EXPLORER'S GUIDE TO THE GALAXY
Navigate the known star systems of the Starfinder setting. Toggle between the Pact Worlds, the Veskarium's Ghavaniska system, and the diverse worlds of Near Space to explore planetary data, settlement records, and moon catalogues.
SYSTEM MAP
The Pact Worlds system — a coalition of independent worlds orbiting a yellow main-sequence star, bound together by the Absalom Pact after the Gap.
CELESTIAL BODIES INDEX (45)
PACT WORLDS SYSTEM (15)
The Sun
→The Burning Mother
Known also as Mataras — a Lashunta name meaning 'burning mother' — the Sun is an incredibly inhospitable star of near-incomprehensible heat and pressure. In its heart, massive energies regularly tear holes to the Positive Energy Plane and the Plane of Fire, giving birth to whale-like fire elementals and plasma oozes, as well as efreet, salamanders, and intelligent flame-dwelling creatures with supernatural resistance to the star's conditions. Roughly a century ago, Sarenite scholars discovered the Burning Archipelago: a collection of inexplicable, deserted bubble-cities tethered together by magic and floating unburnt within the sun's flaming seas, accessed via a magical tunnel that opens miraculously through the corona. Though it remains unknown who built these cities, the Burning Archipelago quickly became the Church of Sarenrae's most sacred settlement. Today, the Radiant Cathedral in the central bubble attracts worshipers and scientists from across the system, while gleaming Sarenite sunskimmers service orbital power stations and corporations operate solar-powered robotics plants and 'jungle boxes' of mutated organisms. Trade delegations from the Plane of Fire regularly use the Archipelago to meet Material Plane contacts, and they bring word of strange ruins and whole empires of fire-immune creatures floating within the star's deeper layers — the so-called 'deep cultures' whose refusal to respond to messages has spawned conspiracy theories suggesting that time itself warps at the sun's core, making these civilizations representatives not of the past but of the future.
Aballon
→The Forge
The closest planet to the sun, Aballon is a drab world of dusty craters, gray deserts, and sharp-edged mountains. What wisps of atmosphere its gravity clings to are quickly blasted away by solar wind. Thousands of years before either the Gap or common spaceflight, a mysterious race called the First Ones touched down on Aballon, crafted an immense army of servitor machines using the planet's abundant metals and solar energy, and then left. In the millennia since, the machines upgraded themselves, evolving into an entire artificial ecosystem — from simple worker bots and self-guided predator drones to fully sentient machines collectively named anacites, who tend toward silvery arthropod bodies painted in identifying colors and patterns. Anacite culture splits into two ideological groups: Those Who Wait, who stockpile wealth and resources believing the First Ones will return, and Those Who Become, who believe their destiny is to take on the First Ones' mantle and colonize new worlds. Both groups wield considerable economic power through rare ore mining in the Midnight Trenches and anacite-run corporations like Automatrix Robotics. Anacite cities, often confusing to biological creatures, are nonetheless eminently logical and efficient, with floating towers, lightless access tunnels, and atmosphere factories producing 'heavy air' for humanoid visitors.
Castrovel
→The Wild
Hot, humid, and stirred by intense storms and tides, Castrovel abounds with an unusually robust variety of life, from enormous saurian beasts to deadly moldstorms capable of devouring whole settlements. The most prominent sentient races are lashuntas, followed closely by elves and formians, all three civilizations highly connected via a network of ancient magical teleportation portals called aiudara. Traditionally organized into independent city-states with elected matriarchies being the most common governmental style, lashunta society has evolved in the modern era with larger corporate concerns often buying out officials or establishing privatized settlements. The insectile formians battled lashuntas for millennia until careful shirren-brokered peace talks ended hostilities a mere 30 years ago; today the formian hive-burrows of the Colonies can cover miles, sometimes bulging up in artificial honeycombed hills. The elves of Sovyrian are predominantly xenophobic traditionalists who trade with outsiders only when necessary and bar most foreigners from their canal-choked capital of El. The planet's vast ecological preserves reflect Castrovel's enlightened approach: maintaining wilderness is key to advancing knowledge and allowing evolution to continue. The planet's primary shipyards and most destructive heavy industries are relegated to its airless, rocky moon Elindrae, while a strong Xenowarden presence keeps ecological damage in check.
Absalom Station
→The Nexus
Floating in the orbit formerly occupied by Golarion, Absalom Station is the primary home of humanity and the undisputed center of interstellar trade and governance. Here reside the Pact Council, the interplanetary Stewards, AbadarCorp's home offices, the Starfinder Society Archives, and more. But the station's most important feature is the Starstone — a mysterious artifact locked deep within the station's heavily guarded core that not only powers the station but acts as an immensely powerful hyperspace beacon, allowing ships to jump to the surrounding space regardless of distance. No one knows who built the vast platform or when it entered Golarion's orbit. Artificial gravity creates a consistent 'down' in most of the station's radial arms and soaring towers. Neighboring districts often have shockingly different cultures, from Sparks' hardscrabble engineering bays and the flooded tank-warrens of Puddles to the rowdy spacer bars of Drifter's End and the elegant corporate enclaves of Bluerise Tower. Money and power flow inward toward the great parklike dome known as the Eye, while the downtrodden masses sink into the Spike's machine-cramped access warrens. Gangs rule lower-class neighborhoods, yet their alliances filter into government via the Syndicsguild, the legislative body that gives each neighborhood a voice and elects the ruling Prime Executive. The station is surrounded by the Armada — a constantly changing swarm of resident ships whose owners remain unbound by most station laws. One growing threat is the Strong Absalom movement, which believes the Starstone belongs only to Golarion's refugee races and seeks to restrict other species' access.
Akiton
→The Battlefield
Despite its favorable location as the fourth planet from the sun, Akiton is a dying world. The so-called Red Planet has lost much of the atmosphere and liquid water it once held due to the slowing of its liquid-iron core and weakening magnetosphere. Prior to the discovery of hyperspace, Akiton was the center of its system's mining, production, and trade of thasteron — an ore instrumental in creating fuel for sublight interplanetary travel. Since the advent of Drift travel, demand for thasteron has crashed, and the economic effects now play out in political squabbles and civil strife across the planet. Massive space barges that once shuttled ore now lie as rusting hulks in the deserts, inhabited by squatters and scavengers. Akiton today has no centralized government, and its cold deserts, dry seabeds, and frigid polar ice caps host never-ending skirmishes between cities, clans, corporations, tribes, and offworld factions. It's a world where unscrupulous business interests engage in unregulated research and criminals come to escape justice. The best-known indigenous residents are the ysoki, boisterous ratfolk who thrive in warren-districts or motorized traveling caravans, inevitably returning to the vast Hivemarket at the foot of Ka, Pillar of the Sky. The four-armed giant shobhads have seen a resurgence as their traditional desert life sidestepped the economic collapse, while the Contemplatives of Ashok — telekinetic beings whose physical bodies have nearly withered in favor of throbbing brain sacs — decipher esoteric truths in their legendary Halls of Reason.
Verces
→The Line
A tidally locked world, Verces has no day or night — only a scorched light side called Fullbright, where iron-hard plants and photosynthesizing animals survive, and the partly frozen seas of Darkside, home to predators like hoarbats and the infamous bloodbrothers. Between these extremes runs the Ring of Nations, a temperate zone along the twilit terminator filled with gleaming skyscrapers, bustling spaceports, vertical park-farms, and high-speed bullet trains. The native verthani are tall humanoids with color-changing skin and mouselike black eyes, long at the forefront of cybernetics due in part to their traditional caste system: the technology-augmented Augmented warriors, the unmodified Pure Ones who handled governance and food production, and the scarred God-Vessels who served as living avatars of deities. Though the caste system is now considered archaic, many still credit it with giving Verces its head start in implant technology. Verthani were also among the first races to adopt space exploration, voyaging in dirigible-like aetherships, and their massive shipyards at Skydock remain second to none. The Ring of Nations' government model — a coalition forming a single worldwide Grand Assembly — so impressed the other worlds that the Pact Worlds adopted both its structure and its peacekeeping Stewards. Beyond the terminator zone live the Outlaw Kingdoms: nomadic tribes, survivalist cults, criminal organizations, and political exiles generally ignored unless they raid Ring settlements. Even within their territory, vast stretches of untouched wilderness remain, including the mysterious Qidel, Aerie of the Sun — a strange tube-spire descending deep into the planet's mantle from which no expedition has returned.
