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The Imperial Map Expansion prt2

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Korin

The oldest and wealthiest house, Korin is the center of banking and trade in the Empire. They are the oldest allies of the Alorians, and as such they enjoy the same high standards of technology and medicine as the core systems.

While there are obvious disparities of wealth between the various social classes, its never been made more apparent than in Korin. Each world that houses members considered to be of "noble" birth or even those with enough wealth have palaces floating above the ground trended by commoners. Even more off-putting is that members of the noble class refuse to walk from place to place if they can help it, instead relying upon hover chairs to see them to their destinations. If they must walk it is along pre-approved carpeted paths that for a commoner to step upon means a one-way trip to the Pits.

Militarily speaking they stay out of conflicts that arise from other houses, but in the same breath if money is to be gained from it they will absolutely lend one side or the other funds in return for "favors". When a military answer is required, their army stands at the ready with Korin citizens as well as Aloria citizens at the helm. No other queendom, not even Tol-Mallium with its massive population, has a foot hold in Korin's army.

Planetary Guide
-Silmion
-Old Barreen
-Shalem Prime
-Dominion
-The Black Citadel
-The Vault
-Vaitera
-Ieucilite
-Horizon
-Yiaturn
-Eros
-Vuiria
-Dark Temple
-Outania
-Zusi
-Oyruta
-Suathea
-Rochov
-Jupruna
-Celus
-J'gantu
-Reolia
-Baetera
-Sieruta
-Tefora
-Uovis
-Zin

-Vuiria is a standard Garden world with natural beauty and many venues to distract oneself on vacation. Its unique feature is the Amphitheater, a vast building located in the side of a mountain spreading out into a nearby forest. This is a center for literature and the arts, hosting opera performances, plays, and stage performances for those more interested in intellectual stimulation rather than vulgar displays of flesh bumping.

-Celes is classified as a Garden World, but it is unique in the fact that is has no land mass to speak of. Instead it is a Gas Giant with the upper atmosphere containing breathable air as well as constructed platforms for siphoning various naturally occurring gases on the planet to be sent around the Empire for a variety of purposes. The reason why it is referred to as a "Garden World" is because of its unique animal species of Solar Rays.

This race of manta ray like creatures use natural air currents to fly at what is considered to be a "cruising" speed. They absorb the gases of the planet as a food source when flying at night, but their major source of consumption comes from a organic form of photosynthesis. Naturally when these creatures are taken from this world they are only approved to worlds that are considered "sunny" for the majority of an Imperial standard year.

Because not only can these creatures grow to be quite large, they are also both docile and quite strong. So a few of the more wealthy members of Korin have taken to training these beasts to accept construction upon their backs which take a form similar to what you would see on a pleasure barge just on a large scale. With enough skin to absorb the sun's rays as well as an inhaler like device to take in Celes gas at night, the rays seem pretty content with their situation.

-Oryuta is classified as a Garden World despite its surface being mainly desert. Still, with a breathable atmosphere and decent climate (if a little dry), it is a perfect place for one to get away from the hustle and bustle of other standard Garden worlds. There are many monasteries dotting the surface of the world for quiet contemplation or star gazing for those with a taste in astronomy.

If none of those interest, there are also desert-pede races, sand shark watching, or various solar ray trips to wander around the surface of the world taking in its natural beauty.

-Eros is a Garden world under the sphere of influence of Aloria but is considered to be under the ownership of Korin. Like Haven of Van-Arthis, the subtle shifts in architecture as well as the blues of Korin being a change of pace from the reds of Aloria make it unique enough to be worth a visit. It does, however, have the floating palaces made famous in Korin to keep away from common folk regardless of where they were born.

-The Hollow is an abandoned mining facility located within the Grey Belt. No one really knows what happened to it nor where it currently is within the belt, making it a charming hobby for those ever in search for truth.

The Dominion Council of Korin
Unlike the other realms of the Alorian Empire, sole control of Korin rests not with the High Lady. The position of High Lady is one of lesser value, a mouth piece for the Council when visiting or visited upon by other noble families. She does hold a seat upon the council and weighs on issues plaguing the realm, but outside of these talks she has no real authority.

The Council is made up of 7 members, each a prominent member of the upper crust of Korin. There is the High Lady at the head, a seat for the Inquisition, a seat for a member of the Dark Temple, a seat for Chief Banker of the Main Stock Exchange on Silmion, a seat for the representative of the noble houses of Korin, a seat for the Chief Executive of Uovis Mining Operations, and finally a seat for Head Diplomat for relations between Korin and the Free Systems. As the Inquisition and Dark Temple rarely make their presence felt in the day to day meetings of the council, there is at most 5 councilors during proceedings with an occasional Minister selected to represent the realm in Aloria seating in one of their chairs. Most discussions revolves around money and social policy, but on the rare occasion the Inquisition makes an appearance discussions are then extended to include information of all kinds, from local to foreign.

