MGP3500 - Babylon 5 RPG, 2nd Edition

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Galactic Guide Ian ‘Lizard’ Harac

Contents
Introduction – Defining Worlds 2 Gaim Intelligence 76 Sh’lassan Empire 113
Golians 77 Tal-kona’sha Virtuality 114
Worldbuilding 10 Grome Autocracy 79 Tikar 115
Galactic Gazetteer 32 Hurr Republic 80 Tokati Realm 116
Abbai Matriarchy 32 Hyach Gerontocracy 81 Torta Regency 118
Balosian Territory 35 Ipsha Baronies 83 Vree Conglomerate 120
Brakiri Syndicracy 36 Kor-Lyan Kingdoms 85 Yolu Theocracy 122
Cascor Commonwealth 38 Koulani 87 Minor Systems 124
Centauri Republic 39 Llort 88
Lumati Dominion 89 Travelling the Galaxy 150
Ch’lon Hunting Grounds 52
Corillani 53 Markab 91 Equipment Appendix 188
Deneth 54 Minbari Federation 93
Minbari Protectorate 101
Rules Appendix 193
Descara 55
Dilgar Imperium 57 Moradi Purity 105 Index 198
Drazi Freehold 59 Narn Regime 106
License 200
Earth Alliance 64 Pak’ma’ra 112

Credits

Contents
Line Developer Key Grips
Ian Belcher Ashley Tarmin & Ted Chang

Graphic Design Consultant Extras


Brandon Bray Mark Billanie, Daniel Haslam, Mark Howe, Alan Moore, Daniel
Scothorne, Mark Sizer, Michael J Young
Internal Special Effects
Martin Hanford, Kythera, Danilo Moretti Special Thanks
J. Michael Straczynski, Fiona Avery, Isabelle Richard, Skye
Producer Herzog, August Hahn, Agents of Gaming, Bruce Graw and
Alexander Fennell the B5 History Research Team (Jamie Coleman, Symon Cook,
Matthew Flegal, Mark Graves, Klebert Hall & Darryl Hushaw)
Studio Manager
Ian Barstow

Designation of Product Identity: The following items are by virtue of appearing there. The above Product Identity is not
hereby designated as Product Identity in accordance with Open Game Content.
section 1(e) of the Open Game License. Version 1.0a: Any Designation of Open Game Content: Subject to the Product
and all Babylon 5 logos and identifying marks and trade dress, Identity designation above, the following portions of Galactic
including all Babylon 5 product and product line names; any Guide are designated as Open Game Content: all character
elements of the Babylon 5 setting including but not limited statistics and creation rules, all new character classes and
to capitalised names, planet names, alien species names, ship abilities, all new feats, powers and skills, all rules systems
names, organisation names, characters, equipment, setting and mechanics, all statistic blocks and paragraphs specifically
and historic events, episode descriptions, any and all stories, explaining rules mechanics or special qualities. The use of
storylines, locations, plots, thematic elements, documents Product Identity in these circumstances is limited solely to
within the Babylon 5 world, quotes from character or episodes, mechanical effects and systems, not to the items previously
all artwork, symbols, designs, depictions, illustrations, maps
stipulated as falling under the PI.
and cartography, likenesses, poses, logos, sumbols or graphic
Printed in China.
designs; any other unspecified incarnations of Babylon 5 Copyright © 2005 Warner Bros
creative property, including elements either derived or inferred Entertainment Inc.
from the Babylon 5 setting; and website support materials and BABYLON 5, and all related characters
all future incarnations, online community donations, and all and elements are trademarks of and ©
Warner Bros. Entertainment Inc.
free game support items, except such items that already appear WB SHIELD: TM and © Warner Bros.
in the d20 System Reference Document and are already OGC Entertainment Inc.
(s05)

1
Introduction Life Abounds: There are dozens of different species which
have attained space travel and many more which have not.
For each world which gave rise to sentient life, there are
It is a big galaxy. This is a guide to living in it, travelling
through it and populating it. many others teeming with animals and plants. Even many
of the ‘dead’ worlds have oxygen atmospheres, evidence of
The Babylon 5 universe is a place where interstellar travel recent (relatively speaking) biological activity.
has been going on for literally millions of years. Uncounted
sentient races have walked between the stars and many more Life is Ancient: The current crop of races are not the first
simply stare up at the lights in the sky and wonder if they to walk among the stars, not by a long shot. They were
are alone. It is a universe old enough and vast enough that preceded by others, and others before them, going all the
many worlds are simply forgotten, waiting for centuries or way back to the earliest days of the universe. The galaxy is
millennia for explorers to find them. It is a universe rich full of ruins, strange and wondrous and lethal relics of what
enough in habitable worlds that many systems are left has gone before. Even the familiar worlds of the Sol system
unexplored entirely, awaiting those brave or foolish enough contain evidence of the past – Shadow vessels buried on
to discover them. Mars and Ganymede.

This book is about worlds and the space between them. It Furthermore, these ancient races have no absolute
will tell readers what life is like for a passenger on a Centauri prohibitions on meddling in the affairs of other species.
cruiser, how to hitchhike across Alliance space and how to They regularly manipulate the Younger Races, both
determine everything about a world from the colour of its genetically and socially. Thus signs of their influence, both
sun to the number of its continents. It also provides details subtle and overt, are everywhere.
on the worlds we know, discussing previously unmentioned
planets in major solar systems and highlighting exciting, Sentience tends to the Humanoid: Most, though by no means
Introduction