Idari
→The Renewal
The single largest ship ever produced by Kasath, the Idari was a generation vessel designed to transport whole generations at a fraction of light speed. When it reached its destination of Akiton and found the world too populated — and too well defended — for colonization, the ship took up orbit past Verces and declared itself a Pact World in its own right. Unlike Absalom Station, the Idari has not become a melting pot, remaining inhabited primarily by kasathas governed by traditional values. The ship's massive reaction drives haven't fired in decades, their power rerouted to the Crucibles, an impressive state-run manufacturing sector. Artificial gravity comes from the vast rotating cylinder called the Drum, whose curving landscape hosts gleaming cities, rolling parks, and glass-walled hydroponic farm-towers under constant daylight rerouted from hull-mounted solar collectors. Through the Drum's center runs the Hub, a zero-gravity transport tube with elevator spurs providing rapid access to any location. The traditional Doyenate governs the ship: a representative council of the most respected members across various fields, where status is never inherited but recognized by the people. Citizens residing on the ship for more than a year must accept and train for an auxiliary crew role. The Sholar Adat, a cathedral-like spire in Brispex stretching nearly to the Hub, acts as a combination cemetery, library, and ancestor temple. Through the process called adat, a hair-thin slice of a deceased's brain is preserved and added to the temple's archives, where the building's technomagical machinery can kindle flashes of the deceased's memories or even contact the departed soul.
The Diaspora
→The Lost Ones
Formed when the twin planets Damiar and Iovo were destroyed by an unknown catastrophe millennia ago, the Diaspora is a vast asteroid belt containing more than a million celestial bodies with diameters greater than a mile. The true indigenous residents are the sarcesians — tall, graceful humanoids who evolved to survive in hard vacuum, able to suspend respiration indefinitely while soaring between lonely asteroids on wings of pure energy stretched to catch the solar wind. Sometimes called 'angels,' the sarcesians maintain carefully terraformed 'crèche worlds' within the belt and have never forgotten their ancient feud with Eox, which they believe destroyed the Twins. The Diaspora also harbors smugglers and space pirates — especially the infamous Free Captains of Broken Rock — and mineral-rich planetoids claimed by mining companies, notably several dwarven Star Citadels. Androids calling themselves the Refugists have recently begun constructing their own homeworld by pulling together asteroids with tractor beams and gravity guns. With 600 miles in diameter, Nisis is the largest body in the Diaspora — an ice-crusted planetoid of mostly fresh water and the source of the River Between, a strange waterway surrounded by atmosphere in a cylindrical containment field connecting many asteroids. Recently, the water has turned dark and attacks by unseen 'diaspora wyrms' have sent traffic plummeting, coinciding with Nisis mysteriously growing in size. Among famous locations are the House of the Void monastery and the empty Wailing Stone, whose abandoned corridors drive visitors to nightmares and visions of twisted figures in yellow rags.
Eox
→The Dead
Eox was once a beautiful and technologically advanced world, homeworld of the humanoid elebrians. In a catastrophic act of pride, the elebrians developed a superweapon to destroy the twin worlds of Damiar and Iovo — now the Diaspora — and in doing so unleashed calamitous energies and radiation that scoured their own world, stripping its atmosphere and rendering the surface a blasted wasteland laced with runaway magical radiation. The elebrians who survived did so by embracing undeath, transforming themselves into the bone sages who rule the planet to this day. While the surface is inhospitable to living creatures, vast necropoli teem with undead activity, and research into necromancy and bodily augmentation — particularly necrografts — continues as a thriving industry. Perhaps the greatest danger from Eox is the Corpse Fleet: a rogue military faction of Eoxian warships that broke away from the bone sages' authority, raiding and plundering across the system while the bone sages officially deny all connection. Orbiting Eox is the Sentinel, a massive weapons platform that the bone sages insist is purely defensive but which gives even the Stewards pause. On the surface, body merchants do a brisk trade in necrografts harvested from willing and unwilling donors alike. To maintain diplomatic relations, the bone sages created the Halls of the Living — a subterranean city with artificial atmosphere where living visitors can conduct business in safety, complete with gravity-controlled sports arenas, nightclubs, and reality holovision shows considered cruel and exploitative by most Pact World standards.
Triaxus
→The Wanderer
With its extreme 317-year orbital period, Triaxus swings between centuries of bitter winter and decades of relative summer. The native ryphorians have adapted with genetic flexibility: winterborn ryphorians are pale-furred and stocky, summerborn are slender with dark skin, and transitional individuals display traits of both. The planet's civilizations divide roughly into the Allied Territories — nations governed by ryphorians — and the Drakelands, where chromatic dragons openly rule nations of ryphorian and dragonkin subjects. Most famous is the Skyfire Mandate, an order dating back to when ryphorians and dragonkin first bonded as rider and mount to fight off chromatic dragon warlords. Today the Skyfire Legion is an elite starfaring military company, their dragonkin partners having genetically reduced in size over generations to better fit aboard starships. The Allied Territories are themselves divided — the democratic nations of Kamora and Zo contrast with the isolationist city of Aylok and the fiercely traditional realm of Preita. On the continent of Ning, an honor-based culture produces the legendary ukara battleflowers: renowned warriors who serve as living weapons for noble houses, their social status matched only by their combat prowess. Above it all, the Immortal Suzerain — an ancient silver dragon — watches over the Allied Territories as a mediating force. Despite its long history of dragon-ryphorian conflict, modern Triaxus is a world where the two species' fates are inextricably linked.
Liavara
→The Dreamer
The smaller of the system's two gas giants, Liavara is a ringed world of pastel clouds and eerie beauty, administered as a protectorate by Bretheda. Deep within its atmosphere dwell the Dreamers — barathus who have either devolved or ascended into massive, mindless hive-blimps that sing hauntingly beautiful prophetic songs. Whether the Dreamers represent enlightenment or degeneration is a matter of fierce philosophical debate among brethedans. The giant oma — space-dwelling whale-like creatures that swim the cosmic void between worlds — are often found in Liavara's orbit, their young sometimes descending into the atmosphere. Liavara's cloud ecosystem is astonishingly complex, with entire food chains existing in the layered atmosphere, and corporations mount expensive deep-dive expeditions to harvest rare gases like metasterium and thaumogen from its lower reaches, though the crushing pressures and hostile fauna make this perilous work. Bretheda administers Liavara protectively, investing resources to prevent exploitation even as Liavara's moons have charted their own political courses.
Bretheda
→The Cradle
The largest planet in the Pact Worlds system, Bretheda is the undisputed homeworld and seat of power for the barathus — amorphous, telepathic beings who can merge and split their bodies at will, creating temporary or permanent composite beings of staggering complexity. This biological flexibility extends to their technology: brethedans grow their tools, ships, and structures from living tissue, producing organic starships and habitat-pods rather than manufacturing them. Their government, the Confluence, is a unique political entity — a composite being formed when multiple barathus merge specifically to govern, splitting off specialized delegates embedded with proprietary biotech and self-destruction sequences to prevent defection. The Sopeth Corporation, one of the system's most powerful biotech firms, is in fact a single permanently merged barathu entity. Bretheda's cloud layers teem with life, from microscopic organisms to city-sized living gas-bags, and the barathus' deep understanding of their ecosystem has given them unparalleled expertise in biological engineering. Several of Bretheda's moons have achieved independent member status, though the gas giant also claims responsibility for the so-called 'death moons' Thyst and Varos — quarantined worlds harboring dangers too great for colonization.
Apostae
→The Messenger
With its angled orbit slicing through the plane of the solar system, many astronomers believe Apostae is not native to the Pact Worlds system at all — that it is, in fact, a derelict generation ship of extrasolar origin. Beneath the barren, airless surface lies a vast interior of artificial corridors, sealed chambers, and ancient alien technology built by the vanished ilee, a race now known only from skeletal remains and cryptic inscriptions. The drow who now control the world claim to have fled Golarion before or during the Gap, guided by demons to this hollow world. House Zeizerer holds the most power among the competing noble houses, which ruthlessly vie for control of newly discovered passages and technology vaults. Orcs and half-orcs, brought as slaves, occupy a permanent second-class status, performing dangerous exploration and manual labor. Two particular mysteries drive Apostae's politics: the Armory — a legendary cache of ilee weapons rumored to be planet-destroyingly powerful — and the Chamber of Life, believed to hold the secret of what happened to the ilee themselves. The surface settlement of Nightarch is named for a massive alien arch covered in undeciphered markings that occasionally generates random portals to unknown locations, a phenomenon the drow study obsessively but cannot replicate.
