wealthy city. Renown for its great cultural monuments and works of art, Kovolo’s leaders have actually remained adamant that the city be retained as a place for the Koleon people specifically. As a result – and despite its size – there are no biospheres built in the capital. Visiting offworlders must therefore rely on bulky underwater equipment, often making their stays considerably short.

KOYINA: Often argued to be the most beautiful city on the planet, Koyina is built on an outcropping of rock that overlooks the southernmost tip of the Virrian Reef. A popular destination for off-worlders, it is also a major center for education and the arts. Koyina Medical Campus is the leading hospital in the galaxy for the care of Koleon patients, making it a common location destination for Koleon as well. Just west of the city is Glimmerglass Academy, the only Guardian training site on the planet.

LITTLE TOA: A massive biosphere, Little Toa is actually a single structure in the sprawling expanse of the city of Kreliva in Kovo’s Western Basin. Known as one of the largest enclaves of Solanar culture outside of Nevi Prime, Little Toa is a celebration of Solanar experience across the galaxy.

VIRRIAN REEF: One of the largest and breathtakingly colorful coral reefs on the planet, Kovo’s Virrian Reef is a hotspot for tourists from around the galaxy. Sizeable underwater cruise ships weave through brilliantly-colored tunnels and canyons of coral, eyeing schools of equally-beautiful undersea life. The Reef is also one of the few areas frequented by the charilodon, a magnificent reptilian predator which grows to nearly 300 meters in length.

PARONAR

Capital:

Trey

Status:

Non-Congressional Planet, Represented by Gori

Local Government:

Paronar Administrative Authority

Population:

10,000,000 – Humans (72%), Rikkan (22%), Shumi (2%), Nara (2%), Solanar (1%), Vyx (1%)

Major Exports:

Tourism (Big Game Hunting, Safari)

PLANETARY HISTORY

First discovered by the Nara two centuries before the rise of the Empire, Paronar was found to be a planet of vast expanses and terrible beasts. Home to some of the most feared and dangerous predators in the galaxy, early attempts at colonization quickly turned disastrous. After two decades and thousands of dead settlers, the Nara rescinded their attempts at colonization, having only managed to secure a small region of a few hundred acres behind sizeable shielding and makeshift barriers. Rather than abandon the planet entirely, King Daynor III – an avid game hunter – declared the planet to be the exclusive property of the Naran Monarchy.

For the next two hundred years, only the Naran monarch could permit visitation to the planet. Typically, members of the royal family and the Naran court visited on elaborate hunting trips and safaris, hauling immense trophies back to their homes on Nara and Shola. A palatial hunting lodge was constructed in the sole secured region of the planet, but soon began to develop into a small settlement of its own: Trey. Courtiers and royals began to leave behind permanent staff, and often began to construct lesser palaces of their own.

With the formation of the Empire, Imperial Order 553 declared that no planet was to “exist as the sole property of any individual, company, or organization outside the sovereignty of the Empire.” As such, the Naran monarch – her power already waning after the Sellonian War – was forced to surrender the planet. Noticing the unique wildlife of the region, Ordo Ouiori began the work of establishing the planet under a “preserved wilderness” status, which prevented any settlement outside of Trey.

With the loss of royal control, people from around the galaxy began to make their way toward the exciting, untouched world. Hunting expeditions circumvented Ouiori orders by targeting only major predators and overpopulated species. Safaris – carried out within elaborately-shielded aerial vehicles – were also common, especially within the ranks of the galactic elite. While Naran nobility attempted to maintain control of their palatial estates, galactic developers offered sums too good to pass up. Within a century, all of the major palaces had been sold off and converted to elaborate resorts. By the time of the Dominari Rebellion, Trey had swelled far beyond its original borders, establishing a major tourist hub with over 10 million permanent residents – and the ability to house another 40 million visitors.

LOCAL CULTURE

Paronar’s permanent inhabitants live exclusively in Trey, the only permissible settlement on the planet. From here, the Paronar Administrative Authority monitors all visitor activity to and from the world. Paronar has little real culture of its own; Tray’s residents typically bring their culture and traditions from their original homeworld.

Visitors are the most common individuals on the planet, and rarely stay for more than a few weeks at a time. Most are here to view (or kill) Paronar’s spectacular wildlife, and care little for much beyond a cold drink and a roaring fire at the conclusion of an exciting day. There are over 6500 bars and taverns in Trey alone, but little in the way of cultural experiences.

Poaching is a consistent problem on Paronar, but not as severely as some might expect. Though individuals do try to illegally extract Paronese beasts and products, the resources required to safely do so make this a rare event. Most would-be poachers are dead long before the Administrative Authority arrives. In anticipation of this, the Authority’s response times are often deliberately slow.

MAJOR POINTS OF INTEREST

KING OF THE BEASTS: King of the Beasts is the most exclusive bar on Paronar, built in the throne room of the former Royal Palace of Trey. Membership in this exclusive club is simple: applicants must have slain a yrivva – a vicious predator common to the equatorial plains of the planet. Such a feat is incredibly difficult; yrivva develop thick, armor-like calluses across their body as they age, and grow to more than 100 meters in length. Most are able to repel conventional weaponry, while countering with meter-long claws and multiple rows of bone-breaking teeth. Yrivva heart is a delicacy when properly prepared, and bringing one to King of the Beasts earns its preparation by a galaxy-renowned chef, unlimited drinks for the night, and immediate admission into the club.

STRIDER NESTS: The Strider Nests are a common destination for Paronese safaris. Striders are one of the tallest species on the planet, and any number of other species typically follow in their shadows for protection. Their nesting areas – usually around sizeable watering holes – are well-protected, since striders can often spot approaching predators long before any of their shorter companions. These regions make for exceptional safari tours, as they often prompt a sprawling collection of wildlife.

TREY: Trey is the only settlement on the planet, home to around 10 million permanent residents. More of an elaborate resort than an actual municipality, nearly everyone in Trey is employed by either big game hunting outfitters, safari tour companies, or the hotels. Trey’s city defenses are formidable, with state-of-the-art shielding and massive fences protecting the often well-paying visitors of the planet.

THE XINTIN RIVER: The Xintin River is the longest river on the planet, winding its way through the largest continent of the planet’s northern hemisphere. The waterway is frequented by countless species of Paronese megafauna, and also makes for exciting – though dangerous – whitewater rapids. Considering that overturned boats could mean an easy meal for ghonafish, “riding the river” is a sport only for those with an insatiable need for adventure.

SHIKAL

Capital:

Dalston

Status:

Non-Congressional Planet, Represented by Kovo

Local Government:

Local Municipal Councils, Shikalan House of Delegates (forming)

Population:

987,000,000 – Human (96%), Rikkan (3%), Solanar (1%)

Major Exports:

Animal Products (Meat, Dairy Products, Leather, etc.)

PLANETARY HISTORY

In the early days of civilization on Nara, primitive hunters emerged from the vast cave networks beneath the ice and snow seeking new game. What they found instead were the stars. Believing that they observed the gods themselves, the Nara named the constellations with the most prominent among them being Shi’kaal, goddess of fertility and harvests. As the brightest star in the night sky, there is seemingly no end to the amount of Naran art and poetry that features Shi’kaal.

During the expansion race between the Nara and humans in the early days of the galactic community, the system of Shi’kaal fell firmly under Androsian control. Citing the star’s importance to their spirituality, the people of Nara sued for peace and control over the system. That plea quickly fell on deaf ears, but not without some understanding. As an attempt at appeasement, the Androsian humans named the only habitable planet in the system Shikal.

With the formation of the Sellonian Empire, Shikal was placed under Kovo as a client planet, where it has steadily grown in political and financial power. During the Dominari Rebellion, Shikal openly revolted against the Koleon and the Sellonian Empire, providing supplies and soldiers to the Dominari in exchange for independence. Ironically, the number of casualties Shikalan forces sustained during the conflict lowered the population enough to rescind eligibility for its status as a congressional planet. Now, as the population swiftly approaches one-billion once more, the galaxy must again face the reality of a self-governing Shikal.

LOCAL CULTURE

Originally marked for use as an agricultural world, a handful of enterprising humans sought a more profitable crop than the cereal grains they’d been assigned. Slowly, livestock was smuggled onto the planet where it was bred, slaughtered and shipped off world in secret. Unable to curtail Shikal’s black market, the Koleon government designated a small portion of the planet to serve as ranch land, hoping to appease and put an end to the rather unsavory trade. As time marched on, more and more of the planet’s arable land was designated for livestock production. Eventually, Shikal’s meat production had surpassed all its other exports combined. With the high demand for meat across the galaxy driving development, Shikal soon gained significant wealth and power for a non-congressional world.

Despite the considerable amount of resources and support it provides, Kovo’s unwillingness to deal with day-to-day human politics has led to Shikal’s unique homegrown culture. Shikalans pride themselves on self-sufficiency, independence, and hard work. Known for their slow drawl, incessant manners, and bombastic personalities, the residents of Shikal are a proud and boisterous people. The accent of Shikal is immediately recognizable across the galaxy. While offworlders continue to refer to the planet with the Naran pronunciation of “Shi-KAL,” locals insist on pronouncing the planet’s name as “SHIK-uhl.”

In recent centuries, tensions between Kovo and Shikal have escalated, with Shikal flying in the face of many imperial laws, regulations and traditions. The passive leaders of Kovo have proven both unwilling and unable to control their client. Refusal to pay imperial taxes, the development of their own non-imperial-standard power grid and the abolishment of all weapons regulations have seen imperial sanctions placed on both Kovo and Shikal on more than one occasion. Though Shikalan nationalists typically bemoan the resources “lost” to Kovo and long for the days of economic independence, an honest economist would be quick to point out the remarkable amount of resources spent by Kovo to perpetuate the Skikalan economy.

As the population of Shikalans nears the crucial one-billion tipping point, the Free Shikal movement has gained significant traction amongst the people of the planet. Similarly, Kovo has invested significant resources and effort into an aggressive propaganda campaign encouraging breeding among the Shikalan population. For the Koleon, Shikal’s milestone of one billion inhabitants cannot come fast enough, and additional campaigns attempt to encourage off-wolders to emigrate to the planet. These later attempts have deepened the divide and led to extremist groups rallying against immigrants to the planet, sometimes resulting in tragic ends.

MAJOR POINTS OF INTEREST

COTTONWOOD: During the Dominari Rebellion, a group of Dominari-sympathizing Shikalan soldiers made a desperate but ultimately futile last stand using an abandoned Guardian Academy construction site as a fortress. The Shikalan rebels were able to hold off the advance of Imperial soldiers for thirteen days before they were ultimately overtaken. The Battle at Cottonwood is a point of Shikalan pride and often pointed to as a sign of the Shikal’s determination and grit.

DALSTON: Once a minor outpost, Dalston developed into a major meat processing site within a handful of generations. As the influence of Shikal has grown, so has Dalston. Now seen as the de facto capital of the planet, Dalston is the site of the Shikalan House of Delegates. Though still not a fully-legal governmental body, the House of Delegates sees itself as the soon-to-be leaders of the dusty planet. While not often a tourist destination, Dalston still has a vibrant night life that celebrates the planet’s unique music, dancing, and culinary traditions — Dalston barbeques are often the stuff of legends.

STEELHEAD RANCH: for many across the galaxy the idea of herding livestock under the open skies has a certain draw. Seeking to capitalize on this appeal to a simpler life that connects them to their ancestors, many Touism-Ranches have opened to provide a guided experience of day to day life on Shikal. By far the most famous and exclusive of these is SteelHead Ranch where the wealthy elite of the galaxy can pay to ride the wide open ranges on a myriad of beasts of burden before retiring to the lap of luxury inside the austentatious lodges on-site.

TIMBERWOOD: Timberwood is a sizeable municipality and home to Timberwood Meats, the largest meat-packing business on the planet. Here, cattle varieties from a number of different species are gathered and slaughtered in the millions. While locals are typical desensitized to it, offworlders can often recognize the foul smell of Timberwood from many kilometers away. Though the process is largely automated, the company employs millions of workers across Shikal. Most of these workers are cattlehands and ranchers, moving herds of ryshh cattle or gnarallo from fertile grazing grounds through dangerous rugged terrain.

HUMAN SPACE

HUMAN SPACE

SUMMARY

Human Space is the region once dominated by the Andrian Empire, a powerful human government with its capital on the planet of Andros. When that state finally collapsed, it was quickly replaced by the Human Alliance, an economic and political collaboration that protected human interests in a rapidly-expanding galactic community. Today, humans are not the only beings on these planets, but certainly remain the most prolific both within this region and across the galaxy.

ANDROS

Capital:

Andros

Status:

Congressional Planet, Homeworld Status (Human), Human Alliance Capital

Local Government:

Andrian Parliament

Population:

98,249,600,000 – Human (88%), Rikkan (6%), Solanar (2%), Nara (1%), Khi’Hinn (1%), Vyx (1%), Shumi (1%)

Major Exports:

Finance, Tourism

PLANETARY HISTORY

Andros is a singular city stretched across the entire surface of its planet of the same name. Despite being home to nearly a hundred billion inhabitants, little is known about Andros’s early history. The fact that – except for the tallest mountain peaks – the original surface has not been seen in at least a millenia makes it nearly impossible to gather any archeological evidence. Historical records are not much more helpful, since ancient Andrian records were often deliberately skewed by political factions.

Legend and questionable record state that Andros was one of the two evolutionary homeworlds of humanity, with humans developing on Rho at roughly the same time. Most scientists see the idea of humans developing independently on two planets thousands of light years apart to be laughable, yet the idea persists into the modern day. Considering that Rho does possess evolutionary evidence of the species, most scientists believe that humans must have traveled to Andros sometime later, making Rho the original homeworld. Legends and traditions persist despite this understanding, and both planets have been awarded “homeworld status” by the imperial government as a way of quieting intellectual disagreements.

Regardless of whether it was the biological birthplace of humanity, it was certainly the birthplace of humanity’s place as a major power among the stars. In ages past, Andros was the capital planet of an interplanetary empire of its own name, whose power and influence stretched over Rho, Eriss, and Porthia. Known to be fiercely expansionist and militaristic, it was the Andrian Empire that first challenged the Nara for control of the Sarga system – the first interspecies conflict in galactic history. When the expenses of the war failed to be repaid by the resources of Sarga II, the government began to destabilize. Rhonian rebels martialled a widespread overthrow of their captors, and the Andrian Empire quickly crumbled.

Despite the loss of the Andrian Empire, the human planets still understood the need for continued collaboration – especially in a galaxy where new sentient species were being revealed at an astonishing rate. Leaders from Andros, Rho, Eriss, and Porthia thus established the Human Alliance, an economic and political coalition that regulated trade and defense among its member states. Andros – still boasting the largest population of the human worlds – was selected as the Alliance’s capital, with representatives gathering in the former Imperial Palace on a regular basis. Andrian corporate interests and Alliance political forces pushed for the establishment of Titus as a major human colony shortly thereafter. By the time of the Sellonian War, the Human Alliance – and Andros – had become strong and wealthy once again.

With the establishment of the Sellonian Empire, the Human Alliance began to wane in its need for mutual defense and instead shifted almost exclusively toward the economic interests of its members. Andros quickly became a major center for human corporations across the galaxy, who benefited tremendously from the commercial policies the Alliance protected. The wealth of Andros began to swell and so, too, did its already-massive population.

Today, Andros sits as one of the crowning jewels of the Sellonian Empire. It is a rich and powerful planet with a long history of stability, prosperity, and limitless opportunity. Though the Human Alliance still persists, its member planets are no longer exclusively-human worlds, with countless non-human inhabitants now calling Alliance planets home.

LOCAL CULTURE

Andros is the epitome of urban expansion, with nearly the entire surface of the planet now covered in a vast, bustling city. Most of the planet’s native plant life was lost long ago, and the remnants of once-great forests and rolling plains are now buried deep below the foundations of mile-high skyscrapers. Though lush gardens and hanging cascades of flowers and plants are common on most buildings, this is hardly enough vegetation to compensate for the planet’s almost-complete lack of natural vegetation. The climate of the planet is now entirely artificial, with massive atmospheric factories and air purification centers located at the planet’s poles. Most animal species have been similarly lost to the march of expansion, with even common vermin types having been brought unintentionally to the planet from other worlds.

Andrian architecture is based on ancient traditions that stem back to the early days of the Andrian Empire. While most structural towers are reinforced with metal skeletons, their surfaces – at least on the upper, visible levels – are coated in beautiful white and colored marbles. Open-air colonnades capped with traditional red-tile roofs are common on the peaks of most buildings. Small landing platforms and elaborate gardens are also common, draped from behind by beautiful, artificially-managed skies and carefully-directed streams of sky traffic.

For the most part, these serene surface scenes – meant to depict a modernized take on ancient Andrian mythology – describe the world of the Andrian upper classes, whose life in the skies is one of beauty and light. Most of Andros’s population, though, is not nearly this privileged. Beneath these upper levels of the city are darker and far less-idyllic scenes of urban life. Here, the sky’s natural lighting is obscured by the towering buildings above and replaced with the colorful glow of neon lights and flashing screens. Life beneath the surface is not without its charm; Indeed, the middle levels of the planet are bustling with excitement. Good food, quality entertainment, and impressive architectural wonders are still plentiful in these regions of the city. Clubs, theaters, casinos, and concert halls beckon the elite from their lofty perches, and are likewise a powerful draw for offworld visitors.

While humans possess the overwhelming majority over the population, Andros – especially in the middle and lower levels – is a melting pot of species and cultures. Rikkan bars exist beside Naran tech shops while crowds in Erissian, Khi’hinese, and Vyxian garments walk the suspended avenues. Though certain areas of the city are strongly supportive of the speciesist “Humanity First” movement, most of this sentiment has died down significantly since the Dominari Rebellion. Today, Andros is an important cosmopolitan world, and a proud supporter of the Sellonian Empire.

MAJOR POINTS OF INTEREST

THE ANDRIAN MONUMENT: A massive monument depicting a nondescript human form, the Andrian monument rises high above most other buildings in its region of the city. Meant as a “testimony to the power and resilience of the human spirit,” the statue has begun to draw significant criticism in recent years. Lack of adequate care has caused the statue to warp and rust, causing many local hotels and corporations to call for its removal from the skyline. “Humanity First” advocates have used the controversy to their advantage, claiming the calls for removal represent a broader attempt to minimize humanity’s efforts throughout the galaxy and on Andros in particular.

THE HARIAN DISTRICT: The Harian District is the theater district of Andros, structured around a kilometers-long canyon-like alley nestled between some of the city’s largest residential buildings. Here, nearly a thousand theaters exhibit dramas and musicals from across the galaxy, appealing to virtually any interest. In recent years, the bestselling – and Imperial Arts Award-winning – drama The Broken Red Sword has drawn millions of audience members with its brutal depiction of doomed romance set against the Dominari Rebellion. The musical Lizzerds is the longest-running show still on the strip, and stars a group of Porthian orvo lizards who attempt to ascend to Andros’s upper levels. This production has become significantly less popular in recent years, especially after the famed actor Lars Whaden refused to don the admittedly-unsettling lizard costume and quit the musical altogether.

THE MERIDIUS TOWER: Once the headquarters of the powerful and obscenely wealthy Meridius Trading Company, Meridius Tower is the tallest building on Andros, and less than a kilometer from the Old Palace. In sharp contrast to the marble facades of the planet’s other buildings, Meridius Tower is skinned in glittering Di’Narian metals. This change of style was extremely controversial in the structure’s early days, when the Andrian elite regularly called for its immediate dismantlement. When the collapse of Di’Nar led to the subsequent bankruptcy of the Meridius Trading Company, the structure was sold off to the Aurellian Corporation, which now headquarters there.

THE OLD PALACE: Once the site of the Andrian empresses, the Old Palace was later converted to the capital of the Human Alliance with the collapse of the Andrian Empire. The structure is a powerful example of ancient Andrian architecture, with a gleaming white facade and towering exterior columns. Its well-manicured gardens are the largest open-air greenspace on the planet, and regularly draw tourists from across the galaxy. As the Human Alliance has changed since the rise of the Sellonian Empire, much of the palace has now been converted into an expansive museum that showcases the planet and its important past.

ERISS

Capital:

Oris

Status:

Congressional Planet, Human Alliance Member Planet

Local Government:

Educational Directorate, Human Alliance Member State

Population:

13,476,000,000 – Human (94%), Nara (2%), Rikkan (2%), Khi’Hinn (1%), Solanar (1%)

Major Exports:

Finance, Education, Art, Luxury Items and Services

PLANETARY HISTORY

Eriss is a serene and beautiful planet known for sprawling mountain vistas and vast wealth. Though generally a peaceful people, the Erissians are brave, and proved invaluable to the anti-Dominari cause during the Rebellion several decades ago.

Eriss was founded by an exploration team from Andros in the early years of the Andrian Empire. Its temperate climate and mountainous beauty quickly ensured a steady flow of colonists to the planet. A number of estates were soon established by Andrian noble families, who bought up sprawling tracts of scenic land. Within a century, discontent began to grow among the lower classes – many of them miners or servants to the elites. Protests about the unfair access to land was accompanied by dramatic spikes in land prices, causing some to whisper about the possibility of outright revolt.

In a hasty response, the planetary government imposed a new series of laws that were meant to appease the lower classes. Eriss would thereafter possess a robust system of public services – spearheaded by some of the best educational access programs in human space. These educational systems were easily and flawlessly implemented, with Eriss becoming renowned for its educational system within the Andrian Empire. Today, this prowess continues to ring true within the Sellonian Empire as well.

Not wanting to surrender their influence, the planet’s wealthiest landowners weighed heavily into the educational system in its early days, ensuring their place among the board members and heads of the planet’s now-prestigious colleges and universities for centuries to come. Today, Eriss’s government is tied closely into its academic hierarchy, with legislative seats being drawn from the leaders of academic institutions. While the rest of the galaxy views Eriss as a world ruled by academia and intelligence, it is still a planet driven by the whims of its wealthy elite.

