Important Planets
Mecatol Rex
Thousands of years ago the galaxy was ruled by the Lazax from their centrally-located capital of Mecatol Rex. After centuries of decline their empire fell and the Lazax were seemingly exterminated by their enemies. The Winnarian custodians of Mecatol Rex maintain the imperial libraries and oversee the meetings of the galactic council until the day that a new emperor arises to unite the galaxy under a single race's rule once again.
For countless millennia, Mecatol Rex was home to the mighty Lazax, rulers of the known universe. Other empires rose and fell. Other civilizations reached the stars, then flickered out. Yet Mecatol Rex shone on, a gleaming star in the crown of the Lazax Imperium.Even now that the Lazax are gone, Mecatol Rex remains the center of power in the galaxy. Emissaries from the Great Races continue to meet here in the Galactic Council, forging agreements, deciding policy, choosing the fates of millions of beings throughout the known universe.
Mecatol Rex is full of mysteries. Very few know what lies beneath the surface of this once-great planet. Fewer still know the truth of the whispers coming from its hidden depths. While the Great Races strive to control the galaxy, the legacy of the Lazax lies just out of sight, full of power and danger.
Thousands of years ago the galaxy was ruled by the Lazax from their centrally-located capital of Mecatol Rex. After centuries of decline their empire fell and the Lazax were seemingly exterminated by their enemies. The Winnarian custodians of Mecatol Rex maintain the imperial libraries and oversee the meetings of the galactic council until the day that a new emperor arises to unite the galaxy under a single race's rule once again.
For countless millennia, Mecatol Rex was home to the mighty Lazax, rulers of the known universe. Other empires rose and fell. Other civilizations reached the stars, then flickered out. Yet Mecatol Rex shone on, a gleaming star in the crown of the Lazax Imperium.Even now that the Lazax are gone, Mecatol Rex remains the center of power in the galaxy. Emissaries from the Great Races continue to meet here in the Galactic Council, forging agreements, deciding policy, choosing the fates of millions of beings throughout the known universe.
Mecatol Rex is full of mysteries. Very few know what lies beneath the surface of this once-great planet. Fewer still know the truth of the whispers coming from its hidden depths. While the Great Races strive to control the galaxy, the legacy of the Lazax lies just out of sight, full of power and danger.
Hylar V
Hylar V developed a single sentient species known as the Hylarish early in galactic history. Originating from the sea which covered 95 percent of the world, they began to establish permanent settlements on what little land remained and supplemented it with sailing ships that doubled as mobile homes. The majority of the world's islands were sustained by a decaying swamp ecosystem and covered in steamy mist.
The Hylarish evolved into three races which were constantly at war with each other: the Aquala, the baseline race of the oceans, the Quara of the wetlands, and the Ualaq of the caves and dark rain forests. Each race believed they were the dominant branch, leading to the Hylarish Civil War. Beginning with allegations leveled by the Aquala that the other two races caused a decline in the harvests of fish, the war ultimately ended in a treaty which saw the unification of all three races. After the war ended, a group of Human settlers stumbled upon the world and were killed by the startled and aggressive Hylarish. Confiscating the ship which brought the supposed invaders to the world, the Hylarish extrapolated the secrets of space travel from the exploratory craft and set forth on a campaign of conquest to the neighboring world of Lor. Not long after the landing, Lor was left a smoldering ruin, rendered inhospitable by the barbarous Hylarish
Discovered during Age of Twilight, envoys attempted to make contact with the inhabitants of Hylar V and were rebuked with hostile fire. This quickly led to the Hylarish-Imperium War that, while bloody, quickly ended in the defeat of the Hylarish. Defeated, Hylar V joined the Imperium. During the Independence Wars, Hylar V was attacked an conquered by the Yin empire as part of the Holy Crusade. While the Yin Empire was later defeated and Hylar V returned to the Imperium, it was claimed by the Universities of Jol-Nar during the Island Wars.
The planet is now most known for the developments of its superior laser systems. See Hylar Lasers for more info.