The Black Citadel

The House of Korin deals not just in wealth, but also in information. This has lead to the creation of The Inquisition. This secretive branch of the military keeps the many branches of the government in check with swift and at times cruel methods of control. Inquisitors, specifically with their black helms, are drawn from noble stock with a penchant for extracting information and punishing neer-do-wells. With very little oversight, this leads them to believing that they are the true masters of Aloria which rubs some people the wrong way.

Especially those of the order of Imperial Knights, another faction crafted from religious fervor to protect the Empire against any and all threats.

Dark Temple

While the Black Citadel is the militaristic front for the 3 branches of the Inquisition, the Dark Temple is its beating heart. It is from here that vast swatches of information is collection, processed, and sent to the appropriate branch for it to be dealt with should the need be great.

The entire complex rests within a valley range surrounded by mountains with its center being a massive statue of their founder sternly looking out to the heavens as if weighing it in judgement to find it wanting.

The Vault

An industrial complex built within a sprawling network of underground catacombs, the planet now known as "The Vault" is a place where things are stored for safekeeping for those that can afford it. These "things" can be contract deals, trade agreements, sensitive documentation, money, things that certain parties would think best that other parties have no knowledge of.

While this is done for a fee, it is guaranteed that no one not even the Inquisition can get their hands on it. At least, not easily.

Silmion, The Main Stock Exchange

Silmion is host to the Stock Exchange, a massive complex linked via overland rail systems between six fixed locations. Each single location deals with the stock information from a specific queendom: Van-Arthis, Korin itself, Aloria, Tol-Bayren, and Tol-Mallium. Each has a variety of businesses, money investments, and noble families that makes it necessary to have a specific stream of information for. The sixth location deals with Corporations within the Aloria Empire in whether they are earning or losing money and the like. In the middle of these six locations is the Hub in which summarized information is passed around for the passerby as well as a variety of restaurants or bars for the end of day crowd.

Shalem Prime and The Gate

Shalem Prime is a Hub system that has direct access to "The Gate", a system on the very edge of the Alorian Empire that leads into the Free Systems located on the outside. Delegations from each faction (Empire and Free Systems) meet at "The Gate" every six months to go over the basics: trade, information, supplies, any additional aid. But another thing that is discussed quite frequently is money, as part of the original deal between the two powers was that the Alorians would let them go but in exchange its nobility would make use of its status to invest into certain holdings.

The Alorian Queen at the time refused to accept this deal, but mounting political pressure forced her to accede lest her entire Empire erupt into civil war. This incident was not forgotten, however, and many of these "holdings" are under careful watch by Aloria backed spies to ensure nothing shady is done with the funds.

"Hub" Systems

Referred as such by many of the citizens in the Alorian Empire, a Hub system is any system that controls multiple livable planets as well as spots of importance. These systems enjoy a greater degree of traffic from local citizenry as well as traveling merchants or wanderers looking for a place to put down roots in.

For Korin, these systems are: Silimion, Vaitera, Yiaturn, Horizon, Jupruna, J'gantu, Dominion, Rochov, Outania, Old Barreen, Uovis, Shalem Prime, Baetera, The Gate.

Major Gate Systems

Part of the powerful nature of the Alorian Empire is the technology of slip space gateways. This gates are linked to Slip Space allowing for greater mobility around the empire. Of note is that there are two forms of gates: Minor and Major. Minor gateways connect the systems together as seen as lines on the map.

Major gateways, on the other hand, only connect to other major gateways throughout the Alorian Empire. They are much faster than traveling through the minor gateways and allow for eating up vast distances at an accelerated rate.

Systems in Korin that contain a major gate are: Tefora, Dark Temple, Eros, Horizon, Outania, Shalem Prime, Sieruta.

Habitat Worlds

These worlds serve as a place, or places, for the average citizen to live after their rotation of work has been completed with the next shift set up to take their place. Because the Empire and the places that require work exist on multiple systems, temporary homes are constructed as places to rest from either the day or night shift of workers. A work rotation is where a citizen works 2 weeks out of an Alorian Standard Month (with 2 and a half weeks for those months with an uneven number of weeks) while the other 2 are for them to do with as they please on their Habitat world.

This doesn't necessarily mean its 2 weeks of goofing off, for there is plenty to be done around the Habitat world to keep on busy till they are on call for their rotation. Its just not as vigorous or physically demanding if they don't want it to be.