beautiful or dangerous locations across the galaxy. all, intelligent races have a ‘humanoid’ form. They average
the same height, can use the same tools, can eat most of the
same food and breathe a standard atmospheric mix. Non-
Defining Worlds humanoid races exist but because their needs and outlooks
While it is not possible to reduce the infinite complexity are so different, they interact less with the other races.
and diversity of a single world to a few lines of statistics, With the unlimited imagination of a roleplaying game,
it is sometimes necessary to be able to grasp the important many more non-humanoid species can be introduced but
facts quickly. This section presents a detailed set of rules this leads to questions of: ‘Where have these guys been all
for listing all the salient facts of a solar system or a world, along?’. For this reason, non-humanoids are best placed
providing the skeleton upon which a Games Master can as newly-discovered or contacted races. Notable exceptions
hang as much detail as is needed. A world used as a brief to this rule include the Trakallans, the Ipsha, the Shadows
stopping point on a longer journey might not need more and the Vorlons.
than a statistic block, while some worlds may require pages
of information. Furthermore, there are a great many similarities in biology.
Humans and Minbari can enjoy flarn, while nearly every
These rules are designed to work with the random race, it seems, can digest spoo (though few seem to enjoy
generation rules presented in the Worldbuilding chapter, it, per se). Similar is not the same as identical, however
while also serving to provide a framework which the Games – alcohol affects Minbari very differently than it does many
Master can simply fill in to create systems and worlds of his other races.
own devising.
Habitable Worlds are Common: While the exact frequency
of habitable worlds is never explicitly stated, they can be
The Nature of the inferred to be relatively common. Earth found several
unclaimed but life-sustaining planets early in its interstellar
Universe explorations – something which would not have occurred if
There are a number of facts about the nature of the universe such worlds were rare. Many habitable worlds are home to
in Babylon 5 which can be inferred from the canonical only tiny colonies or are ignored; only if the world contains
material. These should be considered when engaging something exceptionally precious will it be fully exploited.
in worldbuilding. None of these should be considered Further, the Centauri thought nothing of devastating the
absolutes but creating too many exceptions without some worlds of the Narn regime, implying they felt no need to
overriding cause undermines the ‘feel’ of the game. ‘save’ habitable worlds for colonies; there were enough to
go around.

2
System Name: The name of the system,
which is usually the name of the primary
star in the system.

Number of Stars: Most inhabited systems


have only a single star. Habitable binary
systems are very rare and habitable
multiple-star systems are practically
unknown. However, it is often the case
that uninhabitable worlds may be rich in
resources, leading to the establishment of
industrial or research colonies in binary or
trinary systems.

Star Size and Type: There are many


different sizes of stars, from the massive
type O blue giants to the dim type M red
This has important story implications. It means that lost dwarfs, as well as exotics such as neutron
colonies, forgotten worlds and undiscovered civilisations stars and pulsars. The star types, sizes and colours are
are highly plausible, because many ‘unexceptional’ worlds shown on the Star Colour and Star Size tables:
will be only perfunctorily examined, catalogued and
forgotten. It also fits with what is known of the behaviour Star Colour
of the First Ones; many such worlds may be the result of Type Colour

Introduction
their deliberate terraforming efforts.
O Blue
Species cannot Interbreed: This may seem self-evident to B Blue-White
anyone with the most basic grounding in biology but since A White
some science-fiction universes abound with half-breeds, F Yellow-White
it bears noting. While many species show signs of genetic G Yellow
manipulation by the Vorlons (specifically, the introduction K Yellow-Orange
of telepathy), they otherwise evolved divergently. M Red
Genetically, a Human has more in common with a daffodil
than with a Drazi. While convergent evolution may have Star type is further qualified by a number from 0 through
shaped many intelligent races the same way, their external 9, indicating the relative position of the star within a given
shape is determined by wildly different DNA, and there spectral classification. Thus, a G1 star is very close to an F
is no chance of an offspring resulting from an interspecies (and thus would be a bit bluer than a mid-range type G),
union – if such a union is even physically possible. Humans while a G7 star is closer to a K, and would be somewhat
and Centauri, for example, may find each other physically more orange. This number does not come into play in the
attractive on a surface level but the differences in gross current generation system and is included for verisimilitude
anatomy make acting on such attraction difficult. Granted, and flavour.
it is likely that some have tried it (given the predilections
of both species) but no offspring could possibly result from Star Size
such a union. The one documented exception – the child
of Sheridan and Delenn – is a true anomaly, the result of Code Description
First One technology and time loops. Ia Bright Supergiant
Ib Supergiant
II Bright Giant
Star Systems III Giant
Worlds do not exist in space by themselves (well, not often).
IV Subgiant
Nearly all worlds exist in a star system, orbiting one or more
V Main Sequence
stars, and are simply one of many other planets, moons,
comets and planetoids in the system. VI Subdwarf
VII Dwarf
The following statistics apply to the system itself:

3
Thus, a star may be classified G2 V, or M9 VI, and
so on. Not all sizes are applicable to all stars; this is
further defined in the system generation rules.

Planets: How many planets orbit the star. Planets


are natural objects which orbit the central star.
There is considerable debate over the precise line
between a ‘planet’ and a ‘minor planet’, such as
comets and asteroids. For the purposes of these
rules, planets have a diameter of over 500 miles
and do not orbit any other body (other than a
star). Objects which orbit other bodies are moons,
while small objects which do not orbit the sun are
planetoids or comets.

Planets are further divided, for purposes of these


close enough to the star to be struck, the electromagnetic
rules, into Terrestrial (planets formed primarily of rock
disturbances scramble communications and can harm
and ore, often with a molten core), Icy (planets which are
delicate electronics. There is a 1% chance per day of a
basically collections of ice and rock, without a molten core)
dangerous flare occurring; if this happens, all ships much
and Gas (gas giants).
make a Technical (electronics) check (DC 14) or suffer
Light damage to sensors or control systems (roll 1d6; on a
Features: Star systems often have a variety of features
roll of 1–3 it is sensors, on a roll of 4–5 it is controls and on
which interstellar travellers should know about. These can
a roll of 6 it is both). Flare systems are often avoided unless
Introduction