Hylar V developed a single sentient species known as the Hylarish early in galactic history. Originating from the sea which covered 95 percent of the world, they began to establish permanent settlements on what little land remained and supplemented it with sailing ships that doubled as mobile homes. The majority of the world's islands were sustained by a decaying swamp ecosystem and covered in steamy mist.
The Hylarish evolved into three races which were constantly at war with each other: the Aquala, the baseline race of the oceans, the Quara of the wetlands, and the Ualaq of the caves and dark rain forests. Each race believed they were the dominant branch, leading to the Hylarish Civil War. Beginning with allegations leveled by the Aquala that the other two races caused a decline in the harvests of fish, the war ultimately ended in a treaty which saw the unification of all three races. After the war ended, a group of Human settlers stumbled upon the world and were killed by the startled and aggressive Hylarish. Confiscating the ship which brought the supposed invaders to the world, the Hylarish extrapolated the secrets of space travel from the exploratory craft and set forth on a campaign of conquest to the neighboring world of Lor. Not long after the landing, Lor was left a smoldering ruin, rendered inhospitable by the barbarous Hylarish
Discovered during Age of Twilight, envoys attempted to make contact with the inhabitants of Hylar V and were rebuked with hostile fire. This quickly led to the Hylarish-Imperium War that, while bloody, quickly ended in the defeat of the Hylarish. Defeated, Hylar V joined the Imperium. During the Independence Wars, Hylar V was attacked an conquered by the Yin empire as part of the Holy Crusade. While the Yin Empire was later defeated and Hylar V returned to the Imperium, it was claimed by the Universities of Jol-Nar during the Island Wars.
The planet is now most known for the developments of its superior laser systems. See Hylar Lasers for more info.
Mahact Plateau & Route of Tears
The Route OF Tears it was called. The long and dark voyage from Mecatol Rex that stretched to Armin Hai and ended at the far end of known space at Moll Primus. To most, Armin Hai was better known as "Hope's End," the military training planet of the emperor's elite troops. Calling Hope's End a "harsh" place would be a severe understatement. Few ever spoke of Moll Primus, the last stop on the route. Like a circle of blood in the bleakness, Moll Primus was not a topic of casual conversation. It was the imperial penal colony; the last stop for those damned by the empire.
Though convoys of mercenaries and prisoners often travelled the Rout of Tears, it was a rare sight to see vessels of science here.
Yet it was near Hope's End that a Sol exploratory force first observed the area of the galaxy that would become known as the "Mahact Plateau." Held in equilibrium between two small wormholes, the Mahact held a wealth of rich planetary systems. After months of monitoring, these systems, Sol scientists were happy to report, held life. Wonderful life. Life ready for exploitation.
The Route OF Tears it was called. The long and dark voyage from Mecatol Rex that stretched to Armin Hai and ended at the far end of known space at Moll Primus. To most, Armin Hai was better known as "Hope's End," the military training planet of the emperor's elite troops. Calling Hope's End a "harsh" place would be a severe understatement. Few ever spoke of Moll Primus, the last stop on the route. Like a circle of blood in the bleakness, Moll Primus was not a topic of casual conversation. It was the imperial penal colony; the last stop for those damned by the empire.
Though convoys of mercenaries and prisoners often travelled the Rout of Tears, it was a rare sight to see vessels of science here.
Yet it was near Hope's End that a Sol exploratory force first observed the area of the galaxy that would become known as the "Mahact Plateau." Held in equilibrium between two small wormholes, the Mahact held a wealth of rich planetary systems. After months of monitoring, these systems, Sol scientists were happy to report, held life. Wonderful life. Life ready for exploitation.
Hyperion IX
Hyperion IX (often called Hyperion) is an Ocean world with two major continental land masses and a myriad of sub-continental island archipelago. The atmospheric components fall within the tolerance levels of most hominoid races, and the climate is temperate and moderated. The indigenous life forms are marine in nature, but are incompatible with Terran physiologies. That is, the natural life forms may not be consumed by any Terran stock, and most hominids in general. The land plantlife has been introduced through the colonization procedure. but few species are compatible with the chemical make up of the ecosphere. The gravity is a little light but not totally alien to Terrans.