The Habitat worlds for Korin are: Ieucilite, Zin, Zusi, Tianus Major, Tianus Minor, Tefora, Outania.

Prison Worlds

Note: Unlike the rest of the queendoms, Korin prefers to keep its prisoners close at hand. If caught and charged with a crime, the newly marked criminal will be subjected to either labor camps (controlled by Korin interests) in the Grey or Silver belt, or one of the three prison planets mentioned below. Also, if the newly marked criminal should come from a particularly wealthy family, there is always the option of paying for your immediate release for a substantial price or a reduced sentence that is still quite expensive.

-Zin is a prison world with an average eco-system, however it is considered one of the most dangerous prisons in all of Aloria. To be sent to Zin is a fate worse than death it seems, for prisoners sent they are subjected to tests of experimental anything. Weapons, armor, vehicles, Inquisition "interrogation" techniques, whatever needs to be tested the girls sent here are the ones to do it. Closely monitored with kill switches at the ready for both weapons and vehicles to discourage "alternative thinking". The fatality rate is quite high, higher than the other prisons for sure, but there is always a positive atmosphere within the prison staff and experimenters. There is always more prisoners after all.

It should be noted that this planet is reserved for the very worse offenders in the queendom as it is the most harsh. Or if you are of the other queendoms that has been charged with a crime within Korin.

-Reolia is a prison world that is pretty desolate all things considered. There is enough water, air, and greenery to support life, but there is also vast swatches of land that have nothing but mountains and desert. What is unique about the world is a group of flying lizards, essentially pterodactyls, which lay eggs that when gathered fresh are an absolute delicacy. Naturally prisons were built in areas where these creatures are most frequently located with groups of prisoners assigned to retrieve said eggs. Most groups are successful, but there are notable prisoners that are missing from the return group.

Either they died trying to get the eggs, or they ran. Which really is a death sentence of itself since there is no way off the world without hijacking a prison shuttle and the only zones that have resources to survive in are the prisons themselves. So while it is not really advised, few still attempt it every now and again.

-Suathea is a prison world located in Korin whose warden believes in a alternative form of rehabilitation. Rather than have the prisoners perform back breaking tasks or putting their lives in danger like others, the wardens of Suathea see prisoners as an opportunity to train a new generation of servants. They are trained in various forms of etiquette, wearing outfits ranging from average slave attire to the obscenely revealing, and are expected to be silent during this entire experience whether voluntary or with a gag. Failure to obey results spending time in "The Hole", a small room where the subject is suspended, blindfolded, gagged, and made immobile through a variety of restraints.

Most barely last a day in such condition, but the manual punished time is 3 days. Needs are still met, but only just.

If a girl, or group of girls, is shown to be adequate in their training they are hired out by the Warden's Chief Recruitment Officer who receives requests for serving girls and judges who would be best suited to the task accordingly. The prison takes a share of the profit the prisoner "earns", with the rest being funneled back into the Korin economy however the prison staff sees fit. If a girl is liked they can be bought on a permanent basis with the prison receiving substantially more money. Its a move generally frowned upon since the prison likes being able to recycle girls especially if they prove to be popular with the various businesses, but money is money.

Uovis Industrial

The planet Uovis is host to a corporation run by a very wealthy business woman in Korin referred to as Uovis Industrial. Owing a lot to the successes seen by Van-Arthis, it too is in the Shinium mining game with a rival company (Ostura Mining Industries) competing in the Grey Belt. Although, like their rival company, they also so no concern for the recent talks of bandits within the Grey Belt.

Aloria

The largest and most powerful House in the Empire, the Alorians expanded their power from the central core systems to the far reaches of known space. The Empress commands the loyalty of the four noble houses from her throne on Aloria Prime, as well as all military and religious orders.

The Citizens of Aloria enjoy the most advanced technology and live lives of ease thanks to their vast wealth supplemented by the hard work and resources of the other systems.

The Garden is a group of privately controlled planets reserved for the Royal family, their guests, with other worlds being loaned out to the royal families of other realms within the Empire. Though only Van-Arthis and Korin have claimed a planet to date.