Aucturn
→The Stranger
The most distant and disturbing world in the Pact system, Aucturn was once a living planet of shifting, organic flesh — a place where the very ground pulsed and breathed beneath a toxic atmosphere of hallucinogenic gases. Known as the Stranger, its surface was covered in fleshy ridges, orifices, and organic structures, and pools of black ichor dotted the landscape, transforming any creature that touched them into alien monstrosities called orocorans. The planet's ruler, Carsai the King, maintained a fragile order from the Citadel of the Black, while cults of the Elder Mythos — including the Pyramid of the Black Pharaoh dedicated to Nyarlathotep — competed with agents of the Dominion of the Black for influence over the world's unknowable purposes. Living settlements like Amniek, a tower-city where residents breathed filtered air and avoided the surface, clunged to survival alongside horrors like the Gravid Mound, a fleshy hill tended by sinister beings called the Midwives. In 324 AG, the terrible truth was revealed: Aucturn was the egg of a nascent Outer God now known as the Newborn. The entity that hatched destroyed the planet utterly, ending Aucturn's existence and leaving only a debris field and lingering psychic screams where the Stranger once orbited.
Pulonis
→Formerly Vesk-6
Pulonis — formerly designated Vesk-6 by the Veskarium — is the sixth planet in the Ghavaniska system and the homeworld of the catlike pahtras. An inexplicably warm jungle world despite its distance from the sun Ghavaniska, the planet is hot and humid, with its low gravity producing towering trees, gigantic insects, and other titanic flora and fauna locked in ruthless competition. Pulonis threw off Veskarium control in 325 AG and became the first full member of the Pact Worlds government outside the Pact system that same year. A powerful magnetosphere helps the planet retain its atmosphere, but the magnetic winds it generates devastate many forms of technology — most starships, vehicles, and buildings are one system failure away from complete destruction. As a result, much of the surface remains untamed, and the planet's few modern settlements rely on heavy magnetic shielding to function. Residents must often travel hundreds of miles to visit a digitized library or advanced medical facility. Pulonis is a small, lush terrestrial world with a single supercontinent making up the majority of its land. The planet lacks ice caps, and its hot climate is nearly uniform across all latitudes. Its low gravity has allowed truly towering flora to evolve, with forests reaching as high as mountain ranges on other worlds, while the actual mountains are even taller with jagged peaks that seem impossibly steep to offworlders. Though technically having only one ocean, cartographers split the seas into three major bodies: the relatively safe Ketemare Ocean, the Tideflight Ocean and Tereltos Sea, known for dangerously extreme tides caused by the pull of the planet's twin moons — Hinirinn and Yolaku. Near the center of the continent lies a blasted rocky plain where the worst fighting of the Veskarium invasion took place; pahtras call this the Holy Lands, in honor of all who died fighting there. Recent investigation has unveiled that the planet's core appears to have been altered in its prehistoric past, allowing it to maintain warm temperatures despite its distance from the sun. Most theories posit that an unknown advanced alien species was responsible for this planetary engineering, but no proof of these aliens has been found anywhere in the Veskarium, and no ancient ruins have been discovered on Pulonis. Pahtras are lanky feline humanoids who evolved in the low gravity to be swift predators. They conquered their environment through adaptability, ferocity, and training rather than strength, thriving within a brutally competitive ecosystem. Pahtra culture reveres battle and music as the two most prestigious callings, often combining the two. Since gaining independence, the planet's pahtra nation-states have flourished with greater autonomy, though the lingering effects of Veskarium occupation and the ever-present dangers of the planet's magnetic fields and megafauna remain constant challenges. Pulonis is also home to hymothoas, sapient ichthyoid oozes that lurk in the most humid swamps. Despised by both vesk and pahtras, these bulbous creatures are known to crawl inside other sapient beings, slowly devouring their host's organs while adapting to replace their function.
GHAVANISKA SYSTEM (VESKARIUM) (10)
Ghavaniska
→The Blue Sun
The blue star at the heart of the Ghavaniska system. Only Ghavaniska itself and its native zilbrees remain unconquered by the Veskarium. The star's intense blue light illuminates the eight worlds that orbit it.
Vesk Prime
→The Imperial Capital
Vesk Prime is a hot, dry world with an abundance of land and rich natural resources. The closest planet to Ghavaniska, it is the vesk homeworld and the imperial capital of the Veskarium. Densely populated with large modern cities surrounded by huge tracts of cultivated lands, the planet also contains vast protected nature reserves where sporting vesk hunt dangerous beasts. The Veskarium began here long before the Gap, when the vesk defeated their rivals and brought the entire planet under vesk rule. Vesk Prime earned its designation when the Veskarium first expanded off-world and conquered the neighboring planet, renaming it Vesk-2. Before that, the homeworld had only one name: Vesk, the same name the vesk call themselves. The planet is a large terrestrial world with a single supercontinent broken by two connected saltwater oceans and smaller seas, tectonically active with volcanic belts along its faults, and small ice caps at both poles. Its landmass divides into four broad regions: the Central Veld, the Eastern Wastes, the Southern Coast, and the Northern Reach. Vesk civilization first arose on the arid equatorial plains of the Central Veld between the Otorozan and Nakahili Deserts, where the capital city of Command Prime still stands. Today, large numbers of non-vesk species live on Vesk Prime, with skittermanders filling bureaucratic positions and pahtras serving in the military. Since the end of the Swarm War, more Pact Worlds natives — especially humans, lashuntas, and ysoki — have settled on the planet. Ruled by High Despot Vindaskayo Swarmripper, the planet is divided into 99 administrative districts corresponding to ancient feudal landholdings. A dozen great Prime Houses still rule their ancestral lands, forming the closest thing the Veskarium has to a hereditary aristocracy. As the capital, Vesk Prime also hosts the Council of Despots, comprising the high despots of each of the Veskarium's worlds.
Vesk-2
→Iji
The second planet orbiting Ghavaniska, Vesk-2 is a watery world with an interconnected shallow salty ocean covering much of its surface. Dry land mostly consists of gently rolling islands, none large enough to be called true continents. The planet's atmosphere is warm and tranquil. Vesk-2 has no axial tilt, so its climate bands proceed smoothly from equator to cold but iceless poles. The sapient natives, the squid-like ijtikris, originally called this homeworld Iji. They had only rudimentary technology when vesk conquered their world before the Gap, but much of Vesk-2 remains untamed. Strange ancient ruins predating ijtikri culture dot some islands, hinting at another sapient species that once inhabited the planet. Similar ruins on Vesk-5.3 suggest this species had an advanced civilization and that something cataclysmic caused their extinction. Water covers most of the surface, and the oceans are calm, shallow, and sun-warmed. With no moons there are no tides. Marshland is common, highlands are rare, and towering marsh grasses dominate equatorial and temperate regions. The planet has less tectonic activity than usual and lacks abundant minerals, making it less dense than normal. Weather near the equator is milder and less stormy than expected. Vesk-2 is divided into seven administrative regions: Jahkili, Kilti, Zwidij, Oolwi, Ijahi, Tirki, and the island of Command 2. Ijtikris and vesk live in remarkable harmony — most ijtikris consider vesk to have always ruled and are content in their vocations. Vesk-2 is a breadbasket for the Veskarium and a major source of salt, famous across the galaxy for its defrex ranches and as a popular vacation destination.
Vesk-3
→Oeddertchonk
From orbit, Vesk-3 looks like a sparkling jewel thanks to its expansive forests, shallow oceans, and the distinctive pink Vermilion Sea that cradled its earliest civilizations. Constant volcanic activity fills the land and sea with abundant nutrients, and warm oceans churn out dense rainclouds that shroud half the planet. Combined with almost no axial tilt, Vesk-3 is a garden world saturated in constant rainy spring and lush with plant life. Home to the ever-helpful skittermanders who still call their world Oeddertchonk, the planet's relative comfort came at great price — millions of years ago, a massive asteroid realigned the planet's axis. Skittermander myths tell of an ancient civilization called the Forerunners that perished in the catastrophe. Vesk-3 is a dense terrestrial world rich in heavy metals including gold, iridium, mercury, and uranium. Two primary continents define the surface: sprawling Aberanderen stretching almost pole to pole, and smaller Kavarit cracked in half by the Basin Sea. Aberanderen hosts the majority of the skittermander population and contains huge mega-farms feeding the Veskarium, while Kavarit houses the vesk-built planetary capital and mines. Beneath the surface lies Gadraveech, an extensive network of tunnels and caverns harboring a dangerous ecosystem including the feared stridermanders. Although Vesk-3 was the third planet conquered, it remains one of the most difficult to rule. Over half a billion vesk live here, mostly around Command 3, but skittermanders far outnumber them. The current ruler, High Despot Teret Cahan, is the only non-vesk (a pahtra) high despot in the empire. Skittermanders' cooperative instincts make them compliant vassals, but the Veskarium exploits this by suppressing their native language and imposing strict work quotas. If skittermanders ever collectively perceived their service as unfair, they could become a formidable insurgent population.