Hyperion was settled during the infancy of translight exploration. In PreImp 1174 the first colony ship owned and operated by a now long forgotten religious cult began arriving to settle this newly discovered world. The Spheranxe were escaping religious persecution, and subsequently became secretive and xenophobic.
During the Integration period, the Spheranxe were able to maintain their independence through tenuous bribes and threatened assassinations. Since that time the Spheranxe leaders have instituted a sinister plot to avoid outside control. By decree, all new Spheranxe citizens are cybernized with a neural stimulation device implanted at the base of the spine. Ultimately, manipulation of the device is quite capable of killing the subject. With such control, the Spheranxe leadere now threaten to commit mass genocide if an outside governing body should ever move to adminieeer the Spheranxe territoy. The Devonians, unable to juseify the possible loss of life with the headache of controlling such a hard-line group, have never bothered to usurp the Spheranxe leaders.
The Spheranxe only hold sway over one land mass, and calling their government totalitarian would be an understatement. All travel (never off-world), producticn, consumption, recreation, and procreation are controlled by massive computer centers located in the major settlements. These facilities are administered by the old line of cult priests who lead exemplary, ascetic lifestyles. They also run the country's policing forces. Citizens are often found trying to escape across the seas to "free lands". But precious few make it. Those that have managed to escape Spherinx have adopted pastoral lifestylfs, content with the knowledge that they may now live out eheir lives in freedom.
A few of the refugee settlements have sprouted up into sizable towns. but the technology level is in· variably low as the inhabitants continue to shun the ways of the outsiders. Hyperion is still an independant world to this day, and thus has attracted a sizable criminal off-wcrld population (who know better than to interfer with the Spheranxe). Suprisingly, the Devonians are overjoyed with this, because the Hyperians are an excellent source of classified interprovincial information. The Devonians have also discovered that the Hyperians will do anything for the right price. And are disposed towards secrecy wen interprovincian missions are involved.
The independant lands of Hyperion are generally recognized as being controlled by five powerful organized crime rings (they tend to front as free traders) with ties to both the LOM and the Mentak Coalition.
The privateers (as they like to be called) are rarely in conflict with one another, and even cooperate in joint ventures.
They all have vast intelligence networks and caches of military equipment, but often buy the services of other powers to move them from planet to planet. Needless to say, these crimelords deal mostly in information, although the traditional realms of illicit drugs, prostitution, racketeering, and slavery are not below them.
The criminals and mercenaries which constitute the Hyperian population have adopted the refugee Spheranxe lifestyles, living in relatively quiet communities until a challenging assignment comes along.
Hyperion IX (often called Hyperion) is an Ocean world with two major continental land masses and a myriad of sub-continental island archipelago. The atmospheric components fall within the tolerance levels of most hominoid races, and the climate is temperate and moderated. The indigenous life forms are marine in nature, but are incompatible with Terran physiologies. That is, the natural life forms may not be consumed by any Terran stock, and most hominids in general. The land plantlife has been introduced through the colonization procedure. but few species are compatible with the chemical make up of the ecosphere. The gravity is a little light but not totally alien to Terrans.
Hyperion was settled during the infancy of translight exploration. In PreImp 1174 the first colony ship owned and operated by a now long forgotten religious cult began arriving to settle this newly discovered world. The Spheranxe were escaping religious persecution, and subsequently became secretive and xenophobic.
During the Integration period, the Spheranxe were able to maintain their independence through tenuous bribes and threatened assassinations. Since that time the Spheranxe leaders have instituted a sinister plot to avoid outside control. By decree, all new Spheranxe citizens are cybernized with a neural stimulation device implanted at the base of the spine. Ultimately, manipulation of the device is quite capable of killing the subject. With such control, the Spheranxe leadere now threaten to commit mass genocide if an outside governing body should ever move to adminieeer the Spheranxe territoy. The Devonians, unable to juseify the possible loss of life with the headache of controlling such a hard-line group, have never bothered to usurp the Spheranxe leaders.