Though best known for its educational contributions to the Empire, the reach of Eriss is much farther. An estimated 60% of the galactic economy passes through Erissian banks, investors, and financial institutions, a trend monitored closely by the Human Alliance and corporate interests on Andros and Rho. The planet’s strong tradition of banking first developed in the early years of the Sellonian empire, when vast amounts of precious gems and metals were discovered in a number of its mountain ranges. Empty mines bolstered the economy and provided vast hollows in which the Erissians built sprawling vault complexes. Today the imperial treasury – based out of Sellonae – acts independently of the Erissian banking corporations, but is still undoubtedly greatly affected by them.

The fall of Eriss to Dominiari influence was a massive blow to the Empire during the Rebellion. Its temporary loss generated a massive fear of economic devastation which only fed into Dominari propaganda efforts. As a general rule, the Erissians refused to submit to Dominari rule, mounting sizable resistance efforts in any way possible. The Erissians ascribe their resistance to Dominari mind tricks as a side effect of their more-developed minds, but the Guardians insist this is unlikely. Students led massive protests and hid invaluable books as their captors burned university libraries and arrested dissenters. Wealthy families hired mercenaries to fend off Dominari forces from the safety of the mountains and smugglers to ensure a steady supply of resources. Bankers and financial advisors discretely siphoned off untold sums from Dominari accounts, feeding them quietly to resistance groups and Vindori supporters. Eriss were among the first planets to be liberated by the Empire after the surrender of Titus, and local populations enthusiastically supported the continued counter-attack that ultimately toppled the Dominari regime.

Since the end of the Rebellion, Eriss has regained its status as a jewel of the imperial economy and a vital system of arts and culture.

LOCAL CULTURE

Erissians are a very proud people, and rightfully so: They have fostered a planet that is integral to the imperial economy, that contributes greatly to education, and has produced an incalculable amount of famous authors and artists to bolster the culture of the galaxy. This pride can often strike others as arrogance, however, and Erissians are often described as haughty and difficult to approach by outsiders. Their thick accents – deemed by some to ooze intellectual superiority – are often mocked, especially among poorer, less-educated planetary populations.

Eriss has no shortage of large cities, though certainly none as large as Andros or Rho. This is largely due to the geography of the planet; Ancient volcanic activity left much of the planet’s land masses covered in jagged snow-capped mountains. Cities generally occupy the valleys between mountain ridges, but often struggle to grow beyond. As a result, urban areas tend to have little sprawl but are dense in population.

As a general rule, Erissians tend to possess a tremendous sense of style that leaves little room for frugality. Erissian fashion is some of the most well-respected in human space and beyond, with custom fashion pieces from the planet occasionally rivaling small starships in cost. Even their planetary defense forces don ornate uniforms that lack the bulky, cumbersome armor of other modern military units. This is not to say they they lack defenses; The Erissians use a special nanoweave armor that seamlessly integrates into their impeccable combat uniforms, while expensive personal shield generators clip to their dark leather belts.

The Educational Directorate – the planetary government – is generally laissez-faire in all but the most serious political matters. Local, municipal governments carry far more weight in day-to-day life for most Erissians. Still, the Directorate does have sovereign power over the planet. Its unique setup of “rule by academia” cause many to doubt the “democratic” bravado of the government’s claims. Most Erissians care very little about the concern. In many ways, the government is a technocracy that yields its most important decisions to the academic leaders of respective fields. As a result, Eriss is said to be a planet ruled by rationality and science, and it is hard to argue with its current success at the hands of this policy.

MAJOR POINTS OF INTEREST

ERISS PLANETARY UNIVERSITY: The largest and oldest university on the planet, Eriss Planetary University was founded a century after the planet’s initial colonization. Like many Erissian schools, the university guarantees free education in its charter to planetary inhabitants (but not to offworlders, who still attend en masse). EPU is laid out like a giant wheel revolving around a sizable pyramidal structure with a bright silver facade. Previously the Archives of Eriss, the pyramid is now the site of Mountainpeak Academy, a separate Guardian School controlled by the Order of the Light. Despite some minor hostility, the two institutions generally work together with great success.

UNIVERSITY OF ERISS: Among the brightest Erissian students, the main alternative to Eriss Planetary University is the University of Eriss. Housed in a towering skyscraper in the city of Oris, UE boasts an impressive law school and significant ties to a number of major galactic corporations – most of them headquartered on Andros. During the Dominari Rebellion, The UE campus tower was the site of a well-remembered and bloody massacre as its teaching staff rallied against a curriculum on Dominari supremacy. A garden at the base of the UE tower now memorializes this heroism.

VONDERTOSSAN GALLERY: An art gallery named after one of the founders of Eriss, the VonDerTossan Gallery is known throughout the galaxy. A saying in the art world is “It’s easier to get a spot in the halls of the imperial palace than in the VonDerTossan Gallery!” Famous works by human and non-human artists grace the ornate halls, which previously served as the estate of a wealthy Erissian family. The Gallery can be found in Sullis, a former artists’ retreat and common tourist destination.

ORIS CITY BANK: The most prestigious and well-established bank on the planet, Oris City Bank carries respect that stretches across the galaxy. While known for its fair rates and exceptional customer service, its security systems secure the trust of the wealthy elite from Eriss and far beyond. Employing over 500 heavily-armed mercenaries, some of the most highly-trained cyber security experts in the galaxy, and state-of-the-art security systems that are updated semiannually, the bank’s vaults have never been breached in its near-700 years of service.

PORTHIA

Capital:

Tookoo

Status:

Congressional Planet, Human Alliance Member Planet

Local Government:

Porthian Tribunal

Population:

2,538,000,000 – Human (94%), Rikkan (4%), Nara (1%), Solanar (1%)

Major Exports:

Cash Crops (Coffee), Cereal Crops

PLANETARY HISTORY

The colonization of Porthia appeared to be a momentous occasion for humanity. The planet possessed almost-perfect growing conditions for cash crops like coffee, cocoa, and sugar, while rich, soils nourished any number of essential crops. A warm, stable climate and few natural predators further added to the benefit.

Yet the early promises of colonization were too good to be true. Legend and weak historical record recalls the first attempt at colonization as a complete disaster. An Andrian colonial vessel with over 500 humans on board was sent to the planet, only to have its systems fail upon atmospheric entry. Everyone aboard was assumed killed in the subsequent crash, as no communication was ever received. It was not until a year later that a small flotilla of salvage vessels was sent to receive the ship. These ships also failed to return.

Finally, a third group was dispatched from Andros – a conglomeration of science ships, salvage freighters, and heavily-armed warships. Nicknamed “Task Force Shadow Piercer,” the small fleet was able to demystify the planet, noting that the star of Porthia was highly-magnetic. Natural coronal mass ejections – sizeable expulsions of plasma and magnetic field – could knock out starship systems in vicinity and – as in the case of the colonial vessel – cause them to crash.

But this natural phenomena was not all the task force was able to discover. Descending to the planet’s surface, they discovered a thriving community on Porthia. More than 600 people had begun to establish a permanent home on the planet – the former passengers and crew of the lost ships. The Task Force did not make contact, instead noticing the beginnings of another mass ejection and evacuating the star system before it fully erupted. Returning to Andros, they prepared to return.

Some months later, a new task force – “Solar Shield” – arrived in the Porthia system. In ships modified to withstand the star’s dangers, they brought more colonists and vastly more supplies. Finally making contact with the planetary inhabitants, they found the colony had begun to grow and establish more permanent dwellings. A system of government – led by the “High Magistrate” who had previously been the colonial ship’s executive officer – kept the peace and encouraged growth and stability. The people were delighted to be rescued, but few chose to leave with the task force. Instead, buffeted by the new supplies and eager colonists, the meager outpost began to grow steadily. New shield emitters from Andros protected valuable technology from the star, allowing the region to return – at least in part – to a more modern galactic lifestyle.

In the millenia to follow, Porthia grew steadily. It soon became the essential breadbasket of the Andrian Empire, only to achieve the same status as a member of the Human Alliance and – much later – the Sellonian Empire. New settlements developed over time, but few ever grew to the standards of cities on many other worlds. Porthia still retains a low population, only achieving Congressional Planet Status (one billion inhabitants) roughly a century ago. For most, life is simple, agrarian, and peaceful.

Due to its challenging solar phenomenon, Porthians remain largely isolated from the larger galactic community. Only specially-modified ships can approach the planet, complicating food exports from the world. To try to ease this, Rhonian engineers developed one of the few space elevator stations in existence, constructing the massive structure in the middle of Porthia’s largest city and capital: Takoo. Space elevator access alleviated the need for heavy and expensive starship modifications, and doubled the city’s shipping capacity within six months of its construction. Plans to construct further space elevators were drawn up prior to the Dominari Rebellion, but were abandoned with the beginnings of the conflict and have not yet been rekindled.

LOCAL CULTURE

Porthia’s quiet local culture is often off-putting to the rest of the galaxy. The vast majority of the population are exclusively farmers, used to long hours and back-breaking work. Still faced with the constant difficulties caused by its star, the world is incredibly low-tech and analog compared to the rest of the Empire. Though larger settlements – like the city of Takoo – have many of the creature comforts associated with off-world life, they are often situated in expensive, specially-designed and shielded buildings. Typical, modern electronics are generally shorted by the first mass ejection they experience. Naran populations – often dependent on cybernetic implants and prosthetics – find life on the planet almost impossible. Still others find this lifestyle enjoyable. Many off-world beings from across the galaxy find Porthia a welcome location to “unplug,” with many using the world as a vacation spot or second home.

Conversely, many local inhabitants are jealous of the comforts offered to those off-world. “Jump Jealousy” is the popular term to describe the desire to leave the system – often accompanied by the complete inability to do so. Most on Porthia are barely able to make ends meet, making leaving the planet almost impossible. As a precaution, many Porthian families avoid off-planet communications and pop-culture, preferring to secure the borders of their existence rather than discuss the wonders beyond them.

Porthian police forces, defense groups, and concerned farmers are armed with little more than traditional slug weaponry, melee weapons, or even bows. Modern devices – like laser and plasma weaponry – are rendered almost useless in the system. These forced levels of low technology served the people well during the Dominari Rebellion, since their low-tech weaponry gave them a distinct advantage when the invaders’ weapons failed. Guardians stationed on the planet are forced to rely purely on their powers in The Light to ignite their crystal sabers, as artificial activators are rendered useless on the planet.

MAJOR POINTS OF INTEREST

TAKOO: The Capital of Porthia, Takoo is also the site of the initial crash of the colonial ship – if legend is to be believed. A giant garden monument marks what is believed to be the initial site. Takoo is a low-built metropolitan region, with few buildings more than five or six stories. This has led to significant urban sprawl, with the city occupying a much larger footprint than many off-world cities with many times the population. The city possesses some of the best electromagnetic shielding on the planet, but even this is not always foolproof.

FABA: Faba is the predominant coffee-growing region of Porthia. Generally a positive mix of large, small, and family-sized farming operations, the region is also a popular tourist destination. Resorts offering coffee tastings and bars are highly-common and enjoyed.

PORTHIA STATION: The only known still operating space elevator. Porthia station has a large satellite head for all visitors to arrive in before taking the 8 hour elevator ride down to Tako. Plans to make similar structures were long-ago planned, but have failed to materialize.

PORTHIA SOL: The center of the solar system, the star Porthia Sol is the most magnetically-active star with a populated planet in the galaxy. It appears as a G-Type Yellow star, with flecks of blue running across its surface. Its unique phenomena fascinate astronomers, but frustrate local inhabitants.

RHO

Capital:

Rhohalli

Status:

Congressional Planet, Homeworld Status (Human), Human Alliance Member Planet

Local Government:

Rhonian Parliament

Population:

56,560,700,000 – Human (75%), Nara (13%), Vyx (7%), Rikkan (4%), Solanar (1%)

Major Exports:

Starships, Military Weaponry, Manufactured Goods, Bolan Crystal

PLANETARY HISTORY

Despite claims to the contrary, Rho is likely the original homeworld of humanity – a once-temperate world with vast oceans over more than three-quarters of its surface. Like Andros, much of the planet’s early history is found somewhere between myth and historical record – a line no one alive can successfully draw.

Rho’s oceans are interrupted by 26 subcontinents and countless islands. It is believed that – thousands of years ago – the humans of Rho once treated each of the 26 subcontinents as separate states, fiercely territorial and constantly at war. Fighting over fishing grounds and the resources of the smaller islands, Rhonian culture was decidedly maritime in nature. Though humans generally fare poorly on open water, they came to rely on vast fleets of powerful ships to assert their dominance. First powered by oar and sail, their maritime technologies increased rapidly in the centuries to follow.

The near-constant period of Rhonian warfare came to an abrupt halt with the first interplanetary invasions by forces from Andros. Andrian legionnaires found a fractured and divided world, quickly invading the most powerful island states and then turning to the vast number of lesser ones. Within a decade, Rho had fallen decidedly under Andrian control, making it the first conquest of the now-growing Andrian Empire. After the disappointing results of the Sarga Wars, it was Rhonian paramilitary groups that were the first to sense the weakness of Andros and rise against it.

With newfound freedom, the people of Rho opted for a new course of action. Now united, they established a new, planetary government – the Rhonian Parliament – mimicking the Andrian constitution almost exactly. Now a member of the broader galactic community, Rhonian leaders enthusiastically joined the Human Alliance and sought to find their own niche in the universe.

Their new path forward was a nod to their past. In the decades to follow, the Rhonian Parliament began to incentivize the renovation and revitalization of the ancient Rhonian shipyards. Though some continued to produce water vessels, most began to move in a bold new direction – the construction of starships. Within a century, space-going vessels began rolling off assembly lines and emerging from drydocks. Corporations from Andros similarly supported this endeavor, soon investing in massive industrial platforms. By the time of the Sellonian War, corporate investment had financed the refurbishment of Rho’s moon – Ioro – as a massive space-bound drydock unlike anything else in the galaxy.

The rise of the Sellonian Empire and the Lurian Wars further bolstered Rho’s shipyards, replacing all outdated planetary fleets with a powerful new Imperial Navy. Much to the chagrin of other starship manufacturers – particularly within Naran Space – Rhonian Shipworks, Inc. soon took its place as the leading manufacturer of military warships. Similar civilian corporations on Rho also began to dominate their own markets.

Especially in the early centuries, much of Rho’s success in starship manufacturing had little to do with exceptional designs or quality craftsmanship. In truth, their success was based exclusively on their use of bolan crystal as a power source – a resource the people of Rho had in abundance. For centuries, the Rhonian people had been experimenting with bolan crystal, unsure of its power within The Light. The early Guardian Order had established its Grand Temple on Rho in its infancy, noticing the planet’s sensitivity to The Light but not entirely sure of its source. With the adoption of crystal sabers in the third century, it soon became abundantly obvious.

From humble, turbulent origins, the planet of Rho has taken its place as a major player on the galactic stage.

LOCAL CULTURE

Rhonians are a tough, hardworking people. They are well-aware of their own violent past, but are generally far removed from it and typically prefer a cold mug to a brawl. With strong winds and frequent rainfall on Rho, most Rhonians prefer to relax indoors warm and dry. Pubs are the most frequented locale in any settlement or city, often structured around ornately-crafted fireplaces. Tattoos are invariably common, often commemorating important moments in an individual’s life and displayed as a rich tapestry of personal record. More than 80% of the Rhonian population lives within ten kilometers of the ocean, and the old adage that “a Rhonian can swim before they can walk” bears a certain degree of truth in most regions of the planet.

Their propensity for drink and often-slow drawl tend to give off-worlders the impression that Rhonians are a slow and simple people. In reality, they are incredibly sophisticated and often affluent, living in massive cities and towers built along the coast. Despite limited land, Rho is one of the most populated planets in the Empire with more than 50 billion inhabitants. While attempts at underwater cities have been tried, most Rhonians prefer the open air of their tower balconies. Structures are black and imposing against the gray skies, often appearing dismal to those unfamiliar with Rhonian culture.

The Rhonians are certainly industrious, with the vast majority of them finding work in some facet of manufacturing. While starship creation is the most common, Rhonian factories also produce great quantities of other military goods and countless other domestic creations. Though now overseen by the Guardian Order, bolan mining is also a common industry. More than 95% of all bolan crystal in the Empire comes from Rhonian mines. All of this rampant industry has certainly taken its toll on Rho’s ecosystems; native species have plummeted in number over the last millennium.

For hundreds of years, The Order of The Light has maintained its traditional headquarters – the Grand Temple of The Light – on Rho. Covering the entire surface of a small island off the coast of Rhohalli, the temple gives the impression of a massive white crown rising out of the ocean. For centuries, the Grand Temple has served as the ruling seat of the Supreme Master and the Master Council, as well as any number of other Guardian-led organizations. Though some animosity has traditionally existed between the Guardians and the people of Rho – particularly on environmental issues – the temple draws thousands of people to the planet every year and undoubtedly bolsters an already-impressive economy.

MAJOR POINTS OF INTEREST

CINNEAD: Across the Empire, one of the best-known Rhonian islands is Cinnead, a small, green island in the cooler temperatures of the planet’s northern hemisphere. This is the home of the Luch-Cinnead, a proud Rhonian nation well-known for their short tempers, fondness for drink, and beautiful poems and oral histories of ages past. Once a well-respected and militaristic people, the Luch-Cinnead have mellowed into modern times, taking their place in the rich tapestry of modern Rhonian life. Still possessing a strong respect of their ancient past, Luch-Cinnead tend to favor kilts as a style of dress to reflect their hallowed traditions.

THE GRAND TEMPLE OF THE LIGHT: A massive, six-towered complex rising up out of the bay of Rhohalli, the Grand Temple of The Light is the ruling seat of the Supreme Master and Master Council. Covered in meditative gardens, training areas, and the famed Grand Archive complex, the Grand Temple is a treasure to Guardians throughout the Empire. When Rho briefly fell to Dominari influence during their rebellion, the Grand Temple never surrendered, having been defended by “The Brave 400,” a collection of Guardian knights and masters that held off the Dominari attack for more than a month.

IORO: Once the natural moon of Rho, Ioro has been carved and rebuilt into a massive construction platform under the exclusive control of Rhonian Shipworks, Inc.. Home to spacebound drydocks and thousands of workers, Ioro is where the galaxy’s best starships are forged. Though the moon suffered significant damages in the Dominari Rebellion, it has since been restored and even improved.

RHOHALLI: The largest city on Rho, Rhohalli is also the planetary capital and location of the Rhonian Parliament. Built on the island of Bara, the region never belonged to any of the original 26 island states, and thus was seen as a place of neutrality and cooperation. Today, millions visit the city to view the Grand Temple from afar, but generally stay for the city’s lavish cruises, delicious seafood, and unforgettable nightlife.

TITUS

Capital:

Arrecina (Kingdom of Tarrani), Marcia (Kingdom of Nogario), Beren (Kingdom of Androssi), and Julia (Kingdom of Eldren)

Status:

Congressional Planet, Human Alliance Member Planet

Local Government:

The Four Monarchies, Titian Royal Council

Population:

7,249,000,000 – Human (74%), Rikkan (8%), Shumi (8%), Nara (4%), Vyx (2%), Solanar (2%), Khi’Hinn (1%), Koleon (1%)

Major Exports:

Textiles, Machinery, Precious Gems

PLANETARY HISTORY

Titus is a proud planet carefully situated at the edge of the Sellonian Empire. Founded by human nobles from Andros long before the rise of imperial power, Titus is today an important member of the galactic community with a strong role in modern galactic history.

Titus was founded in the wake of the collapse of the Andrian Empire as Andrian nobles struggled to find their place in the new order of Human Space. As their empire transitioned into the Human Alliance and Andros traded its emperor for a representative parliament, many of the old noble families of Andros were desperate to retain their titles and perpetuate their bloodlines. When Titus was discovered and found suitable for habitation with little need for terraforming, the so-called Four Great Families of Andros petitioned the new government to allow them control over the new planet. The gift of the planet would demonstrate thanks, they argued, for their bloodless and cooperative surrender of their collective power. The Parliament reluctantly agreed, not wanting to prompt conflict within the still-fragile Alliance.

It was thus in 6 OL – just six years after the discovery of The Light – that the Four Monarchies of Titus were founded. The Kingdoms of Androssi, Tarrani, and Nogario were to evenly share the planet’s largest landmass, while the planet’s second and significantly smaller continent was to become the Kingdom of Eldren. Each kingdom – established by an Andrian, human family of the same name – was responsible for colonizing and populating its own lands. Almost immediately, the families – already flush with wealth from centuries of noble privilege on Andros – began to incentivize settlement onto the planet, bringing in millions of colonists over the following decades. By the end of the first century, each of the Kingdoms had developed a significant foothold on Titus. Each had begun constructing elaborate palaces and cities and had set to work maintaining their rule with bustling economies and happy populaces. When the Empire was established in 407, all four families were permitted to maintain their leadership over their respective territories, and were granted status as “client monarchs” subservient only to the Imperial throne.

Despite the obvious difficulties that come with sharing power, Titian history has proven surprisingly peaceful. Ancient territorial boundaries have changed little in nine centuries, with only minor border skirmishes and conflicts. Though civil wars have existed – the Androssi Dynasty was toppled by the Girren family in 502, only to be restored to power in 511 – no major conflicts have endured between the four monarchies. Most historians credit this to long-standing respect between the four ruling families, as well as an elaborate system of marriages and economic alliances.

Though usually on the sidelines of galactic affairs, Titus was thrust to the forefront of imperial politics in 898 with the onset of the Dominari Rebellion. With the death of Emperor Lucius II – himself a member of the Nogario royal family – it was expected that imperial power would pass to his chosen successor, Grand Master Ra’Vana. Ra’Vana was better known to Titians as Ra’Vana Tarrani, the eldest son of the Tarrani Queen. Ra’Vana had long ago surrendered his royal claims to pursue training as a Guardian, but his family still controlled the most powerful and affluent kingdom on Titus.