Vesk-4
→Talphiriax, the Glutton
Vesk-4 is the fourth planet from Ghavaniska and the third world to surrender to vesk conquest. Originally named Talphiriax by its native inhabitants, this world primarily consists of a single landmass that is a cradle of life teeming with lush jungles, swamplands, and volcanic mountain ranges. Far from idyllic, its inhabitants thrive in an environment that often proves deadly to nonnative species due to the planet's high gravity, natural radiation, and active volcanoes. Early vesk conquerors nicknamed this planet 'the Glutton' for its tendency to pull celestial bodies — asteroids, comets, and even its own moons — into its powerful gravitational field. Millennia ago, three of the planet's moons plummeted to its surface over just a few months, knocking its axis askew and triggering extreme tectonic activity that changed its topography and climate patterns forever. A massive range of volcanic mountains, the Vyskandi Range, now bisects Vesk-4's main landmass from northwest to southeast, containing two subterranean tunnel passes — the Upper and Lower Antreways — originally highways for the tunneling talphi. After integration into the Veskarium, the planet became an important hub for mining raw materials, as crashed meteors coupled with natural ore deposits yielded rich mineral resources. The planet's reputation changed dramatically when an enterprising vesk named Kamilzanva stumbled upon irradiated crystals in the Lodelands that could be refined to power solarian weapons. Now High Despot of Vesk-4, Kamilzanva established the Corona Academy near Ulkis Lake, specializing in training solarians from across the empire. Under her rule, all citizens engage in some form of labor and receive basic health care, shelter, and rations in exchange. The intelligent, mole-like talphi were the predominant species before the Veskarium subsumed the planet. Other native species include vryids (large crustaceans inhabiting the Dredgelands), shuzirians (ore-eating insects building vast mud hives in the Mudflats), and ausyrs (amphibious humanoids who survived cataclysms by hibernating beneath the swamps for decades). Due to hazardous terrain and pockets of natural radiation, much of the surface remains unsettled, with most of the vesk population concentrated in the overcrowded confines of Command 4 and Tribulation.
Conqueror's Forge
→Mobile Warstation
Conqueror's Forge is a massive mobile space station and shipyard, one of the Veskarium's most important military installations and a full core world with its own high despot. Originally constructed in 47 AG and placed into orbit around Vesk Prime, the station was named in honor of Damoritosh, the vesk patron god of war and conquest. The Council of Despots ordered its construction to address a perceived technological gap after the Veskarium missed Triune's Signal that broadcast the secret of Drift travel. Thanks to developments from the Forge, the Veskarium's military technology reached previously unseen heights during the Silent War. A surprise Swarm attack destroyed the original station in 291 AG, but the Veskarium rebuilt it with powerful engines enabling it to travel throughout Veskarium space rather than remaining locked in orbit. Today, Conqueror's Forge travels the empire collecting resources for research and production and selling weapons and starships, never staying in one place too long to decrease the risk of another attack. The station is essentially a large cylinder approximately 2½ miles in length. Huge solar arrays and three long auxiliary modules extend from the forward end, giving it the distinct silhouette of a doshko when viewed from the correct angle. An inner core houses the command center, while an outer shell contains the shipyard and modular research sections. The station constantly rotates using centrifugal force to create pseudogravity equal to Vesk Prime's, as the delicate nature of its R&D work requires minimizing interfering forces. Population 82,000 (94% vesk, 4% skittermander, 2% other). High Despot Dantromal Kominar commands the station with a generally hands-off leadership style, allowing research teams to self-manage but coming down hard on any he sees as wasteful. The station's skittermanders have organized into club-like groups called Forge Crews with nicknames like the Gun Kids and the Star Chompers. The majority of threats come from within — dangerous experimental projects — but the station's formidable defenses include massive weapon emplacements, a defensive flotilla deployable in minutes, and the fact that nearly every vesk aboard is combat-trained and equipped with experimental weapons.
Vesk-5
→The Ringed World
Vesk-5 is a colossal ringed gas giant, the largest planet in the Ghavaniska system. Its churning atmosphere of hydrogen and helium is banded with vivid storms, the most famous being the Eternal Rage — a mega-storm larger than most terrestrial planets that has persisted for centuries. There is no solid surface; pressure and temperature increase rapidly with depth until gases become supercritical fluid and eventually a core of metallic hydrogen. The planet's powerful magnetosphere generates spectacular auroras at its poles, known locally as Ibra's Auroras for their seemingly divine beauty. Vesk-5's extensive ring system, composed of ice and rock debris, is home to the formian colony of Quariskt. Three major moons orbit the giant: Vesk-5.1, a frozen world hosting the main civilian spaceport; Vesk-5.2, whose gold-tinted crust shelters the stormrunner sanctuary of the Gathering and the mystic city of Mythnox; and Vesk-5.3, an ocean moon bearing mysterious ruins that echo those found on Vesk-2, hinting at an extinct precursor civilization. The Veskarium maintains Command 5, a diamond-hulled command station that floats in the upper atmosphere, as well as the Dekka Research Outpost deep in the cloud layers. The planet's brutal environment breeds a fierce outlaw culture of stormrunners — daredevil pilots who race through the gas giant's storm bands for glory and profit. Vesk-5 is also the site of the Lost Command, a destroyed Veskarium base whose wreckage drifts through the clouds, a grim monument to the planet's unforgiving nature.
Pulonis
→Formerly Vesk-6
Pulonis — formerly designated Vesk-6 by the Veskarium — is the sixth planet in the Ghavaniska system and the homeworld of the catlike pahtras. An inexplicably warm jungle world despite its distance from the sun Ghavaniska, the planet is hot and humid, with its low gravity producing towering trees, gigantic insects, and other titanic flora and fauna locked in ruthless competition. Pulonis threw off Veskarium control in 325 AG and became the first full member of the Pact Worlds government outside the Pact system that same year. A powerful magnetosphere helps the planet retain its atmosphere, but the magnetic winds it generates devastate many forms of technology — most starships, vehicles, and buildings are one system failure away from complete destruction. As a result, much of the surface remains untamed, and the planet's few modern settlements rely on heavy magnetic shielding to function. Residents must often travel hundreds of miles to visit a digitized library or advanced medical facility. Pulonis is a small, lush terrestrial world with a single supercontinent making up the majority of its land. The planet lacks ice caps, and its hot climate is nearly uniform across all latitudes. Its low gravity has allowed truly towering flora to evolve, with forests reaching as high as mountain ranges on other worlds, while the actual mountains are even taller with jagged peaks that seem impossibly steep to offworlders. Though technically having only one ocean, cartographers split the seas into three major bodies: the relatively safe Ketemare Ocean, the Tideflight Ocean and Tereltos Sea, known for dangerously extreme tides caused by the pull of the planet's twin moons — Hinirinn and Yolaku. Near the center of the continent lies a blasted rocky plain where the worst fighting of the Veskarium invasion took place; pahtras call this the Holy Lands, in honor of all who died fighting there. Recent investigation has unveiled that the planet's core appears to have been altered in its prehistoric past, allowing it to maintain warm temperatures despite its distance from the sun. Most theories posit that an unknown advanced alien species was responsible for this planetary engineering, but no proof of these aliens has been found anywhere in the Veskarium, and no ancient ruins have been discovered on Pulonis. Pahtras are lanky feline humanoids who evolved in the low gravity to be swift predators. They conquered their environment through adaptability, ferocity, and training rather than strength, thriving within a brutally competitive ecosystem. Pahtra culture reveres battle and music as the two most prestigious callings, often combining the two. Since gaining independence, the planet's pahtra nation-states have flourished with greater autonomy, though the lingering effects of Veskarium occupation and the ever-present dangers of the planet's magnetic fields and megafauna remain constant challenges. Pulonis is also home to hymothoas, sapient ichthyoid oozes that lurk in the most humid swamps. Despised by both vesk and pahtras, these bulbous creatures are known to crawl inside other sapient beings, slowly devouring their host's organs while adapting to replace their function.