The Spheranxe only hold sway over one land mass, and calling their government totalitarian would be an understatement. All travel (never off-world), producticn, consumption, recreation, and procreation are controlled by massive computer centers located in the major settlements. These facilities are administered by the old line of cult priests who lead exemplary, ascetic lifestyles. They also run the country's policing forces. Citizens are often found trying to escape across the seas to "free lands". But precious few make it. Those that have managed to escape Spherinx have adopted pastoral lifestylfs, content with the knowledge that they may now live out eheir lives in freedom.
A few of the refugee settlements have sprouted up into sizable towns. but the technology level is in· variably low as the inhabitants continue to shun the ways of the outsiders. Hyperion is still an independant world to this day, and thus has attracted a sizable criminal off-wcrld population (who know better than to interfer with the Spheranxe). Suprisingly, the Devonians are overjoyed with this, because the Hyperians are an excellent source of classified interprovincial information. The Devonians have also discovered that the Hyperians will do anything for the right price. And are disposed towards secrecy wen interprovincian missions are involved.
The independant lands of Hyperion are generally recognized as being controlled by five powerful organized crime rings (they tend to front as free traders) with ties to both the LOM and the Mentak Coalition.
The privateers (as they like to be called) are rarely in conflict with one another, and even cooperate in joint ventures.
They all have vast intelligence networks and caches of military equipment, but often buy the services of other powers to move them from planet to planet. Needless to say, these crimelords deal mostly in information, although the traditional realms of illicit drugs, prostitution, racketeering, and slavery are not below them.
The criminals and mercenaries which constitute the Hyperian population have adopted the refugee Spheranxe lifestyles, living in relatively quiet communities until a challenging assignment comes along.
Jol & Nar
Tayah
Tayah was discovered in IMP.152 -the year the Church moved into the Capella system - but its history reaches back quite a bit further than that. The original Human inhabitants were a group of colonists who were cut off from the rest of mankind by the Universal Tech Recession, and eventually forgotten completely. Then, as now, the weather on Tayah was quite oppressive, and a large number of dangerous non-sentient lifeforms roamed wild (today, most of these beasts have been killed off, or moved into enclosed wildlife preserves). As living conditions were difficult, and technology was both distrusted and in short supply, the colonists turned to simple, grouporiented survival techniques. The low-tech lifestyle adopted by these ancestors of the present-day Tsorosians is still prevalent on Tayah, and the highly interdependent social structure created out of necessity made it possible (even easy) for the first Darranian Verbum (missionaries) to convince the Tsorosians of the plausibility of Church doctrine (see The Church of Darran).
Today, most Tayans live in large apartment complexes built for the locals by the Church. Roadways, bridges, aqueducts and all industrial installations (the only really modern tech on the moon's surface) are maintained by the Church as well, by teamssent out regularly from Croix. Upon the roadways there are the electric buses of the Tayans (cells charged via solar panels on the roof), great linked lorries carrying tons of mined ore, GEM and Grav vehicles driven by Church Verbum and Darran Products administrators, and various types of robots. Unlike Croix, Tayah is crawling with robots - mostly of the Service and Mech Interface variety, and specially fitted for their application/skill (ie; tunnelling, ore evaluation/extraction, cargo loading, etc). The surface of Tayah is dotted with excavation sites and refining facilities, apartment communities and fenced off agricultural regions, but much of the moon is still in a wild state. Far from the major bodies of water and built-up areas lie tangled forests and dry, rocky chaparrals. Here, the native animals are more abundant, and the terrain more difficult- in these distant and sparsely populated regions the rebel forces conceal their bases of operation.
Orbital facilities above Tayah include an Orbital Station, a planetary survey and disaster warning beacon, a manned trajectory control satellite, dozens of media satellites, and a Church emergency supply pod containing disaster/rescue equipment and freeze-dried foods.