be considered to be ‘Special Qualities’ of a system. Many


necessary. Any long-term structures in the system, such as
are standard and are listed below; some systems have wholly
space stations, will be shielded against the flares.
unique features which are noted in their descriptions.
Oort Cloud: A collection of planetary debris in the outer
Asteroid Belt: The system has an asteroid belt, a collection
solar system which is often the birthing place for comets.
of rocks and debris drawn into a stable orbit. The density
Many of the protocomets in an Oort cloud will be icy,
of the asteroid belt should be noted. If a belt is important,
providing a potential source of water or hydrogen.
it should be given a statistic block (see Asteroid Belts on
page 14).
Raider Haven: The system is a known hide-out and base
of operations for one or more raider fleets. This does not
Dark Companion: The system has a brown dwarf star located
necessarily mean that the system is more dangerous – even
in a distant, millennia-long orbit around the central star.
raiders have ‘safe’ systems where they trade their ill-gotten
This has no noticeable effect on the system (other than to
gains rather than acquire them – but it does mean the
clean out some planetary debris) but its mass causes unusual
system is not entirely under the control of its putative
ripples in hyperspace. All Technical (space travel) checks
government.
involving hyperspace, including forming jump points or
resisting the effects of hyperspace phenomenon, suffer a –2
Trade Hub: The world is a centre of transportation and
penalty in this system.
commerce, at a convenient juncture of several jump
routes. Even if the main world of the system is primitive
Debris: The system is filled with stellar debris. This may be
or uninhabitable, there are many orbital or deep space
due to a recently exploded planet whose fragments have not
facilities to care for travellers. The system must have at least
formed into an asteroid belt, the contents of an Oort cloud
one jump gate to have this quality.
scattered through the system by a passing object of great
mass or some other cause. Either way, navigation is risky,
Jump Gates: Whether or not a system has a local jump
as it is not possible to track every fragment of rock moving
gate can mean the difference between it being a part of
over such a wide area and interacting with numerous sources
the interplanetary community or being an abandoned
of gravity. All passage through the system in realspace is
and forgotten backwater. The presence of a jump gate
treated as travel through a light asteroid belt.
does not mean the inhabitants have space travel or even
metalworking – gates built by older, long-vanished races are
Flares: The star is unstable and occasionally gouts forth
common. However, if a gate exists in a system, it is likely
powerful jets of plasma. While few ships would ever be

4
someone is using it, so any sentients in the system will have damage a ship. Most systems are either at this level or at
been contacted, whether or not they were ‘ready’ to meet Medium.
aliens. The only ‘Prime Directive’ most races in the Babylon
5 universe follow is ‘Seize every advantage’. However, Medium: It is best to travel lightly. The system may have
jump gates last a long time – some systems which had no tight limits on where ships can go without permission,
intelligent life when a local jump gate was built eventually or there may be regular raider activity or there are fairly
evolved sentience, eons after the original builders of the common natural phenomenon which can damage or
gate had vanished. destroy a ship.

Most systems have only one jump gate. Multiple jump High: Only those who have a good reason to travel to
gates make arrival at multiple inhabited worlds much the system should do so. Restrictions on travel are many
easier but they also offer more points to guard. If there are and patrols will open fire without warning. There may by
multiple jump gates, only one is usually cleared for civilian several forms of destructive natural phenomenon.
traffic, with the others being used solely for government or
military purposes. Non-authorised ships using such gates Very High: Enter only if characters wish to die. Either the
are stopped and boarded. system is controlled by extremely hostile powers or there
are natural phenomenon which will tear a ship apart within
Ownership: Usually, an entire star system will be claimed minutes.
by a single government, though there may be several
different species living on different worlds. Disputes over Security Level: This is a rating of how well guarded or
ownership of the system itself can be mere paperwork defended a system is and is a measure of the likelihood
quibbles or they can be the source of longstanding wars of a ship entering the system being detected and tracked.
– and this can change in an instant as governmental power Security and Threat Level can be very different from each

Introduction
shifts or galactic politics alter the balance of power. If there other; Security determines if a ship will be noticed, while
are multiple claimants to a system, the description of the Threat Level indicates what will happen to ships that
system should contain notes as to the current status of their are. If the threat is from natural phenomenon, however,
claims. Security has no bearing. Security Levels are:

It is sometimes the case that the system can be claimed Open: The system is almost entirely unmonitored. There
by one government while allowing a second government are no automated probes, manned patrols or even anyone
undisputed claim to a single planet within the system. routinely monitoring the jump gate for activity. This is the
This most often occurs when the planet is one which the case only in systems with no inhabitants or pre-industrial
government that owns the system does not want or cannot inhabitants. Stealth DC: 0.
use but it sometimes occurs as the result of a treaty. Such
situations are often very tense. Low: There is routine monitoring of jump gate activity and
checks for the formation of jump points, as well as patrols
Threat Level: How much danger is a traveller in merely by around the major worlds but it is unlikely most visitors will
entering the system? In most cases, this is low – individual be noticed. Ships can freely cruise through the system with
worlds may be unapproachable but merely passing through little fear of detection. Stealth DC: 5.
a system is likely to be safe. However, some systems are
dangerous, either due to stellar phenomenon such as
radioactive clouds or magnetic storms, or due to hostile or
paranoid inhabitants who swoop down on any unexpected Sample System Statistic Block
ship, no questions asked. The Threat Level is given as a
general guide and does not include specific dangers due to
the politics of the moment. Threat Levels are:
Sol System
Star: G2 V; Planets: 4 Terrestrial (3 Hab, 1 Hot),
4 Gas (Cold), 1 Icy (Cold); Features: Asteroid
Very Low: Unless the ship is obviously hostile or disobeys
Belt (Dense), Oort Cloud, Trade Hub; Jump
traffic guidelines, it will be left alone. No dangerous natural
Gates: 2; Ownership: Earth Alliance; Threat
phenomenon exists.
Level: Very Low; Security: High
Low: In general, the system is safe, though there may be
light raider activity, a few areas where trespass is seen as a
sign of aggression or rare natural phenomenon which can

5
one on Earth (except, perhaps, science-fiction
fans) thinks of their world as ‘Sol III’. Moons
are given Greek letter designations based on
average orbital distance; thus Regula IV-Beta
is the second moon of the fourth planet in the
Regula system.

Zone: This is the planet’s position in the star


system, determining whether it is within the
Habitable, Hot or Cold zone of a star’s orbit.

