Notes for owners of
other Ace and The Dog products: All worlds in the Foreven that qualify for
COAFC facilities will invariably have a Planetary and/or System Defence. In such
cases, COAFC character generation may proceed as normal (with racial and
political provisos).
Zhodani
Consulate contains 127 worlds with a minimum population of 6.01 billion. The
highest population level is 9 at Enzfietl, Stiabltia, Iche'frievr, Fe', South
Uist. The highest tech level is E at Zdemal, Ia'iau, Enzfietl, Anzplaie,
Nenzdens, Inz, Drusul, Elthan, Dunrath, To, Iar, Jdelstadl, Ianj, Zhdenjja,
Eetlfiech, Sienz, Islay, Tarasay, Floddeighmore, Lochnan Stearnag, Madmora,
Lismore.
Largely
as per the Zhodani module. There is much less tension at the Zhodani borders
within Foreven than there is in the Spinward Marches. Peaceful trade and travel
in the Zhodani parts of Foreven by non-Zhodani citizens is encouraged; if the
crews of such vessels have ulterior motives, they will very soon be picked out
by the Talverchedl' and shown to the border. Two of the subsectors now under
Zhodani control (Floddeighmore and Spartan) were originally settled by Second
Imperium colonists, hence the Anglic names borne by most of their systems. From
the Consulate point of view, Floddeighmore/Floddeighmore is the Iakr sector
capital as well as the Floddeighmore subsector capital.
Characters
may be generated in accordance with all normal Zhodani careers. SORAG agents
may originate in the Zhodani areas of Foreven, but very few SORAG operatives
are actively deployed within the sector.
Zhodani
Vargr Client State contains 7 worlds with a minimum population of 0.00 billion.
The highest population level is 6 at Aetugar. The highest tech level is D at
Chtelesh, Aezaks.
Vargr
worlds that actually owe alliegance to the Zhodani. They accept (more or less)
the governmental standards of the Consulate, and have Associated Alliance
membership of the consulate.
Use
the Vargr module systems to generate Zv characters; disallow Corsair careers.
Alternatively, Vargr citizens from Zv worlds may enter the Zhodani services;
generate as a normal Zhodani character, adjusting for race where neccesary.
These Vargr have a Zhodani view of psionics, and have the normal Zhodani
chances of possesing and being trained in psionics. Generate a PSI stat as well
as a Charisma stat. Training is done to Zhodani standards, eg a psionic trained
as a Teleport will have a Teleport skill equal to his PSI index. All Vargr may
receive training, regardless of social station. The Psionic Games exists, but
in a modified form; the successful winner receives an automatic (extra)
promotion, a free extra mustering out roll on retirement and a +1 DM to all
throws made in the next term.
Vargr
(general designation) contains 19 worlds with a minimum population of 1.15
billion. The highest population level is 9 at Aengzarsaegh. The highest tech
level is E at Ardir.
These
worlds will be as typically Vargr as any Vargr world can get. They generally
live in peace with the Consulate, but govern their own affairs - even to the
extent of establishing corsair bases.
Standard
Vargr from the module. Corsair characters may only originate from worlds with
corsair bases.
Ramalux
Confederation contains 37 worlds with a minimum population of 3.15 billion. The
highest population level is 9 at Lyte, Gibeon, Lux Beata. The highest tech
level is F at Erk, Ramalux.
The
first empire to rise after the Nightfall was the Ramalux Confederation. The
Ramalux system was the only system in the Pris subsector where the Ramshackle
Empire had established shipyards able to construct starships; capitalising upon
this asset, the Ramalux Council was able to extract pledges of allegiance from
neighbouring worlds in exchange for the priceless gift of jump drive, starting
with Vexilla and Lyte in 324. In the next 50 years, the renamed Ramalux
Confederation spread slowly, trading jump technology and ships for membership
in the Confederation. With each new world added, the appeal of the
Confederation and the range of benefits it could offer grew until it included
all the systems in the Pris subsector, with the exception of Vulpius, a world
populated exclusively by Vargr who declared their independence in 984. They
maintain a friendly relation with the Confederation. The Ramalux Confederation
is possibly the most organised and integrated independent state in Foreven; it
is certainly the largest. The Confederation borders are fixed against
expansion, for the moment at any rate, which has helped to keep it out of the
sort of wars currently being waged elsewhere in the sector. The Confederation
Scout Service publishes what is generally regarded as the best sector-wide
astrographical survey for Foreven; their scout ships and traders travel
virtually throughout the sector. The Ramalux Confederation maintains a similar
military organisation to the Imperial standard; the Confederation Command
oversees the five arms - Navy, Communication/Scouts, Army, Wet Navy and COAFC.