Tayah was discovered in IMP.152 -the year the Church moved into the Capella system - but its history reaches back quite a bit further than that. The original Human inhabitants were a group of colonists who were cut off from the rest of mankind by the Universal Tech Recession, and eventually forgotten completely. Then, as now, the weather on Tayah was quite oppressive, and a large number of dangerous non-sentient lifeforms roamed wild (today, most of these beasts have been killed off, or moved into enclosed wildlife preserves). As living conditions were difficult, and technology was both distrusted and in short supply, the colonists turned to simple, grouporiented survival techniques. The low-tech lifestyle adopted by these ancestors of the present-day Tsorosians is still prevalent on Tayah, and the highly interdependent social structure created out of necessity made it possible (even easy) for the first Darranian Verbum (missionaries) to convince the Tsorosians of the plausibility of Church doctrine (see The Church of Darran).
Today, most Tayans live in large apartment complexes built for the locals by the Church. Roadways, bridges, aqueducts and all industrial installations (the only really modern tech on the moon's surface) are maintained by the Church as well, by teamssent out regularly from Croix. Upon the roadways there are the electric buses of the Tayans (cells charged via solar panels on the roof), great linked lorries carrying tons of mined ore, GEM and Grav vehicles driven by Church Verbum and Darran Products administrators, and various types of robots. Unlike Croix, Tayah is crawling with robots - mostly of the Service and Mech Interface variety, and specially fitted for their application/skill (ie; tunnelling, ore evaluation/extraction, cargo loading, etc). The surface of Tayah is dotted with excavation sites and refining facilities, apartment communities and fenced off agricultural regions, but much of the moon is still in a wild state. Far from the major bodies of water and built-up areas lie tangled forests and dry, rocky chaparrals. Here, the native animals are more abundant, and the terrain more difficult- in these distant and sparsely populated regions the rebel forces conceal their bases of operation.
Orbital facilities above Tayah include an Orbital Station, a planetary survey and disaster warning beacon, a manned trajectory control satellite, dozens of media satellites, and a Church emergency supply pod containing disaster/rescue equipment and freeze-dried foods.
The Church of Darran
In lmp.144, the brilliant political scientist Doctor Vilgra Darran (lmp.92-178) presented His Imperial Majesty with an outline for a long- term sociological experiment which could be performed on a Provincial scale. The purpose of the Darran project was to harness and control the cultural drift tendencies of a subject population via quasi-religious teachings and propaganda campaigns, thereby creating a perfectly effective and interdependent workforce.
The "Church" of Darran was almost immediately granted go-ahead status, and members were selected for the original Inner circle of Logum. Throughout the next eight years, the basic tenets were laid out and refined as research continued. In lmp.152 the Logum of the Church were declared Nobility by the Emperor, and granted Search and Settlement rights -the rest is history.
Darranian Church doctrine is nothing new- mostly a rehashing of ancient Dia Khorva ethical belief systems - but it does include one major twist: the Unconscious Divinity concept. This singular belief is the cornerstone of the Darranian teachings, and doubtless the single most powerful tenet of the Church. The idea is that the Divine is a universal process, which plays out its nature by manifesting reality; people, places, things, events, and information. Intelligence is seen as a survival tool which many species have adopted, but its rigid logic and demanding curiosity preclude it from ever grasping the Divine- in fact, Divinity (in its "true" form) ceases to exist as soon as it is questioned "objectively". In short, "If you ask, you can't understand.'
During the reign of Viscount Ulran (lmp.206-262), this concept was given yet a sharper twist. Ulran, a melancholic and melodramatic individual, had examined the Church tenets and reinterpreted them in a now classic work entitled Reflections of Perfection. "If the Divine exists everywhere but in the sentient observer," wrote Yulran, " ... one must serve one's neighbor before and above one's self .... " This altruistic belief has since crept into virtually every aspect of Darranian social relations. It is known in colloquial terms as the "Serve Thy Neighbor Ethic".
The Church's corporate division, Darran Products, manages all Provincial extraction, production and trade; it is the only Darranian corporation. Local offices and outlets can be found on all planets and stations within the Province, and the corporate headquarters is located on Croix.
The chairman of Darran Products is elected by the Church Logum, and serves an indefinite number of five-year terms. Presently, this position is held by NeoLogus Eldel Trafke.
