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Planets
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Known Worlds: Empire of the Phoenix ThroneThrone WorldsByzantium SecundusWhile the capital of the Known Worlds suffered some damage during the Emperor Wars, it no longer bears any marks of the strife. Indeed, Emperor Alexius has embarked on an ambitious building plan, and even more construction is turning what was once known as the "concrete capital" back into its old gray, metal-covered self. Every major faction in the Known Worlds (as well as the Vau) maintains a presence on this world, and all have interests at stake on a daily basis. See Byzantium Secundus sourcebook.
NowhereA barren wasteland where sits the Gargoyle of Nowhere, an ancient statue said to deliver omens to those who come seeking it. The Stigmata Garrison Commander suspects that Symbiots have compromised the world, although there is no proof in the sand-blown deserts. Pilgrims who go to Nowhere may not be allowed back into Known Worlds, and nomadic caravans of such refugees roam the world, eking out a living in the sands. It is said that Nowhere once had lush forests and that many secrets lie hidden in its wastes.StigmataStigmata is the hotly-contested world that forms a bulwark against the Symbiots, and is home to the powerful Imperial Stigmata Garrison, the best collection of troops in the Known Worlds (next to the Imperial Guard). Little is known about the Symbiot-claimed worlds beyond Stigmata, since those who have gone out have not been allowed to return, despite their radio claims of being whole and uncorrupted by what they saw. Before they can deliver full reports, their ships are destroyed to prevent organic infection from entering Human Space. Those legionnaires who have survived their tours of duty here are shaken and hollow men, scarred by what they have seen on the battlefields of Stigmata.TethysAn Imperial world, once run by an independent guild but now owned by the Emperor. This is one of the oldest worlds in Human Space, and was stripped of its resources long ago. It now survives by attracting renowned craftsmen and manufacturers, promising land and low noble status in return for a cut of their profits. The Mitchau family of weaponsmiths has recently relocated here from Aragon to take advantage of these benefits. One of the remote continents on a nearby planet in the system is said to be used by the Imperial Guard for training and war games; entry onto this planet is closely guarded. |
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Vau WorldsApshaiA joint human and Vau world. Apshai has many citizens of the Empire living upon it. The Vau rarely leave the one continent they forbid humans to enter, where the G'nesh live. Human colonisation of Apshai was allowed during the Second Republic, a secondary result of years of diplomatic negotiations concerning an affair long since forgotten. Empire spies are sent here to observe the Vau, but they are never allowed close enough to see anything of worth. A 'mission to Apshai' is equivalent to a vacation or retirement.ManitouA joint human-Vau protectorate, Manitou is home to some of the few psychic covens which dare to operate openly. The Vau do not allow the Inquisition to enter the system, and so criminals and outcasts from across the Known Worlds desperately seek to find their way here. The Vau either do not care or have planned it this way, using the world as a viewing glass into the underbelly of human culture. The human government is run by a local guild, although it has strong ties to the League and claims fealty to the new Emperor.In theory anyone can be elected to a seat on the Joint Administrators' Guild, but in practice open elections never take place anyway. Seats are created or deleted on a vote from current JAG members, votes and seats are constantly traded as favours, and some seats carry more votes than others. As a result, it is difficult to known who really controls the JAG at any given moment.
Vau (Shaduveen'Lan Tuomani)A closed world; nobody is allowed into Vau Space without diplomatic permission. They rarely kill invaders, though. They simply snatch them up with their plasma nets and deposit them back on their side of the border. Repeated attempts to enter, however, may be met with deadly force. This said, black market trade does take place between the nations, but mainly in Human Space, on worlds such as Manitou or Vril-Ya Vau is home to the mandarins who venture into Human Space on missions for their leaders. It is rumoured that one of the Vau leaders is placed on this world, sent from one of the many Vau worlds beyond the planet's border.