Size: This is the diameter of the planet, in


miles.

Gravity (Grav): A planet’s gravity is directly


related to its size and uses multiples of Earth
Medium: The jump gate is monitored closely and all gravity for ease of reference – hence Earth has
ships passing through are logged. Jump point formation a Gravity of 1.0g. The terms used are:
is tracked. All major worlds have sensor networks. Ships
heading towards inhabited worlds will be tracked and Microgravity (less than 0.1g)
scanned, but those just ‘passing through’ are likely to be Very Low (0.1g to 0.5g)
ignored. Stealth DC: 15. Low (0.51g to 0.8g)
Standard (0.81g to 1.2g)
Introduction

High: All traffic is monitored. Ships which enter the system High (1.21g to 2.0g)
by any means are noted and logged and most are tracked Very High (2.01g to 4.0g)
for at least a few minutes. Patrols regularly travel between Extremely High (4.0g or more)
major worlds and there are sensor buoys and long-range
scanners everywhere. Only extreme skill can allow a ship to Atmospheric Density & Composition (Atmos): This is
slip through the net. Stealth DC 25. the density of the atmosphere. It consists of a descriptive
term and an exact measure in Atmospheres at sea level
Very High: The entire system is enmeshed in a web of (Earth atmospheric pressure at sea level is 1.0 Atmospheres).
scanners and sensors. Anything entering the system is Terms, and their associated densities, are:
noted, tracked, categorised and analysed. Only the most
skilful pilots flying the most advanced ships can hope to slip Vacuum (0.0)
through the network of observers, living and automated, Very Thin (0.1 to 0.6)
unobserved. Stealth DC 30. Thin (0.61 to 0.9)
Standard (0.91 to 1.1)
Dense (1.11 to 1.3)
Planets Very Dense (1.31 to 1.5)
A star system is very often surrounded by planets; indeed, Extremely Dense (1.5 or more)
one with no planets is not a system but just a star and will
likely have nothing of interest associated with it. Planets are This statistic also gives the makeup of the atmosphere. For
defined as follows: game purposes, the exact chemical mix is not recorded,
only its relative breathability by Human and similar races.
Name: This can be anything. Many times, the name for Terms used for atmospheric composition are:
an uninhabited or unexplored world will be based on the
star’s name and the planet’s position relative to star noted in Breathable
numerals – Vega VII, for example, is the seventh planet in Breathable, Tainted
the Vega system. If a planet is colonised, it may gain its own Corrosive
name, such as the Narn world of Sarith, or retain its original Inert
designation, such as the Earth Alliance colony world Regula Poisonous
IV. Any world with a native population will of course have
its own name, regardless of what outsiders may call it; no

6
Geology: This is a description of the general level of Biosphere Density (Bio Density): The density of a
geological activity, in terms of the ‘ruggedness’ of the biosphere is a measure of how much life exists on a planet –
planet’s surface. Terms used for geology are: is the planet seething with living organisms or are advanced
tests required to find even a hint of life? The terms used
Very Flat are:
Flat
Standard None
Rugged Very Scarce
Very Rugged Scarce
Infrequent
Volcanism: This is a description of how volcanically active Standard
the planet is. Terms used for volcanism are: Abundant
Very Abundant
Dead
Stable Biosphere Complexity (Bio Complexity): The complexity
Active of a biosphere is a measure of how advanced life is. Has it
Very Active evolved into a wide range of niches with many specialised
Extreme adaptation or is it still at the single-cell stage? The terms
used are:
Hydrosphere (Hydro): This is a measure of the surface of
the planet covered by liquid. It is given as a descriptive term Simple
and as a rough percentage. Terms used for hydrosphere Basic
and the percentage of liquid each represents, are: Moderate

Introduction
Advanced
None (0%) Very Advanced
Very Dry (1–20%) Native Intelligence
Dry (21–30%)
Damp (31–50%) Population (Pop): The number of beings which live on
Moist (51–70%) a world. This is given as a number or as two numbers if
Wet (71–90%) there are more than one major species living on the world.
Very Wet (91–100%) Species which account for less than 1/2 of 1 percent of the
total population do not figure into the general numbers.
Continents/Oceans: Worlds with less than 50% For example, Earth has small numbers of Centauri, Narn
Hydrosphere have the land/liquid division defined in terms and other races living as immigrants but not enough to
of Oceans; those with 50% or more Hydrosphere define it figure into population statistics.
in terms of Continents. Terms used are:
Technology (Tech): This is a measure of the general
Supercontinent technological progress of the world, representing what can
Number of Large Continents be manufactured locally, not the highest level of technology
Number of Small Continents which can be found. Terms used are:
Islands
Single Ocean Stone Age
Oceans Bronze Age
Seas Iron Age
Lakes Renaissance
Steam Age
Climate: Climate for Habitable Zone worlds with Oil Age
atmospheres is determined by two factors, Average Fusion Age
Equatorial Temperature in Fahrenheit (F) and Variability Advanced
(V). For Habitable Zone worlds with no atmosphere, the Very Advanced
climate is ‘Vacuum’. For worlds in the Hot or Cold Zone, First One
the climate is generally ‘Hot’ or ‘Cold’, respectively.