Planetary Guide
-The Sanctum
-Light Temple
-Delea
-Val-Avia
-Val-Tarvis
-Kel-Avis
-Ierus
-Vall
-Loros
-Cleo
-Aloria Prime
-Val-Usomo
-Sol
-Oerian
-Alore
-Trillium
-Alore Minor
-Balaar
-Inigo
-Flen-Alara
-Val-Marion
-Vedar
-Kel-Barrin
-Vaelea
-Ravin
-Vorrim
-Suflara
-Kymir
-Kuobos
-Old Hall
-Artha
-Silvin
-Slonia
-Snolla
-Isomura
-Valluvia
-Udraomia
-Arthin
-Val-Jaeus
-The Garden
-Amora
-Bela
-Bera
-Iris
-Zel

The Universities of Aloria

Aloria, being the center of the Empire, is dedicated to the arts of scholarly pursuits and higher forms of thinking not typically found in other queendoms. While they are not dumb, not at all, their education is very narrow. Its citizens learn the basics growing up then their education takes a sharp turn into learning what is necessary for their individual realm. Aloria, on the other, has a wide range of educational fields that Aloria specific citizens are free to attend at their leisure.

Citizens from other queendoms can attend, but they have to prove beyond a shadow of a doubt that they deserve the chance. Needless to say, this is a very lengthy and costly endeavor that few chose to pursue to its completion.

The worlds, and the courses that are taught, are as follows:
-Ierus, teaches the fundamentals and advance course for Animal, Civilian, and even Military medicine.
-Trillium, home to the infamous "Nurse's Academy" where young girls are taught the very basics of medical care with live training exercises and, for those that are daring, a field dedicated to live fire exercises for a stretch in the military.
-Vedar, teaches basic and advance courses on Business and Economics. Many Korin and Van-Arthis citizens can be seen at this campus.
-Slonia, teaches basic and advance courses on Technology and Robotics. Citizens of Tol-Bayren with exceptional skills are allowed to attend here.
-Arthin, teaches advance course on Agricultural and Rural development. Despite a greater knowledge in this field, not many Tol-Mallium citizens can be seen at this campus.
-Ravin, a tad unique in that it teaches Theology, Philosophy, and History. This campus tries to get students to think not "how" to do something, but "why". It is the least attended of the many universities, but it has a higher percentage of students moving on to do great things within the Empire.

Military Academies of Aloria

While primary training for the various military branches occurs at The Academy in Bastion space and that all citizens training for the military go there, only citizens born in Aloria may qualify for Officer Training. Citizens from other queendoms can advance up to a certain rank, but afterwards its all Alorians.

Its policy put in place on purpose to make sure that Aloria citizens remain both in power and on top of the other queendoms. This has led to the queendoms Tol-Bayren and Van-Arthis to institute their own private military forces as a precautionary measure.

The planets in charge of officer training in Aloria, and which branches their focus on, are:
Val-Tarvis (Army)
Artha (Army)
Flen-Alara (Naval)
Udraomia (Naval)
Balaar (Special Ops)

Note* There is a very healthy rivalry between the schools, especially when it comes to competitions between them in physical sports.

AR-09

Another way in which Aloria holds power over the other queendoms are stations like AR-09. It, among others, contained top of the line and at times experimental technology when it comes to medicine or weaponry. By being better trained and better armed, most of the queendoms fall into line very quickly towards this queendom.

Only Tol-Bayren has the resources necessary to potentially resist Aloria's rule, but they are utterly lacking when it comes to manpower when compared to the Aloria system. So they take the knee like the others with gritted teeth.

The Light Temple

Two of the core tenants of Aloria are: Progress and Wisdom. The Light Temple is what exemplifies these core tenants by being a spiritual center of Aloria. Like the University of Ravin the Light Temple teaches its gatherings on why to do something but unlike Ravin it also teaches how it should be done. Each session is colored with a spiritual edge taking part in temples and gathering places located in the wilderness. One of the most sought after sessions, which is rarely given and thus when granted is a huge honor, is the study of artifacts retrieved from Home World and The Great Ruin, as both are mysteries detailing the shrouded past of humanities birth and expansion through the stars.

Those who complete the course at times journey to The Sanctum on a holy pilgrimage to the Home World.

The Garden and its Worlds

The Garden is so named because both it and the four worlds that surround it (Bela, Amora, Haven under the control of Van-Arthis and Eros under the control of Korin) are each a paradise of floral arraignment. Much of the planet has been terraformed to having every imaginable plant in the Empire to have some small space in it to be leisurely enjoyed by all manner of nobility from throughout the Empire.

Bera, Iris, and Zel specifically are private worlds under the control of specific Alorian noble families. They can't be reached through normal slip space means, and unless you know the proper access codes there is a very real chance your ship will be blown from existence upon entering the system.

Unless you also have the proper codes to broadcast that you are a ship under the control of a noble family, then you will be informed (firmly) to leave.

The Sanctum

A holy system that many within Aloria visit on their way to the Home World. It houses many abbeys for prayers and for communion with the priestesses, marshal yards for the temple guards and their initiates to train, as well as a massive temple dedicated to the dual worship of Yaldir and Piena.