When the Vindori-led government ignored Ra’Vana and elected the Erissian Decius Sophia to the throne, the Dominari were furious, withdrawing their participation from the Imperial government altogether. Ra’Vana retreated to his family palace at Arrecina, where his mother’s charisma swayed the other three kingdoms to their cause. With the Titian Royal Families – and the Ordo Dominari – behind him, Ra’Vana declared the founding of the new Dominari Empire with Titus as its capital planet.

Titus began to change overnight. Now an imperial capital city, Arrecina swelled with troops and administrative officials. Across the planet, ancient royal crests and banners began to be replaced by symbols of the new order. Dominari agents rounded up dissenters and closed organizations that otherwise supported the Order of the Light – including the famed Starfall Academy outside the town of Hondru. When Starfall’s Guardian protectors were forcibly apprehended, the former school was quickly converted into a training center for Dominari leaders and a prison for would-be Radiant dissenters.

The Sellonian Empire’s desperate attempt to invade and recapture Titus proved disastrous, only furthering the Dominari resolve. In the months to follow, the Dominari – now with their allies, the Bellati – launched a devastating lighting war across the Galactic south, dominating essential worlds like Rho and Eriss and taking control of the entirety of Naran and Vyxian space.

In the meantime, Titus continued its transition into an imperial capital, though the conquests elsewhere in the galaxy were quickly straining troops and resources. With the Dominari distracted with an invasion of Kovo, Emperor Decius rallied the Imperial fleet at Andros. Quickly bypassing the heavily-defended worlds of Eriss and Porthia, the Empire struck at the meagerly-defended Titus and crippled its defenses within a week. Dominari rule of the planet came to a crashing halt as sympathizers fled the planet or were arrested by Imperial legionnaires. Without their capital, Ra’Vana and the Dominari were thrown into complete disarray, unable to stop the subsequent Imperial counter-attack. By the final months of 899, the Dominari Empire would be completely destroyed at the Battle of Myssryn.

Since the Rebellion, Titus has been a major site of imperial recovery efforts. Cities have been rebuilt and farms reseeded, with countless individuals being granted amnesty for their role in the conflict. Royal leaders who had sided with Ra’Vana were sentenced in the Myssrynian Trials, though their families continued to maintain their leadership over the planet’s four kingdoms. Starfall Academy remained closed in the wake of the conflict, being used temporarily to house Dominari sympathizers en route to trial. After being shuttered for more than two decades, the Order of The Light finally announced the school to be reopened in 922. For many, this reopening acts as a powerful symbol of renewal and rebirth on Titus.

LOCAL CULTURE

By galactic standards, Titus still boasts a small population of just over 7 billion inhabitants. The planet’s moderate temperatures and variable climates make for comfortable living and ample opportunities. Rumors of speciesism have prevented the widespread immigration seen on similar worlds, though such stories are typically unfounded. While the planet was established as a decidedly-human world, it has since become actively open and accepting of non-human beings.

Though most Titians live in the great capitals and other sizeable cities, a significant number prefer a more quiet, rural life. Hern ranching is exceedingly common on Titus, promoting a booming textile industry. Herns are a native species to Titus, and their wool is widely used in creating light, comfortable fabrics popular on any number of worlds. Decorative, patterned ponchos of hern wool are the hallmark fashion of the Titian working class, with the wealthy often incorporating similar concepts into ornate woolen robes and shawls.

To both locals and visitors, the shadow of the Dominari Rebellion still hangs heavy over the planet. Many Titians prefer not to discuss the world’s participation in the conflict, often preferring to change the subject. Though history enthusiasts are quick to see the planet be turned into a tourist destination, most Titians prefer to leave the horrors of the war in the past. Though Dominari mind-bending can account for much of the enthusiasm with which the planet had supported Ra’Vana and his insurrection, a disturbing percentage of the population enthusiastically backed him without further cause. For this reason, many Titian families carry no small amount of shame when discussing their memories of the war.

Even in the modern day, the Four Great Families of Titus remain strong and visible, acting as both political sovereigns and planetary celebrities in their own right. Despite the arrests of those that supported the Dominari most ardently, the Kingdoms of Androssi, Tarrani, Nogario, and Eldren still prosper. Through an elaborate system of noble vassals and local magistrates, they maintain absolute control over their world and actively seek its continued future success.

MAJOR POINTS OF INTEREST

ARRECINA: A sprawling city and the crown jewel of the Kingdom of Tarrani, Arrecina has a long and complicated history. As the former capital of the Dominari efforts on Titus, the city is still marred with the scars of war. Massive – though inactive – defense towers continue to border the city and entire neighborhoods still beg to be rebuilt. Though many monuments have now supplanted Dominari structures, the process of healing from the burdens of war still has a long way to go in Arrecina.

BEREN: The capital of the Kingdom of Androssi, Beren is the ideal example of post-war recovery efforts. Once the smallest royal capital on the planet, Beren has blossomed since the end of the Dominari Rebellion and is now larger and more affluent than any of the other three capitals. Built on the edge of the Vrillian Sea, the city has become an industrial powerhouse and major spaceport for the planet. Historically home to some of Titus’s greatest artists and authors, it is also an immensely important cultural center that tries to showcase the success of Titus outside of its questionable history.

STARFALL ACADEMY: Once one of the leading Guardian training centers, Starfall Academy was shut down after the Dominari occupation of the planet, its students and staff attempting to defend — and then fleeing — the site valiantly. The school was quickly converted into the Fallen Star Institute, a training academy for Dominari leaders and a prison for Radiant dissenters. The site changed hands once more after the fall of the Dominari regime, and was used temporarily as a holding site for war criminals awaiting trail on Myssryn. Though many Guardian leaders have been eager to see the school open its doors once more, respect for the conflict and a prevailing sense of Shadow over the location has caused the school to remain shuddered for more than two decades. Guardian leaders recently announced the Academy will be reopened in the summer of 922, marking a significant milestone in the recovery of Titus.

XIPHIOS STATION: Built into the hollows of a sizeable portion of rock in the Titian System’s outer asteroid belt, Xiphios Station is an ultra-security prison specifically for convicts with trained or untrained Radiant powers. Barring an overturned sentence, incarceration at Xiphios is always for life, as the general public fears the ramifications of a Radiant convict released back into the general populace. Built nearly entirely of Vyllah Steel, the complex is managed directly by the Ordo Vindori with extensive non-Radiant oversight.

MAJOR MILITARY INSTALLATIONS

MAJOR MILITARY INSTALLATIONS

SUMMARY

Massive installations meant to protect the Empire’s most vital assets, Armistice, Karal, Saber, and Vyllah Station are essential military stations and home to millions of troops, officers, and civilians alike. Founded in the early 8th century as part of “Operation: Watchtower,” these stations have endured for centuries and form the backbone of naval defensive efforts.

ARMISTICE STATION

Status:

Major Military Installation

Current Commander:

ADMIRAL HON

Admiral Hon is a Khi’Hinn from a long line of military officers and political leaders. Hon’s military record was exemplary, ultimately leading to his admiralship. With the dawn of the Dominari Rebellion, Hon defected, ultimately taking command of a portion of the Bellati Floatilla. Following the conclusion of the war – and Hon’s surrender – the admiral requested a private trial from the Myssrynian courts. The request was granted, and while what details Hon revealed are staunchly classified, he was cleared of charges and given the posting of commander of Armistice Station. Despite his questionable and mysterious past, the Khi’Hinn – known as “Ol’ Crystal Back” by his subordinates – is well-loved and well-respected within the Imperial navy.

Population:

5,000,000 – Human (56%), Rikkan (17%), Nara (13%), Vyx (12%), Shumi (1%), Solanar (1%)

STATION SUMMARY

Constructed in 712 as a proof-of-concept for the then-new “Operation: Watchtower.” This exceedingly expensive engineering project sought to establish key defensive stations to guard imperial navigation routes and territorial boundaries. At over just over 1300 kilometers in circumference, the station is still massive, but smaller than its counterparts and later generation stations. Because of its size, it is forced to rely on smaller, supplemental platforms to bolster its defenses. Also unlike later stations, Armistice lacks any civilian quarters, being dedicated purely to imperial military personnel. During the Dominari Rebellion, the station was relocated to protect the human planet of Andros, where it saw no major action.

Today, Armistice Station guards the routes toward Lomali and the Unknown Territories. Considering the minimal threat this region poses, most see Armistice Station as either a dead end or a stepping stone to greater postings. Despite this, the crew is steadfast and ready for anything; Military drills and exercises boast an 80% success rate and no official simulation has ever concluded in the loss of the station.

Armistice’s age has left it in constant need of refitting and maintenance upgrades, earning it the nickname of “the fighting construction zone.”

MAJOR POINTS OF INTEREST

DEFENSE PLATFORMS: Unlike the other stations of Operation: Watchtower, Armistice must rely heavily on defensive platforms for full functionality. In total, the station employs 10 additional stations: Five starfighter hangars, 3 missile stations, and 2 gun batteries. Each are commanded by an officer subordinate to the Armistice’s commanding officer.

VOIDBORN TEMPLE: One of the few Guardian temples not on a planet, Voidborn temple is a sizeable portion of Armistice Station and is home to a Guardian Academy of the same name. The temple – and Voidborn Academy – are commanded by Solanar Vindore Grandmaster Jorniiann.

WAR ROOM: A solid black spherical antechamber that has zero gravity. The center of the sphere displays the entire sector in real time. The War Room is the only control room of its kind, based on Naran prototypes at the time of construction. The commander of the station and their senior staff typically float, but all other officers have static booths that line the wall that they can strap into to work. This design was inspired by tests that showed officers made better decision in zero G than more typical standard gravity types.

HANGAR 15: Thought to be merely faulty by most of the Armistice crew, Hangar 15 is sealed off from all but the most senior ranking officers in the Imperial Navy, Masters of the Guardian Order, the Commander, and assistant commander of the Station.

KARAL STATION

Status:

Major Military Installation

Current Commander:

ADMIRAL FORYNN IV

Admiral Forynn was a hero of the Dominari Rebellion. As captain of the cruiser Imperial Justice, Forynn assisted in the defense of Kovo just prior to the Siege of Titus. With the assistance of Guardian allies, Forynn commanded his small task force to bolster Koleon defenses until the Dominari finally retreated.

Population:

· POPULATION: ~10,000,000 – Human (42%), Rikkan (24%), Nara (17%), Vyx (15%), Solanar (1%), Shumi (1%)

STATION SUMMARY

Constructed in 717 as past of the second wave of Operation: Watchtower, Karal Station is the most prized defense station in the imperial navy. Significantly larger than the earlier Armistice Station, Karal – like its two other counterpart stations – stands with an overall circumference of 1500 kilometers. Permanently stationed along the Lurian navigation route, Karal station is just as important to trade and diplomatic efforts with Lurio as it is defense. Millions of civilians call the station home, and eagerly visit with Lurian merchants and leaders in specific and secured “civilian zones.”

Primarily due to its position, Karal station routinely sees the best the Imperial Navy has to offer. The station’s two centuries of service have given it a reputation for elitism, acting as a veritable breeding ground for exceptional military leadership. Karal Station holds the annual “Baptism of Fire” war game, wherein top military units are put to the task of nearly impossible objectives.

MAJOR POINTS OF INTEREST

WATCHFUL EYE: Nearly 200 years later, the Watchful Eye – Karal Station’s prized weapon — is seen as a piece of bleeding edge technology. Though minor upgrades have been made since it’s installation, The Watchful Eye mixes channeling of The Light with conventional gravity field technology to create a ten AU long web that can pull ships out of FTL transit. This tool makes Karal Station a vital key in the empires defense network, and essential to stopping illegal Lurian traffic.

R.A. CORPORATION HQ: While not often common practice for a corporate headquarters to exist on a military station. Ralib Armored Corporation boasts the perfect locale to garner contracts for its business. Originally founded by a group of smugglers imprisoned on Karal station who wanted to forgo their life of crime, R.A. Corp specializes in heavily armored, quick transport ships that guarantee delivery wherever and whenever they are needed — no matter how complex or dangerous the situation.

MERCY DIVERS: Formally known as the “175th Special Space Drop Legion”, the Mercy Divers Legion are based out of Karal Station. Their job involves special hazardous and rescue operations. Their training grounds is a special 8 square kilometer interior section of the station that centers on a 2 kilometer vertical warehouse where they can train and practice maneuvers.

HALL OF HONOR: A kilometer-long hallway and throne room, the Hall of Honor exists as the imperial throne room when the station is visited by the imperial monarch. It also doubles as a war memorial for the heroes of the Lurian Wars, whose efforts secured the same borders the station now protects. Tall Black Gold statues flank the walkway to the throne, each one a different martyr of the war holding eternal vigil.

SABER STATION

Status:

Major Military Installation

Current Commander:

ADMIRAL AX N. MOORE

Admiral Ax N. Moore came to prominence with exceptional service in the Imperial Navy. Having served more in intelligence and logistics than in a fleet command role, they had a reputation for ruthless efficiency and a notable high tactical acuity. Having previously run the Imperial Navy’s official Two-Edged Sword program (the organization dedicated to testing the internal defenses and security of legions within the imperial military), Moore’s ascension to command Saber Station was unconventional but certainly not unwarranted.

Population:

POPULATION: 10,000,000 – Human (48%), Rikkan (25%), Nara (24%), Solanar (1%), Khi’Hinn (1%), Vyx (1%)

STATION SUMMARY

Saber Station is one of the second-phase installations established by Operation: Watchtower. Since the early days of the Dominari Rebellion, Saber Station has stood poised to defend the imperial core worlds. Having been heavily damaged in that conflict, much of the station has been recently rebuilt, adding newly enhanced weapon systems and state-of-the-art living facilities. Like other Phase II installations, Saber Station has a substantial civilian population and also an ongoing region dedicated to the relocation of those still displaced by the Rebellion.

MAJOR POINTS OF INTEREST

THE AEGIS: A highly advanced, multi-layered, multi capacitor-based shield defense network, The Aegis is designed to recharge itself from energy based weapon fire directed at it. Designed by Science Director Tah’Tey’Van (Bluegrass Fern) this system was designed specifically to guard against modern warships.

SITE 252: Shrouded in secrecy and security, Site 252 is a training facility for the “Crystal Breakers”, a special operation legion that trains to take down rogue Guardians and Radiants when necessary. Once successful, targets are usually taken to Xiphios Station in the Titus System.

THE VILLAGE: The Village is a massive portion of Saber Station dedicated to refugees and POW’s of the Dominari Rebellion. While a valiant attempt at securing new homes and treatment for the conflict’s victims, visitors describe the place as disheartening. While some individuals have formal quarters, most live in an virtual shanty town spread through what should be a sizeable series of starfighter hangars. This area is regularly patrolled by security trained Legionnaires.

HALL OF MEMORY: Mirroring the Hall of Honor aboard Karal Station, Saber Station bears its own “Hall of Memory.” Shortened due to construction issues and an expanded power core for the Aegis, the locale now serves as a memorial to the many imperial troops and Guardians who lost their lives in the Dominari Rebellion.

VYLLAH STATION

Status:

Major Military Installation

Current Commander:

ADMIRAL SYM ART TH’ VYSIOX NE TE’ XORMON XONOSON VAEGA

Admiral Sym Art th’ Vysiox Ne te’ Xormon Xonoson Vaega rose to prominence as head of the Pirate Suppression Task Group based over Lassar. Known for her daring attacks and use of ambush tactics, her efforts became the stuff of legend. A frequent — and effective – tactic involved the use of military cruisers disguised as overloaded freighters to target would-be pirates. After the death of Vyllah Station’s previous commander, the choice of Admiral Sym Art th’ Vysiox Ne te’ Xormon Xonoson Vaega was obvious. Already known as a competent leader dubbed the “Astral Queen” for her keen tactical mind, Vyllah station is in more-than-capable hands. Also a trained melee combatant, it is said the Admiral can hold her own in hand-to-hand combat against all but the most powerful Guardians.

Population:

POPULATION: 10,000,000 – Human (51%), Rikkan (18%), Nara (16%), Vyx (12%), Shumi (2%), Solanar (1%)

STATION SUMMARY

Vyllah Station was the last of the Operation: Watchtower stations to come online, having suffered numerous construction delays and setbacks. While – in part – a substantial prison facility, the station is intended to act as the primary defense against the piracy and crime inherent in the Rogue Sisters of the galactic North. Its position just inside the imperial borders has not changed in over 200 years, and there is little reason to suggest it will at any point in the near future.

Outside of the capital, Vyllah Station is one of the leading sites for the Imperial Intelligence Bureau, boasting the highest number of imperial agents and investigators anywhere outside of Sellonae. In the wake of the Dominari Rebellion, many of these agents were used to track down missing war criminals and Dominari sympathizers. Today, their work is far more diverse, with the vast majority of the conflict’s outstanding villains having long ago been captured or killed.

Like Saber and Karal Stations, Vyllah Station contains a sizeable contingent of civilians, many of whom are looking to interact with the Rouge Sisters of gain a foothold in the galactic North.

MAJOR POINTS OF INTEREST

THE KEEP: The main prison zone of the Station, The Keep has never had a breakout. This is due, at least in part, to the massive educational opportunities and mental health treatment given to prisoners. The Keep has the lowest recidivism rate in the galaxy and is well known for its commitment to reformation.

THE RED EXCLAVE: A well-known urban legend, most are not even sure of where the so-called “Red Exclave” might be located aboard the station. It is said that all surviving Dominari Prisoners are held in this secret location, but the imperial government refuses to acknowledge its existence.

THE BUREAU OFFICES: A satellite headquarters of the Imperial Intelligence Bureau, the Bureau Offices are a well-known portion of Vyllah Station. Home to thousands of Imperial agents, the IIB offices help to track down criminals and pirates thought to have disappeared into the Rogue Sisters.

MAGS’S DINER: A seedy diner operated on the station, Mags’s is well known for being a hang out and gathering place for criminals, spies, and heroes of the empire alike. It is often considered a right of passage for imperial crewpersons to “Visit the Homeworlds” wherein they have to a shot of liquour from every homeworld and Sellonae.

NARAN SPACE

NARAN SPACE

SUMMARY

A vast region composing much of the Galactic East, Naran Space was once the sizeable territory of the Naran Monarchy. While the Naran crown still lays claim to many of the worlds of the region, it lacks little real power in the face of Imperial sovereignty. While wealth and strength still ring true on some of these planets, the region is a far cry from what it once was, with many worlds now long past their Golden Age.

SELLONAE

Capital:

Selon (Prefecture 1)

Status:

Congressional Planet, Imperial Capital

Local Government:

The Council of Prefectures

Population:

52,153,000,000 – Human (71%), Nara (12%), Rikkan (9%), Vyx (2%), Khi’Hinn (1%), Koleon  (1%), Solanar (1%), Shumi (1%)

Major Exports:

Technology, Education, Media, Tourism

PLANETARY HISTORY

Sellonae is the beating heart of the Sellonian Empire; a powerful planet whose history is no stranger to both tragedy and incredible success.

Sellonae began as a vibrant and resource-rich Naran colony several centuries before the establishment of the empire. As native flora and fauna already existed in abundance, the planet required almost no terraforming and the Nara were able to claim and settle the world with relative ease. While the lush and fertile soil was certainly celebrated, the Nara were far more interested in the riches beneath the surface. Sellonae was home to some of the largest bolan crystal veins ever discovered and – with starship systems and the Guardian Order becoming more dependent on Bolan technologies – this was a prize indeed. Sellonae quickly took its place as one of the wealthiest planets in the galaxy. Its strategic location between the human, Rikkan, and Naran regions also gave added benefit, establishing the region as a vital trade and diplomatic center.

In 331 OL, the Rikkan attacked the planet, hoping to seize its vast wealth. The Nara appealed to the humans and Khi’Hinn for support, triggering the Sellonae War that would rage for the better part of a century. When the conflict was finally over and the galaxy turned its attention to the Tallunian Peace Conference, the once-mighty planet was altogether ruined.

Fortunately, the destruction was short-lived. As the desire to form a unified empire emerged, so too did the desire for a new imperial capital. Sellonae was chosen partly for its centralized location within the galaxy, but also for the healing symbol it might provide for the emerging state. In the centuries to follow, the revitalization of the planet served as an enduring representation of the newfound cooperation within the galaxy, as billions of beings – Radiant and non-Radiant alike – began to craft a new imperial world.

Today, Sellonae is the jewel of the Empire that still bears its name. Home to over 52 billion beings, the planet continues to uphold the values of harmony and balance. Roughly a fifth of the planet is covered in a single, contiguous metropolis while the remainder is deliberately set aside for wilderness and natural beauty.

This natural portion – collectively known as The Preserve – is a carefully cultivated menagerie of plants and animals from any number of other worlds. With Sellonae’s native flora and fauna entirely wiped out, The Preserve stands as a testament to the beauty of life found throughout the galaxy. Carefully managed by the Ordo Ouiori and thousands of non-Radiant staff, the region is well-visited and well-appreciated by both the people of Sellonae and those of the greater galaxy.

The urban portion of the planet – commonly referred to as the Imperial City, but officially as Sellon – is a vast urban landscape dominated by towering skyscrapers and engineering marvels. The city’s characteristically white facades reflect the planet’s bright blue skies and stunning sunsets, working into native topography whenever possible. Intricate skylanes and

Sellon is divided into 638 boroughs – known as prefectures – and each are typically referred to by their number. Prefecture 1 – the Imperial Complex – is a vast campus of administrative structures, each organized around the towering white spires of the Imperial Palace. From there, prefecture numbers spiral outward, with the highest-numbered prefectures representing the outer edge of the city and the borders of The Preserve. As a general rule, those prefectures closest to the Imperial Palace possess the greatest amount of wealth and prestige. Higher numbers are generally less desirable, less wealthy, and are often home to some of the city’s seedier inhabitants. As with any city, Sellon struggles with crime, inter-species hostility, and poverty, but rarely are these features seen in the highest-numbered prefectures. Prefectures usually possess their own local governments, all elected from local residents and tasked with maintaining imperial order.