7
failed to fully coalesce or worlds which were destroyed
at some point during their early lives. Following the
Sample Planet Statistic Block greater understanding of galactic history which came
Sol III (Earth, Terra) when the Vorlons and the Shadows finally departed,
Zone: Habitable; Size: Medium (7,900 miles); Grav: some have begun to theorise that the belts are the result
1.0g; Moons: 1 (2,100 miles); Atmo: Standard (1.0) of ancient First One battles; this has set off a ‘gold rush’ of
Breathable; Geology: Standard; Volcanism: Stable; prospectors, miners and xenoarcheologists combing the
Hydro: Wet (78%); Continents: 1 Large, 4 Small; belts for relics.
Climate: 80F/33V; Bio Density: Abundant; Bio
Complexity: Very Advanced; Pop: 7 billion; Tech: For purposes of defining systems, however, the origin of a
Advanced; Cities: Beijing (20 million), New York City belt is less important than its current state. Asteroid belts
(15 million); Gov: Earth Alliance (P7, D4, C5, S8); are defined by two things; their overall density and the
Orbital Pop: 250,000, Colonies: 5 Major/15 Minor, number of major asteroids found in the belt.
Bases: 4 Military, 10 Monitor, 1 Scientific, 2 Trade
Density: An asteroid belt may be thin, average, dense or
very dense.
Cities: The largest cities on the planet should be listed,
Major Asteroids: Out of the hundreds of thousands of
as follows: City A (Population), City 2 (Population). As
chunks of chunks of debris which compose an asteroid
many cities as desired may be described but usually two
belt, only a very few are of any significant size. These are
is sufficient. The notation ‘None’ for worlds with no
the major asteroids. They have relatively stable orbits and
significant cities (unpopulated worlds or worlds with
are large enough to hold permanent bases. Belt-dwelling
nomadic or very primitive populations) can be used as
cultures will usually centre on these major rocks, each one
well.
Introduction

holding small cities, spaceyards, repair facilities and so on.


Government (Gov): The name of the governing body that
is at least putatively in control of the planet. Governments Major asteroids will never possess an atmosphere, a
on a world are rated in four areas, from 0 to 10. The areas hydrosphere or native life. The only statistics they have are
are: size (usually the longest axis) and population. Some will
have special features, such as a shipyard. Asteroid belts with
Participation no significant habitation are simply listed in the System
Diversity stat block as Asteroid Belt (Density).
Control
Support The Galaxy of 2262
Many of the worlds described in Galactic Guide are
Orbital Population (Orbital Pop): For worlds which
currently (as of 2262) wastelands or ruins. However, not
have one, this is quantified here. This is done by listing
all campaigns are set in this era. A campaign set during the
the number of people living in orbit, the major and minor
Dilgar War the Clark Administration would find many of
colonies in orbit and the number and types of bases in
these worlds alive and vibrant. Alternate statistic blocks are
orbit. The terms used are:
provided in each and every case, to allow these worlds to
Major/Minor Colonies be used during such a period and to allow the Players in
Military Bases a game set in the current timeframe to understand how
Monitor Bases much was lost to war, greed, arrogance, stupidity or just
Scientific Bases plain ill-fortune.
Trade Bases
A second important note is that nearly all the starfaring
races of the Known Galaxy tend to conflate a system’s name
Asteroid Belts with its primary habitable world. Thus while the planet
Many systems have some form of asteroid belt, a region Earth is commonly referred to as Earth or Terra, it will also
of space where debris gathers in a band around the central be called ‘Sol’ (it’s system name). By the same token, a
star. The formation of such belts is often a matter of planet’s full designation is rarely used when describing it
some debate. Many speculate they are just leftovers from – it will nearly always be referred to as a specific name,
the formation of a star system, random junk pulled into nickname or after the system in which it is located. Few
a loose orbit by various gravitational forces. Others think people refer to Earth as Sol III, even though this is its
they may be the fragments of planets, either worlds which official designation.

8
Worldbuilding If the story is one of exploration and discovery, it will
require a world far away from the core systems is needed.
The world should be either uninhabited or with unknown
At first glance, the creation of an entire world seems like an
impossible task. Many of the worlds of fantasy fiction have inhabitants and ideally possess unexpected and unexplained
hundreds, if not thousands, of pages of detailed history, phenomenon. A story of survival requires a world similarly
maps and information, and a single Babylon 5 game – never distanced from any aid the characters may have, plus native
mind the campaign itself – can involve two or more worlds. elements that make the chances of survival slim… and so
Fortunately, very little detail is actually needed. Much as on. Every story requires a particular kind of planet and
the Babylon 5 television program did not need to actually vice versa.
build a five mile long space station in order to depict the
iconic base, so too does a worldbuilder in need not detail Cultural Drift
an entire planet for his Players – only small portions of a A common trope in science fiction is that colony worlds
world will ever be ‘onscreen’ during a game. That said, it rapidly separate from their homeworld, quickly developing
is helpful to know at least the broad outlines of what is unique, and sometimes very alien, cultures. Under normal
unseen. Knowing that a world has no major continents, or circumstances, this is not the case in the universe of
that it has exceptionally long and cold winters, or that no Babylon 5. Because communication remains instantaneous,
life forms more advanced than molluscs evolved natively… or nearly so thanks to the tachyon network, a distant
all these facts provide the context in which the detailed colony world is still closely tied to the news, attitudes and
portions of the world can be set. propaganda of home. The sky may be a different colour and
the day an hour shorter but there is a constant exchange of
The rules in this chapter include a rich and complex
information.
system for random generation, allowing a Games Master
to begin with nothing and end up with a star system in
This is not to say that individual worlds do not develop their
which everything from the spectral class of the sun to the

Introduction
own identity – they do. Pride in one’s home, the conditions
number of minor moonlets orbiting the system’s gas giant
of day-to-day life and local needs all shape a world’s culture.
has been documented. However, such a system is an aid to
The mere fact of relatively primitive conditions and a lack
the imagination, not a replacement for it. It can be used
of borders and boundaries cause living on a colony world
to fill in the gaps around an existing system or to serve as
to be very different from living on a racial homeworld.
nudge for a temporarily stalled creative effort.
However, this diversion and exoticism will never fully sever
First and foremost, the universe of Babylon 5 is a place itself from its roots. A Centauri touring every colony in the
where stories happen. A world should exist as the setting Republic would never feel he had stepped into a truly alien
for a story, even if its only role is to house a starport where place – other worlds are clearly strange or backwater but
a furtive conversation takes place. For example, if a war they also unmistakably Centauri!
story is required, a world should have something to fight
over, such as deposits of Quantium–40, a strategic location The exceptions to this principle are lost colonies. During
or a buried Shadow ship. Interesting terrain serves to add exploration and expansion ships are sometimes lost. A
flavour and possible danger to a fight in – are the characters colony ship may be forced out of hyperspace by engine
surrounded by a jungle filled with deadly predators? Rocky failure and fortunately find itself close to a habitable but
terrain which that hides an ambush? Or wide open uncharted world. It lands and the colonists make the best
plains offering no cover from an imminent airstrike? If of their situation. Deprived of hyperspace transportation
the intent is to show the futility of war, then, the prize and tachyon communications, the colonists find themselves
can be made meaningless – the Quantium–40 deposits entirely alone. Cut off from their homeworld, they develop
are nearly depleted, a shift of political borders makes the in strange ways and when rediscovered two centuries later,
strategic location pointless or the Shadow ship turns out to they display very few points of cultural similarity with their
be nothing more than rumour. mother race.