Vril-YaThe Vau ambassadorial world. Humans are allowed here to discuss matters of state, but they must stay on the single island reserved for their use. Certain lower caste Vau run a secretive blackmarket, selling Vau tech items to those who can afford them and are discreet enough not to bring the deal to the attention of the mandarins. They rarely deal openly, using alien go-betweens instead, such as Hironem or other minor races.Plus a bunch of planets in the Hegemony which no player character will be invited to for a while. |
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Independent WorldsGrailRuled by House Keddah (a minor house), Grail's vast forests and mountains are home to the Etyri, a sentient avian race. Grail is where the Prophet was healed by Amalthea of the darkness which had infected his soul on a Lost World beyond the border. The planets name comes from the symbol for the Amaltheans, and there is a Sanctuary Aeon monastery on the planet at the site of the Prophet's healing.Grail is the only planet held by the Keddah. Hardwoods from their vast estates, especially the beautiful red-gold Baryana, are much prized on Kish, Pyre, Cadavus and other planets whose wood resources are severely limited. Blue veined marble from the Etyriani Mountains is sold throughout the Known Worlds, and even appreciated by the barbarians of the Kurga Caliphate. Keddite, a rare metal, was once used extensively in Second Republic manufacturing, but is now used to make adornments. House Keddah has ruled Grail since the Fall, but its other holdings have been consistently eroded. Now it only has Grail, and a few other minor fiefs on other planets. The Keddah are determined to defend their last world against all those who would rob it from them. Taxes are presently high, fueling the build-up of the navy and army. The Keddah are aware that the Jacobian Agency has its tentacles firmly wrapped around every level of government. They have begun a program of counter-intelligence, rooting our the cancer. It is slow work, but already they have had some small successes. The cathedral, situated in the capital, Copher, is a beautiful structure, the second highest in the city. Although not as large as some of the cathedrals on more prosperous worlds, some of the tapestries are preserved from the time of Nicholas the Second, the famed artisan-king. Many pilgrims stop by here on their way to the site of the healing of the Prophet. The agora is quite large, and very rambling. There is much in the way of spices, and Etyri curiosities. The Muster have a firm grip on the economy at large, due to the massive labour requirements due to the extensive mining and ship-building programs. The garrison is quite respectable for a minor house, although many of the ships date back to the Second Republic, and are in desparate need of repair or replacement. A small force hunts smugglers and pirates through the asteroid rings, a dangerous and underpaid task. The route from Pyre carries much traffic from Byzantium Secundus and Criticorum. Despite the slight increase in the level of Avestite scrutiny, the Keddah largely manage to avoid the worst suspicions.
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Lost Worlds"Lost Worlds" are usually worlds that used to be part of the Second Republic but lost or severed contact after the Fall have not been (officially) rediscovered and integrated into one of the main power factions: the Known Worlds, the Kurgan Caliphate, or the Vuldrok Star Nation. Night roads are jump routes that are still un(re)discovered, except perhaps by a secret few explorers. These are only a few of the hundreds of worlds that may wait to be rediscovered.AntiochLost World with jumproutes to Twilight (Lost World) and Irem (Kurgan Caliphate). Allied with the Kurgan Caliphate, but fiercely independent, the planet of Antioch is ruled by the Paladindrax, a figurehead accorded the respect given a divine saint or luminary. The Paladindrax's wishes are carried out by the Antioch Diplomatic Corps, an intelligence and diplomatic agency composed of the genetically-altered, super-intelligent Qabarim. Diplomats, negotiators, spies, and intelligence agents, the Qabarim of the Antioch Diplomatic Corps are wealthy as a result of their talents, and are answerable only to the Paladindrax himself. Antioch's Qabarim raise their families with restrained luxury and extensive tuition.AspirationLost World with one jumproute to Beliah in the Kurgan Caliphate.DashwoodLost Hazat world with one night road to Vera Cruz. Although the upper layers of the immensely thick atmosphere of the world is composed of a breathable oxygen-nitrogen mix, in its lower levels the presence of various exotic phosphates and chlorides in the atmosphere make life fatal for humans without heavy protective gear at 'sea level'. Only a few island-mountains stick out above the lethal mist cover and into the habitable layer. The cloud cover of the planet is subject to tidal ebbs and flows caused by the gravitational pull of Dashwood's large moon, the Oracle. When these tides of fog are at their highest the people of the cliff-cities stay indoors. As a result of the awkward topography of the planet land on Dashwood has always been at a premium and resulted in the early adoption of cliff-side and hanging cities. When the scientists of the Second Republic obtained anti-gravity technology from the Vau the inhabitants of Dashwood were among the first to adapt the technology to create