LOCAL CULTURE

As the Imperial Capital, Sellonae is one of the most cosmopolitan planets in the known galaxy. While humans are still the most populous species on the world, the cultures of every other sentient species are visible and celebrated. In some of the higher prefectures, it is not at all uncommon to find a galaxy-class Koleon restaurant beside a Naran fashion boutique or Rikkan-owned nightclub. Many beings on Sellonae take great delight in enjoying walks of life not their own.

The center of Sellon is home to renown entertainment and artistic venues – masterful operas, intricate galleries, and massive athletic arenas – that draw visitors from across the Empire. Here, too, most major corporations establish headquarters or outposts as a means of maintaining a finger on the pulse of the political world. Sprawling shopping districts are both common and highly visited. Though the Guardian’s Grand Temple remains at Rho, the Order is no stranger to the planet, maintaining several academies and no small influence on political life.

The fringes of Sellon are often another matter entirely. The highest 100-or-so districts are rife with crime and poverty, and the still-towering buildings are often better described as slums or tenement apartments. Imperial police struggle to maintain control over inter-species conflict and the flow of illegal substances. Some beings turn to poaching in The Preserve as a means of gaining income, the penalties for which are often devastating.

Still, Sellonae maintains its place as the most essential planet of the galaxy and the capital of the Empire. Diplomats from every planet often maintain lavish apartments in the central prefectures. Embassies, too, are often common, with even non-imperial planets like Seba and Lurio maintaining a political presence. Though Sellonae is one of the best-defended planets in the galaxy, armed soldiers and warships are not permitted on the planet’s soil or in its skies.

MAJOR POINTS OF INTEREST

PREFECTURE 1: Prefecture 1 is home to the Imperial Complex, housing the Imperial Palace and seat of the Sellonian Emperor. Known for its towering spires and expansive gardens, it is the only region of the planet that is inaccessible to civilians for security reasons.

PREFECTURE 2: While the emperor holds court in Prefecture 1, Prefecture 2 is the where much of the political drama of the galaxy unfolds. Dominated by the Senate Building and the Congressional Palace, the real legislative work of administering the galaxy happens here. Most — though not all — planets maintain an embassy in Prefecture 2, with the most massive — and the most imposing — belonging to the Kingdom of Lurio.

PREFECTURE 252: “Bow to 1, pay taxes to 2, but have fun in 252,” is a common idiom describing Prefecture 252. An endless number of bars, night clubs, theaters, and cabarets can be found here, and often at far more reasonable prices than the higher-class entertainment of the lower-numbered districts. 252 is the home of Street Relli, a popular form of music that combines human lyrics with Khi’Hinnese vocal tones and Koleon instruments.

THE PRESERVE: A sprawling wilderness of lands and oceans that composes the vast majority of the planet. Off-limits to settlement and habitation, except for the rare resort, hotel, or outpost station, the region is meant to showcase the variety of life found throughout the galaxy.

BRALIA

Capital:

Pomo Sahdai

Status:

Non-Congressional Planet, Represented by Yarut

Local Government:

Yarutian Governor, Localized Representative Councils

Population:

647,000,000 – Human (53%), Rikkan (21%), Nara (18%), Shumi (4%), Khi’Hinn (2%), Vyx (2%)

Major Exports:

Vyllah Steel, Manufactured Goods

PLANETARY HISTORY

Bralia was first discovered by the Yaru in the brief period of stellar exploration before their invasion of the Naran worlds. A dry and desolate desert world, Bralia’s orange sands and limited vegetation proved unpalatable even to the Yaru, who largely abandoned any interest in the planet. After the brutality of the Yarutian Wars, Bralia was rediscovered and claimed by the Naran Monarchy. Yet even the ingenuity of the Nara found little use for the desert world.

As the Naran planets slowly rebounded from conflict, addressing the rampant problem of crime became a key component of recovery. Gangs and crime syndicates had seized control of many key resources and threatened economic and social stabilization on virtually every nNaran world. The Naran Monarchy poured significant resources into police forces, whose arrests quickly swelled their traditional prison systems beyond capacity. Seeking a quick solution to the overpopulation of the prisons, it was thus decided that Bralia was to be repurposed as a penal colony for the monarchy.

Within months, thousands of transports began to relocate prisoners from the Naran core worlds. Given only minimal supplies and prefabricated dwellings, the prisoners were left to live or die on their own. Reports from the first several years of the penal colony’s existence are brutal beyond belief. Tales of gang warfare, widespread murder, and horrifying cannibalism characterize Bralia’s earliest days. Hearing such stories, later generations of Bralia-bound prisoners began to take more civilized and collectivized approaches. By the colony’s second century, most prisoners had begun to settle into communities and systems that optimized mutual survival.

Still, life was by no means easy. Though tech-savvy prisoners had managed to rig dehumidifier systems that pulled potable water from the dry, desert air, water quickly became the most valuable commodity on Bralia. Regular sandstorms tended to disrupt these systems with winds able to strip flesh from unprotected bodies. Local predators – including the famed Rissah Lion – were another threat. Local vegetation was almost completely indigestible, a problem finally resolved when a gang of prisoners from Shola deliberately smuggled in a supply of crop seeds found to do well in low-moisture environments.

With the rise of the Empire, Bralia was once more repurposed as an Imperial penal colony, leading to a massive influx of human and Rikkan inhabitants that quickly outnumbered the established Naran populations. Again a period of turmoil ensued, destroying a number of settlements that had been well-established for generations. When the dust finally cleared, though, the new imperial prisoners likewise found their stride on the unforgiving world.

By the empire’s sixth century, planetologists began to note that Bralia’s planetary composition was strikingly similar to the nearby planet of Yarut. Because of this, the world was found to contain veins of rare metals and elements essential for the production of Vyllah steel. Almost immediately, numerous corporations began to petition Sellonae to establish “industrial zones” where these materials could be safely harvested and refined. Prisoner settlements were forcibly pushed back from key mining areas, creating widespread resentment among many convict groups. Despite significant resistance and numerous attempts at sabotage, Bralia became the leading galactic producer of Vyllah steel within a half century. It remains so to this day.

LOCAL CULTURE

Bralia is still used as a penal colony in the modern day, though its influence has certainly begun to wane. Though still used to contain millions of prisoners, attempts – largely by The Guardian Order – to rehabilitate convicts are becoming increasingly common.

Following in the footsteps of the established “industrial zones,” the Empire has begun establishing sizeable “recovery zones” which act as regions for those that have served their sentences to transition back into galactic life. Most Vyllah refineries exist in these regions and benefit heavily from cheap labor and eager hands. Admittedly, most ex-convicts utilize the regions because they have neither the means nor desire to return to their original homeworlds. This often makes for unfortunate and depressing circumstances in recovery settlements.

Significant defenses and shielding – like those that protect the industrial zones – separate the recovery regions from those still inhabited by prisoners and the planet’s predatory megafauna. Only on the rarest of circumstances have defenses been breached; Planetary authorities – chaired by a governor from Yarut and financed by corporations with a financial stake in the region – take great pride in the security of their specialized zones.

Attempts at escape are ever-present on Bralia, with many of the most famous endeavors being popularized and canonized by galactic media. Pillars of Orange Sand – one of the most popular novels of the ninth century – fictionalizes the otherwise true story of Carrie Zhen, a human banker from Sellonae falsely accused of murder and sentenced to life on Bralia. Like many other escapees, Zhen hijacked a prisoner transport and attempted to fly off world – only to be recaptured and executed. Another more sinister story draws from the history of the Silver Lion, a Rikkan gangster who rallied together an army of prisoners using undiscovered powers in The Light to bend them to his will. Since the subsequent novel, The Silver Lion, became popularized, the Order has taken great steps to vet any Bralia-bound prisoners and ensure no Radiants exist among the prisoner colonists.

MAJOR POINTS OF INTEREST

CANYON OF VISIONS: A beautiful canyon cut through brightly-colored rock strata, early explorers to the region were terrified by the intense hallucinations they endured when nearby. Though now known to be the result of several natural gas vents, off-world pilgrims still see the site as a place of mystical properties and divination. The Guardians have attempted to dissuade these ideas, if only for the security issues posed by off-worlders attempting to visit a location so deep within prisoner-inhabited territory.

POMO HEDDEH: Once a robust industrial zone, Pomo Heddeh is the site of the worst prisoner uprising in Bralia’s history. Led by the so-called Silver Lion, an army of prisoners overwhelmed local authorities and laid waste to the settlement. Though more than a century has passed since the attack, Pomo Heddeh still remains abandoned and forgotten.

POMO SADHAI: The most expansive settlement on Bralia, this industrial zone also acts as the seat of the Yarutian governor and local planetary security. Built atop a once-sizeable vein of minerals, the city is now the wealthiest, most developed, and most well-protected region on the planet.

THE REFINERY: A sizeable recovery zone, “The Refinery” is the name colloquially given to Recovery Zone C-11, a region secured and managed by The Tenarian Corporation (TenCorp), a galactic conglomerate with a vested interest in Bralian minerals. Alongside the Guardians, TenCorp has invested significant resources into helping to educate, house, and feed its ex-convict workforce, leading to the best rehabilitation records on the planet.

NARA

Capital:

Kubal

Status:

Congressional Planet, Homeworld Status (Nara)

Local Government:

Absolute Monarchy (Greater Naran Monarchy – Imperial Client Kingdom)

Population:

42,526,700,000 – Nara (59%), Human (33%), Rikkan (4%), Shumi (1%), Solanar (1%), Khi’Hinn (>1%)

Major Exports:

Technology, Haven Crystal, Terracite, Kalur Iron, Tourism

PLANETARY HISTORY

A world of brutal cold and punishing winds, the planet of Nara would appear to most as desolate and uninhabitable. Yet beneath its surface, sprawling caverns and intricate tunnel systems play host to one of the most influential species in the galaxy and a thriving metropolitan civilization.

Modern Nara is a technological marvel and a testament to the determinism and engineering prowess of the Naran people. Rising out from the frozen wastes of the planet are the Naran Sky-Spires, titanic structures that play many roles including that of shipyard, defense platform, and waystation to the metropolises below. A dizzyingly complex magnetic-rail system connects even the most remote places on the planet, with transports always running in perfect time and coordination. For hundreds of kilometers, the luxurious trains fly through winding tunnels lined on all sides by aeroponic farms. Bioluminescent crops fill the tunnels with a faint ghostly green light. Eventually passengers spill into one of the seemingly unending cavern-cities. Towers and spires jut from every surface toward the center of the cave, filling the cavern with a neon glow. 

The cities of Nara are bastions of technology, precision and ingenuity which host billions of individuals from all walks of life. Here, engineers and bio-tech firms research and develop the technologies of the future while businesses negotiate trade deals and financial institutions invest in the future of Imperial citizens. Nightlife lives eternal on the lower levels of the megacites of Nara, with near constant music and clubs thrumming in the deep. Though still considered the Naran homeworld, billions of offworlders now call this world their own, adding to the bustling and cosmopolitan nature of the Nara’s vibrant urban life.

LOCAL CULTURE

Despite their early centuries of staunch isolationism, the Nara have embraced immigration and tourism from across the galaxy, adding to Nara’s already-deep coffers. The planet now plays host to numerous humans, Rikkan, and a growing population of other species. Nara is quickly becoming a hub for art, music and self-expression.

Nara is the home of the Greater Naran Monarchy, a client kingdom of the Sellonian Empire whose influence once stretched across Naran space. The current ruling monarch — King Gourat III — is more of a regional celebrity than a true political leader, whose scandals and affairs frequently grace the local tabloids. Though Gourat does play a role in the Royal Parliament, the young king typically surrounds himself with far more capable government advisors and contents himself with his role as cultural trendsetter and fashion icon. Traditionalists tend to loathe the monarch, worried he might wear away the once powerful role the monarchy played in Imperial affairs.

Traditionally, the Naran people dress in layers with a tight and practical underlayer and outer layers being loose, flowy and more decorative. Large geometric pieces of jewelry are exceedingly popular and often accentuate the all-too-common cybernetic implants of the populace. However, due to the past centuries of cultural diffusion, modern Naran culture has begun to emphasize individual expression over strict adherence to tradition, creating some tension within the growing population.

MAJOR POINTS OF INTEREST

THE BLACK PALACE: The traditional home of the Naran monarchs, the Black Palace is ornately carved into a remarkable vein of obsidian stone deep within the city of Kubal.

KUBAL: The capital of both Nara and the Greater Naran Monarchy, Kubal is also the largest city of the planet. Home to billions of inhabitants, the city is also well-known as a culinary and musical hub throughout the Empire. In recent years, King Gourat’s Royal Cultural Festival has drawn millions of tourists to the city in a weeklong celebration of Naran art, music, and theater.

POMO DITOR: One of the foremost educational cities in the Empire, Pomo Ditor is known for its robust universities and academies, specializing in technological innovation and design. It is also the home of the Royal Academy of Music, which was produced some of the greatest musical minds of the last several centuries.

POMO TIRBATH: Only several hundred kilometers from Pomo Ditor is the technological capital of Naran Space — Pomo Tirbath. Home to some of the technological giants of the Empire’s corporate world, Pomo Tirbath alone is responsible for more than 40% of the planet’s GDP.

SARGA II

Capital:

Cirrus Station

Status:

Congressional Planet

Local Government:

Sargan Council (Elected Representative Republic)

Population:

1,627,000,000 – Human (89%), Rikkan (7%), Vyx (2%), Nara (1%), Solanar (<1%)

Major Exports:

Sargan Gas, Tourism

PLANETARY HISTORY

The Sarga system was the site of the first interstellar and interspecies war in history, pitting the rapidly-expanding forces of humanity against the already-robust Naran Monarchy. The system had first been claimed by the Nara, who took great efforts to establish themselves on Sarga III – the third planet from the system’s star – before venturing starward. When human forces from Rho arrived shortly thereafter, they quickly claimed Sarga I and II before finally meeting the nNara in a brutal war that ultimately ended in a stalemate. Thereafter, control of the system remained divided: The humans claimed Sarga I and II, while the nNara retained control of the remaining seven planets in the system.

Despite their efforts in securing it, the humans were disappointed to realize that Sarga I was a poor excuse for a prize. With no atmosphere and intense surface temperatures, the system’s most starward planet offered little real value. Attempts at buffering temperatures and securing a settlement were soon abandoned and – in most cases – incinerated by natural temperatures.

Sarga II, however, was a different story entirely. While surface temperatures were still too dangerous for human life, the planet’s atmosphere was both cooler and – surprisingly – contained enough oxygen to be breathable. A native gas – typically referred to only as Sargan gas – acted as a natural coolant that was both nonlethal and extremely useful. Humans began to establish massive floating platforms to settle the planet and harvest the Sargan gas, which was soon found to be easily suitable for the cooling systems of starship weapons and engine systems.

In the millennium since it was claimed, Sarga II’s settlements have grown into robust refineries and – in some instances – successful floating cities. Nearly two hundred municipal platforms now exist in the planet’s skies, with countless floating extraction centers and refineries scattered elsewhere. Despite intense corporate interests (particularly from Rho), Sarga II remains a champion of representative democracy, with each municipal platform electing representatives to a common planetary parliament.

Though the planet’s population and economic success remain modest even in the modern day, there is no doubt that the planet’s importance on the galactic stage is tremendous. Today, nearly every starship is cooled by Sargan gas – a compound now known to be a byproduct of a virulent fungi found on the planet’s surface. Attempts to transplant the fungi to other worlds have proved nothing short of disastrous, leading the Ordo Ouiori to declare Sarga II’s hostile surface a “protected region.”

LOCAL CULTURE

There is no doubt that the collection and refinement of Sargan gas remains the principal focus of every inhabitant of the planet. More than three quarters of the workforce finds employment in the industry, though widespread attempts to promote manufacturing and even tourism have not been ignored. Factories – especially those creating cooling components – are becoming increasingly common and profitable.

Tourism has also proven surprisingly successful. Clouds of Sargan gas are striking to behold in the twilight hours, as their properties cause them to sparkle spectacularly in the waning daylight. Sky-based cruise ships leave from all of the major city platforms, often matching the speed of the planet’s turn to immerse the vessel in twilight for days at a time. Lavish evening-themed parties last as long as patrons are willing to view the beauty of Sarga II’s skies. Such voyages have been offered to the galactic elite for centuries, but cheaper forms of travel have begun to offer the experience to the more common masses as well.

Despite these successes, Sarga II’s specifically-focused economy leaves it incredibly vulnerable to the larger forces of the galaxy. Drops in the price of Sargan gas can be crippling on a planetwide scale, and seasonal slows in the tourism industry are growing sizable enough to be felt. Local governments have begun to try and prop up ailing economic interests, but at their own peril. Sargan leaders have continued to try and promote new industries to their planet, but this is often difficult. Crop production is all but impossible without access to the planet’s surface and Sargan gas tends to have a toxic effect on plant life – including Shumi visitors. All food must therefore be imported – an expense and pressure the planet certainly wishes it could do without.

MAJOR POINTS OF INTEREST

CIRRUS STATION: Despite the name, Cirrus abandoned its role as a simple station more than two centuries ago and is now the largest and most cosmopolitan city platform on the planet. Home to more than two million inhabitants, the floating city is massive by Sarga II’s standards and is known for its vibrant arts and culture scene. As the site of the Sargan Council and the headquarters of most major companies on the planet, it is also an essential political and economic hub.

THE KRILL CURRENTS: Near the planet’s equator, a sizable air current stirs the clouds into a valuable breeding ground for tiny, air-based krill that call the skies of Sarga II home. In the summer months, an overabundance of krill draws a number of sky-based predators, including the baleen-toothed vhaels that use the region to feast and lay their eggs among the thermals. In the summer months, many cruise ships will pause from their chase of twilight to view these natural forces at work.

THE SURFACE: The vast surface of Sarga II is a hot and desolate rocky landscape, home to the few organisms that can support its intense heat. The surface is also surprisingly dark even in the day, receiving little real sunlight through the thick blanket of Sargan gas. It is here that the Sargan fungus – U. Pharanceili – thrives, producing the planet’s most valuable asset.

THE VORTEX: A massive storm in the skies of Sarga II, it is estimated by scientists that the Vortex has endured for more than three millennia. Created by the same climate pattern that promotes the Krill Currents, the Vortex moves wildly across the planet’s northern hemisphere. Strong enough to devastate even the most sizeable municipal platforms, stations on Sarga II must be able to maneuver out of the storm’s path should the need arise.

SARGA III

Capital:

Pomo Kalim

Status:

Congressional Planet

Local Government:

(Directly) Aristocratic Oligarchy (Controlled by the Mining Conglomerate)
(Indirectly) Member of the Greater Naran Monarchy

Population:

7,384,000,000 – Nara (69%), Human (15%), Rikkan (6%), Solanar (5%), Vyx (3%), Koleon (2%), Shumi (>1%), Khi’Hinn (>1%)

Major Exports:

Previous Metals, Industrial Metals, Precious Gems, Crystals

PLANETARY HISTORY

Before its colonization and subsequent terraforming by the Nara, the Sarga system presented the Naran people with a unique opportunity; three habitable worlds in a single system. Undertaking a massive colonization effort, the Nara quickly established subterranean colonies and began the early stages of terraforming the rocky, barren worlds. However, the arrival and subsequent claims of human settlers from Rho cut the Naran plan short and ultimately lead to the first interspecies war in the galaxy.

Today, the planet known as Sarga III is a rocky world marked by countless crater lakes. Hosting a modest population, much of Sarga III functions as a planet-wide mining operation. Lacking the natural tunnel systems native to Nara, mechanized drills known as cave-crawlers function continuously, even today. These massive vehicles dig centimeter by centimeter through the densely packed stone of the planet.

The tunnels that are left behind play host to the numerous small communities that crop up in the cave crawlers’ wake. These “tunnel cities” are established quickly through the construction of cheap modular buildings and function as mining communities for years to come. After extracting the valuable resources, it is not uncommon for entire populations to relocate further down the tunnel. While less-valuable shafts are often abandoned, most are repurposed. Transformative efforts reinvent the empty tunnels into industrial centers, lining the walls with factories, foundries, and other industrial structures which feed off the minerals harvested further below. Rail lines run the length of such tunnels, connecting towns back toward the elevators and openings that lead to the surface.

Sarga III’s surface is largely fertile by Naran standards and plays host to countless farming communities. Most of these manage to eke out an existence by supplementing the planets mostly imported food supply. While urban development is minimal on the planet’s surface, larger settled areas do exist. The pride of Sarga III is the City of Pomo Kalim. Built into the walls of the planet’s largest crater, the city operates as the planet’s political and financial capital and hosts the one of the largest Naran military bases in existence.

Recently, an agreement with the human dominated world of Sarga II has brought an influx of human immigrants to Sarga III. While this has bolstered many of the industrial centers, it has also led to a sizeable rise in organized crime, which often takes root in the abandoned tunnel cities of the planet.

LOCAL CULTURE

Sarga III’s population of more than 7 billion individuals, most of which are factory workers, miners, farmers, technicians or military personnel, adhere closely to traditional Naran cultural practices. Emphasizing deference to elders and paying homage to one’s family and ancestors, many believe that Sarga III now adheres more closely to “proper Naran society” than Nara itself. Likewise, other species are often encouraged to adopt these practices or, at the very least, not openly act against them.

Few on Sarga III can be described as “wealthy,” though government social programs prop up the planet’s residents from becoming completely destitute. Organized crime is a significant problem, often channeling illegal substances into urban populations. In some areas, gangs and mafias are more well-respected than local governments, and distrust for the Greater Naran Monarchy — as well as the Sellonian Empire and the Guardian Order — run deep.

MAJOR POINTS OF INTEREST

THE CRYSTAL CAVES: A sprawling network of beautiful crystals of enormous size, the Crystal Caves have caused significant tension in recent decades. While many local residents want to see the crystals mined for offworld export, other prefer to use the caves’ immense natural beauty as a means of drawing in tourism to the area.

POMO GRAE: The industrial capital of Sarga III, Pomo Kalim is a massive urban and industrial center. Situated on a now-spent vein of precious metals, the city still looks longingly back to its once-prosperous past. Local attempts at revitalization have been lackluster at best.