The great achievement of the RCCNC is the great web of communication links
linking virtually every world in the Confederation. Drawing upon the
availability of high-quality starships from Ramalux, the RCCNC have managed to
create a communications net entirely served by Jump-5 ships, as opposed to the
Imperial standard Jump-4. Every world on the network has a Communications base,
usually in orbit or built onto the orbital facility. (The exception to this is
Tallis; see below). If the system starport is a Type B or better, the Commo
base has a Jump-6 courier on constant readiness for really urgent traffic.
Ramalux
Confederation characters have very similar options to Imperial citizens; the
Confederation Army and Marine services are effectively identical to their
Imperial counterparts. The Navy is similar; however, Sector and Imperial Navy
options are not available. The Ramalux Confederation Scout Service is
(proportionately) much bigger than the IISS, even though communications is
handled by a seperate service (the Ramalux Confederation Courier Network
Command {RCCNC}). The RCSS is largely made up of the Survey branch; a character
is 80% more likely to be assigned to the Survey branch than any of the others.
Confederation based merchant concerns are very common, as the Ramalux
Confederation has a very positive attitude to trade; apply a +1 DM to
enlistment throws for (enhanced) merchant careers. Psionics are neither
encouraged nor banned within the Ramalux Confederation; any world of Population
6+ will probably have an Institute. If a character desires training during
generation, throw Difficult, Determination, PSI each term to locate facilities;
the Institute will react as standard as regards payment.
Toranaga
Cluster contains 20 worlds with a minimum population of 21.21 billion. The
highest population level is A at Buntaro, Alaric. The highest tech level is E
at Buntaro, Toranaga, Zarozinia, Alaric, Kulgan.
Many
worlds have colonies. The Toranaga Cluster is unique in known space in that its
entire 20-world empire is ruled from Toranaga on a colonial basis. Called a
close governmental structure by xenosociologists, this kind of organisation can
only be successful given three circumstances: a very strong central government,
rapid communications systems and relatively small astrograpical distances
between the worlds. The Toranaga Cluster fulfils all these criteria superbly;
all twenty worlds are packed into an area with a volume of just 25 parsecs; the
communication routes are optimised and travelled at a uniform Jump-5; and the
government of Toranaga itself rules with an iron fist and frightening efficiency.
The benefits of the Toranagan system are immediately apparent. The standard of
living of all Toranaga Cluster citizens is uniformly high, and no Toranagan
world has a Tech Level lower than 8. The Toranaga Cluster is on relatively good
terms with its immediate neighbors, with the exception of the Aku Corporation.
The two states have been officially at war since 964, but in practice the
forces each can bring to bear are so balanced that neither side can gain the
upper hand.
Toranaga
Cluster citizens are all brought up on worlds with a Law rating of Mod Law,
unless they originate from Toranaga itself, where the rating is High Law. The
tech ratings will be at least 8, and no Toranagan world has a tech level of
more than E. The Cluster Army is similar to the Imperial. The Marines are a
part of the Army called Shipboard; generation is similar to the Imperial, but
the characters are regarded as ordinary soldiers in another branch; mustering
rolls and ranks are taken from the Army tables, although skills are as for
Marines (treat Cutlass as Blade). There is no Scout service as such; government
couriers carry all interstellar communications traffic. Toranagan merchant
concerns trade into most subsectors; merchant characters are generated normally
except that they do not usually have access to sector-wide lines. The Navy is
much bigger than a peaceful nation the size of the Toranaga Cluster would
normally warrant, due to the war. All enlistment and reenlistment throws for
the Cluster Navy are at +1; survival throws on battle assignments are at -1.
The highest Naval level available is Subsector Navy. Psionics are illegal
within the Toranaga Cluster; to be discovered to be a psionic is an automatic
capital crime, punishable by personality erasure.
The
Aku Corporation contains 18 worlds with a minimum population of 3.11 billion.
The highest population level is 9 at Ikushe, Uuerr, Ilapasha. The highest tech
level is G at Aku.
The
Aku Corporation has grown from a large, mullti-national company on the planet
Aku to a quasi-commercial league of more than fifteen worlds, occupying most of
the Rull subsector. Trade and speculation are the most highly-regarded facets
of the relationship between the worlds; Aku COAFC and Naval ships are known to
crack down harder on piracy than those from almost anywhere else within
Foreven. The merchant traders of Aku are legendary, combining trading skills
with a more than usual ability to look after themselves. The Aku Corporation
has been at war with the Toranaga Cluster since 964 (see above under Toranaga
Cluster); the higher maximum tech levels of the Aku Corporation would normally
provide an edge to its Navy, but the Cluster's numerically greater resources
balance the equation to the stage where both governments know that an all-out
war would probably result in vast and unjustifiable destruction on both sides.