Those who visit then leave the system describe themselves as being cleansed of doubts with a renew surge in their faith to their deities and to the Alorian Empire as a whole.

Aloria Prime

Throne world to the Empress of the Alorian Empire. Due to a tragic event in their past, Aloria Prime has been outfitted with the latest in martial weaponry with military bases strewn about the planet containing the very best troops from around the Empire.

The center piece of the planet, indeed of the system, is the Ruby Palace. A massive institution painted in variety of red shades, it is a dazzling sight of Alorian architecture. Within its walls houses the Throne room, in which the Empress can glace upwards to a mural of the Empire painted above. Many Empresses feel an enormous responsibility gazing upon it, while others see it as a opportunity to gloat.

There is a Hall of Law, a place where Ministers from around the Empire debate matters of law and order for the various Imperial citizens. Pleasure chambers, slave quarters, these things and more dot the palace to be a world onto its own.

Old Hall


The original Throne World for the Alorian Empire, Old Hall suffered a terrible raid during the early days of the Imperial Expansion. The Royal family, sensitive documents, and other such items of importance were quickly evacuated from the planet while the rest was left to being ravaged by what is to be believed as a joint operation between the Triad and Red Hand bandits. It was a dark day in the history of Aloria.

The system the Royal family was eventually relocated to was renamed Aloria Prime, and it has been fortified to make sure such an event will never happen again.

"Hub"/Habitat Systems

Unlike the majority of the Alorian Empire, Aloria is considered to be the densest in terms of population size. Because it is so high, the Hub systems are also included as Habitat systems to accommodate for this little fact.

For Aloria, these systems are: Delea, Val-Avia, Kel-Avis, Loros, Vall, Cleo, Valluvia, Sol, Oevian, Alore, Alore Minor, Inigo, Val-Marion, Kel-Barrin, Isomura, Vaela, Snolla, Slivin, Kymir, Suflara, Kuobos, Val-Jaeus, Vorrim, Val-Usomo.

Major Gate Systems

Part of the powerful nature of the Alorian Empire is the technology of slip space gateways. This gates are linked to Slip Space allowing for greater mobility around the empire. Of note is that there are two forms of gates: Minor and Major. Minor gateways connect the systems together as seen as lines on the map.

Major gateways, on the other hand, only connect to other major gateways throughout the Alorian Empire. They are much faster than traveling through the minor gateways and allow for eating up vast distances at an accelerated rate.

Systems in Aloria that contain a major gate are: The Light Temple, Val-Avia, Cleo, Sol, Ravin, Old Hall.


Bastion (Fleet Space)

Based in the core worlds, the Imperial Navy is made up of thousands of powerful cruisers, warships, and carriers. Given virtually unlimited funds, it is ensured to being the most powerful military force in the known universe. Even this does not satisfy those in charge of this force for they continue to further develop powerful weapons in the region known as Black Space.

Notable Locations
-The Spire
-SR-2
-AD-3
-Pale
-High Command
-Varin
-Karn

-The Spire is a prison located deep within Black Space aka "The Maw". Its construction is specifically intended for the holding of convicted war criminals, terrorists, as well as soldiers court marshaled for extreme offenses. While its existence is known, what happens within its walls are unknown to many within the Empire.

-SR-2 is a research facility designated as "Top Secret" where weapons are constructed for the future of warfare within the Empire. To be caught within the system without proper authority is an automatic sentence to The Spire.

-AD-3 is an advance development facility similar to SR-2, however the key difference is the work being done there. While SR-2 is working on weaponry, AD-3 is working on advance shielding for ships as well as innovations in Slip Space technology. The penalty for trespass is the same.

-High Command is a system that is exactly what it states. Its a gathering place for the highest authority figures in the Alorian military in nearly all of their branches: Army, Navy, Special Forces, etc. Every 5-6 months a conference is called between these figures to discuss hot zones, arenas of war, as well as the latest intelligence gathering on noted enemies of the Empire.
If it isn't feasible to attend in person, holographic projectors are set up to accommodate the individual.

-Varin and Karn are both Habitat worlds for Alorian Military personal. Varin is a high class world reserved for the upper echelon of command while Karn is for soldiers who are in the middle of moving from one command group to another, are on vacation in case for the Army, among the various other reasons for being there. Its also being shared with researchers and military scientists from SR-2 and AD-3, who of course can't say anything about their work least they face extreme censure.