POMO KALIM: One of the few surface settlements on the planet, Pomo Kalim — the planet’s political and financial capital — is built into the walls of a massive surface crater. Its position above ground makes it far more appealing to non-Naran residents, who make up the majority of the city’s population. Such a position also opens the city to serve as the most successful spaceport on the planet and hosts one of the largest military installations in Naran space.

POMO VAE: Once a bustling city in its own right, Pomo Vae was the site of a massive tunnel collapse that killed more than 200,000 beings a little more than two centuries ago. Since then, the place has become a memorial to the disaster and a frequent site of tourism for individuals craving ghost stories and the macabre. 

SHOLA

Capital:

Pomo Kahil

Status:

Congressional Planet

Local Government:

(Indirectly) Member of the Greater Naran Monarchy

Population:

1,925,000,000 – Nara (52%), Human (42%), Rikkan (4%), Solanar (2%), Koleon (<1%), Shumi (<1%), Vyx (<1%), Khi’Hinn (<1%), 

Major Exports:

Industrial Metals, Starships

PLANETARY HISTORY

In the early days of its colonization, the world of Shola boasted resources and prospects too rich for the Nara to ignore. With the economic loss of Sarga I and II to the humans of Rho, the Naran government invested heavily in the development of Shola. Cave-Crawler Drills bore deep into the planet’s rich soil as Naran engineers began construction on the first Sholan Sky-Spires. As millions flocked to the world, Naran miners began to ship back mineral-rich ores and bountiful crop harvests. Foundries and refineries dotted the landscape alongside burgeoning communities. Within a century of its colonization, Shola boasted a population of nearly 3 billion residents. At its height, the colony was home to nearly 30% of the Naran population galaxywide.

Fueled by the economic prosperity and overwhelming success of Shola’s colonization, the Nara entered their age of discovery and soon claimed a number of worlds — most notably Sellonae and the inhabited planet of Yarut. Tensions between humanity and the rapidly-expanding Naran society came to a head when Naran ships were mysteriously destroyed in the asteroid belt of the Sarga System. Sensing another conflict on the horizon, the decision was made to gift the already advanced Yaru with space-faring technologies. Quickly demonstrating an astonishing mastery of these endowments, the Yaru developed their own ships and propulsion systems. Within two year’s time, the first Yaru warships arrived over Shola, immediately declaring their intent to turn on their benefactors.

With their battle fleet stationed in the Sarga System, the few Naran forces on Shola put up a valiant but utterly useless defense. By the time the Nara struck an armistice with humanity and returned the fleet, the planet had become a warzone.

In the years that would follow, the planet of Shola would be host to a devastating series of ground assaults. As the Nara fought tenaciously for control over the planet the Yaru sought only Naran extermination. Both sides unleashed cataclysmic weapons on the planet, reducing the once fertile and rich world to a chemical and radiation-choked hellscape. Unwilling to abandon the planet, the Nara still clung to hope, wholly unaware of the true depravity of their enemy.

Unbeknownst to the Nara the Yaru had completed development of a degenerative and highly mutable virus. In a coordinated attack across all four Naran controlled worlds, the virus was released, and the fate of Shola was sealed. As the Yaru overwhelmed the planet’s defenses, the Naran fleet began an orbital bombardment, collapsing the tunnels and burying billions alive ratherplanet, few have yielded significant profits. As a result, many corporate interests have begun to abandon than leave them to the slow and torturous designs of the Yaru.

In the centuries since Shola’s destruction, the Nara have haltingly rededicated efforts to rebuild the planet. The crumbling remains of the war still dominate the landscape and the once fertile world is still choked with poisonous dust and debris. Recommitment to mining has spurned some development, and major efforts since the rise of the Empire have looked to reinvigorate the world . Sizeable tunnels and subterranean communities – similar to those on Sarga III – have become increasingly common.

Despite this, most of the planet’s political and financial capital and hosts the one of the largest Naran military bases in existence.

Recently, an agreement with the human dominated world of Sarga II has brought an influx of human immigrants to Sarga III. While this has bolstered many of the industrial centers, it has also led to a sizeable rise in organized crime, which often takes root in the abandoned tunnel cities of the planet.

LOCAL CULTURE

Though by no means wealthy and only barely able to meet the population requirements as a Congressional Planet, the people of Shola have no lack of tenacity and willpower. Most are optimistic of the future of their planet, and the vast majority support both the Empire and the Guardians — especially the Ordo Ouiori, who are foundational to the planet’s rebuilding efforts. The people of Shola are often praised for their hard-working nature and are no doubt responsible for the success of the recovery efforts thus far.

Still, there is little left of Shola to generate the sort of economic success that once made the planet into the powerhouse that it was. Poverty and homelessness plague the planet, and some offworld interests mine the planet for cheap labor more than any remaining mineral deposits.

MAJOR POINTS OF INTEREST

POMO KAHIL: The capital of Shola, Pomo Kahil is a major spaceport first established by the Guardian Order as a means of funneling refugees off of the planet. It has since grown to be the main epicenter of revitalization efforts in the region and the largest city on the planet. Recently, human corporate interests from Rho have begun re-establishing the city as a major shipyard, brining fresh — though low-paying — jobs to the region.

POMO MAMEL: A now-sizeable city, Pomo Mamel was once a small outpost where scavengers could trade debris from crashed starships and military vehicles for food and supplies. As a result, Pomo Mamel still retains sizeable refineries and factories.

POMO MEL: Despite the general poverty of the city, Pomo Mel is home to the Naran Center for Disease Research, where some of the empire’s leading scientists — many of them drawn from Ordo Medicari — still struggle to find a means of curing the Yarutian bioweapon and treating its effects.

THE MEMORIAL PLAINS: A vast and barren plain on the outskirts of Pomo Kahil, the area is the site of millions of stone markers, each etched with with name of an individual lost to the effects of the Yarutian bioweapon over the centuries.

YARUT

Capital:

Pomo Khallec

Status:

Congressional Planet

Local Government:

Yarutian Reclamation Authority, (Indirectly) Member of the Greater Naran Monarchy

Population:

6,929,000,000 – Nara (47%), Human (33%), Rikkan (17%), Vyx (2%), Solanar (1%)

Major Exports:

Manufactured Goods, Fruits and Vegetables, Historical Art

PLANETARY HISTORY

Yarut was once the homeworld of the Yaru, a proud warrior civilization obsessed with their devotion to a bloodthirsty goddess – Ya-rut Avaka. In ages past, the majority of the planet was dominated by dark, foul swamps, fed by an active storm system that brought heavy rains to nearly every portion of the world. Most megafauna on the planet had been wiped out by the Yaru in their civilization’s infancy, leaving the Yaru as the most abundant and prolific organism on Yarut. From the thick marshes, hardy urban centers rose from the waters on dense, artificial islands. Built of bricks of mud and blood, these red-hued structures stood out strongly against the greenery of the wetlands around them. Some of their settlements grew to support millions. While such cities were frequently brought low by chaos and war, they typically rebounded within a generation or less. Though highly developed – and with an understanding of biology that matched or exceeded many other sentient species at the time – Yarutian theology prevented them from ever seeking to venture beyond their own planet.

Several centuries before the discovery of The Light, Naran explorers from Shola stumbled upon the vibrant planet and its violent inhabitants. At first insisting that the Nara were ambassadors from Ya-rut Avaka herself, the native Yaru suspended their infighting and eagerly heard out their visitors. The Nara – believing that Yarutian culture could be uplifted by technology and education, began to establish a network of schools in some of the largest cities on the planet. Similarly, the Nara gifted the Yaru with a host of technologies, building up their medicine, improving their agriculture and – most famously – giving them the means of spaceflight.

This final gift proved the most detrimental. When the Yaru realized that the Nara were not emissaries of their goddess and were actually less suited for warfare than they were, the Yaru seized their opportunity. Rallying behind Battle Mistress Heva Ya-Raka – a charismatic warlord – the planet’s native populations united to oppose the Nara. Quickly cleansing the planet of its foreign inhabitants, the Yaru then took over the Naran fleet overhead, turning the vessels on their benefactors. Within weeks, a full-scale war had begun, ultimately culminating in the release of the devastating plague that would permanently affect the Naran genetic makeup.

The Nara cried out to the galaxy’s other sentient species, finally rallying a fleet of human, Rikkan, and Vyxian warships to their cause. The Yarutian fleet was soon destroyed, and a massive blockade was established around Yarut. Unable to successfully subdue the natives, the collective leaders opted for a complete bombardment of the planet, effectively wiping out the Yaru and devastating the entire surface of the world.

For several centuries, Yarut existed as an inhospitable wasteland, its marshes now little more than smoldering glass craters and its people all but wiped from historical memory. It was not until the rise of the Sellonian Empire that political forces began to support the recovery of the planet. The Guardian Order – specifically Ordo Ouiori – spearheaded efforts to terraform the planet but tended to favor the recovery of Sellonae, the new imperial capital. The recovery of Yarut thus took significantly longer, with portions of the planet still yet to fully recover in the modern day.

Though Ouiori scientists were able to revive a handful of native plant species, The Yarut that exists today is a far cry from what was. Like Sellonae, Yarut is a world populated by off-world organisms and people. Centuries of careful cultivation have recovered much of the surface; its now fertile soils are well-situated to grow fruits and vegetables from a variety of planets. Despite this, industry has played a paramount role in Yarut’s recovery, with major manufacturing centers dominating some of the largest settlements and the bulk of economic activity. In some cases, the pollution caused by these centers has had an adverse effect on the local environment, often causing business leaders to butt heads with the Guardians leading the recovery attempts.

LOCAL CULTURE

Yarut’s inhabitants are all immigrants of one kind or another, though some of them can trace genealogies that go back to the beginning of recovery efforts centuries before. The result is a hodgepodge of cultures from throughout the galaxy, with many local traditions stemming from Naran, human, and Rikkan origins. Though Nara account for roughly half of the population, most communities pride themselves on their cosmopolitan nature. At its core, Yarut’s modern population acts far more egalitarian than many other planets in the galaxy.

More than a millennium ago, the planet’s destruction heavily destabilized weather patterns and climates. The systems that exist today are largely artificial and give Yarut a far more moderate and temperate climate not unlike many human worlds. Where Yarut’s thick swamps once gathered, shorter deciduous forests and jagged scrublands can now be found. Most settlements are constructed on the planet’s surface, though several more traditionally-Naran “crater cities” are found in some of the wounds left by the ancient war.

Most people on Yarut find work in the planet’s sprawling factory centers, which produce everything from state-of-the-art weapons and consumer electronics to agricultural tools and vehicles. Work on farms is also common but poses its own unique challenges. Despite the rich, fertile soil, the uneven topography of the planet makes fruits and vegetables a far better choice than cereal crops. Livestock farming is also possible – though here, too, topography can serve as a detriment to less fleet-footed species. Though once the origin of Vyllah steel, the bombardment of the planet destroyed some of the most valuable regions for the extraction of necessary materials. Vyllah production on Yarut is now rare, challenging, and exceedingly expensive.

Few businesses – industrial or agricultural – are owned by local individuals. More often than not, business ventures are owned by off-world landholders who utilize cheap local labor to great effect. This further siphons the planet’s wealth away from local families and toward the affluent core worlds of Naran, human, and Rikkan space.

Throughout the centuries of recovery, archaeology teams have poured over the remains of ancient Yarutian sites, extracting what little information they can about this now-extinct people. Yarutian artwork – exceedingly rare – is highly valued in museums and private collections around the Empire. Its bold colors and provocative, violent forms are prized in both legal and illegal markets. Looting of archaeological sites is a common problem, especially in poorer regions of the planet. The going rate for an in-tact statue in galleries on Sellonae, Nara, or Rho could easily secure a Yarutian family’s financial future for generations.

MAJOR POINTS OF INTEREST

POMO BELAC: Though not a large or beautiful city, Pomo Belac takes its place as one of the culinary capitals of the galaxy. Drawing many chefs from Nara, Andros, and elsewhere, the city’s proximity to many of Yarut’s most prolific agricultural areas allows Belac’s food scene to blossom. In decades past, Pomo Belac had served as the site of a major imperial military base but those forces have been reassigned to any of the four imperial battlestations since the Dominari Rebellion.

POMO KHALLEC: Pomo Khallec is a sizable crater city that serves as the planet’s capital. The largest city on the planet, it was built immediately adjacent to the ruins of Yaru Khallec, once the capital of the Yarutian civilization of ages past. Pomo Khallec is a vibrant and cosmopolitan city, which serves as the headquarters for many off-world corporations with holdings on the planet. It is also the home of the Memorial of the Dead, an elaborate garden complex meant to memorialize the horrors of the first galactic genocide.

THE QUARANTINE ZONE: The Quarantine Zone is a region of roughly 5 million square miles of desolate wasteland yet to be fully recovered by Ouiori efforts. During the bombardment of the planet, this region was struck directly by experimental Rikkan radiation weapons, whose effects have yet to fully dissipate. Introduced flora and fauna has attempted to infiltrate from nearby regions, but little has been able to survive.

YARU KHALLEC: Once the most powerful city in the Yarutian civilization, Yaru Khallec was the primary target of the deadly bombardment that ended its creators. Today, most of Yaru Khallec is destroyed – situated beneath the crater where Pomo Khallec now stands – but the former city’s easternmost portion still serves as a valuable archaeological site. The most impressive structure – The Blood Arena – still stands (with major repair over the last millennium) and draws tourists and historical enthusiasts from around the galaxy.

RIKKAN SPACE

RIKKAN SPACE

SUMMARY

Home of the fierce and traditionalist Rikkan, Rikkan Space is a vast region of the Empire’s galactic northwest. As a border region protecting the Empire against the threats posed by the Rogue Sisters, the people of Rikkan Space are a tough and hardy bunch.

LASSAR

Capital:

Urbsargente

Status:

Congressional Planet

Local Government:

The Lassarian Administrative Commission

Population:

19,989,000,000 – Human (63%), Rikkan (18%), Nara (13%), Vyx (2%), Shumi (1%), Solanar (1%), Koleon (1%), Khi’Hinn (1%)

Major Exports:

Tourism, Mining

PLANETARY HISTORY

After being discovered by Rikkan explorers long before the establishment of the Empire, Lassar was largely ignored for several centuries. Recognizing the desert world’s limited resources, the Rikkan nonetheless established a military outpost on the barren planet. In the early 3rd-century OL, the Garlando Construction Company built a sizable hotel and casino complex just north of the outpost, hoping to attract more attention to the dusty planet. Marketed as the “Gem of the Universe,” the resort’s success acted as a favorable front for the Ralo Crime Syndicate – a Khi-Hinnese-dominated organization that trafficked in the narcotic “wonderdust.”

The Gem’s success quickly led to a number of similar businesses on the planet. While often built by reputable construction and development firms, they were – more often than not – financed by some of the galaxy’s seedier, criminal elements. Hotel designs were as numerous and diverse as the organizations that established them. The Dark Conglomerate – an Andrian mercenary organization – established Sellonae Springs Spa and Casino and quickly appealed to some of the galaxy’s foremost elite. The Fortune – constructed by the Ghost Stars crime syndicate of Tallun – drew more mainstream patrons into elaborate casinos. The famed Rikkan Riirorokittsisi family built the expansive Fulcrum Hotel and Gaming Center, which offered unprecedented levels of entertainment. To “Star at the Fulcrum” became synonymous with musical success throughout the galaxy.

By the time of the Empire’s rise, little resembling a planetary government existed on Lassar. Independent “Security Hubs” and private defense firms began to establish their own sense of control on the world, even as its population spiked in popularity. The young Sellonian Empire began to eye the planet carefully, recognizing its place as a border world and the source of a great deal of the galaxy’s criminal influence.

In the late 6th-century, the Empire finally took action. Rallying the Imperial Navy against the world, the Sellonian government occupied the planet outright. Though widely protested, local security – typically sent from larger, offworld corporations deep in the Empire – did little to oppose the action. Lassar was soon brought to heel, and a number of famous crime families were apprehended into imperial custody. Though many of the resorts and casinos were allowed to remain open, doing so meant following strict imperial statues and regulations.

While many businesses obeyed the new laws – afraid of losing their vast wealth – many others rejected Imperial control. In most cases, entire businesses relocated to Tryss and Wari – two fast-growing planets well outside of Imperial borders.

Since the Imperial occupation, Lassar’s economy has continued to grow, becoming a major tourist hotspot for beings throughout the galaxy. Billions visit the planet each year, enjoying the luxury of artificial Kovian tide pools, Khi’Hinnese massage, or top Gorian chefs. In less reputable regions, cabarets, fighting rings, and burlesque shows are far more common, and cater to a less-cultured clientele. Even under imperial regulations, casinos still thrive on the planet, earning trillions in annual revenue.

LOCAL CULTURE

The planetary motto of Lassar is “What Takes Place on Lassar Never Leaves Lassar”, and, for the most part, locals pride themselves in that. In the wider galaxy, Lassar is viewed as either a trashy vacation spot or a place of fun and adventure – and sometimes both at the same time. Lassar’s inhabitants are a diverse cross-section of galactic life, with most of them employed by the tourism industry to some degree.

Despite imperial action, the continued prevalence of organized crime is no secret to those visiting Lassar. Most crime groups are careful to maintain order and ensure their actions fly under the radar of imperial agents. Anything bold enough to draw the attention of authorities would quickly mean imperial crackdown and the sudden loss of gaming or substance licenses.

MAJOR POINTS OF INTEREST

THE DEIR RACEWAY: A massive race track through Lassar’s hottest desert region, the Deir raceway is a popular sporting venue known throughout the galaxy. The raceway is home to the DEIR 3000, a difficult and excruciating 3000 kilometer race that happens annually and draws millions of spectators – and billions more viewers at home.

FULCRUM HOTEL AND GAMING CENTER: The largest individual structure on the face of Lassar, Fulcrum stands nearly a mile tall and is the size of a small city. The playground of the not-so-rich and famous in the Empire, many rising stars are spotted at their numerous shows, gaming floors, shopping centers, and parks. Even though Fulcrum is owned by the Riirorokittsisi Crime Family, the family is known to live offworld, as far away as possible.

SECURITY HUB 1052: The imperial center of Lassar, Security Hub 1052 has the nickname of “The Least Fun spot on the Rock”. It contains no casinos and only a handful of hotels and shopping centers – and mainly operates as an area to dispatch quick response units to any trouble on the planet.

URBSARGENTE: The largest city on Lassar, Urbsargente is historical home to the heads of the crime families that made the planet what it is today. As a result, the city has some of the nicest homes and mansions on the planet, many still in use or converted into museums dedicated to Lassar’s criminal past. Imperial Intelligence is incredibly strict in the region, as the descendants of the crime families still frequent what once was exclusively theirs.

RIIK

Capital:

Hel’Kar

Status:

Congressional Planet, Homeworld Status (Rikkan)

Local Government:

Rikkian Council

Population:

1,165,000,000 – Rikkan (94%), Human (3%), Solanar (2%), Khi’Hinn (1%)

Major Exports:

Minerals

PLANETARY HISTORY

Precious little survives from the infancy of Rikkan civilization. With Riik’s instability and the spartan lifestyle of ancient Rikkan tribes, the oldest artifacts on the planet are only a few thousand years old and nearly all have been found within the confines of the Cradle of Peace. Similarly, the evolutionary past of the Rikkan – and indeed all other species on Riik – has been lost to the constant upheaval of the planet’s surface. It wasn’t until the formation of the Cradle of Peace that the story of the Rikkan found purchase in the archeological record. Scientific excavation sites within the cradle show a long history of tribal warfare, with stone weapons and shields being the most common items uncovered.

Prior to the formation of the Cradle of Peace, traditional Rikkan wisdom taught that one must dominate their environment or die. The nomadic people learned to read every sign the wilds provided in their unending search for the next cradle. Amongst the harsh volcanic wastes of Riik, the Rikkan extracted every resource they could, with encounters with other tribes unerringly resulting in violent conflict. The scarcity of food and water, blistering heat, volatile terrain and constant threat of attack from animals and other tribes meant that each tribe was only a single misstep from oblivion. As such, each individual had to meaningfully contribute to the survival of the group or be left to die alone. Exile of those unable or unwilling to pull their own weight was common and still is for the many Rikkan who continue practicing their ancient ways. Abandoning the sick, the elderly, and the injured may seem harsh to modern sensibilities, however to the ancient Rikkan it was the only way to ensure the survival of the group.

Rikkan oral tradition contends that open hostility toward other tribes waned upon arrival to a cradle. Here, the hardships of the planet would abate and celebration would reign supreme. To the Rikkan, violent conflict within the confines of the cradle is strictly taboo, with offenders being exiled without exception. Similarly, celebration, mating, and subsequently childbirth were reserved for arrival to one of these temporary oases. As various tribes arrived within a cradle, they would openly intermingle, with cross-tribal festivals, trade, and mating being common practice. Here the Rikkan would receive much needed respite, all while practicing and preparing for the inevitable day they would be once again forced back into the harsh volcanic wastes to resume their austere lives.

The stability introduced by the Cradle of Peace, referred to at the time as the Land of Unending Mercy, provided the opportunity for the Rikkan to, at least partially, cease their nomadic lifestyle. With some of the harshness of life removed, different tribal groups across the Cradle began to expand, quickly coming into conflict with other groups. As prolonged occupation of this seemingly unending oasis continued, many of the taboos of the Rikkan began to abate. Soon the only habitable land mass on the planet was plunged into warfare and bloodshed, a period the Rikkan refer to as the Eon of Blood. Legends from this period tell tales of great battles fought by Rikkan who would become either brave heroes or die as pitiful failures.

Of particular note is the story of a grand war between two tribal groups, the Hel and the Kar. Rikkan legends claim their war so wholly consumed the continent that families and entire tribes fled the cradle for more favorable chances at survival amongst the wastes. With their war, the Land of Unending Mercy and it’s bounty was crushed under the titanic struggle of these two mega-tribes. As what was to be their final battle raged, the ground of the Land of Unending Mercy became slaked with Rikkan blood. It is said that at the height of the battle a great tremor shook the ground and a fissure swallowed the warriors from both sides, spewing forth burning magma. As the remaining Rikkan fled the cradle, freezing rains fell from above and washed away the blood of the brutal conflict. The oozing magma solidified as the destruction of the land and was halted. Thereafter the land mass was renamed the Cradle of Peace and since that day, its grounds have been hallowed.