Vesk-7
→The Frozen Twin
The distant, icy world of Vesk-7 is one of the two outermost planets of the Ghavaniska system, home to the shaggy behemoths called kothamas. Kothamas refer to Vesk-7 as simply 'new home' in their native tongue. Vesk-7 and Vesk-8 share virtually the same orbit (making their planetary years equal), though Vesk-7's orbit is retrograde, taking it in the opposite direction from Vesk-8 and Ghavaniska's other planets. Twice each planetary year, the two planets converge, bringing them so close that their shared moon, Traverse, transfers its orbit from one planet to the other. Magical gates on both worlds and the moon activate only at these times, allowing kothamas to engage in the Meet — a deeply sacred journey between worlds. Vesk-7 has a hot molten core that keeps the planet from freezing entirely, allowing liquid water to exist in its equatorial region. Most of the northern and southern hemispheres are too cold for liquid water, with massive glaciers stretching from the poles to the tropics. A deep ocean called the Ice Sea forms a band around the equator, littered with vast ice floes and gigantic icebergs some as large as continents. Deep beneath the water, hydrothermal vents create small ecosystems of aquatic vegetation and deep-sea creatures. The Ice Sea encompasses three small equatorial continents: Asekora, Offinik, and Ulathaz. These planets are poor in minerals and other natural resources, so most vesk assign little value to them, and a posting here is usually a punishment for dishonored vesk or those exiled for controversial political views. The Veskarium's authority extends only a few kilometers around major settlements, leaving most resident kothamas free to do as they wish. While officially Veskarium citizens, kothamas' solitary and contemplative lifestyle leaves them with little need for centralized government. Their supernatural calming auras make enforcing discipline difficult, and both species tend to ignore each other unless interaction is absolutely necessary.
Vesk-8
→The Thorned World
Vesk-8 is the outermost planet of the Ghavaniska system, sharing its orbit with Vesk-7 and home to the contemplative kothamas. Kothamas refer to Vesk-8 as simply 'home' in their native tongue, as the species originally evolved here before spreading to Vesk-7 via the shared moon Traverse. Vesk-8 is extremely mountainous and prone to volcanic eruptions, the result of gravitational tug of war between the planet, Vesk-7, and Traverse that heats its core. The planet has so many mountains that many joke its environment is so hostile it is covered in thorns pointing into space. It has the highest mountain peaks of any world in the Veskarium, most notably Mount Matha, which reaches toward the edge of the atmosphere. Shimmerstone, a translucent blue mineral with psychic calming properties, is found only in Vesk-8's frozen mountains. The only surface water exists at the bases of mountains, where liquid water bubbles up from volcanic depths to form sulfuric hot springs. Deep valleys between mountain ranges are frozen deserts devoid of nearly all life. Beneath the mountains, lava tubes and natural fissures form an underground network spanning the entire planet. Geothermal heat and meltwater create a thriving subterranean ecosystem of lush fungus forests filling large caverns with pulsing bioluminescence — believed to be among the largest and most diverse fungal colonies in the galaxy. Only one major entrance to the labyrinth exists on the surface, and reports of a civilization of large sentient plant creatures living in the tunnels remain unverified. The shimmerstone miners at Penal Colony 8 are growing restless, with talk of throwing off Veskarium rule and selling the shimmerstone themselves. High Despot Jularaz the Frozen often has 'important business' on other worlds, leaving most governance to subordinates.
NEAR SPACE (20)
Daegox 4
→Inescapable Corporate Prison
An insular world in a small system, Daegox 4 is a planetary-scale prison. Aside from its wardens, all inhabitants here are prisoners. Two hundred years ago, Daegox 4 was a wild planet, inhabited only by native flora and fauna, such as towering kaezar trees, grasslands of waving tchothein, herds of docile rimbets, predatory felrots, giant buzzing skivvlers, and the soshsurus fungal network that forms a global mesh in the planet's oceans. Then the Daegox Corporation discovered the untamed world and claimed it, quickly building prison structures on the planet's lush surface. The corporation's members are all mysterious beings who call themselves 'wardens'—humanoids with crimson skin, black eyes, nearly transparent hair, and six-fingered hands. The corporation accepts prisoners from any government or entity it judges as legitimate, for a fee. One of the planet's most remarkable features is its atmosphere: the outer layer is a thin, one-way membrane that physical objects can enter but cannot leave, and teleportation magic within it is unreliable. The atmosphere also contains spores of the world-spanning soshsurus network, which make most sapient creatures docile and uneager to commit violence—though the wardens are immune. Daegox 4 has two large continents: Control, completely covered with a sprawl of squat buildings housing millions of prisoners, and Bounty, a mostly untouched wilderness where prisoners are allowed to roam freely. While some prisoners have appointed sentences, most are lifers. The Daegox Corporation prides itself on its claim of having never allowed a successful escape, though underground groups speak of a figure known as the Wren who is said to have escaped single-handedly.
Daimalko
→Ruins and Rampaging Colossi
A single planet orbiting a tiny star, Daimalko was not always a dry, blasted world teeming with rampaging colossi and struggling survivors. Lush greenery once covered this world, sustaining two advanced civilizations: the psychic Confederation of Volkaria and the Holy Queendom of Ykarth, a state that claimed a divine mandate from the empyreal lord Duellona, the Warrior Maiden. Then, 200 years ago, in the course of a month, the planet's major oceans evaporated, its greenery withered, and earthquakes reverberated across the planet. From the rocky terrain of the empty seas rose nightmarish colossi—monstrosities covered in armored plates and bearing rows of tongues, teeth, and worse. The planet's population, consisting primarily of gray-skinned damais, dropped from many millions to just a few thousand. The shell-shocked survivors fled underground to subterranean enclaves collectively called the Refuge. After more than a century of subterranean survival, a brave group of leaders stumbled upon rune-scribed orbs that allowed them to empathically sense and steer the roving colossi aboveground. These leaders became the first Guardians, and they used the orbs to safely usher colonies back to the surface. Today, Daimalko is still a blasted ruin—its cliffs and valleys are largely desiccated seabeds, its forests long dead, leaving skeleton-like fields of petrified trunks. Yet a few salty seas and large freshwater lakes support tenacious lifeforms such as poisonous lichens, carnivorous vines, enormous mountain eagles, two-headed griffons, six-legged goats, and hairless yetis capable of psychic blasts. For the first time in generations, notable populations of humanoids have returned to the surface, primarily under the watchful eyes of the Guardians.
Embroi
→The Iron Thrall of Hell
A moonless world of amethyst-colored seas and purple stone, Embroi glitters alone in the void. Like the sapient mollusks who dominate the planet, however, Embroi wears a mask: peaceful beaches and gentle violet hills hide underground slave-pits and diabolical factories operated by agents from Hell. The intelligent races native to Embroi all evolved from mollusks. Embri arose from aquatic progenitors and, in prehistoric days, crawled from the seas on clawed limbs and fought the gentle snail-like yeddins, who had already developed advanced metalworking and empathy-based social systems. The embri conquered the land and adopted yeddin technology; over time they also learned emotional restraint, concealing their feelings behind metal masks. Six large continents cover Embroi. Demagallo and Irralo Kellad are central to administration and industry, Antikawara is home to luxury magma-heated mineral baths, Chapru Von is mountainous and choked in massive garbage fields, Kanfrei contains prisons and slave-pits, and the Baskar Expanse is a bombarded wasteland used as a testing range. Beneath each continent sprawl vast infernal passage networks occupied by devils who shape embri society and labor for inscrutable ends. As a result of generations of diabolic influence and social conditioning, Embroi is joyless, toil-centered, and hostile to independent thought. The malebranche devil Occhiorasoi rules the hidden infernal order and is among the most powerful beings on the planet.
Gaskar III
→Aquatic World of Exiles
A watery world third from its star, Gaskar III consists of the crescent-shaped continent Lavnovya and an irregular ring of islands, all surrounded by the massive, storm-wracked Yulalov Ocean. Anciently, a collision with a planetoid reversed the world's rotation and knocked off ejecta that formed one of its moons. Later, a millennia-long ice age depressed much of Lavnovya's crust; as the climate warmed, the continent began slowly rising from the sea. The planet's warm climate, slow rotation, and vast ocean create enormous cloud systems and violent cyclones that batter the eastern mountains, while the western lowlands are marginally calmer and host most surface settlements. Native life is storm-hardened and abundant—kelp, ferns, arthropods, fish, amphibians, and reptiles, including giant peschkery cave centipedes and leaping ryugars. The first major humanoid settlers were vesk renunciants, self-exiles from the Veskarium who followed the teachings of the prophet Gaskar Yulalov and his visions from Weydan, god of equality. After Yulalov's execution, his followers endured generations of suppression before escaping aboard the colony ship Gaskari once Drift travel became possible. They settled this uninhabited system and built a society centered on freedom, mutual duty, and exile-forged communal survival. Though Veskarium authorities generally ignore the colony, they occasionally send contractors to retrieve fugitives, and Gaskari tolerates these incursions to preserve uneasy peace.