-The Academy is a world dedicated to training the next batch of recruits for military service. They are split up among the various branches in the military from Army, Navy, Spec Ops, Engineering, and Logistics. Medical is handled by a university in Aloria, and for those born in Aloria interested in becoming an officer further training is handled within the various Military Academies in Aloria proper.


The Home World

Home world is under the control of "The Order", which hold it to be sacred to humanity as it spreads across the universe. The re-forested world is dotted with numerous temples and closely guarded shrines for the new religious power in the Universe.

Another faction that makes its flag within the Home World system are the Imperial Knights. While they proclaim loyalty to the royal house of Aloria, the Imperial Knights are an autonomous order of warriors. They come and go as they please, with few within the Empire having the authority to order them around.

This has led them into secretive conflict with certain factions of the Inquisition, who themselves enjoy a certain amount of discretion when it comes to dealing with those that threaten the Empire. While these have no lead to open conflict between the two, the shadows of various worlds hides more than a few bodies.

Notable Locations
-Deus
-The Great Ruin
-Home World (Hub System)

-Deus is the planet in which the Imperial Knights have made their home. An extremely secretive order, it can not be reached by conventional means via Slip Space Gate and even if it is reached without the presence of a Knight on-board a ship translating into the system its generally never heard from again. The only exception to this rule is the Empress of Aloria.

While the Knights perform many duties in the protection of the Alorian Empire, one that they consider to be above all others is the protection of Home World and The Great Ruin. Both are considered to be sites of extreme importance from history to faith, and thus they take their stewardship of these worlds very seriously.

-Home World is a mystery to many scholars within the Alorian Empire. It is covered in very ancient ruins, some of which hinting at a civilization that expanded across the stars before disappearing thousands of years ago. One thing is for certain, it is the definitive point where humanity originated from.
Because of its importance both historically and religiously, traffic to and from the system is heavily regulated. Removing artifacts from the system is considered a capital offense carrying an extremely heavy sentence just one step shy of execution.

-The Great Ruin is a world close to the Home World but unlike it the planet is quite a bit more torn up. While it has a large amount of temples as well as iconography from all 5 Alorian queendoms, scholars debate exactly what the significance of the system was. Some believe it to be the first system conquered in humanities expansion, others believe it was the system in which House Aloria and House Korin were founded.
Regardless of which is true, it is agreed upon that the planet suffered a calamity of untold destruction. A few secret groups even hint that this calamity is what resulted into the male population's near extinction.

The Triad Systems

A massive and well organized criminal consortium that controls both the free and the lawless systems outside of Imperial Borders. Made up of rivaling clans of criminals, this group is unofficially tolerated by the Empire due to the high number of noble family members making use of their black market goods or even their slave markets for new "attendants".

The surest symbols of this unofficial agreement are the planets Orion, Sacarra, and Free Town. These planets are considered to be completely neutral, but in truth are under the joint control of the Triads and Imperials. As long as each remains amicable, peace reigns.

Outside of Bliss, The Black Tombs, and The Grey Waste, each planet is named after the criminal family that controls a majority of the planet. Based on various alliances and political marriages a faction may have some territory on another faction's world, as long as they accept who owns it. If there is any form of disrespect or lack of respect given, problems resulting in small to large scale battle can occur.

Planetary Guide
-Bliss
-Kay-Lahn (Great Slave Market)
-Black Tombs
-Tra-Lin
-Ara-Lean
-Kimzen
-The Grey Waste
-Tarn
-Nar-Jeaan
-Shin-zi
-L'arra
-Lyn-She (The Gateway)

-The Black Tombs is a world considered to be a neutral zone for the entire Triad system, as it is the world in which they bury their dead in a solemn ceremony. Any and all Triad members, regardless of their rivalries and schemes in life, are afforded this very sacred honor to be buried among her kin.
To be denied this is considered blasphemy among the families, and even the most vile of family members are still honored in this fashion.

-Scarra is a world dedicated to the art of gambling. Unlike the pleasure worlds of Van-Arthis, on Scarra the games are far more elaborate with money being the bare minimum needed to play. Slaves, favors, weaponry, even one own's life can be placed on the line in search for fortune or glory.

-Free Town, based directly on the outside of the Alorian Empire, is the gateway in which one heads to either the Triad Systems or Old Bayren should they have cause for it. It is considered to be the "safest" of the worlds outside of the Alorian empire, though there is still a fair amount of risk to be had when the Triad are around.

-Bliss is a Garden world akin to the many within the Alorian Empire. Heads of various Triad families vacation their to relax among the various beach front, forest, mountain, and even desert palaces from their day to day of schemes and criminal activity.
Yet even here one does not let their guard down, for "accidents" await the unwary.