With the establishment of the Cradle of Peace, the Rikkan could no longer compete with each other through their more traditional means. However, millions of years of evolutionary psychology are not so easily ignored. The seemingly innate desire to overcome lead to an unprecedented era of advancement. Though war was still waged by rival factions in the barrens of Riik, inside the Cradle of Peace advancements in sciences and technology exploded. The sudden removal of the hardships that had long defined the Rikkan lifestyle saw individuals and tribes compete in the emerging fields of mathematics and science. New rivalries developed and the Rikkan people were, for the most part, made stronger for it. The seemingly obsessive nature of the Rikkan led their brightest minds to go from the use of stone tools to an early industrial age within a few hundred years.

Following their first contact with the Solanar, the innate competitiveness of the Rikkan people found a new target. Within a single century the Riikan went from simple satellites orbiting their planet to reaching the end of their own solar system. Much to the chagrin of the rest of the galaxy, the Rikkan exploded forth, raiding and waging indiscriminate war against their neighbors. For centuries, the presence of a Rikkan fleet became the stuff of nightmares for the peoples of the galaxy. Following their defeat at the Battle of Nevi Prime, the Rikkan began the hunt for a suitable colony to fuel future expansions. The subsequent discovery and colonization of Tallun seemed primed to provide just that. However, the planet’s colonization would prove far more difficult than the Rikkan had realized.

The brutal winters of Tallun were alien to the Rikkan and extracted a substantial toll on those who sought to call the planet home. Additionally, exposure to the new virulent diseases, particularly Fire-Fever, would see entire settlements die in agony seemingly overnight. The unwitting transportation of the disease back to Riik would see casualties numbering in the millions as the disease swept across the Cradle of Peace. On the verge of societal collapse, the Rikkan Primarch ordered all symptomatic individuals to be exiled. As many were cast out of the Cradle of Peace into the wilds to die, still more were loaded onto ships and deposited on Tallun. There those few who bore a natural resistance to the disease eked out a meager existence until finally a cure was synthesized through the combined efforts of Naran and Rikkan scientists.

In the wake of the Fire Fever Epidemic, the people of Riik focused on the rebuilding of their home. It is widely agreed by historians that the Rikkan felt that they had appeared weak to the galactic community and sought to reclaim their supremacy. A large part of that rehabilitation and expansion came with the heavy extraction of resources from Tallun. As the population of Tallun swelled, it was bolstered by Rikkan captives and exiles. Within a century, the population of Tallun has eclipsed that of Riik.

The eruption of war between the two planets was seemingly inevitable, with the oppressed Tallunians rising up against their Riikan oppressors. With the rebellion of the seven tribes that had been appointed to govern the colony, the Tallunian War of Independence was underway. Already stretched thin and unable to contend with what had once been their primary source of material goods, Riik conceded defeat a mere four years later, with Tallun declaring its sovereign independence.

Humbled by the loss of Tallun, Riik faced yet another cultural shift. As Riik attempted to reassert or redefine its identity, the opportunity to do so presented itself with the Yaru’s attempted genocide of the Naran people. Eager to assist the people that had helped save them from the Fire-Fever, the Rikkan responded to the Yaru in kind, putting Rikkan fury on display for all the galaxy to see.

Following the destruction of Yaru, the Rikkan seemed to finally find their niche in the galactic community, coming to see the other species not as rival tribes but precious family members. Though conflicts have undoubtedly arisen since this galvanizing event, the taunts, attacks and jibes of Riik seem to focus more on strengthening the weakness of their allies than to dominate an enemy. Despite a small population and little economic success to speak of, Riik has continued to hold an important place in galactic history and the overall fabric of the Sellonian Empire.

LOCAL CULTURE

Conditioned by a cruel and unforgiving world, modern Rikkan culture is heavily influenced by their evolutionary psychology and ancient traditions. Most Rikkan have a strong disdain for excess, laziness, and frivolity alongside a healthy sense of pragmatism. Rikkan are known throughout the galaxy for their unerring work ethic and drive as well as their difficult to earn but steadfast loyalty. Rikkan often strive toward some form of “self-perfection,” be it athletic, intellectual, philosophical or otherwise. This often leads to Rikkan being remarkably harsh on themselves and those around them, a practice that has been shown to have lasting negative consequences to their personal relationships and self image if not kept in check.

Rikkan are ubiquitous across the galaxy, demonstrating a great capacity for adaptation second only to that of Humanity. Though intense, Rikkan can be staunch allies, bitter enemies, or something decidedly in between. Rikkan who have left Riik commonly carry with them a talisman or totem of sorts from their tribe. Commonly crafted from bone, wood, or stone, these are invariably the most valued objects owned by Rikkan individuals and are always carried on their person.

MAJOR POINTS OF INTEREST

HEL’KAR: The de facto capital city of Riik, Hel’Kar sits at the heart of The Cradle of Peace. Stretching high above the surrounding environment, the dark stone towers of Hel’Kar are erected over the site where a legendary battle between the Hel and the Kar tribes was swallowed by Riik itself. Rising from the center is a central spire known as the Spear of Raz Lhaheer, the seat of power of Rikkan government. This city hosts an estimated ninety-percent of the population of Riik and is nothing short of an engineering marvel. Fed by the planet’s ample geothermal energy, vents, aqueducts, power conduits and waste removal pipelines weave through the city to meet the needs of the populace. Spartan tenements serve to house the staggering population, with even the most well-regarded leaders having little more. Though it draws few tourists each year, the utilitarian city serves its populous needs well.

STAR-CRADLE STATION: Sometimes referred to as “Little Lassar,” this starport serves as the primary point of entry to Riik. Here, visiting vessels are docked, repaired and refueled while visitors are shuttled to the planet below by the native Rikkan. On the station, all manner of vices can be sampled, as the station hosts several gambling halls, taverns and brothels.

SHRINE OF WANDERER’S WAY: These shrines are found all along the volcanic shoreline of the Cradle of Peace, where the fertile lands slowly give way to the punishing wastes of Riik. Those who wish to abandon their lives in the Cradle — be they exiles or people seeking a simpler way of life — must prostrate themselves before the shrine, abandoning all but the most basic equipment. Thus stripped, they will wander out into the wastes where they may join an existing tribe amongst the wastes or, just as easily, never be heard from again.

MOTHER’S WRATH: This volcano has been continuously erupting for untold centuries, becoming the most influential contributor to Riiks weather cycles. Found opposite the Cradle of Peace, this volcanic powerhouse has been observed to launch matter into low orbit, where it cools and falls back to Riik with devastating power. This tectonic titan is often used in Rikkan iconography as a symbol of unerring might.

TALLUN

Capital:

Ros’Kon

Status:

Congressional Planet, Homeworld Status Pending (Tallunian Rikkan)

Local Government:

Tallunian Republic

Population:

13,825,000,000 – Rikkan (63%), Human (29%), Solanar (4%), Nara (2%), Khi’Hinn (1%), Shumi (1%)

Major Exports:

Manufactured Goods, Mining

PLANETARY HISTORY

In their unceasing quest for Toa, the Solanar of Nevi Prime identified numerous systems housing planets capable of hosting life throughout the galaxy. The arduous process of charting safe routes to these planets was shouldered by the exploratory fleets of the Solanar, who ventured into the unknown galaxy. Many of these expeditions led to systems devoid of life, inhospitable to any native species and making poor candidates for colonization. However, this was not always the case. Such is the story of the discovery of Tallun.

Hosting a multitude of biomes, Tallun orbits a large main sequence star and is replete with life. The irregular orbit of Tallun means that a single year on the planet takes nearly six galactic standard years. This irregular orbit contributes to an extreme cycle of seasons, with brutally cold winters lasting standard years and likewise matched by sweltering summers. Situated near the center of the galaxy, the Solanar slowly established small colonies both on the surface and in orbit above Tallun to serve as refueling and research stations for their expeditionary fleets. It was from Tallun that the ships that would discover Riik were launched.

As the Solanar battled against the Rikkan, their most notable loss was that of Tallun. With the capture of their central starport, the Solanar supply lines were broken, making any ship caught away from Nevi Prime an easy target for the Rikkan. Despite several attempts to retake the planet, ultimately the Solanar were forced to abandon their interests in the region as the Rikkan fleet moved to strike against their adoptive home world of Nevi Prime. Following the catastrophic loss of their fleet in that encounter, the Rikkan finally ended the near century long conflict. As peace negotiations settled, it soon became apparent that the Rikkan would retain control over Tallun.

Less concerned with preservation than the planet’s former benefactors, the new owners saw a world ripe for resource extraction. Quickly colonized by the Rikkan — who sought to build their meager influence across the galaxy — Tallun soon played host to numerous work camps, mines and factories. Within a year, an estimated twenty-million Rikkan had migrated to Tallun. Unfortunately, the their confidence — or arrogance — failed to account for the difficulties that would be associated with colonizing a world they viewed as feeble. The long and brutally cold Tallunian winters saw catastrophic mechanical failures and supply shortages inflict staggering casualties on the colonists. With the springtime thaw, some three standard-years later, over ninety-percent of the population had been killed.

The Rikkan redoubled their efforts, desperate to reestablish themselves in the eyes of a galaxy that had seen them humbled twice over. Tallun itself had other intentions. The microorganisms native to the planet began their own assault on the Rikkan. As new colonists arrived on the world, disease spread like wildfire through colonial settlements. Once again, the Rikkan died in droves, as a lethal and highly virulent disease known as Fire-Fever rose to prominence.

The unwitting transport of Fire-Fever back to Riik saw all efforts to continue colonization of Tallun halted. The colonists were left to fend for themselves as Riik sought to stem the tide of disease. As the situation on Riik grew more and more desperate, it was not long before drastic measures were taken. Anyone who exhibited signs of infection was ferried to Tallun to live, and die, in isolation. With the onset of another winter on the horizon, Riik all but abandoned the colony. Surrounded by death and disease, the colonists and exiles soon saw a resistant population emerge. Tied to a recessive gene typically associated with smaller and more numerous horns, this genetic mutation saw a number of individuals quickly overcome the usually lethal Fire-Fever, generally experiencing only minor symptoms. In the years that would follow, the high mutability of the Rikkan genetic code soon saw this recessive trait become co-dominant. In the end, thanks to a miraculous inoculation developed by the Rikkan and Nara, Fire-Fever was eradicated on Riik. Expenses and supply shortages tended to isolate the miracle dure exclusively to the homeworld.

As the population of Riik regained its stability, colonization efforts resumed following the end of the Tallunian winter some three years later. Upon returning in earnest to Tallun, the Rikkan discovered small, close knit communities where they had expected mass graves. Once again the new arrivals from Riik quickly established dominance over their colonies. Armed with the Naran vaccinations and fully prepared for the brutality of Tallunian winters, the Rikkan finally regained a foothold on Tallun. As the colonies grew, the demands for labor led to the importation of captives from raids and exiled Rikkan. Incentives to emigrate to Tallun were offered for those still on Riik. Conditions across Tallun were deplorable, with many dying due to lack of proper equipment, starvation and exposure. Others were worked to death. The rewards offered to immigrants were seldom delivered and often saw the individuals bonded in servitude. Conversely, the living conditions for those on Riik began to improve considerably. For the first time in two decades, the Rikkan fleet began to grow once again. With the resources of Tallun at its disposal and the Rikkan once again poised for conquest, the galaxy collectively held its breath.

Yet resentment swelled among the colonists. As tensions mounted between Tallun and Riik, the Rikkan continued to extract the fruits of Tallun’s labors. With yet another brutal winter encroaching and their stockpiles left depleted, Tallun had finally reached its breaking point. Saboteurs stole aboard supply ships headed for Riik and commandeered the vessels, ejecting their cargo back to the surface of Tallun before piloting the ships into the Rikkan war vessels stationed above the world. With no single party to hold accountable, it was the Tallunian people who bore the swift and bloody response of Riik’s outraged forces. Hopelessly outmatched with the approach of winter, the Tallunian population prepared for the worst.

In the end, it was the unification of seven tribal elders who would lead the Tallunian Revolution. As the war raged on, the Tallunians showed that they soon had no intention of returning to the oppressive lifestyle that had been forced on them by the Rikkan. The introduction of a centralized leadership soon saw the small cells of resistance better-supplied and informed. Coordinated strikes landed devastating blows against the Rikkan loyalists as the morale of the Tallunian people soared. Fueled by the plight of the Tallunians, as well as the ever-growing fear of an expanded Rikkan fleet, Andrian and Erissian nobles, the Solanar Triumvirate and the Vyx Collective funneled funds and weaponry into Tallun in secret, all while publicly stoking the embers of rebellion.

With the onset of winter, Riik withdrew its forces from the surface of the world and established a blockade intent on returning after the thaw to mop up the beleaguered Tallunian forces. Yet the hope that the winter would decimate the population of Tallun was misplaced, as their return in spring found a unified, well-armed and well-trained native force. Slowly, the tides of the war changed, as the continued cost of the prolonged conflict proved too high for the still-recovering Rikkan economy. With their devastating loss at the battle of Grah Medoh, the Rikkan forces surrendered, ending the bloody conflict and cementing Tallunian independence.

Since establishing their sovereignty, the denizens of Tallun have struggled to develop and maintain an identity separate from that of Riik. Despite this, Rikkan and Tallun maintain strong diplomatic and cultural ties to each other and remain as staunch allies. History has shown that conflict with one will inevitably draw the ire of the other and that any tension between the worlds will be put aside to defend against outside hostilities.

In the modern day, Tallun functions as a metropolitan world, with roughly equal parts residential, industrial and commercial space. As one of the few worlds that maintains a direct path to Sellonae, Tallun has always been a staunch proponent of the Empire. Its modern economic success can largely be attributed to its proximity to the capitol. During the Dominari rebellion, Tallun rose to further prominence filling the manufacturing gap left by the capture of the galactic South. Today, many members of the Imperial Navy hail from Tallun, continuing a strong martial tradition that has helped define the world since its earliest days.

LOCAL CULTURE

Despite its long and storied history, Tallun is still, in many ways, a world struggling to form its own identity and culture. Attempts to distance themselves from the more extreme personalities associated with Riik are often set back by their close ties to their ancestral home world. Similarly, internal culture clashes often see movements away from Rikkan traditions met with strong opposition. Recently, petitions to have the Talluninan subspecies officially recognized have been met with staunch opposition both on and off the planet.

Scientists contend that though the genetic expression of those on Tallun are markedly different than those commonly found on Riik, the Tallunians have not moved far enough away from their ancestors to merit “new species” reclassification. However, the difference between individuals from Riik and those on Tallun is quite striking. The prevalence of darker irises has helped those on Tallun dealt with the brightness of a world not under constant cloud cover, while slight changes in tissue density has allowed them to better handle the extreme cold of the planet. The most notable difference of the Tallunian Rikkan is their smaller, more numerous horns, a trait that has earned them several derogatory nicknames amongst Rikkan native to Riik.

These jibes, however, are often shared behind their backs, as the people of Tallun have a strong and proud martial tradition that has earned them a reputation as some of the most fearsome soldiers in the known galaxy. Before the formation of the Sellonian Empire, it was required that all Tallunians perform no less than two years of military service before being considered a full citizen of the planet. Though modern Imperial regulations have largely removed the enforceability of this practice, most Tallunian Rikkan adhere to this tradition out of a sense of duty.

The seven tribal chieftains who led Tallun in their rebellion against Riik are held up as cultural heroes and cornerstones of leadership and morality. Being pulled from the clans that were assigned to oversee operations on Tallun, the planet is laden with quotes from these individuals regarding life, liberty and property. These individuals are held up by some as nothing short of deities, though many historians are quick to point out that the seven founders delivered atrocities against Rikkan loyalists during the war for independence.

Just as those on Riik take great pride in the conquest of their volcanic home, so too do the Tallunian Rikkan bask in their endurance of one of the coldest habitable planets in the galaxy. Tallunian iconography is replete with symbols of the cold, snow and ice. Similarly the Taullunains are often regarded by others as measured and calm, a stark contrast when compared to their Rikkan counterparts. The signature competitiveness of the Rikkan is still present on Tallun however, with individuals being urged to focus and master a single craft or discipline.

MAJOR POINTS OF INTEREST

THE FOUNDERS’ HALL: This seemingly unimportant and severely-outdated structure in the capital of Ros’Kon stands in stark contrast to the modern buildings that surround it. Originally used as a grain storage facility, the tunnels below the structure lead to a hidden bunker that once housed the headquarters of the Tallunian resistance movement. Tours of the facility are one of the most common tourist destinations on the planet, drawing history buffs, class trips and Vindori from across the galaxy.

FROST HORN ACADEMY: Building in the shadow of the Frost Horn Mountains, this Guardian Academy has been in constant operation for nearly four hundred years. During the Dominari Rebellion, the school saw its numbers swell as other academies, such as Starfall, fell under Dominari control. Frost Horn Academy is famed for its brutal weather and harsh conditions and is often regarded as the least desirable place to be assigned for Guardian training.

RISSI: Rissi is a well-loved vacation hotspot settled deep in the Fer’rai Mountains. While charming in its own right, most associate Rissi with its elaborate celebration of Khar’Maz, a well-loved Tallunian holiday. Though largely commercialized in the modern day, this holiday once served the purpose of instilling hope and raising morale for the Talluninas through their long winter. As a celebration of the hardiness and determination of the Tallunian people, clans reunite and share in feasts, gift exchanges and copious amounts of alcohol. Considered a time for reflection of the achievements of the past year and preparation for challenges yet to come. Tribes erect great standing poles, around with the carouse, engage in feats of strength and heir their grievances.

SUUT’HART NAVAL BASE: The largest training ground currently employed by the Imperial Navy, an estimated 46% of naval graduates pass through the gates of Suut’hart. Named for the military commander and famed strategist of the Tallunian War of Independence, the rivalry between the Suut’hart and Frost Horn is legendary.

THE VOID

THE VOID

SUMMARY

The furthermost portions of the galactic west are a region known only as “The Void.” Here, dangerous nebula and other celestial phenomena make casual travel almost impossible. This is the ancestral home of the Solanar, the great spacefaring civilization that once occupied the now-dead planet of Toa.

NEVI PRIME

Capital:

Rahaab

Status:

Congressional Planet

Local Government:

Representative Triumvirate

Population:

21,799,000,000 – Solanar (85%), Human (12%), Vyx (1%), Rikkan (1%), Nara (1%)

Major Exports:

Luxury Starships, Art, Music, Tourism, Heavy Metals, Rare Elements

PLANETARY HISTORY

Nevi Prime is a virtual paradise by the standards of most habitable worlds across the galaxy. This idyllic, agrarian plant was ready for colonization from the moment it was discovered by the Solanar. To any other species, Nevi Prime would have seemed nothing short of a miraculous windfall. Yet to the Solanar, colonization of the planet was something more akin to a tragedy. Forced to choose between what they consider to be a passable world or continuing their search on failing starships, the Toahii settled the planet.

Playing host to a myriad of biomes, Nevi Prime is perhaps best known for its white sand beaches, lush tropical reefs, and dense towering forests. Eternal winter at each pole maintains billions of tons of frozen water in ice caps, while near the equator steaming jungles and sweltering deserts remain constant year round. Millions of unique organisms call the planet home, from the towering, herbivorous bhaalroth to the sleek and majestic ocean hunters, the veldak. High above the atmosphere, billions of chunks of ice and stone form the planetary ring around Nevi Prime. Containing high concentrations of heavy metals and rare elements, Nevi Prime’s ring provides ample mining and extraction possibilities with little to no danger to the planet’s ecosystems.

With ample space for farming and resource extraction, Nevi Prime could easily be used to meet the food and resource demands of several less fertile worlds were it to be treated as most colonies are. Indeed, Nevi Prime could be the jewel in the crown of any spacefaring species, and undoubtedly would be if not for the Solanar’s staunch defense of the planet.

Shortly after the emergence of the Rikkan into the galactic community, the Solanar found themselves dogged by constant raids from the galactic newcomers. Solanar attempts to sue for peace were met with insults at the best of times, but most often devolved into grisly displays of violence. This nearly century-long conflict between the two people saw the deaths of millions of individuals from both sides, with the Solanar often taking up a defensive position and retreating as the Rikkan advanced. Ultimately, this strategy saw the Solanar pushed back to Nevi Prime, with the Rikkan fleet poised to strike the killing blow.

While the Triumvirate discussed the logistics of a mass exodus from Nevi Prime, High Admiral Naakai Nahiiri, tired of running, directed the Solanar fleet to make the first strike — a move the Rikkan were not expecting. During the Battle of Nevi Prime, Solanar space superiority was put on full display. With the entirety of the Solanar fleet concentrated in one place, their advanced weapons and ship designs finally won out over the overwhelming Rikkan numbers. Combined with the timely arrival of their Rhonian allies, the Solanar decimated the Rikkan, forcing their retreat and eventual surrender. Soon a treaty was struck between the Solanar, Humans and Rikkan, ensuring that Nevi Prime would remain firmly under Solanar control.

In the modern day, the sparse and pristine cities of the Solanar dot the otherwise unspoiled surface of Nevi Prime. Each settlement is strategically placed to maximize the benefit to the Solanar while minimizing the impact of the people who, even after two millennia, consider themselves to be “just passing through.” In orbit above the world are the Eternal Vigil Shipyards, where Solanar engineers and artists work in conjunction to create the most advanced, luxurious, and astronomically-expensive vessels ever constructed. Most are commissioned and sold to the highest bidder, however one in ten is dedicated to the Niithar’Toa – the holy Solanar generation fleet. This fleet sits in wait for the rediscovery of Toa, where it will ferry all Solanar to their reborn home.