Ghorus Prime
→The Inheritance
Though it once appeared to be a barren rocky husk, Ghorus Prime was never truly dead: island-sized formations on its surface were dormant kinwoods, colossal deciduous trees with latent consciousness. The planet awakened when ghorans from lost Golarion discovered it and used a blend of science and mysterious magic to coax the kinwoods into springtime, triggering the release of starship-sized seeds that spread forests across most of the world. Over time, ghorans came to view Ghorus Prime not only as a homeland but as a possible progenitor species-world, given the deep biological parallels between kinwoods and ghorans. Today, forests cover most of the planet, broken by mountainous kinwoods whose crowns glitter with integrated biotech settlements. A vast non-terraformed region called the Fallows occupies roughly a quarter of the western hemisphere. Though surface water is scarce, kinwoods draw on a deep aquifer of unknown origin and regulate climate through a planetary root-and-cloud system, keeping conditions broadly terrestrial. Ghorans are the majority population and often cautious around outsiders, shaped in part by historical predation by humans and a long memory of exploitation.
Gideron Authority
→Expansionist Hobgoblin Regime
Of the Gideron system's six planets, only Gideron Prime is conventionally habitable. Its climate is harsh and varied—polar icecaps, broad temperate zones, and a hot equatorial belt of immense jungles where life trends toward poisonous defenses, slow metabolisms, and giant forms. The planet has no known native sapient culture; its current populations are largely descendants of offworld colonists, with hobgoblins and their kin in the majority. After the Gap, immigration accelerated growth and urbanization, but a recent military coup replaced elected governance with the expansionist Gideron Authority, justified publicly as a defensive necessity against Marixah privateers. Since then, the regime has tightened immigration and ideological control, normalized xenophobic narratives, and pushed rapid territorial expansion beyond its home system. The Marixah Republic remains its principal rival, both as a military competitor and as an ideological threat due to its pluralistic social order. The Authority also claims ancestral rights to pre-Gap hobgoblin ruins in Marixah space, and cross-border deniable operations continue to escalate.
Helfen-Thel
→World of Arches and Gates
The Helfen-Thel system contains nine worlds orbiting the orange-red sun Ombrut. Its predominant people are the maggedli: stony-skinned humanoids about 3 feet tall whose civilization is built on magic rather than advanced technology. Though maggedli never developed true spaceflight beyond rudimentary enchanted rockets, they settled all nine worlds through an immense teleportation infrastructure of far-step arches. On Helfen, their home world, natural geological arches aligned to ley lines enabled stable long-range gates early on; on other worlds, explorers initially traveled one-way and spent generations growing suitable stone arches to complete two-way transit. Today, thousands of far-step arches knit the system together so tightly that routine daily travel can span multiple planets. During expansion, maggedli encountered halaths on the ice world Thel: friendly, ram-headed quadrupeds and master ice-shapers who preserved their warming world through advanced cryomagic and geologic control. Halaths are unaffected by teleportation and cannot use far-step arches, so while politically influential in the Ninefold Council, they remain physically constrained by Thel's ecology and infrastructure. Recently, troubling gate anomalies have emerged: travelers appearing aged by weeks or months, others returning bloodless and dead, and some vanishing entirely. The Ninefold Council is suppressing details to prevent panic across this arch-dependent civilization.
Landahl
→Peaceful World Resisting Conquest
Lush and resource-rich, Landahl is a world of rainforests, shallow life-filled oceans, and three major continents: mountainous Assica, comparatively dry Pothyria, and jungle-choked Tabisaan. It is the home of the illyrs, bioluminescent quadrupeds who developed a peaceful global culture before achieving spaceflight in recent decades. Their first external contact brought conquest instead of diplomacy: Veskarium forces rapidly overran Landahl, only to face an escalating insurgency as illyr resistance cells formed worldwide. The orbital destruction of Hizzala—remembered as Tradger's Reckoning—was intended to crush dissent but instead galvanized long-term rebellion. For more than two decades, guerrilla war has defined the planet. After earlier commanders failed, Commander Koben Adalandil shifted to a slower strategy of targeted pressure, selective reconstruction, information warfare, and deniable operations, including mercenary espionage and false-flag manipulation. Even as Veskarium leadership scales back support, conflict persists as illyrs adapt, recruit offworld help, and contest both military occupation and propaganda control across the planet.
Marixah Republic
→Jewel of Unity
Pact Worlds colonists dispersed far and wide before and during the Gap, settling on planets such as the Golarion-like Marixah. After the Gap, Marixah's inhabitants realized their isolation and united with neighbors on the planet Kizmatta to form the Marixah Republic. The core system contains only two habitable planets, two lifeless rocky worlds, and three gas giants, but prosperity and equitable laws attracted widespread immigration, enabling expansion to eight additional colonized worlds beyond the home system. Second from its star, Marixah is a temperate world with six continents and productive seas, though endemic insects have evolved rapidly and now threaten both agriculture and citizens. Kizmatta, farthest from the sun, is a frigid world of caves carved by geothermal activity; terraforming has increased surface temperatures enough to enable broader habitation. The Republic holds elections every 6 years, filling a 257-member legislative body that meets in the capital, Rajadhan. Political parties form coalitions to navigate the diverse viewpoints, and chief representatives are appointed to handle diplomacy and emergencies. The Republic sees itself as an equal to the Pact Worlds and Veskarium, though it commands far less military and political might. Tensions with the Gideron Authority have escalated into border skirmishes over the Acalata system and Sansorgis, where ruins suggest a vast ancient hobgoblin empire once spanned both regions. Legislative gridlock between hawks and doves has paralyzed formal strategic responses, though the drift toward open conflict continues.
Nemenar
→The Prismatic Shadow
Nemenar is an enigmatic planetoid orbiting a brown-dwarf star, entirely encapsulated by a massive black-light filter constructed millennia ago. This filter allows only ultraviolet light through, shrouding the planet in shadow for those without blindsight or special equipment. The sole sapient species, nemenaris, are a cursed people. Long before the Gap, they were a scientifically advanced spacefaring race. During exploration, they discovered an asteroid with a small shrine containing a 4-foot statue of an unknown deity and an amethyst offering bowl. One scientist left an offering—an empty vial—and the crew returned home to find their entire planet ablaze in violet mystical fire. Though no one died, all organic matter suffered perpetual agony when exposed to visible light from their sun. Scientists discovered Nemenar had been eternally cursed: any surface-originating material exposed to visible sunlight bursts into unrelenting flame. Refusing to abandon their world, nemenaris constructed a barrier blocking all visible wavelengths. Over millennia, flora, fauna, and nemenaris adapted to ultraviolet light, developing vision attuned to it. Today, most nemenaris live underground in prosperous, scientifically advanced settlements. Their government is enigmatic: they elect a cosmocrat, a powerful magic user who spends their life communing with the curse deity, now known as Nylessa, and guiding the people away from further catastrophe in exchange for gifts of discovery and prosperity. Despite its unusual circumstances, Nemenar is a bustling tourist hub. Nemenaris have built thousands of crystalline prismatic spires that project visible light, and surface settlements painted in phosphorescent colors accommodate visitors. The planet features diverse cooler biomes: taigas, cool sand deserts, tundra, nitrogen oceans, and towering ice-capped mountains.
Orry
→Blasted Cluster of Floating Islands
A world that suffered a tragic anomaly that cracked its geological core. The survivors now live on 10 country-sized swaths of land and several smaller islands that magically float and orbit the central gravity anomaly without colliding.
Pabaq
→University Planet
Pabaq drifts slowly around its bright-yellow sun in an annual cycle nearly twice as long as Absalom Station's. The planet's land surface is covered in greenery, from muggy rain forests and treacherous marshlands to tropical coastlines where 300-foot-tall trees stretch skyward. Six major continents feature distinct biomes: Zhast, with large populations of saltwater gengen osharu; the largely unexplored desert of Demwiq; the sparsely populated ice caps Nalfant and Avar dotted with remote research compounds; Rawara, with rolling plains, taigas, and the towering Rivali Peaks; and Jenikar, a landlocked verdant continent of rain forests and swamps that is the most populous and home to capital city Jhavom. The planet's sole sapient species, sluglike osharus, are notoriously cautious due to their weak physical constitution. Despite pervasive timidity, they are adamant in their shared objective to gather as much knowledge as possible, conquering fears to tame unforgiving wilds and establish thousands of university-like settlements. Major cities are protected by armies of mobile AI-controlled drones programmed with pacifistic defenses that tranquilize dangerous beasts and transport them far away, while air-defense systems guard against airborne attacks. Most osharu settlements are near aquatic areas—on freshwater riverbanks and lakes, with ocean-dwelling gengens favoring saltwater coasts. Wilderness outside protected cities is harsh: long unforgiving seasons, frequent storms, and dangerous fauna like the jungle-stalking ganatra, vicious mammalian predators whose camouflage makes them nearly invisible. In Jhavom's center stands the Hall of Records, a 180-story skyscraper housing all information collected by osharus. Near its top, the Grand Council—six elected osharus permanently wired into complex computer networks—exist in virtual-reality comas, processing unimaginable data influxes that many believe are blessings from Yaraesa.
