Worlds Within the Imperium
(And some without)
- Earth
- The centerpoint of the Imperium, Earth has undergone several drastic changes over the past 300 years. For much of it's "civilised" history, the planet has been heavilly polluted and scarred by a combination of warfare and mining. Now the natural resources are running out, and the planet is slowly degrading into a depression. The Imperium 'Pierca' ("Pee-ur-sah") is dropping in value to the Elven 'Moons'. Even so, it makes significant money by the management of the GateWay system, and tourists eager to see the "birthplace" of Humanity.
- Dozens, if not hundreds, of cities have their own GateWay. The majority of manufacturing (apart from shipyards) are still situated on Earth, something that contributes to the pollution. A team of sorcerers and terraformers are working still (Project: Green Fist) to repair the damage done to the environment. Extinction is no longer a problem due to Foundation, but nanite-factories in the atmosphere may have to be the least drastic solution available...
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- Imperial City
- Although sources of historical knowledge name the city as previously "Kyoto", which in the native tongue means "Capitol of the East", Imperial City now speaks Imperial, a combination of old-tongue languages that have merged slowly into one. The old tongues are still spoken by many, but all are now united by one major speech.
- Imperial City is the literal center of the Imperium, with the controls to the GateWay systems (even those under 'ownership' by foreign civilisations) being situated somewhere in the Southern Suburbs. Much of the city has been rebuilt from scratch since the Daemon Wars, and now consists of parklands spattering amongst gothic-architecture apartment buildings and temples.
- Eta
- Named simply for it's location in the Eta Cassiopeia system, Eta is the seventh planet out from their sun. A lush, tropical jungle world is how it is described in the immigration advertisements, in truth it is a world so violently advanced in life that many species (including some native ones) often find colonists an attractive meal. The cities are punctuated by "emergency shut-off shields", in truth forcefields designed to keep dangerous creatures contained (along with anyone unlucky enough to be trapped within).
- Eta's main resource is it's dangerous wildlife, some of which can be tamed. As a violent planet by nature (it is also given to sudden tectonic shifts), it makes an ideal training ground for Imperial Guardsmen, as well as a "testing bed" for many of the more powerful security companies.
- Foundation
- The first out-of-system colony, Foundation is known for it's rolling hillsides. Having no axial tilt from it's orbit, the weather is pleasantly warm all year around. The life on this world was quickly replaced by Earth species, due to the early development of native flora and fauna. Even so, some species remain from the days before colonisation, kept well-secured behind glass in biological parks.
- The primary industry of Foundation is tourism, with nearly 70% of the population involved in that industry. Everywhere you go, there are hotels and tourist parks. The most prominant city is "Zone", which is built on a larger hill, with all the hotels having a "scenic view"... if you pay for a high-enough room...
- Mars
- Mars is the Imperial Shipyards, home to many corporations wishing to make a few Pierca by manufacturing the top-of-the-line in ship technology. Improvements have been made recently (due to increased funding) into the Dreadnaughts (massive "mobile starbases" capable of annihilating entire fleets), now outfitting them with their own "open-ended" GateWays, allowing them to tap into the GateWay network and open wormholes to anywhere in the galaxy...
- Elysium City is the primary township on Mars, where the terraformed air sings sweetly in the lungs of those who can afford to live here. Rich, upscale lifestyles mean only the best is provided, but as a side-effect, even the simplest of items is hideously expensive.
- New California
- Another "nice" planet, NewCal is less a tourist venue and more an outpost colony. Founded only a year ago, the main city of "Settlement" is the only registered GateWay on the planet. The world of New California is dominated by a number of different terrain, most notably a large mountain range North of Settlement.
- The primary 'function' of NewCal is the exploration and growth of the Imperium. It is looked upon by many the same as most "new development" suburbs.
- Turbulance
- A frozen world, Turbulance is known for it's snow- and ice-fields. A world rich in mineral and hydrochemical resources, it is a goldmine of oppertunity still to be fully realised. Many who seek a quick, but risky, fortune come here. Many too, meet their ends here, either to the insectoid life native to the world, or to other "fortune-seekers" looking to capitolise on the gains. Something in the atmosphere keeps even radio transmissions from passing very far, and thanks to the hostile weather, those that "go missing" are rarely found.
- Turbulance has three major GateWays, all three in the same city- "Georgeson's Rocks".
- Venus
- Geothermic power stations dominate the landscape of this unterraformed hellworld. With sulphuric and hydrochloric acids loose in the atmosphere, and temperatures exceeding 400°C, this planet is home to the penal corps- criminals who are inducted into hard labour and other manual work in the Aphrodite Power Corporation. Under strict supervision, they make sure that the many worlds of the Sol system recieve proper power.
- Only one major riot has ever been recorded, with 6,000 convicts being terminated and such a demand for staff being filled by civillian recruits.
- Zeta
- Also in the Eta Cassiopeia system, the sixth planet is known only as Zeta by the locals. Having no cities registered, the natives use large hover-sleds as part of their nomadic lifestyles, including to support their own small GateWays. From orbit, Zeta looks "squished" in the middle, with the equatorial and temporate desert being lower than the high mountain ranges at the poles. Zeta is a 'newer' colony, having been one of the first established but never having opened GateWays until recently. As such, few of the nomads speak Imperial, and many have their own rich mythologies and religions free of the "taint" of Imperial worlds. There are no species other than Humans on Zeta.
- Kaitsa
- The spiritual home of the Kaitzen Theocracy, Kaitsa (or sometimes Kaitza) is their "homeworld". A fairly mild-tempered planet not known for many storms, those that do happen are spectacular in their strength. Several old buildings have been lost due to such storms.
The temples on Kaitsa are the main features, some of which being so large they can be seen from orbit. Each "clan" has a respective temple, and each "family" has a room devoted to the worship of Rowlth (their major "god/prophet"), plus the intricate system of demi-gods, ancestors, and nature-spirits. It is often said that the lack of cohesion between families, even within clan, can lead to major Tsutch, or "bad karma". Efforts are being made by several groups within the Priesthood to correct this, even if it means streamlining the faiths of the world.
- As expected, this is being met with anything up to open hostility by those within the Temples.
- Rotsu
- The "warbase" of the Theocracy, this is the world of "outcasts", ie. those that are prostitutes, sick (illness being a big dishonour), non-religious, or those who practice a mercenary (not part of a clan) lifestyle. Their descendants are viewed as also having the same "taint" of dishonour, and so they are also kept here. Many Warriors who have just finished their training come here to unwind, where only the local policing systems protect the masses from... unusual... tastes.
- Venus
- Venus (or Rruja-mashtica: "Jewel of Stars") is the alternate reality that the Elves come from. A world of lush, fertile forests and crystal cities, Venus is the world of Sin: if you can afford it, there is someone willing to provide it. Many criminal syndicates and corporations make their home bases here, because the law is very lax in relation to "other races" (The same word is also used for "slaves"). As long as you do not harm (either physically, mentally, or materially) any Elf or any of their Slaves, you may do as you wish. As the term for "slaves" and "other races" is used interchangeably, several syndicates have Elven "patrons", who allow them immunity even from this small limitation... once again, for those who can afford it...
© Ben Hayter, 2003