LOCAL CULTURE

It is easy for other species of the galaxy to look at the beauty and potential of Nevi Prime and think the Solanar mad for the melancholy with which they regard their world. But one would be hard-pressed to hear the somber poems and psalms of the Solanar and not be moved to understanding. The Solanar view their settlements on Nevi Prime as a lose-lose situation. In lingering in this place, the Solanar delay the rediscovery of Toa, their promised homeworld. While they frantically search, they see their occupation of Nevi Prime as a constant interference with the planet’s natural order, fearing they are denying the planet the chance to create its own people someday.

This second belief has led to the Solanar being gracious stewards to their adoptive home planet. Communities on Nevi Prime are near-perfect in their resource efficiency, ensuring they produce the smallest environmental impact possible. Structures are made of only the most ecologically-sound materials and a minimalistic lifestyle is encouraged by those who live on the planet. Having served as the home planet of the Solanar for over two thousand years, modern estimates indicate that when the Solanar depart Nevi Prime, the planet would show virtually no trace of their occupation within a mere three thousand years.

The Solanar emphasis on minimalism and stewardship does not mean they want for anything in their daily life. Compared to the rest of the galaxy, the Solanar on Nevi Prime live highly comfortable and peaceful lives. Solanar art, particularly writing, is highly sought after by connoisseurs and collectors from across the galaxy. Similarly, Solanar artisans produce some of the most luxurious and expensive items in the galaxy, second only to the Koleon. The works of master artisans fetch prices that rival the cost of most housing across the galaxy.

However, despite it’s tranquil opulence, the planet of Nevi Prime is often cast in a melancholic din. The ubiquity of the Toanathiiri, the major religion of the Solanar, is inescapable here. Monuments and relief carvings depict their tragic history and attempt to capture the overwhelming sense of loss over their homeworld, while simultaneously evoking hope. The sorrowful hymns of the Toanathiiri echo through the streets as the colleges and seminaries of Nevi Prime attempt to decipher the new location of Toa.

The Toanathiiri is a religion predicated on the existence of a deity that exists in three equal parts, commonly known as Anai – the Parent, Odshaan – the Mother, Tadii – the Father, though these translations are rudimentary. The existence, both in three parts and as a whole, is used interchangeably. The second core belief of the Toanathiiri is that Toa, the original home system of the Solanar, was not wholly destroyed and that the planet has been remade somewhere in the galaxy. Some interpretations contend that the spirit of the planet has reformed somewhere else, while others insist that the physical world itself was moved. Still others believe that the entirety of Toa reborn is a metaphor, used to spur the once sedentary Solanar to explore. Regardless of the interpretation, the third core tenant of the faith is that the Solanar seek out the reborn Toa as a means to reclaim their paradise.

Though at first glance, the religion of the Solanar may seem a bit far-fetched, it cannot be wholly discounted. Manifestations of Anai-Odshann-Tadii were documented and reported all across Toa in its final days. Additionally it is this faith-fueled wander lust that has led the Sonalanr to discover nearly half of the known species of the galaxy while also charting the majority of what is now Imperial space. Though there are those that insist the manifestations and messages spread on the final days of Toa were something of a collective manifestation of the Light, it seems the Solanar have no intention of ceding their faith any time soon.

As a reflection of their faith, the Solanar family unit traditionally is centered around a triune, with marriage being a commitment made between three individuals. Though in their ancient history the Solanar dictated this be a union between one male, one female, and one non-gendered individual, long gone are such constraints. Modern Solanar families, though still often centered around three individuals, can contain any number of persons from any gender identity or species. Most recently, the restrictions placed on couples have been lifted, despite the concerns that raising a child is simply too much for two people to manage alone.

MAJOR POINTS OF INTEREST

ETERNAL VIGIL SHIPYARDS: This shipyard hangs in low orbit over Nevi Prime and is host to some of the most skilled shipwrights in the galaxy. Here, luxurious starships are requisitioned by the wealthy elite of the galaxy, with said requisitions always containing a sizable donation to the Niithar’Toa. Fabricated as much by hand as possible, these ships can take anywhere from two to ten years to complete and are astronomically expensive. To own an Eternal Vigil ship is a status symbol recognized throughout the galaxy. The Imperial Yacht — used exclusively by the Empress and her courtiers — is always of Eternval Vigil design.

HOUSE OF LOST STARS: The single largest structure on Nevi Prime, this temple serves as the spiritual headquarters to those who follow the Toanathiiri. Here ballads and hymns are written, attempting to reflect the Solanar spirit and give praise to Anai-Odshan-Tatii. Simultaneously, the structure serves as an observatory and star map repository. The archives of the House of Lost Stars is said to rival that of the Imperial archives on Sellonae.

RAHAAB: The capital city of Nevi Prime, the city is centered around the original generation ships that ferried the Solanar to Nevi Prime. Here, the Triumvirate of Nevi Prime deliberates and leads their people into the future. Recently the appointment of a new council member who openly rejects the Toanathiiri has thrown local politics into turmoil. Rahaab is a vastly popular tourist destination, built in close proximity to the aptly-named Rahaab beaches. Here species from across the galaxy can come to relax and enjoy the fineries of Solanar hospitality. It is worth noting however, that improper disposal of refuse across the city has seen many individuals banned for life.

SINNICATHII: The wineries and distilleries of the Siinicathii region are famed for their potent and complex products. Not being sold anywhere save for on Nevi Prime, Siinicathii products are renowned across the galaxy for their quality and rarity, with bottles sold second hand fetching astonishing prices. Crafted from a blend of unique plants native to Nevi Prime, the most well known and sought after product is Slaaniithresque. This sweet, violet-hued potable is sought after by connoisseurs and collectors alike and a single bottle, which must be purchased off the black market, can often go for upwards of a million credits.

Staff would like to thank Jenn Nagle for her assistance in creating Nevi Prime lore.

TOA

Capital:

None

Status:

Uninhabited World (No Congressional Representation), Homeworld Status (Solanar)

Local Government:

None

Population:

None

Major Exports:

None

PLANETARY HISTORY

The ancient records that have survived describe Toa as a paradise, a world so rich in resources and life that scarcity was altogether unknown to its inhabitants. They tell of a culture that slowly developed over hundreds of thousands of years and emphasized the here and now. With little need for change, progress came slowly to the children of Toa who spent their days focusing on the arts and individualistic pursuits. It was in this manner that the Toahii existed for ages — until an existential threat shook the stability that had always defined their world.

The continued expansion of their sun had begun to shift the balance of their planet. Solar radiation and a steadily increasing global temperature caused cataclysmic weather phenomena that devastated the Toahii. Recognizing the looming threat, the people were forced to set aside their individualism and adopt a more generational focus: The Toahii would have to abandon their home. Developing the first interstellar ships, their best and brightest boarded their generation ships and took to the stars.

In an event that they call the Solastiathriin, the world of Toa was scoured by flames and consumed by their star. Those lucky enough to have fled on the colony ships could only watch in horror as their homes and families were lost forever. These survivors, recognizing that their world had been lost, stripped themselves of the name Toahii and became the Solanar, “Those without Light.” As refugees, they wandered from system to system, desperately seeking a new home. Unable to find a world that met the ideal of Toa, the Solanar begrudgingly settled on Nevi Prime. Declaring the planet as their temporary home, the Solanar continued their search for a world more akin to their own. This search continues to this day.

In the modern day, the Toa System is wholly uninhabitable. With the expansion of the star at the center of the system, all of it’s planets have been consumed by its insatiable hunger. On the outskirts of the system sits Pilgrim’s End, a station crewed by the clergy of the Toanathiiri. Here, deceased Solanar are dressed, mourned and returned to what remains of their ancestral home.

The clergy of Pilgrim’s End take a vow of silence during their time aboard the station. Similarly, the few permitted entry aboard the station are forbidden from speech. This is often the final assignment for members of the priesthood as the deep melancholic nature of the station allows the Solanar to reflect on the loss of their people, as well as the joy of one day reuniting with them.

VYXIAN SPACE

VYXIAN SPACE

SUMMARY

Though a small an unassuming portion of The Empire, Vyxian Space has served as the focal point of history on more than one occasion. The source of vital resources, the region was devastated in the Dominari Rebellion, leading to sizeable recovery efforts in the time since.

VYXEX

Capital:

Migrating Capital (Currently Thiax)

Status:

Congressional Planet, Homeworld Status (Vyx)

Local Government:

Vyxian Collective (Oligarchy)

Population:

31,947,000,000 – Vyx (100%)

Major Exports:

Refined Quatrazine Gas (Mata), Produce (Fruit)

PLANETARY HISTORY

Teeming with sweltering jungles, towering mountain ranges, and deep, sweeping canyons, Vyxex hums with life. Owing to its tectonic stability, the single supercontinent that dominates the majority of Vyxex’s surface has remained largely unchanged for billions of years. Shortly after the formation of the planet, a passing protoplanet collided with the still-molten Vyxex, forming Sessool — Vyxex’s only moon — along with the terrestrial landmass that still exists to this day. This theory is supported by the formation of mountains that trace the patterns of the shockwaves from this titanic collision. Over the centuries, the planet’s near-constant precipitation has cycled water from Udra, Vyxex’s singular ocean, over the continent where it falls and carves the riverbeds and canyons of the planet.

Fed by daily rainfall and legendarily rich soils, the jungles of Vyxex grow thick and lush. Life thrives across the whole of the continent, boasting an ecological diversity that rivals even those of Shumi and Paronar. Unfortunately, the conditions on Vyxex are exceedingly hostile to the processes of fossilization and preservation, leaving massive holes in the archeological and paleontological records. Through painstaking field work and research, vyxthropologists have concluded that the people known as the Vyx lingered in their stone age for approximately a million years before the development of their earliest civilizations. Many have difficulty accepting this timeline, due solely to the existence of the Quah, the great Vyxian monoliths.

Across the planet, twelve pentagonal basalt obelisks dot the landscape, each estimated to be well over three-million years old. These structures stretch high above the rainforest canopies below, reaching a height of approximately two-kilometers at their summit. Each side is carved in breathtaking relief, with the intricacy of the stonework rivaling that of modern sculpting masters. In the modern day, these monoliths sit silently at the center of the twelve Vyxian cities, a testament to the greatness of ancient Vyxian culture.

With the rising of Sessool, Vyxex’s moon, the ancient silent monoliths stir. As Sessool exerts its tidal pull on Vyxex, a crimson gas trickles forth from the many vents cut in the stone’s surface. Spekta Sotal, translated roughly as the “breath” or “blood of the gods,” is a deep red gas that collects in the channels carved in the surface of the Quah. Heavier than air, it behaves more like a liquid in high concentrations, cascading through the ancient stone passages along the ornate surfaces of the Quah until it meets the ground. There it diffuses, mixing into the atmosphere of Vyxex. This gas, known to the rest of the galaxy as quatrazine, fuels life on Vyxex.

Though many other natural quatrazine vents exist across the planet, the Quah seem to have been engineered over the most active of these fissures. Collectively, the Quah contribute approximately 60-65% of Vyxex’s ambient quatrazine. As it combines with other gasses, quatrazine makes up less than 4% of the planet’s atmosphere. Similarly to other species across the galaxy, species native to Vyxex require oxygen or carbon dioxide for respiration. However, having evolved in the constant presence of quatrazine, even in it’s low concentrations, no creature from Vyxex can survive more than a few hours without it.

Upon Vyxex’s unwilling emergence into the galactic community, it was quickly discovered by human scientists that quatrazine could be synthesized into the miracle substance known as Mata. Being unable to duplicate the unique chemical compound in a lab, the gas harvested from Vyxex quickly became one of the most valuable substances in the known galaxy, rivaling even that of Bolan Crystal and Vylleh Steel.

With the planet’s natural abhorrence of preservation, early development of Vyx society is shrouded in mystery. As evidenced by the existence of the Quah, some form of civilization has existed on Vyxex for millions of years. As a further testament to this fact are the seemingly innumerable ruins that choke the jungles, each showing deep variation in architecture and age. It is likely we will never know how long Vyxex has played host to civilizations or what cultures have existed and perished in its jungles, only to leave behind their silent stone edifices.

LOCAL CULTURE

The development of modern Vyxian society is centered around the Quah. With only one exception, each monolith has had it’s base cleared of jungle and replaced with the urban sprawl of the Vyx. It is easiest, perhaps, for outsiders of Vyxex to think of a Quah and the surrounding area as a nation composed of several small cities in a tight vicinity. The most recognizable constant of Vyxian culture is how physical proximity to the Quah correlates closely to social standing. Vyxian cities are highly organized and structured, with specific districts and locations for seemingly every purpose. Structures are coated in a ceramic material designed to shed water and protect the metal and wood under structures. This coating is often painted and sealed, casting the cities of Vyxex in brilliant patterns. The Vyx proclivity for organization and efficiency stems from the long-standing tradition of their caste system.

In the Vyxian capital districts, the societal elite govern and rule, with only the highest amongst them having access into the labyrinthine passages within the Quah itself. On the most auspicious occasions, the highest ranking members of Vyxian society are guided through the maze of tunnels by temple-masters; individuals who dedicate their lives to exploring the ancient passages. At the apex of each Quah is a small pentagonal platform from which high priests perform coronations, war is formally declared, and religious rituals are performed. To stand at one of these ceremonies, looking down over the billions around you, is the highest symbol of power and influence to the Vyx.

At the base of each Quah is the capital city which shares its name. Only members of the highest rank of their caste, and of course their servants, are permitted entry into these walled communities. The residents of these cities are the political elite, high priests, military commanders, wealthy merchants, leading scientists and Vyxian Guardians. Here, life is comfortable and pristine. The few laborers and craftspeople permitted entry – but never residency – come and go on a daily basis, commuting from other, more distant cities. The finest foods and goods are delivered from all of the surrounding cities as tribute to the elite. Many Vyx considered it a true honor to have your goods taken to the capital.

As one moves away from the capital, Vyxian cities take on a more lived-in aesthetic. Merchants and craftspeople peddle their wares, laborers move through the streets and building maintenance becomes less meticulous. Military outposts train soldiers and middle-ranking scholars go about their studies. Priests tend to the spiritual needs of their communities and doctors and nurses tend to the physical needs of each individual. Moving further from the Quah, industry becomes more prevalent, with ever increasing concentrations of laborers and craftspeople. Hanging gardens appear on seemingly every structure in Vyxian middle cities, allowing the thoroughly-urban Vyx to meet their agricultural needs.

Furthest from each Quah are towns comprised of the lowest ranking members of each caste. By most estimates, roughly 60% of Vyx individuals live in outer cities, alongside the disgraced individuals of the Nep caste, who until recently have never been included in any Vyxian census data. In the outer cities, poverty, desperation and hardship define life. Citizens practice traditional agriculture, with the dense nutrient rich soil of Vyxex yielding ample crops. However, stripped of its natural growth, the daily rains can quickly turn the ground into a sucking mud pit that saps workers of their energy at the best of times and their lives at the worst. Additionally, the vast farm fields are under near constant threat as the voracious predators of Vyxex’s jungles prowl, looking for an easy meal.

The squalid structures of the outer cities constantly leak and threaten to crumble while the legions of biting, stinging insects pour forth from the wilds. It is here that the drainage systems of the inner and middle cities terminate as well, spreading disease and rot. For all their hard work, on average 90% of the goods produced in the outer cities are shipped to the middle cities and capital. Unsurprisingly, crime is all too common in these regions, with smuggling, extortion, and gang violence being all but practiced in broad daylight.

As a member of the Sellonian Empire, Vyxex prefers to keep to its own affairs, only weighing in when absolutely necessary. Despite their desire for isolation, Vyxex often finds itself at the heart of controversy. For centuries, activists across the galaxy have petitioned the Sellonian Empire to end the Vyxian caste system. However, being the only provider of quatrazine in the galaxy, the Vyxian Collective has used its considerable influence to evade and resist the outside pressure for societal reformation.

It is widely speculated by scholars that Vyx societal development has never been as peaceful as the official histories would suggest. Fragments of data and sparse evidence suggests the Vyx were no strangers to war and that it was their first contact with humanity that unified the species. Regardless of how it came about, the Vyxian Collective has been the undisputed authority on Vyxex since the early days of their emergence into the galaxy — an authority that would not be challenged until 839 OL.

Unbeknownst to the rest of the galaxy, a growing movement for reformation, fueled by outside influences, harsh living conditions and famine turned violent. In 839 OL, a Vyxian civil war broke out in the cities surrounding Quah Bruun. Covered in part by their isolationism and in part by willful propaganda, The Vyxian Collective waged a brutal war against the collected cities of Bruun. As the Vyx Collective neared its victory over the rebels, a rogue Guardian Prism ran the standing Vyxian blockade before being shot down over the Jungles of Vyxex, drawing the eyes of the galaxy at large. As the leaders of Vyxex postured and attempted to control the flow of information, the stranded Guardians mounted a successful counter attack against the forces of the Collective.

Trapped on the planet for three years as the Collective, Empire and Order negotiated a ceasefire, the Vyxian rebels and the rogue Guardians waged a guerilla war against the Collective. In 842 OL, a fuel ship under the reported control of the Vyx Collective was piloted it into Quah Bruun. As the monolith shattered, the millions of tons of stone and debris that rained down combined with the radiation from the ship’s reactors, ensuring the utter destruction of the city below. The galaxy looked on in horror and the call for decisive action was deafening.

With the Collective being unable to cover up what had happened, the Imperial Fleet arrived over Vyx at the behest of Emperor Lucius II. Staring at a war with the rest of the Empire, the Vyx Collective agreed to a ceasefire allowing Guardian led relief forces on world to tend to the victims. Begrudgingly, the Vyxian Collective was forced to accept Bruun’Art-e’ Vax-Sil’nor, the leader of the rebel forces, as the twelfth member of their order.

The destruction of Quah Bruun is held up by the Vyxian people as the greatest loss their species has ever faced. In the wake of the war, the Vyxian Collective was forced to officially dissolve their caste system, though it undeniably still pervades Vyxian culture. Similarly acknowledgement of Bruun is considered taboo, and most Vyx consider the residents of the scattered cities at the base of the tower to be wholly part of the Nep caste.

While under Dominari control, the Collective briefly and violently reinstituted the caste system. Beginning with the public execution of Bruun’Art-e’ Vax-Sil’nor, pogroms were carried out against the citizens of the Bruun region as Vyxex once again fell to civil war. Fortunately, the tactical importance of Vyxex saw to the early arrival of Sellonian forces, putting an end to the Dominari and Vyxian attempts at genocide. With the reunification of the Sellonian Empire, the Vyxian Collective, now a council of eleven members, has been forced to recognize Bruun as a separate sovereign state under the protection of Empress Laevinia.

Still pervasive across Vyxian culture is their sense of modesty. Vyx often cover the overwhelming majority of their body, leaving only their head and hands exposed. As temperatures on Vyxex are often sweltering by most species’ standards, dark mesh is often incorporated to allow air flow while maintaining a respectable amount of coverage. The Vyxian sense of modesty extends to their speech and mannerisms, with most outsiders seeing the Vyx as dignified and aristocratic. Vyx seldom interrupt or speak out of turn and always use an honorific when possible. This aspect, combined with the perception that the Vyx easily dismiss the suffering of others, often sees Vyx cast as pontificating villains in modern media, a trope that perpetuates many prejudices held against the Vyx.

Though rare on Vyxex, off-world Vyx wear rebreather masks which supply them with a steady supply of quatrazine. Concentrated canisters of the gas can last an individual Vyx about a week before they need to be replaced, a service provided by the Vyxian embassies for free. However storage and transport of such a precious material is a dangerous venture, one that has cost many Vyx their lives. In addition to the sheer monetary value of concentrated quatrazine, the gas can produce a habit-forming euphoric effect for species not native to Vyxex when consumed in high concentrations. Sadly, it is all too common that Vyx away from their home planet are targeted by individuals looking to make some fast money on the black market.

MAJOR POINTS OF INTEREST

XINFRAS ISLAND: One of the few Vyxian Cities not centered around a Quah, this sizable city is the only starport open to non-Vyxian vessels and off world commerce. Built on one of the few islands on all of Vyxex, the island provides the Vyx with their much-desired privacy. Though technically by Vyxian law there can be no permanent residents from off-world on Vyxex, it is not unusual for individuals to receive permits for extended visitation for several years.

RUINS OF M’URAX: This ancient stone city rests atop the towering peaks of the Ra’x Asha mountain range. Built by a long-forgotten Vyxian society, the ruins of this city are a legendary tourist destination; partially for the amazing views and challenging climb it provides, and partially because the Vyxian Collective only permits one-hundred off-world Vyx attendees to visit the site each year.

HARU’SPECTA SOTAL: This ancient site sits at the center of the Xursa Sea, a large freshwater inland sea on the southern portion of the continent, near Quah Pyt. As Sessool rises over the sea, the natural vents on the island spew forth massive amounts of quatrazine. In ancient times the small structure on the island was used as a ritual site where Vyxian priestesses would breathe heavily of the concentrated gasses, believing it allowed them to commune with Vyxian gods whose identities have been all but lost to time. The site has since been a hotbed for illegal quatrazine collection until the Vyxian Collective declared it a protected heritage site in 831 OL.

TEETH OF VYXEX: If the first thing anyone arriving in space over Vyxex would notice would be the lush green and blue planet below, the second would be the teeth. Consisting of twelve-hundred stations locked in orbit around the world, this network of triangular weapons platforms waits above the planet in a mode of constant readiness. One of the few non-Imperial military installments allowed to continue to exist into the modern day, the sheer firepower standing at the ready to protect Vyxex would make any Shikalan green with envy.

MYSSRYN

Capital:

Vulcon

Status:

Congressional Planet

Local Government:

Myssrynian Global Council

Population:

3,728,000,000 – Human (72%), Shumi (12%), Rikkan (7%), Vyx (4%), Nara (2%), Khi’Hinn (2%), Solanar (1%)

Major Exports:

Grain, Vegetables, Fruit, Minerals

PLANETARY HISTORY

Until two decades ago, few could identify the planet Myssryn on a map, and even fewer would care to. A quiet and serene agricultural world on the edge of the Empire, the planet’s fate was forever changed by the onset of the Dominari Rebellion. The scars inflicted by that conflict still run deep within the planet’s geography and collective psyche.