On the other hand, a story of social backstabbing and Games Masters should decide which type of colony they
political duels requires a world with a large population and wish to involve in a story. For the most part, stories will
a complex social structure, ideally one which is tied in to involve colony worlds (due to the rarity of lost colonies)
galactic politics as a whole; the machinations of Centauri and in this case Games Masters should resist the temptation
families or opposing political factions on Earth matter to make them radically different from the homeworld.
because they can sway the course of galactic history. Thus, Pick one or two traits of the race likely to be amplified or
the world should be a major race homeworld or colony diminished by the nature of the world and limit the cultural
world.

9
drift to those areas. If a world of egalitarian Centauri or a Planets
planet where the Minbari have ten castes is desired, the These rules are heavily biased towards systems similar to
‘lost colony’ route is the way to go. Sol – with gas giants in the outer reaches and rocky worlds
closer to the sun. While these systems are not especially
common, they are the ones most likely to be targeted
System Generation for exploration or to have generated life. Thus, explorer
starships will be sent to them first. An abandoned or
Stars forgotten jump gate will be most likely to lead to such a
As with the other rules in this section, these rules are biased system, either because it once held native life or was once
towards stars which will likely have habitable worlds. Type used as a colony by another race. Shadow, Vorlon or other
’O’ stars are very rare and cannot be generated randomly. First One relics are most likely to be there, because they
Type ‘M’ stars are actually far more common than this table were and are primarily interested in Younger Races which
would indicate, but since they are old and cool, they are would have evolved there, and so on.
poor choices for explorers and scouts. Giant and supergiant
stars cannot be randomly generated. They are listed in the Caveat: As with any random system, this system may
planet generation tables in case they are hand-placed by a produce strange or seemingly nonsensical results. Games
worldbuilder. Master discretion is advised but, before tossing aside any
‘odd’ results, it is recommended that the Games Master
Firstly, roll once on the Number of Stars table to determine think a moment and see if there is not some interesting
whether the system is a regular single-star system, a binary explanation upon which one can hang a story. Furthermore,
system or a trinary system. Then, for each star, roll on the as little as a decade ago as of this writing, the thought of
Basic Star Type and Size table twice (once for stellar type gas giants orbiting closer than Mercury would have been
and once for stellar size) seen as ridiculous; today, we know that our own solar
Worldbuilding

system may be more atypical than not. Who knows what


Number of Stars wonders the universe may show us tomorrow? The Great
Maker enjoys variety. A single bloated gas giant in close
2d10 Roll Number
orbit around a red dwarf star may seem like a system of
2–17 1 no apparent value. In fact, it may contain something the
18–19 2 (Binary) First Ones wished to hide and therefore placed in a such
20 3 (Trinary) a system specifically because it will attract little attention
from most starfaring races.
Star Type
2d10 Roll Type Size Number of Orbiting Planets
2 B (Blue-White) IV (Subgiant) Planets can form around any star, though only main
3 A (White) V (Main Sequence) sequence stars are likely to have them. Roll on the Number
4–8 F (Yellow-White) V (Main Sequence) of Planets table for each star within a system to determine
how many planets orbit it. Apply the modifiers present
9–13 G (Yellow) V (Main Sequence)
on the Number of Planets Modifiers table to this roll.
14–16 K (Orange) V (Main Sequence) Any result of 0 or less indicates that no planets are present
17–20 M (Red) VI (Subdwarf) around that particular star. A roll of 18 (all 6s) always
results in one planet being generated, even if the modifiers
Star type is further qualified by a number from 0 through would normally reduce this result to less than 0.
9, indicating the relative position of the star within a given
spectral classification. Thus, an A1 star is very close to a B
Number of Planets
(and thus would be a bit bluer than a mid-range type A),
while an A8 star is closer to an F and would be somewhat Star Type Planets
more yellow. This number does not come into play in the Blue (O) 3d6–15
current generation system and is included for verisimilitude Blue-White (B) 3d6–12
and flavour – if needed, simply roll 1d10 to determine its White (A) 3d6–10
value. Yellow-White (F) 3d6–4
Yellow (G) 3d6–2
Orange (K) 3d6–6
Red (M) 3d6–10

10
Number of Planets Modifiers Planet Type
Star Size Description Modifier Hot Zone Planet Type
Ia Bright Supergiant –8 1–2 Gas Giant
Ib Supergiant –6 3–19 Terrestrial
II Bright Giant –4 20 Asteroid Belt
III Giant –2 Habitable Zone Planet Type
IV Subgiant –1 1–4 Gas Giant
V Main Sequence 0 5–18 Terrestrial
VI Subdwarf –1 19 Asteroid Belt
VII White Dwarf –4 20 Icy
Number of Stars Modifier Cold Zone Planet Type
2 (Binary) –2 1–8 Gas Giant
3 (Trinary) –6 9–11 Terrestrial
11–12 Asteroid Belt
Planet Position, Type & Size 13–20 Icy
Each planet’s position within the solar system must be
determined. For simplicity’s sake, each star contains a ‘Hot Planet Size
Zone’, a ‘Habitable Zone’, and a ‘Cold Zone’. The zone
1d20 Planet Size1
determines the type of atmosphere, the likelihood and
type of life and other factors. For purposes of these rules, –4 or less Diminutive (50+5d10 miles diameter)
position within the zone does not matter; a planet is either –3 to 0 Fine (1d4 hundred miles diameter)