Imperial ambassadors have made several approaches to the Corproation, but so
far the response has been cool; despite the example of the Orion Nebula, the
Corporation feels it can do better as an independent entity. Unusually for a
small state, the Aku Corporation itself owns, controls and runs all the
starports within its borders; this makes for a greater degree of
standardisation and a more level quality of service. The Aku government
performs its own sector-wide astrographical survey through the Aku Corporation
Regional Offices of the Sector Survey (ACROSS); this is easily the best
commercial atlas of Foreven, but is not as generally useful or as overall
thorough as the RCSS survey.
Aku
citizens are generated in a similar manner to Imperials. As with the Toranaga
Cluster, the Navy is somewhat larger than in a peaceable state; enlistment is
at +1 and survival is at -1. Subsector Navy is the largest available. There is
no Scout service; exploration is performed on a commercial basis by the
merchantile arm of the company/government. The Army and Marines are basically
identical to the Imperial. The merchantile concerns are more different, as
there are only two levels of company in Corporation space. Free traders are
allowed to operate at a strictly one-ship-per-company level, with the
stipulation that they must fit out for mail and carry any offical
communications assigned by the government starports, and must provide
information from their logs to ACROSS on demand. There are a lot of free
traders - they soak up the business that goes to the mid-sized operators in the
Imperium, and so enlistment in the Free Trader branch is at +1. The only other
merchantile trade in Corporation space is the Aku Corporation itself, which
classes as a Sector-wide line. Aku characters may be trained at a tech level of
up to G. Corporation citizens are encouraged to develop psionics; all
characters will be tested at enlistment and trained if PSI is 8+. If trained,
the character is awarded a number of +1 bonuses to promotion throws equal to
their PSI rating. For example, a character tested at PSI 10 may take a +1 DM to
ten of his promotion throws at any time in his career.
The
Orion Nebula contains 61 worlds with a minimum population of 63.38 billion. The
highest population level is A at Betelgeuse, Beta Cephei, Bellatrix, Clarkesstar,
Broward, Zeta 2 Reticuli. The highest tech level is G at Epshadia, M42, Gisha,
Ukpimu, Ross 188, Rigel.
The
Orion Nebula is the easily the largest area of the Foreven to fall under the
aegis of a single independent government, encompassing 61 worlds and nearly
three subsectors. Its close proximity to the Imperium has made its status as a
client state almost inevitable; in fact, the Imperial-style structure of the
Orion Nebula remained more intact than most during the Long Night, and once the
Third Imperium appeared in the Spinward Marches, the promised stability of such
a large ally attracted the Nebula straight away. Stability, in a word, sums up
the political attitude of the Orion Nebula. The large, sprawling bureacracy of
the Nebula is primarily concerned with maintaining a peaceful existence for its
nearly 280 billion citizens; and in general it does this well. Orion space is
the most peaceful in the non-Zhodani subsectors of Foreven; not quite as
peaceful as the Imperium, but not bad. Part and parcel of this policy is a
strong Navy; the research stations of the Orion Constellation provide this with
a heavy edge with their high-technology products. The technology of the Orion
Nebula was given a flying start by a major discovery, connected with the
awesome supergiant stars in the Constellation. The Ancients left several almost
intact research stations orbiting the stars of Betelgeuse, Enshu and Rigel, and
study of these stars has provided many clues into stellar nature. As an upshot
of this, the systems of M42, Gisha, Ukpimu, Ross 188 and Rigel have all managed
to bootstrap their technology levels to G. As a policy, the government of the
Orion Nebula has politely but firmly refused to reveal details of the Ancient
relics found in its territory to the Imperium, the Darrians or the Zhodani.
From the point of view of the Imperium (and most other non-Zhodani star charts
of Foreven), Rigel/Orion is regarded as the sector as well as subsector
capital. The Orion Nebula organises its services along the same lines as the
Imperial; it maps and records the astrography of Foreven in similar fashion.
Characters
originating in the Orion Nebula are generated in the standard fashion, with the
option of enlisting in the Imperial services instead. The Orion Nebula navy has
only forces up to Sector Navy size. Orion Nebula characters may be trained at
up to TL 16. Note that Client State characters who serve in the Imperial
services are eligible for full Imperial citizenship upon retirement (not,
however, if they are dishonourably discharged or killed). The Orion Nebula
takes the Imperial view of psionics.
Client
state (usually Imperial) contains 9 worlds with a minimum population of 0.01
billion. The highest population level is 7 at Morin. The highest tech level is
F at Amlur, Morin.