By geologic standards, the planet of Myssryn is strikingly new compared to many other inhabited worlds in the galaxy. High volcanic activity is common across much of the planet’s surface, coating massive portions of the continents in thick lava fields. Outside of these regions, though, are lush, fertile plains ideal for crop farming. When seen from orbit, the planet appears as a complex patchwork of green and black surrounded by swirls of ocean blue and the grays of innumerable ash clouds.

First discovered by a Vyxian merchant group in the early years of the fifth century, Myssryn became a major project for the fledgling Sellonian Empire. While vast tracts of the planet’s surface were dangerous and uninhabitable, cooler regions were ripe for agricultural use. The Empire invested vast wealth and resources into the region, hoping to employ the world in easing the widespread food shortages occurring elsewhere in the galaxy. Assisting millions in their immigration to the world, the Empire quickly worked to establish settlements and spaceports on all of Myssryn’s four major continents. By the seventh century, the planet had achieved Congressional Status with over a billion inhabitants and had taken its place alongside Porthia and Gori as one of the leading agricultural producers of the galaxy.

Despite this success, Myssryn still gained little galactic notoriety. A quiet and unassuming world tucked into the border regions of the Empire, few paid Myssryn much note. Its economy was stable but unimpressive while its population rarely caused enough commotion to draw the attention of galactic media. Outside of the executives of agricultural corporations and the transport pilots that ferried Myssrynian produce between worlds, few traveled to the planet.

It was a great shock, then, when the world took center-stage during the Dominari Rebellion of 898-899. As the second planet claimed by the Dominari, Myssryn’s elected Global Council was quickly disposed of and placed under a military-backed dictatorship. The planet’s resources were directed toward the growing Dominari and Bellati war machines while its population was reorganized to serve their new leaders. Once-serene farmland became dominated by factories run by forced labor that belched thick pollutants into already-grayed skies. Though attempts at liberation were made by local groups, none succeeded. This was – in part – due to overwhelming Dominari and Bellati numbers, but also the result of a tendency of local individuals to betray their comrades in exchange for better rations and living conditions. After a year of occupation, the population of Myssryn had turned against itself, with people accusing their neighbors of insurrection based on any shred of evidence. Fear and desperation – fuelled by Dominari mind powers – gripped the planet.

By the end of 899, the Dominari Empire had been brought to its knees, but the rebel forces continued to retain a firm grasp on Myssryn’s broken population. The arrival of the Imperial Fleet in the planet’s orbit managed to rally a series of uprisings, with angry mobs attacking Dominari strongholds. When Bellati Admiral Lora Fa turned her ship’s cannons on the Dominari, the planetary uprisings reached a crescendo. One by one, the planet’s largest cities began to break away from their conquerors as Dominari officials began a widespread evacuation of the world. As the Dominari fell into retreat, it became clear that the Battle of Myssryn had ended their rule once and for all, and the planet celebrated wildly.

But the war was not yet done with Myssryn. Over the next several hours, debris from the battle above began to rain down on the planet, striking some of Myssryn’s most populated cities. Millions perished as bolan reactors erupted over cities – triggered by Dominari agents still stationed aboard doomed, falling starships. Massive waves of radiation poisoned fields and waterways, killing millions more in the months ahead. The planet’s population – already wary from war and deeply distrusting of its own people – turned on itself, fighting for control of the remaining cities and rapidly-depleting resources. Reassigning thousands of troops and Guardians from other war-torn worlds, Emperor Decius struggled to pacify the planet, finally doing so by the summer of 900.

In the two decades since the Battle of Myssryn, peace and a return to normalcy have not been easy for the planet. With Guardian support, poisoned farmlands have been reclaimed and cities have been rebuilt. Yet the wounds that still exist in the hearts and minds of the Myssryn’s people continue to run deep.

LOCAL CULTURE

While planets across the galaxy continue to wrestle with the tragedies of the Dominari Rebellion, few struggle as greatly as the people of Myssryn. Still angry and bitterly resentful of their conquerors, Myssrynians are equally angered towards their fellow citizens. Though now two decades behind them, many are still unable to shake the bitter memories of loved ones being carried away for questioning, never to be heard from again. Others struggle with the guilt of having turned in friends and neighbors in an attempt to gain Dominari favor. In all, the people of Myssryn remain broken and disheartened despite years of Guardian intervention.

Modern Myssrynian culture is reflective of these continued struggles. Quiet and non-confrontational, most Myssrynians keep to themselves and dedicate themselves to their work. Most Myssrynians – even those too young to remember the horrors of the war – struggle with trust and relationships, with Myssrynian marriages collapsing at twice the rate of those on other worlds. Despite imperial pressure to remove Dominari monuments and dismantle the ruins of prisons, the Myssrynians insist on maintaining them as reminders of the past.

Myssrynian culture projects unique views on the Guardian Order. Forever grateful for the Guardians’ role in their planet’s liberation and recovery, The Order is referenced with the utmost respect. To be found to be Radiant is an absolute honor, with great celebration on behalf of the individual’s family. Yet for a Radiant Myssrynian to be trained as a Bellate (or in some cases, a Ouiore) is tantamount to betrayal and cause for an individual’s immediate shunning. Both the Bellati and Ouiori sects are often viewed as accomplices in the Dominari treachery, though more recent recovery efforts carried out by the latter has dulled this accusation somewhat. While Venefari, Medicari, and Vindori Guardians are treated with admiration and respect in Myssrynian cities, Bellati are still spit at, refused service, and labeled as traitors. Most Bellati rightfully steer clear of the planet altogether.

Not lacking in technology or trapped by traditionalist thinking like on other farming worlds, many assume that future generations of Myssrynians might be able to assume their place as the most prolific agricultural world in the galaxy. To do so means first healing the last two decades of wounds and moving forward as a united people – two tasks that amount to no easy feat.

MAJOR POINTS OF INTEREST

THE EMINENCEOnce a massive battleship crewed by Dominari sympathizers, the hulk of the Eminence fell from the sky to land just outside the caldera of Vulcon, the capital. Today, the remains of the structure still stand, warped and rusted by the elements. Though not an official monument, scores of Myssrynians and offworlders flock to the ruins every year, seeing it as a fitting reminder of the Dominari that once occupied – and exploited – the planet.

THE IRON FIELDS: A widespread region of Myssryn’s smallest continent, Goa, the Iron Fields are a rich deposit of ferrous metals recently spewed to the surface through volcanic activity. While dangerous, the site has attracted significant mining interest, since intense heat and dangerous gasses make it unusable to farming at this time.

TULIVO: Before the Dominari Rebellion, Tulivo was the planet’s largest city and leading spaceport, ferrying untold tons of grain and produce offword every day. After the Battle of Myssryn, a crashing Dominari cruiser detonated its reactor directly above the city, instantly triggering a massive explosion that dealt devastating destruction on the city’s then-70 million inhabitants. When imperial efforts finally contained the widespread fires and assessed the damage, nearly half of the city’s inhabitants had been lost. In the years since then, great attempts have been made to repair Tulivo, but the city still stands as a poor excuse of its former grandeur.

VULCON: Built into a massive, extinct caldera, Vulcon is the capital city of Myssryn and one of the planet’s earliest settlements. Much of the historical city-center is crafted from black, sweeping stone – the results of an attempt by the Empire to employ Koleon “lava-pulling” on a then-new world. Today, the city has grown far beyond this early settlement, and is now home to more than 40 million beings. Many of the galaxy’s leading agricultural corporations maintain a presence in Vulcon.

NON-IMPERIAL REGIONS AND WORLDS

THE DISTANT WORLDS

THE ROGUE SISTERS

THE UNKNOWN TERRITORIES

THE UNKNOWN TERRITORIES

SUMMARY

A massive arm of the galaxy splaying out toward the galactic southwest, the Unknown Territories are an area unexplored space few are brave enough to venture into. The Dominari were the first to discover a habitable world here in the years before their Rebellion, eventually allowing the Lakki to enter the galactic community — though only through unspeakable hardship.

LOMALI

Capital:

None

Status:

Non-Imperial World, Former Dominari Colony, Client Planet Status

Local Government:

Lakki Protectorate

Population:

38,162,000,000 – Lakki (100%)

Major Exports:

Natural resources, Manufactured Goods

PLANETARY HISTORY

The planet of Lomali orbits a dim, red star near the Theris Cluster on the far edge of the galaxy, thousands of light years from Sellonae. Fueled by an abundance of oxygen and solar energy and unimpeded by the planet’s relatively low gravity, life on Lomali grew virtually unrestricted by the constraints of other planets. Until modern times, Lomali was home to trees that towered hundreds of meters into the sky, the tallest and oldest of which reached to the very heights of the planet’s rich atmosphere. Mountainous ferns cast shadows that could conceal entire starships, while fruit the size of boulders plummeted from branches hundreds of feet to the ground below. An abundance of carotenoids inherent in the native plant life casts the entire world in hues other species would associate with mid-autumn. Reds, oranges and yellows dominate the native plant life reflecting the abundance of high frequency light away from the planet.

Complementing the titanic flora of the world, the creatures of Lomali evolved to occupy niches unfathomable on other planets. Low competition for resources paired with the accommodating environment yielded creatures that grow to staggering proportions. Enormous predators stalked through the forests, bearing brilliant feathers and powerful ripping claws. Underground, gargantuan burrowing creatures consumed thousands of metric tons of food each day as high above the forest canopies, scaled terrors with hundred-foot wingspans ruled the sky — ever-vigilant for the next meal.

High in the relative safety of their trees, the people now known as the Lakki made their homes. For countless generations, the insecto-mammalian Lakki lived a simple tribal life, always on the lookout for predators. These small communities almost unilaterally placed great emphasis on truth and the raising of the next generation. Though conflict undoubtedly arose from competition over resources, Lakki verbal histories contain virtually no tales of warfare or violent conflict.

Though it is impossible to know just how much was lost during the Dominari occupation, Lakki tribes have long, proud traditions of hunting, gathering, weaving, pottery and storytelling. Archaeological evidence, though sparse, indicates that some groups were making their first forays into agriculture and animal husbandry before the invasion of their planet.

In the years leading up to the Dominari Rebellion, the rising tensions of the galactic political community led Grand Master Ra’Vana and his small group of loyalists to begin consolidating power in secret. Amongst these efforts was the Grand Master’s investment in exploration and the charting of new worlds. Ra’Vana chartered several exploratory missions, using his political power to push through their approval, his royal family’s considerable resources to fund them, and his hand-selected Guardians to lead them. Though several of these missions would reveal information of little import, one bore the fruit Ra’Vana so desperately desired.

The ship Syleni, having been dispatched by Ra’Vana, was set to explore the Unknown Territories beyond Titus. Having not heard from the vessel in nearly three years, the crew was feared lost until they finally broke radio silence. Sending a coded priority one message to the Grand Master, the report detailed a world rich enough in resources to rival even that of Titus. The planet was wholly unknown, secluded and vulnerable. Burying the information, Ra’Vana dispatched his former apprentices and loyalists with a regiment of his family’s private guard to secure his prize. Arriving in orbit over the newfound world, Ra’Vana’s forces seized the Syleni, executing it’s crew.

Making planetfall, the Dominari Guardians quickly eradicated much of the native megafauna, ending the predation of the native populace seemingly overnight. Enraptured with the arrival of these saviors from the sky, the native people of Lomali came to worship the Dominari as gods, a façade that served the invaders well. In turn, the Dominari bestowed the name “Lakki” on the native population, an intentional bastardization of the native word “L’aikii,” meaning “us.” To the discomfort of many across the galaxy, the Lakki Protectorate insists on using this given pronunciation into the modern day, despite its original derogatory intention.

A tragic combination of the Lakki’s inherent trust paired with the manipulative powers of the Dominari allowed the invaders to wholly conquer the planet within four days’ time. Over the next several years, the forces of Ra’vana transformed the world of Lomali into a prison for its people. The Lakki were put to work as free labor, clear-cutting millions of acres of land with little more than stone tools, digging mines virtually by hand and constructing towering foundries without even the most basic safety equipment.

Meanwhile, the planet underwent a staggering transformation as factories belched caustic chemicals into the skies. Many Lakki developed painful and ultimately terminal breathing disorders while the removal of photo-reflective plant life caused global temperatures to soar. Staggering heat waves, wildfires, and the acidification of water sources lead to mass-extinction events — killing an estimated 75% of all native species across the planet.

Under the unerring eye of the Dominari, the Lakki people died in droves from exhaustion, malnutrition, injury, illness, and execution. Those too injured or sick to work were summarily killed and replaced by able-bodied Lakki while others were used for far darker schemes. Utilizing the Lakki’s astounding birth rate and quick physical maturation, the agents of the Dominari established forced breeding programs to ensure the constant availability of new labor. From the moment they were able to walk, Lakki children were put to work; their small size qualifying them for some of the most dangerous jobs available.

Through their mastery of mind manipulation, the Dominari squashed any sign of protest from their already docile captives. Any act of insubordination was met with a quick and brutal response, any thought of dissent sussed out and eradicated. In the few instances of mass protest, entire populations were effectively lobotomized though the twisted abilities of the shadow fueled Dominari. Would-be rebels dropped their weapons in unison and returned silently and obediently to work, or were turned on each other, puppeted by the Dominari oppressors.

When the Dominari Rebellion finally commenced, Lomali functioned as a hidden supply cache and foundry that Ra’Vana was certain would lead to a victory. With little need to import workers or equipment, the planet remained a hidden economic powerhouse, allowing the Dominari the material resources it needed for all-out war. The suffering of the Lakki resonated within the Light, with numerous members of Ordo Venefari sensing a great pain but being tragically unable to find its source.

It was in this state that the Lakki existed for the entirety of the Dominari Rebellion and unfortunately beyond. The existence of Lomali and its populace was later discovered to have been one of the most closely-guarded secrets within the short lived Dominari Empire. Following their defeat at the Battle of Myssryn came an exodus of Dominari forces from across the galaxy. Precious intel uncovered during the months following the battle finally revealed the existence of Lomali to the greater galaxy. Upon their arrival over the hidden planet, the Guardians discovered atrocities all too familiar on worlds held by the Dominari. Quickly eradicating the remaining rebel soldiers that had been left behind, the crimes of the Dominari were laid bare for the galaxy to see.

For twenty years, the Sellonian Empire and Order of the Light have worked to help the Lakki and their world recover from a war they did not ask for. Allowing the Lakki to lead the reconstruction efforts, members of Ordo Ouiori have worked diligently to rehabilitate the planet’s ecosphere while Ordo Venefari and Ordo Medicari tend to the traumas left behind by the brutal Dominari regime. Constructing and occupying low-atmosphere orbital cities during the reconstruction effort, the Lakki have adapted to the use of advanced technology at an astonishing pace.

LOCAL CULTURE

Having jumped from stone-age to the modern-age within a single generation, Lakki contributions to the arts and sciences in the years since the end of their subjugation have been nothing short of astonishing. With the formal foundation of a planet-wide government, the people of Lomali have established themselves as a contemporary people, just as capable as any in the modern day. As a client species of the Sellonian Empire, the Lakki Protectorate still maintains its independence and likely will for years to come, having proven themselves to be a capable, intelligent, and durable people.

The transition from stone tools to starships has understandably come with some growing pains as the Lakki remain divided on the sudden “progress” of their species. There are many who wish to see the planet of Lomali retreat from the galactic stage and be left alone to return to their ancient ways. This sentiment, however, wanes with each passing year as the short life spans of the Lakki have seen many of the individuals who knew a pre-invasion Lomali reach the end of their lives. This push for a return to a protected and secluded Lomali is supported, at least in part, by the Solanar Triumvirate, Rikkan Council, Tallunian Republic and numerous members of Ordo Vindori.

Proponents for Lomali’s modernization are quick to point out the horrors that were visited upon the planet and its people and how easily it could be done again should they be caught unprepared. Often-cited is the still struggling ecosystem of Lomali and its inability to host the continually-growing Lakki population. Members of the younger generation often regard their ancestors’ adherence to tradition as outdated and wishful thinking, with many embracing modern technology and the benefits it brings. The emergence of new markets have seen the Naran Monarchy, Vyxian Collective and several Human worlds back the modernization efforts over Lomali.

Regardless of their desires, it is highly unlikely the Lakki could ever return to their ancient ways in the light of the last three decades. The cultural emphasis on the younger generations shared by most Lakki has begun to wane as individual life expectancy has continued to increase. With most children now surviving to maturity at the age of five, the older generations now find themselves vastly outnumbered and their experience and wisdom often goes unheeded.

The most notable attempt to reconcile their quickly changing identity comes from the Lakki’s appearance. Traditional Lakki dress was informed by their need for survival, with many incorporating simple tools and ropes into their daily wear. Additionally, woven articles that allowed for the quick addition of local flora were quite common, allowing the Lakki to create complex tapestries with which they could readily conceal themselves. Accents of bone and stone often adorned their clothing and application of face paints in geometric and naturalistic designs were used to show great accomplishments and denote one’s station.

In the modern day, the traditional clothing style of the Lakki is merged with modern materials and influences. Sacred markings and designs are incorporated for their pleasant aesthetic, with little consideration for their greater cultural meaning, much to the chagrin of tribal elders. Modern Lakki fashion has seen ropes and fiber weavings commonly replaced by wires and cabling with the introduction of metals and cybernetics becoming increasingly common as accent pieces. Some of the most progressive Lakki have fully abandoned their traditional dress in favor of styles more prevalent across the galaxy, borrowing influences from visitors to their world.

The modernization of their appearance is mirrored by the Lakki’s transition away from small, elder led tribes into larger, urban communities. The development of the Sky-Cities over Lomali has allowed the native population to retreat far above the planet’s surface where rehabilitation efforts continue. These platforms hang in low atmosphere and are a far cry from the traditional nomadic villages of the Lakki’s past. Each of the nearly five hundred cities house several million individuals and are hubs for commerce and industry. Though designed and built by the efforts of the Sellonian Empire, maintenance and expansion of these platforms is performed by its denizens, with numerous Lakki engineers taking the lead on the development of their people’s future.

Crowded to the point of bursting, the Sky-Cities of the Lakki have quickly become a preferred choice for Imperial worlds seeking manufacturing and refinement. The high tariffs imposed by the Sellonina Empire have done little to curb the demand for goods made using the cheap labor of the Lakki. Overpopulation combined with the high birth and low death rates have led to significant pressure from Lakki citizens to allow emigration into Imperial worlds. These demands continue to push the Lakki Protectorate to consider full integration into the Sellonian Empire.

Far below the urban sprawl, Lakki who wish to reclaim their traditional ways eke out a hard existence on the once-fertile planet. Desperate to preserve their rites and traditions, these individuals cast scorn on the “High-Hides” hanging overhead, seeing it as their duty to safeguard what little was not taken away by the Dominari. This effort is championed off-world by the Rikkan, with delegations from Riik fighting to continue to allow the practice despite its perception as cruel by the rest of the galaxy.

In recent years, sensitivity to the Light has been observed in an increasing number of Lakki individuals. With this growing population of prospective Guardians, the Lakki have almost unilaterally expressed concern about the corruption known as the Shadow. Understandably, many Lakki have a visceral aversion to the Guardians and though not officially law, many Lakki consider an individual who has fallen to Shadow to be in permanent exile. Seeing this growing population as a potential threat, the Lakki Protectorate have recognized the need for traditional structures to protect radiant individuals from the draw of the Shadow. In what many believe to be another step toward confederation into the Sellonian Empire, the Lakki Protectorate has agreed to allow radiant individuals from Lomali to attend training under the watchful eye of the Order of Light.

MAJOR POINTS OF INTEREST

BLACK CHASM: This natural wonder is one of the few places still unspoiled by the Dominari occupation. Visible from space, this nearly four kilometer deep chasm is lined by black volcanic stone, interspersed by billions of quartz particles that shimmer. Considered a taboo place by many Lakki, the site has become a popular tourist destination with tours that fly through the chasm. The admittance of tourists to the site is quite controversial amongst the native populace, but the money the site brings in has been largely dedicated to the continued rehabilitation of the planet.

LI’ALLI: The largest and most populous Sky-City, Li’alli is home to nearly a billion individuals. Here the efficiency of Naran engineering is on full display as seemingly no centimeter has been left unutilized. Here the Lakki interact relatively freely with the other species of the galaxy. Lavish restaurants, gambling lounges and nightlife on the upper levels drive the sky-city’s reputation as a growing den of hedonism while the constantly growing population of the Lakki continues to demand new expansions to the labyrinthine residential districts that stretch for kilometers in all directions.

STONES OF SORROW: A monument to commemorate the sheer loss of life on Lomali during the Dominari Occupation this row of intricately carved stones stretches for nearly fifty kilometers. Gifted to the people of Lomali by the Koleon government and created by the famed artist Ariss, each stone is carved in breathtaking relief depicting the Lakki as a proud tribal people in their lives before the Dominari. Embedded with polished bolan crystal, as the sun sets over Lomali, the monument reflects a shimmering aurora over the planet. It is said that all who have seen the monument in person have been moved to tears, filled simultaneously with an overwhelming sense of loss and a welling of unadulterated hope for the future. .

BIIS’NIIS PRESERVE: One of the largest preserves and rehabilitation centers in the known galaxy, here members of Ordo Ouiori work along leading scientists to reintroduce the lost species of Lomali to their home. Using advanced cloning techniques, DNA samples of lost species are recreated and introduced, where their exact environmental impact can be observed. It is the preserve’s goal to continue to expand its borders until it encompasses the entire planet. Some have argued against the reintroduction of some of the more voracious predators of Lomali, citing the dangers should the species escape into the wilds too soon. However the director J. Owen Amond has assured the Lakki, and the rest of the galaxy at large, that there is nothing to fear. He repeatedly claims that he has “spared no expense” in the development and execution of his operation.

Archive maintenance in progress.

Please stand by as archive data is updated.