THE STATES OF FOREVEN

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).

Zh - The Zhodani Consulate

Statistics

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.

Political attitude

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.

Character generation

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.

Zv - Vargr Worlds allied to the Zhodani Consulate

Statistics

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.

Political attitude

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.

Character generation

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.

Va - Independent Vargr Worlds in the Zhodani Consulate

Statistics

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.

Political attitude

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.

Character generation

Standard Vargr from the module. Corsair characters may only originate from worlds with corsair bases.

Rc - The Ramalux Confederation

Statistics

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.

Political attitude

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.

Character Generation

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.

Tc - The Toranaga Cluster

Statistics

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.

Political Attitude

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.

Character Generation

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.

Ak - The Aku Corporation

Statistics

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.

Political Attitude

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.

Character Generation

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.

On - The Orion Nebula

Statistics

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.

Political Attitude

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.

Character Generation

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.

Cs - Client State

Statistics

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.

Political Attitude

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.

Character Generation

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).

Vi - Imperial Vargr Client State

Statistics

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.

Political Attitude

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.

Character Generation

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).

Vo - Oudzvuez (Vargr League of Worlds)

Statistics

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

Political Attitude

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.

Character Generation

Oudzvuez characters

Vb - Bian I'Vargr (Privateer worlds)

Statistics

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

Political Attitude

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.

Character Generation

Aa -

Statistics

(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.

Political Attitude

Character Generation

Bb -

Statistics

(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‰.

Political Attitude

Character Generation