Worldbuilding
‘Hot’, ‘Cold’ or ‘Habitable’. Please note that being in the 1–5 Tiny (2d6 hundred miles diameter)
‘Habitable Zone’ does not mean the planet contains life; 6–10 Small (1d2+1 thousand miles diameter)
both Venus and Mars are within the Habitable Zone of 11–15 Medium (2d4+4 thousand miles diameter)
Sol and neither supports an ecosystem. The position of 16–18 Large (1d4+12 thousand miles diameter)
a planet also impacts its type. In these rules, gas giants are 19–20 Huge (1d6+16 thousand miles diameter)
likely to be far from the sun, while rocky planets will be
21–25 Small Gas Giant (2d6+20 thousand miles
closer in.
diameter)
1. Roll 1d20 on the Planet Position table for every planet 26–35 Medium Gas Giant (3d8+30 thousand
to determine its position in the solar system. miles diameter)
36–38 Huge Gas Giant (5d10+50 thousand miles
2. Roll 1d20 on the Planet Type table to determine whether diameter)
the planet is Terrestrial, Icy, a Gas Giant or actually an 39 or more Gargantuan Gas Giant2 (6d6+60 thousand
asteroid belt. miles diameter)
1
To add some variety, roll 1d10 and multiply the result
3. Roll 1d20 on the Planet Size table and apply the by 100. Add this to the planet’s diameter in miles. To be
modifiers from the Planet Size Modifiers table. Ignore truly precise, roll an additional d% to get the ‘tens’ and the
this step for asteroid belts – instead, see page 14 for ‘ones’ column. Example: A Medium world has a diameter
special rules. of 2d4+4 thousand miles. The initial roll gives a result of
4, for a total of 8,000 miles. A further roll of 1d10 yields a
Planet Position ‘2’ (multiplied by 100 = 200) and a roll of d% yields 71, so
Hot Habitable Cold the total diameter is 8,271 miles. Such exactness has little
Star Zone Zone Zone bearing on the game but it can add some verisimilitude
2
Roll 1d20 a second time; on a roll of 1, the gas giant is a
Blue (O) 1–12 13–14 15+
‘brown dwarf ’, a failed sun.
Blue-White (B) 1–10 11–12 13+
White (A) 1–8 9–10 11+
Yellow-White (F) 1–6 7–9 10+
Yellow (G) 1–5 6–9 10+
Orange (K) 1–4 5–6 7+
Red (M) 1–2 3 4+

11
Planet Size Modifiers Games Master may assume that there is a 2% chance that a
Zone Modifier given star occasionally Flares.
Cold +1
Oort Cloud: Another common feature; Oort clouds are
Hot –1 usually a by-product of a star system’s creation and many
Planet Type Modifier systems possess them. A Games Master may assume that
Gas Giant +20 there is a 10% chance that a given system has an Oort
Icy –3 Cloud field.
Moon –51
1
A moon will always be at least one size category smaller Raider Haven: These can occur anywhere but are unlikely
than the world which it orbits and will not be larger than to be too far off the jump routes – raiders must have
Medium size. See page 16 for more details on creating something to prey on, after all. A Games Master may
moons. assume that there is a 5% chance that a given system is
a Raider Haven. Note that the Ownership of a system
should have a great affect on whether a Raider Haven is
Features present. Generally, there are far fewer raiders in Minbari
Features are special yet not unheard of attributes of a system, space than there are in League space.
beyond its possession of planets, jump gates or moons.
There is no set system for determining whether a system Trade Hub: Most of the Trade Hubs of the Known Galaxy
has a specific feature or not – they are normally ascribed to are already established. It is highly unlikely that a new
a system by a Games Master for a specific purpose. There Trade Hub will be discovered (though an existing system
are, however, certain things to bear in mind. may become one).
Worldbuilding

Asteroid Belt: If an asteroid belt is relatively unimportant


and uncolonised, it should be listed in a system’s features Jump Gates
along with its density. Nearly all star systems in the Known Galaxy have either
one or no jump gates. Only major race homeworlds tend
Dark Companion: If one of the Cold Zone gas giants in a to have more than one jump gate. Roll 1d20 on the Jump
system is a brown dwarf, it should be listed in a system’s Gates table.
features.
Ownership
Debris: Debris fields can occur in any system and are The ownership of a system is almost entirely down to the
therefore one of the most common features of star systems. Games Master. Note that if a native race has not achieved
A Games Master may assume that there is a 8% chance that Fusion technology they are highly unlikely to ‘own’ a system,
a given system has a Debris field. except technically, as they can neither suitably explore nor
police it. If the system contains a racial colony, it will almost
Flares: Unstable stars which flare are not common but tend certainly be under the colonising race’s control, even if the
to be no more common in one region than another. A native populace is both intelligent and advanced.

Jump Gates
d20 Number of Jump Gates
1–5 0: The system has no jump gate at present, though there is nothing stopping on being built. This will
likely make the system a backwater as only jump capable ships will be able to access it.
6–19 1: This is the normal for most colonised systems. The jump gate may have been constructed by an
intelligent race (of at least Advanced technology) native to the system, a visiting or conquering race (such
as the Centauri) or even the First ones, millennia ago.
20 2 or Special (GM’s choice): Unless the system is home to an Advanced or Very Advanced race’s
homeworld or other extremely important site, it is unlikely to have two jump gates, even if it rolled on
this table. Nevertheless, it is possible that the jump gates were constructed by two different races or even
that one is still as yet undetected by the system’s inhabitants. ‘Special’ refers to an odd jump gate that
does not fit the normal design parameters and possibly has additional or weird uses. Examples include a
one-way jump gate that only allows ships in or out of a system (but not both), a five-pronged jump gate
or a jump gate that is in a terrifyingly close orbit to the system’s sun…