The Grey Waste

Similar in some ways to the Home World, the Grey Waste is an abandoned system located in Triad space playing host to a large amount of ancient ruins. However, these particular ruins have nothing in connection to Home World (as it is believed anyway) which then leads some to believe it then speaks to a potential lost civilization on the edge of known space. Artifacts and text logs of the ruins fetch a high price in Empire space.

However, the system is unstable with it being plagued by massive solar storms. That plus rumors and even legends of "demons" make it so that only the truly brave of treasure hunters going exploring there.

Orion, The World Bazaar

Orion is a planet within the Triad systems dedicated entirely to trade. Vast Market places dot the planet with virtually anything that can be imagined on sale somewhere. You just need to know the right people. All currency is accepted, ranging from the arkons of the Empire to slaves.

Kay-Lahn, The Great Slave Market

Kay-Lahn is two things: It is a planet under the control of the Kay-Lahn crime family as well as a marketplace for slaves. While you can sell slaves on Orion, Kay-Lahn is the only place where you can buy and sell slaves.

There is also an unspoken rule that you don't ask where the product came from, and no one has to really know even if its not that great of a secret. Those who do ask tend to find themselves on stage to be bid on.

The Spice Road

The Spice Road is a series of worlds within the Triad system dedicated to making illicit drugs for both being sold and consumed in various clubs around the universe. The most popular of its drugs is one referred to as "Fairy Dust", as it is so potent one inhalation causes one's mind to be transported to "fairyland".

This drug is sold among the Red Hand Bandits and smuggled into the Empire, with it(along with slavery) being a major part of the Triad revenue. There are many mines, factories and fortresses along the way, in this dark and dangerous corner of the galaxy.

Along with various space stations and oribital relay stations, the worlds that make up the Spice Road are: Kimzen, Tarn, Nar-Jeaan.

The Long Jump

A long and dangerous jump between Triad and Red Hand space. It is the longest known jump and is beyond recommended distances between slip space gates. Each side is guarded by a Triad and Red Hand space station, with an add small feet of ships as support.

Many strange sightings and anomalies have been reported by crews making this jump, with legends of visitations by dark and unknown evils that lead to bouts of "space madness".

The Red Hand Territories

A broad coalition of tribes and raiders in the wild, untamed regions of deep space. Rival clans war almost continually over the slave and spice (drug) trade routes between their worlds. They are united only by three main forces: The Red Hand themselves located in the middle of the system, a complicated series of alliances made through military or marriage agreements, and a united hatred for the vast wealth of the Alorian Empire.

Like the Triad systems, outside of Vile, The Tempest, The Great Deep and Hudo, each planet is ruled under the banner of a clan of bandits. The name of the clan can take many forms, from worshiping a symbolic animal totem to names carried over from the Triad Systems.

Planetary Guide
-Nan-Trol (The Gateway)
-Shar-lin Market
-Lome
-White Raven
-Red Hand
-Hudo (Frozen Waste)
-Hh'al-varth
-Vile
-The Tempest
-Clan Ashira
-Clan Vartha
-Seraph
-Kh'rar
-The Great Deep

-Vile is a planet that is considered uninhabitable. The water is acidic, the sky rains fire, and the air has a bitter after taste to it despite being breathable. However, the Red Hand see the planet as a opportunity and thus have crowned dubbed it the "Carnal Theater". It is a place where disputes are settled between individuals, groups, or clan.

However, you can not challenge someone to the surface of Vile over something petty and/or trivial. A ritual challenge such as that is considered to be a big deal, so if it does happen it means the matter is so important it requires an audience of powerful Red Hand leaders to make sure it is handled without question.

Hudo, the Frozen Waste

Hudo was once terraformed by ancient settlers from Tol-Mallium, but over centuries the atmosphere grew unstable covering the planet's surface in snow with great storm systems roaming the planet's surface. It was abandoned, but those willing to handle a little chill with less sense than is good for them have taken to using the leftover structures as a base of operations. These individuals happen to be smugglers, salvers, and even treasure hunters looking to score that big game in the outer systems.

Now if it weren't for the fact that the territories around it are teeming with bandits....

The Great Deep

The last system before the black expanses of deep space. This system is not claimed by any of the Red Hand clans, which results as it being the home to strange and deadly beasts.

This world is used as a hunting ground by Red Hand warriors who wish to prove their bravery by collecting magnificent animal trophies.
 
The Tempest

A stormy and unstable system. It was once the furthest scientific outpost of the first empire (based in Home World), and was home to mysterious experiments potentially dealing with slip space technology. Some catastrophe led to the system being turned into a swirling tempest of gas and debris. Scavengers brave enough to venture into the Tempest are often rewarded with valuable materials and artifacts.