Pakahano
→Hub of Illusion-Fueled Tourism
Pakahano is a volcanically active world featuring the fertile Tarpak megaocean with hundreds of tropical islands, a large continental landmass called the Lavalands, and two small moons. Its primary inhabitants are two plantlike peoples: menei, peaceful floral illusionists living on the Lavalands' stable coasts and larger Tarpak islands; and tammans, tempestuous treelike folk roaming the Tarpak in advanced seafaring fleets, exploring and colonizing according to capricious whims. The world is best known as the source of pokanates, psychoactive crystals that reflect holders' thoughts and desires. In small quantities, pokanates pleasingly amplify or soothe moods; in large quantities they can support huge psychically fueled illusory cities, impose dreamlike states on entire populations, and fuel massive industries centered on anticipating workers' needs. Menei use pokanates for various purposes, while tammans use them to power peaceful expansionism. In recent decades, offworlders—especially AbadarCorp—have flocked to seek fortune, transforming Pakahano into a tourist, scientific, and corporate destination with new spas, resorts, festivals, and research stations. These developments have sparked political conflicts as menei and tammans experience significant lifestyle disruptions. Complicating matters further, rampant pokanate use appears to be warming the climate, causing devastating cyclones that disrupt tamman seafaring and endanger menei coastal cities. Warmer weather has also prompted keenags—avian people once confined to the Lavalands' hottest reaches—to claim islands and coastlines traditionally belonging to menei. Keenags have developed voracious appetites for pokanates and often steal large quantities, throwing themselves into further conflict with menei who have relied on mining and selling pokanates for generations. The planet has no centralized government; disputes are traditionally negotiated until compromises are reached.
Pholskar
→Planet of the Giants
Pholskar is an unforgiving, geologically volatile planet home to multiple species of giants who maintain an uneasy coexistence. The planet's surface features dramatic mountain ranges riddled with cave systems where stone giants reside, active volcanic regions where fire giants and slag giants dwell, and tempestuous cloud layers where cloud giants and storm giants build floating cities. The world's three moons—Thremyr's Eye, Minderhal's Eye, and Fandarra's Eye—are home to moon giants who maintain mysterious observatories and rarely interact with surface dwellers. The Cloud Imperium, a technocratic oligarchy of cloud giants ruling from the flying city of Agrishall, maintains nominal control over the planet through superior technology and weather manipulation capabilities. Agrishall itself is an engineering marvel capable of generating perpetual tempests and housing thousands of cloud and storm giants in crystalline towers that pierce the storm clouds. The planet's atmosphere varies dramatically by altitude—thin and frigid at the highest peaks, scorching and toxic near volcanic vents, and pleasantly breathable in the middle cloud layers favored by flying giants. Stone giants claim the deepest caverns and highest peaks as their domain, creating intricate subterranean cities lit by bioluminescent fungi and featuring massive stone sculptures of their ancestors. Fire and slag giants inhabit the volcanic calderas and lava tubes, forging legendary weapons and armor in natural furnaces while maintaining an endless rivalry over metallurgical techniques. Despite constant territorial disputes and philosophical differences between giant species, Pholskar has avoided open warfare for centuries through a complex system of honor-bound treaties, dueling grounds, and neutral trading posts. The planet attracts offworld scholars studying giant culture, thrill-seekers hoping to prove themselves in the harsh environment, and weapons dealers seeking legendary giant-forged armaments.
Preluria
→Orbital Rings of Infinite Worlds
Preluria is a massive gas giant renowned for its spectacular ring system—wide bands of ice, rock, and debris that house countless hidden settlements, mining operations, and military installations. The rings have become a lawless frontier where multiple factions maintain an uneasy balance of power through mutual dependence and constant negotiations backed by the threat of force. The Vorlath Mercenaries, led by the vesk warlord Vorlath himself, control the largest military force in the rings and rent their services to whoever pays best while maintaining their own territory. The Xystrian Brotherhood, a secretive organization of kasatha monks and scholars, operates covert facilities throughout the rings seeking enlightenment through isolation and the study of ancient techniques. The Freugan Salvage Company represents the most legitimate operation, holding official salvage contracts and operating massive processing stations that break down ring debris and derelict spacecraft into raw materials. The Prelurian Patrol, a loose coalition of security forces funded by legitimate businesses, attempts to maintain minimal order and protect trade routes through the rings. The Crimson Crew, notorious pirates based in hidden installations, raid ships and settlements while carefully avoiding antagonizing larger factions. The Reivolan Institute, a scientific research organization, maintains laboratories studying the gas giant's unique atmospheric properties and the exotic life forms dwelling in its upper atmosphere. Countless smaller factions, independent miners, smugglers, and refugees fill the gaps between these major powers. The rings themselves are a navigational nightmare of shifting debris fields, hidden tunnels through larger asteroids, and concealed settlements built into hollowed-out rocks. Communication across the rings is challenging, with signals frequently disrupted by Preluria's powerful magnetic field and the rings' composition. Most settlements maintain independence by exploiting the difficulty of mounting large-scale military operations in the chaotic ring environment. Despite the lawless reputation, an informal code of conduct has emerged: attacking civilian traders brings collective retaliation, settlements that harbor wanted criminals from outside the system are left alone, and disputes between factions are settled through arbitration or limited skirmishes rather than total war that might destroy the delicate economic ecosystem everyone depends on.
Riven Shroud
→Solar-Powered Starship Graveyard
Riven Shroud is a massive Dyson sphere technostructure built around a low-grade star that serves as its primary power source. The sphere consists of continent-wide modules of strange architecture interspersed with vast solar sails that harness and redirect the star's enormous energy output. However, the structure's damaged nature is immediately apparent—an enormous rent mars the surface, leaving thousands of miles of the sphere open and vulnerable to the surrounding vacuum of space. The sphere's origins remain a mystery, with scholars unable to identify who built it or for what purpose. The architecture matches no known species' style and appears designed for creatures that had no need for doors, windows, or other physical portals, suggesting the builders could teleport through solid objects. Leading theories propose it once housed a colony, served as a haven for creatures escaping a dying world, or contained offworld research facilities. Three rare humanoid species—aatevaks, qotrauas, and xixinnts—claim to be descendants of the Parents who built Riven Shroud, though their lack of teleportation abilities casts doubt on these claims. All three species have physiologies partially adapted to vacuum, similar to sarcesians, allowing them to survive brief exposure to space. The structure has no central government, instead hosting insular settlements focused on survival. Life-support systems function with varying reliability across different zones: near the rent, systems are entirely obliterated, requiring environmental suits; in middle zones, life support functions erratically with unpredictable malfunctions; in areas farthest from the rent, systems work reliably, though these regions have an eerie, semi-abandoned atmosphere. Riven Shroud attracts a diverse population including outlaws avoiding law enforcement, scavengers mining precious metals near the sun, scientists studying the sphere's power systems, and researchers fascinated by the ancient technology. The out-of-the-way location and dangerous conditions make it an ideal haven for those seeking isolation or fortune.