Worlds
with a Cs alliegance in Foreven are almost exclusively concentrated in the
Fessor subsector (although all the worlds of the Orion Nebula technically
qualify), and are systems which have opted for a client alliegance with the
Imperium, mainly to allow them to claim Imperial support against the Vargr
corsairs so prevalent in the area. They tend to determine and execute their own
government, conforming otherwise to Imperial standards in most respects.
If a
character originates on a Cs world, they may either train on-planet, in which
case they are constrained by the planetary tech level and facilities, or enlist
in the Imperial services, in which case the standard Imperial generation
systems apply. In planetary service cases, the referee must adjudge what is
available on a world-by-world basis. Note that Client State characters who
serve in the Imperial services are eligible for full Imperial citizenship upon
retirement (not, however, if they are dishonourably discharged or killed).
Vargr/Imperial
Client State contains 5 worlds with a minimum population of 1.10 billion. The
highest population level is 9 at Haifenge. The highest tech level is D at
Kurash Plenethor.
Worlds
with this classification are Vargr-inhabited systems which for one reason or
another have applied to the Imperium for, and been granted, client state
status. Because of the contrainess of the Vargr, the Imperium keeps a close
watch over the behaviour of these worlds; evidence of misdoings (such as overt
piratical activity, including and especially the establishment of a corsair
base) is cause for the revoking of client state status. Many Vi worlds have
been suspected or accused of pussy-footing around these regulations, but only a
very few have been caught.
Vargr
characters originating from client state worlds have the same choices as humans
from client state worlds; they may either be trained in the planetary services,
in which case the generation should be based upon the Vargr module systems and
they are limited to the tech level of the system; or they may enlist in the
Imperial services, in which case the rules for Vargr in the Imperium should be
followed. Locally trained characters have a much reduced chance of joining
corsair bands; apply a -4 DM to enlistment in that service. Note that Client
State characters who serve in the Imperial services are eligible for full
Imperial citizenship upon retirement (not, however, if they are dishonourably
discharged or killed).
Oudzvuez
(Vargr League of Worlds) contains 9 worlds with a minimum population of 0.30
billion. The highest population level is 8 at Fangthane, Dhekhda, Ueghz. The
highest tech level is E at Angzu. Actual population is from 0.30 to 2.70. Value
c1104 is 1.40
The
Oudzvuez was established in around 875 (later events have made accurate records
scarce) on Angzu/Sienz. Over a period of about 100 years, the empire gradually
spread out to include about 20 worlds in the Sienz, Aetugar and Fessor
subsectors. However, in 1012 the political leader Vun Acutare instigated a
campaign of unrest, culminating in the Acutare Rebellion of 1025. Acutare split
off several worlds from the Oudzvuez, and a situtation similar to a civil war
ensued. Most worlds within the Oudzvuez' old frontiers declared either for the
new state or for the establishment. Not a few decided they could do better on
their own, and seceded. A few applied for Imperial client status. A major war
could easily have then developed between the two factions, but even as lines of
opposition were established the individual worlds of both sides were beginning
to quarrel. As a result, the two major factions spend most of their energies
keeping themselves together. Sporadic warfare is carried out on an almost continual
basis; to an outsider it can be rather hard to see who is fighting whom. The
chaotic status of the region formerly occupied by Oudzvuez has led to its being
termed "The Vargr Splinters" by astrographers. Technically this only
applies to past and current Oudzvuez territory, but in practice is applied to
most of the Aetugar and Fessor subsectors. The Oudzvuez is now a much smaller
state than at its height, containing only 9 worlds. The capital of Angzu is
still within its borders, and that, along with a slight technological edge,
gives the Oudzvuez a slight advantage over Bian.
Oudzvuez
characters
Bian
I'Vargr (Privateer worlds) contains 7 worlds with a minimum population of 0.00
billion. The highest population level is 5 at Aurnad, Zoellurrg, Aegzkheng. The
highest tech level is D at Haruchai. Actual population is from 0.00 to 0.00.
Value c1104 is 0.00
Bian
is the largest splinter from the shattered Vargr empire of Oudzvuez, and the
one created by Vun Acutare himself. As a state, Bian is primarily infamous for
its' privateers. The fleets of Bian are almost entirely made up of
independently-sponsored buccaneer units, as much dedicated to looting defeated
opponents as to defending the realm. More than a quarter of the Bian fleet is
in fact made up of a ragtag of captured ships from many sources.
(Un-named
ARW Foreven) contains 22 worlds with a minimum population of 1.30 billion. The
highest population level is 9 at Thwaites. The highest tech level is G at
Darley, Okell.
(Un-named
ARW Foreven) contains 15 worlds with a minimum population of 1.13 billion. The
highest population level is 9 at Freca. The highest tech level is G at Urnian,
Tindom‰.