The Free Systems

These peaceful and highly advanced systems are populated by former citizens of Korin that left the safety of the Empire for the freedom of deep space. The main reason they have been left to their own devices is that many a noble have taken advantage of their status to store bits of their wealth within the Free System's many banks. This, various bits of trade goods, as well as advanced weaponry has put them into a relatively powerful position. Thus to avoid potential hostilities, the Alorian Empire and the Free Systems have a truce between them (uneasy but its there) which allows for channels of communication and trade believed to be best for both parties.

However, they know to be careful in how this position is used. For one slip up would result in the Free Systems doom.

Planetary Guide
-Frletora
-Delm
-Nocilion
-Telnova
-Jalyn
-Ahima
-Pefloria
-New Einu

-Frletora is referred by visitors as the "New Plaza", for that is exactly what they sell. New innovative technologies developed within the Free Systems typically dealing with unique crystals discovered in various cavern systems in those outer systems. Its believed to be the cause for why their weaponry is just that much more powerful than Alorian tech, and thus attempts have been made to get hands on weapons grade crystals. Thus far, such efforts have been unsuccessful.

-Jalyn is the central system of the Free Systems thus it is claimed for their leadership. Like their Korin neighbors, the Free Systems are ruled by a council referred to as the "Council of Unity". Each member of the council is referred to a Minister, with the positions being delegated to the heads of various guilds within the free systems: Trade, Mercenary, Technologies, Banking, Public Order. The leader of the council is the simply the Head Minister, which is an elected position given to the most qualified of candidates trained in matters of politics and policy making. Not just anyone can become Head Minister.

-Nocilion is the world that hosts the Mercenary Guild. Members are trained in various forms of combat from close to long range as well as rudimentary training with a vehicle of their choice. They then go off to join whatever theater of war suits their fancy, but should the Free Systems come under attack they will drop everything to rush to its defense.

-Telnova is the world that hosts the Technologies guild. The massive cavern systems beneath the planet's surface has lead to the discovery of crystals with unique harmonic synergies when it comes to energy manipulation. This is turn has led to advances unseen within the Alorian Empire, which is part of the reason the truce was struck up in the first place.
The secrets to this tech is both closely guarded and fiercely defended, as it is a trump card that enables the Free Systems to enjoy a modicum of peace.

Note*: Only select members of Aloria and Korin know of these technologies, with the information being suppressed from the regular population. The fear is if this knowledge becomes wildly known the rate of planetary rebellion would sky-rocket.

-Ahima is the planet that hosts the Banking and Trade guilds, as they are closely linked together. While the planet's surface contains the actual banks, in the skies above is a fleet of ships dedicating to moving goods across the Free Systems and some even being able to venture into the Alorian Empire.

-Delm is the planet that hosts the guild related to Public Order. Agents from this world are referred to as the "Delm Guard" and are responsible for law and order in the free systems. In the event of an invasion, they are also considered the first line of defense against invading hosts.

-New Einu is a Paradise world for the members of the Free Systems looking for a break in their work based life style. Visitors enjoy a wide range of activities from:
-Dolphin racing
-Balloon rides from tamed domesticated jellyfish type creatures that float through the skies
-A tamer version of Zero G Derby
-Plays and live performances at the Marble Aqueduct, a theater constructed underneath a waterfall that is manipulated to produce dazzling light shows.

-Pelforia is a Deep Space Observatory world, with its only purpose is to look out into the darkness for, well, anything of significance. Powerful telescopes on the planets surface as well as orbital platforms with advance sensor arrays pool through the vastness of space for alien life, planets, anything worth bringing to the Council.

So far there has been nothing.
And now part 2.

As it states in the title, this is the Imperial Map Expansion to where the planets and organizations of the Senya-verse made by one :iconalexichabane: get to have a little write up as to what function they perform and any interesting little tidbits about them. Not all planets got a specific uniqueness to it, true, but at the same time not all the planets have to special. Sometimes a planet is just a planet that you live on that potentially has poisonous quill beasts.

*shrug* Deems the breaks.

At any rate, read, comment, let me know what you think of either expansion part and give Alexi a watch! His artwork is superb with lots of ladies and booties which we all know is what we watch for. : P
© 2017 - 2024 WhiteRavenLord
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Indesiful's avatar
I have a bit of a logistics question. How are the Red Hands raiding the Empire when the slip gate network needs them to do a roundabout journey around the Empire through Triad space? I know non-gate warping was mentioned as possible, but I thought that was rare and expensive. How long of a journey to these raiders need to take?