more living space. Some of these cloud cities fell below the cloud cover after the fall of the Republic resulted in a lack of materials and trained personnel able to keep them aloft; however, others still float to this day.Transportation on the planet is as problematic as the question of living space and has been solved by a number of ingenious expedients. Only the wealthy are able to afford the various skimmers, flitters and flightsuits constructed in the flying cities. For the more humble inhabitants of the planet the main recourse for moving between the island-mountains is to turn to a number of guilds have arisen on Dashwood. These guilds are famous for training various native and imported flying creatures as riding and cargo animals. The culture of Dashwood differs from that of the Known Worlds in several respects. The major differences stem from the closely-packed nature of life on the planet, the lack of a monolithic and persecuting church, the endurance and common acceptance of some Republican technologies and institutions, and the acceptance of psychic abilities. The native language of the Dashwooders is a varient of the Urthish spoken in the Old Republic, but has deviated from the standard under the influence of the mathematically-based 'Perfect Tongue' of the Choronese cult. As a result it is considered sufficiently different from Urthish to constitute a distinct language (much as do Vuldrok and Kurgan). The nearest Dashwood has to a single ruling body are the talking shops of the Council of Cities and the Freemans Council which have always been run on a basis of the consent of the governed.
DogenLegendary world ruled by Saint LextiusEggLost World with a jumproute to Rukh in the Kurgan Caliphate. The product of mixed Human-Akraeii blood, the seemingly primitive Primaries of Egg are considered harmless and simple, but are in actuality resilient and dedicated to returning their planet to the paradise it once was. Quiet, even a little shy, they cooperate well together and feign weakness and ignorance, the better to pursue their own goals unmolested.EpiphanyLost World with jumproutes to Fingisvold (Vuldrok Star Nation) and Sky Tear (Lost World). Caught between Vuldrok and Kurgan colonists, the Epiphanians maintain the facade of a relatively primitive culture, while hiding their technologically and scientifically advanced culture far from prying eyes, beneath the waves. Many (but not all) Epiphanians are Changed. A number of Epiphanians, primarily among the inhabitants of Deep and Seahome, are radically Changed, and fully adapted to aquatic life. A handful of priests dedicated to the Aquaean religion developped theurgy rites similar to those of Gjarti.EridolLost World with jumproutes to Collier's Landing (Lost World) and Wolf's Lament (Vuldrok Star nation), and a night road to the Symbiot world of Abydos. Lost homeworld of the Thana noble house, Eridol is home to a ragged band of peasant descendents, Vuldrok traders, and hedonistic Elysians.GizehLost World with one jumproute to Delphi. Nomads of the Deep Desert, the Durgwhallah survive in a harshly barren realm, and bear a great, abiding respect for the alien Ming. A hospitable people, they are, nonetheless, fierce in their opposition to those who would exploit of harm the Ming.Heaven's RidgeLost World with one jumproute to Hira (Kurgan Caliphate). Formerly ruled by the Hazat.IverLost World accessed through Pandemonium. The people of Iver deliberately cut themselves off from the chaos of the Second Republic after the Fall, attacking any ships that entered their space. But But as the years passed their own jumpships slowly broke down and no one remembered how to fix them. Successive generations yearned to reach the stars again, but they were beyond reach. Then a couple of years ago the second Pandemonium jumpgate was discovered, and the Charioteers wrangled the co-ordinates of Iver from it. Since the Charioteers' first visit, the populace of Iver has been lining up for off-world travel. But the League has been careful taking barbarians off-word until the Church has approved them – it is against the law to bring heathens into the Empire, for their belief could taint the Faith. In addition, Iver's royal family claims to be the last scion of House Chauki, a claim which could cause considerable political turmoil in the known worlds. The Hazat originally claimed their own royal status by exterminating House Chauki, and survival of the lineage could be found grounds to strip the Hazat of their status and holdings.Nominally ruled by House Chauki, but controlled by an elected senate, Iver is a fiercely independent world and hotbed of contention and intrigue between many of the Known Worlds' factions. With its equal-rights treatment of aliens, and Incarnate-dominated religious base, Iver has caused further consternation among Known Worlds' factions, because most of its population actually live like freemen, irrespective of their thinly held serfdom to House Chauki. Iver has a significant population
of aliens, primarily Etyri. The teachings of the Prophet remain strong,
spearheaded by the Incarnate sect although it is not recognized by the
Universal Church of the Pancreator as of yet. But atheism is also
very popular on the planet, creating another danger in the process of integration
with the Known Workds. Although the majority of the population is
loyalist, a small but significant anti-royalist faction exist as an underground
current of rebellion.