The Inner Circle of the Church is comprised of the NeoLogum, chief of whom is the Viscount himself. They are an elitist group, fully aware of the designed nature of the Church doctrines (although they do generally hold to the teachings - at least out of decorum). Most of the esteemed individuals reside on Croix, either in the Palace itself or in the great estates which dot the beautiful planetside. When acting in any official capacity, Inner Circle members tend to use an extremely formal and convoluted speaking style. This "Church Rhetoric" is noted for its cool politeness and rigid grammatical rules, even as it is criticized for its frequent (and purposeful) ambiguity. Those who deal with the Inner Circle are well advised to bear this in mind during interactionsbreakers of protocol will patronized at best, and negotiations might be terminated due to the visitors' 'inability to conform to writ.'
The Circle goes to no great length to educate the public as to the proper use of Church Rhetoric. Tsorosian delegates to the Palace are frequently expelled from the Halls of Hearing due to this technicality.
In lmp.144, the brilliant political scientist Doctor Vilgra Darran (lmp.92-178) presented His Imperial Majesty with an outline for a long- term sociological experiment which could be performed on a Provincial scale. The purpose of the Darran project was to harness and control the cultural drift tendencies of a subject population via quasi-religious teachings and propaganda campaigns, thereby creating a perfectly effective and interdependent workforce.
The "Church" of Darran was almost immediately granted go-ahead status, and members were selected for the original Inner circle of Logum. Throughout the next eight years, the basic tenets were laid out and refined as research continued. In lmp.152 the Logum of the Church were declared Nobility by the Emperor, and granted Search and Settlement rights -the rest is history.
Darranian Church doctrine is nothing new- mostly a rehashing of ancient Dia Khorva ethical belief systems - but it does include one major twist: the Unconscious Divinity concept. This singular belief is the cornerstone of the Darranian teachings, and doubtless the single most powerful tenet of the Church. The idea is that the Divine is a universal process, which plays out its nature by manifesting reality; people, places, things, events, and information. Intelligence is seen as a survival tool which many species have adopted, but its rigid logic and demanding curiosity preclude it from ever grasping the Divine- in fact, Divinity (in its "true" form) ceases to exist as soon as it is questioned "objectively". In short, "If you ask, you can't understand.'
During the reign of Viscount Ulran (lmp.206-262), this concept was given yet a sharper twist. Ulran, a melancholic and melodramatic individual, had examined the Church tenets and reinterpreted them in a now classic work entitled Reflections of Perfection. "If the Divine exists everywhere but in the sentient observer," wrote Yulran, " ... one must serve one's neighbor before and above one's self .... " This altruistic belief has since crept into virtually every aspect of Darranian social relations. It is known in colloquial terms as the "Serve Thy Neighbor Ethic".
The Church's corporate division, Darran Products, manages all Provincial extraction, production and trade; it is the only Darranian corporation. Local offices and outlets can be found on all planets and stations within the Province, and the corporate headquarters is located on Croix.
The chairman of Darran Products is elected by the Church Logum, and serves an indefinite number of five-year terms. Presently, this position is held by NeoLogus Eldel Trafke.
The Inner Circle of the Church is comprised of the NeoLogum, chief of whom is the Viscount himself. They are an elitist group, fully aware of the designed nature of the Church doctrines (although they do generally hold to the teachings - at least out of decorum). Most of the esteemed individuals reside on Croix, either in the Palace itself or in the great estates which dot the beautiful planetside. When acting in any official capacity, Inner Circle members tend to use an extremely formal and convoluted speaking style. This "Church Rhetoric" is noted for its cool politeness and rigid grammatical rules, even as it is criticized for its frequent (and purposeful) ambiguity. Those who deal with the Inner Circle are well advised to bear this in mind during interactionsbreakers of protocol will patronized at best, and negotiations might be terminated due to the visitors' 'inability to conform to writ.'
The Circle goes to no great length to educate the public as to the proper use of Church Rhetoric. Tsorosian delegates to the Palace are frequently expelled from the Halls of Hearing due to this technicality.