Szandite Collective
→Ancient Network of Peaceful Collaborators
The Szandite Collective is a unique political alliance of seven planets located across four different but adjacent solar systems in a remote corner of Near Space. Despite vast distances separating them, these worlds formed a collaborative governmental organization hundreds of years before the Gap—long before any had mastered interstellar spaceflight. This seemingly impossible alliance was enabled by a mysterious phenomenon: thousands of years ago, regular meteor showers peppered each of these seven worlds over several months, dropping dozens of enormous magical crystals onto each planet. These crystals, ranging from a few feet to nearly a mile in dimensions, were formed from colorful mineral combinations found nowhere else in their respective solar systems. Through independent research efforts, each planet's population discovered that the crystals provided magical interstellar communication—allowing speech and mental images from individuals touching any crystal to flow to all other crystals across all seven worlds. Each crystal also contained records of all communication that passed through it, accessible through touch and mental focus. After decades of collaborative translation and coordination, the planets made contact, determined their relative locations, and named the crystals szandite—an amalgamation of each planet's native name for the phenomenon and symbol of their friendship. They formally established the Szandite Collective to facilitate mutual learning, scientific advancement, and military-cultural alliance. The Collective's peaceful nature and lack of means for interplanetary war strengthened their bond. When the Gap ended, the Collective possessed a distinct advantage: centuries of shared knowledge through the szandite network. This collaborative information base enabled rapid, synchronous advances in societal systems and technology, practically eliminating armed conflict on member worlds. Upon developing starships, they focused on research and exploration, particularly seeking clues to the crystals' mysterious origins. Their practical isolationism has proven increasingly difficult as they've expanded into Near Space and realized their vulnerability to militaristic species. Recently, they've begun sharing technology and information with non-Collective species to secure allies for protection and research assistance. However, they absolutely refuse to trade szandite crystals themselves, as the material and communication records may contain answers to their civilization's greatest mystery. The Collective once numbered eight planets—a dedicated branch still searches for Krethiskar, a former member that fell silent before the Collective achieved interstellar travel. Recently, researchers discovered encrypted pleas for help embedded in ancient Krethiskar messages, dating to the Collective's earliest days. Neither the reason for these messages nor the cause of their cessation is known, putting the entire Collective on edge.
Tabrid Minor
→Rapidly Industrializing Copaxi Home World
Tabrid Minor is heavily industrialized with settlements blanketing its four large landmasses. When Pact Worlds explorers first encountered the developed planet, their readings indicated nearly depleted resources, sharply declining biodiversity, erratic weather systems, and inexplicably floating citadels. The coral-like copi are central to both Tabrid Minor's success and troubles. Copi once covered much of the planet's surface, drawing energy from the nearby orange star while attuning to gravitational forces. From these evolved the intelligent copaxis—humanoid colonies of specialized polyps comprising every feature of their bodies. This specialization translates to copaxi society, with wealth concentrated in few individuals who control regional governments, closely regulate technological developments, and maintain strict control of culture and history. Few know that copaxis once enjoyed lavish, peaceful lives in magically buoyant cities. Their magic stemmed from mystical bonds with copi and its supernatural gravitational affinities, which they cultivated to keep citadels aloft, power homes, and feed people. Their civilization prospered for centuries, seemingly even during the Gap. However, the Signal changed copaxi society forever in 3 AG. Inspired by Triune-granted technology, copaxi innovators discovered how to refine copi into semi-organic alloy suitable for building Drift engines, starship hulls, and machines. Technological innovators increasingly pushed back against magical traditionalists, who attempted to quash these threats to the status quo. At last, conflict exploded into armed warfare that shattered the aristocracy and copaxis' reliance on magic. The new government harvested dense copi that powered flying cities and abandoned the slowly sinking wonders. Copaxis settled Tabrid Minor's fertile surface and, rather than using the Signal to take to the stars, used newfound knowledge to industrialize. For three centuries they harvested and refined copi, devastating the keystone species and diminishing their own mystical connection to the planet. Undeterred, they turned to robots to expedite mining and construction, only to eradicate most robots when machines began developing sentience. Copaxis are slowly realizing their rapid industrialization inflicted catastrophic and possibly irreversible damage to ecosystems and weather patterns, and tensions between common people and wealthy elites rise yearly. In recent decades, using capital and resources from an anonymous corporate sponsor, a coalition of regional governments began pursuing space travel, hoping to save their people by identifying new resources or worlds to colonize. However, exploration only increased Tabrid Minor's vulnerability to threats like the Veskarium and the Swarm. The planetary government has applied for Pact Worlds protectorate status, though the petition remains pending.
Ulthel
→Deceptively Welcoming Gas Giant
The gentle giant Ulthel shines like a pink pearl against the void of space, its gently drifting gases swirling lazily in ever-changing textures. From an offworld explorer's viewpoint, the planet might seem beautiful but probably lifeless, as it boasts no solid ground, and its dominant gases are a toxic cocktail of hydrogen, helium, and methane. However, jellyfish-like creatures called ulthelim—and only these creatures—call the planet home, serving as a strange cautionary tale to any who dare venture close. Despite the toxic nature of the planet's depths, Ulthel's upper atmosphere is comfortably breathable by most intergalactic standards. In the early days following the Gap, this made the planet attractive to governments and corporations seeking to harness and refine Ulthel's nearly infinite natural gases. Exploratory and colonial contingents from varying offworld locations set off for the gas giant, but one by one, these groups disappeared. Some seemingly blinked out of existence upon hovering above the planet's toxic layers. Others set up research posts or refining stations deeper within the gases, operating without issue until, seemingly at random, they ceased all communication with parent organizations. In these early days, all explorers reported that the planet—and previous visitors' structures—were uninhabited. As years stretched on, visitors to Ulthel, all eventually as ill-fated as predecessors, began reporting enormous schools of what looked like pink jellyfish with no tentacles migrating in clouds within the gases. Visitors called them ulthelim and considered them non-sentient local fauna. Soon, though, all visitors began reporting hearing mental pleas from these jellyfish—in a single cacophonous voice, the choruses begged visitors to partake of the planet's wisdom, to merge with the clouds of ulthelim, and to become one with the planet. In all instances, ulthelim referred to themselves and the planet as a single entity. These were always the last reports visitors logged before they disappeared without a trace. In the current day, most governments and corporations have stopped all operations concerning Ulthel. Although it's unclear what mysteries the planet holds, most scientists speculate that the planet's ulthelim are actually made up of the transformed bodies of offworld explorers who dared enter the planet's atmosphere. Logs of previous expeditions confirm this theory, as the number of ulthelim sightings reported correlates to the number of scientists, researchers, colonists, and others who attempted to conduct business near the gas giant's perilous depths. It's unclear exactly how long it takes for a visitor to Ulthel to transform into an ulthelim, though reports have ranged from a few weeks to a few months. Most believe the physical and mental transition is gradual, with visitors' bodies slowly becoming more shapeless, gelatinous, and pink—while their minds simultaneously become more in tune with the practically transcendent nature of the ulthelim's collective consciousness. To some, visiting the planet is a surefire death sentence. To others, the transformative nature of ulthelim represents a blueprint of utopia. To still others, the gas giant holds a potential gold mine of riches and scientific secrets worth braving any risk.
Varturan
→Bustling Waterways of Peace
The countless waterways of Varturan are home to numerous water-dwelling creatures, both sentient and not. The massive oceans, lakes, and rivers constantly ebb and flow in concert with the orbit of the planet's two moons, Arrtinos and Rydnan. Their powerful gravitational pulls cause constant and dramatic shifts in the planet's tides, with water rising hundreds of feet in some places. These major shifts occur at regular intervals of about six hours and have created extremely waterlogged environments that flourish with the aid of the tidal rhythm. The planet is home to large swamps, seas of quicksand, aquatic forests, and countless unique niches and localized ecosystems in the depths of Varturan's seas and lakes. Even pockets of land scattered around the planet are intrinsically connected to the world's waters—lands that rise high enough or are large enough to avoid total submersion beneath Varturan's tides are still subject to constant light rains. It's no surprise that Varturan's inhabitants are well-adapted to life in and around water. Some live within the planet's seas, including grejonns, a crustacean people with toad-like heads who construct massive palaces of stone and coral under the waves and occasionally interact with the surface. Others live on land and use their natural abilities to live off the bounty of Varturan's oceans, such as otter-like brenneris, whose floating domiciles rise and fall with the tides but are generally anchored in place. Regardless of their home, Varturan's sentient species live in harmony with the wildlife and one another, thanks in part to a worldwide federation formed in 14 AG. At that time, scientists of one nation-state discovered a very serious decay in Arrtinos's orbit. They determined it would collide with Rydnan within a few decades, wreaking incalculable damage to their homeworld's ecosystem. With this knowledge in hand, the nation-state reached out to neighbors in hopes of finding a solution to the impending apocalypse. While initial attempts failed, the various political entities eventually formed the Coalition of Conservation, a united research effort to correct Arrtinos's orbit. With a combination of technology and magic, the Coalition's efforts proved successful in 27 AG. The Coalition has remained in place since then, transitioning into the planet's acting governing body less than a decade later. Today, the Coalition's members consider maintaining Varturan's environmental balance one of the body's most important functions. Rather than continuing to advance various technologies on the planet proper, the Coalition built a pair of moon bases to serve as technological hubs staffed by all of Varturan's sentient species. While the world's nation-states retain a modicum of autonomy and can generally act as they see fit, the Coalition is empowered to intercede in cases of major conflict. Fortunately, no such incidents have occurred in Varturan's recorded history.