KhotanLost World with jumproutes to Frost and Hargard (both in the Vuldrok Star Nation). A planet of plateaus, Khotan's inhabitants experience radically different standards of living, depending on if they are the plateau-top dwelling, technogically-savvy, "Highfolk", ground-dwelling "Lowfolk", pursuing lives as farmers and nomads, or the secretive, subterranean "Underfolk". The majority of highfolk settlements jealously guard themselves from their neighbors, and local lowfolk, but one highfolk settlement, Sovereign Sky, operates a meritocracy that allows especially talented lowfolk to pass a series of tests, and thereby gain citizenship.Most lowfolk live a tough life as farmers or nomads, but one lowfolk stronghold is seen as a utopia of sorts, united by good works and faith in the Lumina religion, a liberal version of Universal Church doctrine. This democratic settlement, Freehold, is open to all lowfolk of good heart and faith. All Freeholders, young and old alike, are educated in literacy, science, and Lumina doctrine. Luminous Ministers are the clergy of the Lumina faith, and preach a doctrine of mercy, inclusiveness, and the importance of good deeds. The Sidanzi are the holy defenders of Freehold, similar in many regards to the Battle Brothers of the Known Worlds, though they are notably more selfless, and obviously far, far smaller. Practically unknown to the lowfolk and highfolk above, the ground beneath their feet is riddled with ancient tunnels, disused mineshafts, and so on that are home to a motley array of humans, Changed, and Ur-Ukar underfolk, dwelling together without conflict, and only rarely venturing to the surface at the behest of their hidden masters. The changed underfolk are the descendents of miners genetically-altered to work well in the subterranean environment, and are a short, powerful folk, with hulking torsos, and yellow-umber skin. The seafolk of Khotan stand
apart from the divisions of highfolk and lowfolk, living as sea-going nomads,
trading with coastal lowfolk settlements.
Kun LunLost World with one night road to Leminkainen. So far undiscovered by any of the major star-faring empires, Kun Lun features a staggering concentration of psychics, coupled with a respect for science, and atheistic ethos, making it a potential powder keg when its existence is revealed. Kun Lun's psychics are organized into castes, and have recently rediscovered the Known Worlds, sending covert teams of elite psychic "Jaunters" out to quietly gather information. All Kun Luners, psychic or mundane, grow up in a society with a higher technological base than most of the Known Worlds, and all are taught the basics of resisting and noticing, psychic power use.Kun Lun's psychics are trained
to utilize their powers from an early age, joining specific castes that
focus their particular talents, laying the basic foundation for their further
psychic development. Kun Lun psychics have no Urge. Kinetics
use their powers to perform much of Kun Lun's manual labor, especially
in cases where the direct handling of an object or substance is perilous,
or dangerous construction work is being carried out. Although slow
to develop their powers, Oracles are the leaders of Kun Lun society, using
their powers to aid them in their decision making. Seers use their
powers as part of Kun Lun's defense force, determining threats, and operating
as scouts and security specialists. Speakers stand a little apart
from much of Kun Lun society, but use their powers to operate as skilled
investigators.
LamorakLost World with a jumproute to Frost (Vuldrok Star Nation). Once the center of the Second Republic's entertainment business, Lamorak is now a world wherein the stars of old holovid shows are worshipped at temples, and every youngster dreams of becoming a hero and gaining fame and fortune fighting wild beasts and Vuldrok raiders. Bards wander the lands of Lamorak, telling tales of heroes old and new in exchange for food and lodging. Some few even follow heroes around, glorifying their exploits. Heroes seek to create their own exploits, looking for wild beasts to slay, bandits and raiders to fight, and wrongs to right. Watchers are Lamorak's priests, maintaining the holovid projectors at each temple, telling tales of heroes old and new, and spreading the secondary creed of the Pancreator.NovgorodLost World with a single jumproute to Fingisvold in the Vuldrok Star Nation.PandoraLost World with one night road to Sutek. A technological hellhole, Pandora is a world of grinding poverty and ruthlessness, where life is cheap, technology grants power, might makes right, and only the strong and cunning survive. A large number of the toughest and wealthiest Pandorans use exotic cybernetics although most such cyberware is carefully disguised or hidden, lest the individual make themselves a target for those hoping to steal their tech. Cyberdocs are typically unscrupulous operators, running shady clinics for local criminals. They are usually cybered-up themselves, and inevitably have a few thugs on hand to deal with non-payers, or to rip off the weak. The archetypal street tough, the most successful gangers become cyberpunks, carrying an arsenal of hidden cybertech, making them even more effective killers. Some such gangers make a living fighting in vicious spectator pit fights.ParadiseOriginal homeworld of House Justinian. It includes one inhabitable planet with three moons.RansomObun world, lost during Fall of the Republic.RimpocheLost World accessible only from Grail through a night road. Rimpoche has been rediscovered by an Al-Malik noble, a Charioteer, and an Engineer who have conspired to keep its existence a secret. This world holds a powerful Anunnaki artefact and a cache of Second Republic technology. Its thin atmosphere, cold temperatures, and lack of water make Rimpoche inhospitable. The Ur artefact is a Gargoyle that grants visions to visitors.Sargasso (Collier's Landing)Lost World with a jumproute to Eridol (Lost World) and a night road to Vera Cruz. An oceanic world, scattered with tiny islands, Sargasso (once known as Collier's Landing) is famed for the brash, adventurous spirit and piloting skills of its inhabitants.SherkavenObun world, lost during Fall of the Republic.Sky TearLost World with jumproutes to Rukh (Kurgan Caliphate) and Epiphany (Lost World).TrikolaObun world, lost during Fall of the Republic.TwilightLost World with jumproutes to Antioch (Lost World) and Ravenna. A gloomy, subterranean world, Twilight is a technologically advanced, but ruined world, shattered in the aftermath of a nuclear war, split among rival factions of tyrants, plutocrats, and nobles. Descendents of the Hawkwoods, the Heidgard Clan noble house follows the same creed of honor and duty as Hawkwood is still renowned for, and has strong ties with the planet's diminished Ur-Obun populace. The Heidgard Clan produces many warriors and diplomats, and has the Hawkwood lion set within a jumpgate cross as its symbol. Ruthless and deceptive, the nobles of House Gualdi are nonetheless known for their panache and bravery, as well as their technological adroitness. House Gualdi's symbol is a swan bearing a sword in its beak. Nobles of House Gualdi usually pursue careers as diplomats, and duelists. Descended from Vuldrok barbarians, the Kiergard Clan of nobles is fierce, warlike, and direct, but honorable to a fault. Its symbol is a pair of ornate crossed spears, originally inspired by the symbol of the Vuldrok Star-Nation. Nobles of the Kiergard Clan are practically always warriors.UstarLost Ukari colony world with a night road to Ukar. It closed off its jump gate 900 years ago. See Children of the Gods sourcebook.YathribWorld where the Prophet saw the Holy Flame, nightside of Aylon |
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Credits: The basic planet descriptions are from the Fading Suns rule book. Much of the additional material comes from the Web pages of Kevin Flynn (Known Worlds, also including materials from John Kahane [Iver]), Edward Perkins' The Dark Between the Stars (Grail, Manitou), Empire of the Phoenix Throne (Lost Worlds), and Matt Seaborn (including materials from Benjamin Inn [Aragon, Cadiz] and Max Lambertini [Aylon].) The picture is by John Bridges, from the cover of the compendium "Lords and Priests", and was obtained from the official Holistic Design Fading Suns site (with the title block removed). Used without permission, no copyright challenge intended.