12
Threat Level Gravity
The Threat Level of a system is normally directly contingent A planet’s gravity is directly related to its size and is
upon its features, its ownership and its relative importance important in determining many other factors about it.
to its owners. Generally, assume a Very Low Threat Level Roll 1d20 on the Gravity table to determine the strength
for a system with no features or particular ownership. of a planetary body’s gravity. Deduct 4 from this roll if
Systems with any kind of feature other than Trade Hub the planet or moon is Icy, though this cannot reduce the
will usually have a Threat Level of at least Low, due to the result to less than 1. Do not roll for gas giants – they
danger these features can represent. lack surfaces which can be reached by any technology other
than that of the First Ones, so gravity is a moot point. Any
Security Level ships of other races which penetrate deeply into a gas giant
Much like Threat Level, a system’s Security Level is based will be crushed by the pressure. While the intense gravity
upon a number of factors, mostly ownership, the system’s of the gas giant can be a hazard to navigation, only badly
relative importance to its owners and their available damaged ships or those attempting daring manoeuvres
technology. Generally, assume an Open Security Level for would ever approach close enough to be affected by it. See
a system with no particular ownership or importance. page 196 for a rules perspective of the classic ‘lose them in
the planet’s gravitational field’ trick.

Planet Generation Atmosphere


The Planet Generation system encompasses all non-star Whether a planet can support life or not is based on the
bodies in a system, including planets, moons and major type of atmosphere it has, which in itself is a function of size
asteroids. It is intended to be used only for those planets and gravity. Roll 1d20 on the Atmospheric Density table
that a story will definitively affect or encounter – most for each Terrestrial or Icy planet (or moon) to determine its
planetary bodies are in fact useless and rather boring to atmospheric density. Deduct 4 from this roll if the planet

Worldbuilding
all but the most avid astrogeologist, being either lifeless is in the Cold or Hot Zone. Too close to the sun and the
balls of rock or ice, gas giants of no vapour or mineral atmosphere is boiled away; too far and most of the gasses
wealth or just plain dull terrestrial planets. Generally, which form an atmosphere enter a liquid or solid state.
only colonised planets or moons ever require this kind of Deduct 2 from this roll if rolling for a moon. Note that
detailed creation. these penalties are cumulative – a moon in the Cold Zone
suffers a –6 penalty to its Atmospheric Density roll.

Gravity
Planet/ Microgravity Very Low Low (0.51g Standard High (1.21g Very High Extreme (4.0g
Moon Size (0.1g or less) (0.1g to 0.5g) to 0.8g) (081g to 1.2g) to 2.0g) (2.01g to 4.0g) or more)
Diminutive 1–19 20 — — — — —
Fine 1–15 16–20 — — — — —
Tiny 1–10 11–20 — — — — —
Small — 1–10 11–19 20 — — —
Medium — 1–2 3–7 8–15 16–20 — —
Large — — 1–2 3–5 6–12 13–18 19–20
Huge — — 1 2–3 4–10 11–16 17–20

Atmospheric Density
Gravity Vacuum Very Thin Thin Standard Dense Very Dense Extremely Dense
Microgravity 1–19 20 — — — — —
Very Low 1–9 10–18 19–20 — — — —
Low 1–5 6–10 11–15 16–20 — — —
Standard 1–2 3–6 7–10 11–15 16–19 20 —
High 1 2–3 4–7 8–11 12–16 17–20 —
Very High 1 2 3–4 5–6 7–13 14–20 —
Extreme 1 2 3 4 5–8 9–18 19–20

13
Do not roll for atmosphere for gas giants or asteroid Very Thin atmospheres range from 0.1 to 0.69 Atmospheres
belts. Gas giants are automatically assumed to possess (Earth has an air pressure of 1 Atmosphere at sea level).
Extremely Dense (4.01 or more) Corrosive atmospheres While not quite as bad as vacuum, they still are not
and asteroid belts are always Vacuums and therefore lack pleasant. They cannot be breathed directly by any of the
any atmosphere. major races but air compressors can make them breathable
without the need for carrying bulky tanks. However, this
Vacuum means no atmosphere or so little that it is effectively still provides sub-optimal airflow; they are good for brief
nil. Exposure to vacuum is very painful and quickly fatal, exposure but not for the long term. After an hour of using
though characters do not simply explode into mist as a compressor in a very thin atmosphere, characters must
decades of bad science fiction would have Players believe. begin to make a Fortitude save (DC 15, +1 for each hour
The Babylon 5 Roleplaying Game and Fact Book details the of exposure) or suffer from hypoxia. See page 194 for more
effects of vacuum. details on hypoxia.

Asteroid Belts
Asteroid belts are defined by their density and by the number of major asteroids Belt Density
located in the belt. This can be determined by rolling 1d20 on the Belt Density
1d20 roll Density
table. If there are more than three gas giants in the system, apply a –4 modifier
to this roll; if there are one or no gas giants, apply a +2 modifier. 5 or less Light
6–15 Standard
Light belts are almost nothing more than a slight increase in the density of 17–19 Dense
space debris in a region. They are not generally detected as belts prior to space 20 or more Very Dense
travel, though the major asteroids (if any) would have been mapped by optical
Worldbuilding

telescopes relatively early in a species’ technological history.

Average belts are readily detectable by a pre-starfaring civilisation. They pose very little hazard to navigation, except
due to microdebris. The images of ships flying through densely-packed rock, ducking and weaving to survive, are
false; most ships will be unaware they are passing through a belt, except by the increase in micrometeorites.

Dense belts are rare and are considerably more difficult to navigate. Debris too large to be casually bounced off
hull plating is more common and collisions between larger fragments lead to random spreads of new debris. In
technologically advanced systems, sensor and tracking buoys regularly scan such fields and pass this data along to
ships, alerting them to particularly hazardous clusters of fast-moving material. In addition, the high metal content
of many of the rocks can interfere with sensor systems (–1 to –2 modifier to sensor rolls).

Very Dense belts are extremely rare and are usually relatively recent. In such Major Asteroids
belts, navigation can be a serious problem, not so much due to the massive
rocks crashing back and forth but due to the high levels of dust and larger Belt Type Major Asteroids
fragments. A direct collision with a rock of any significant size is a rarity but the Light 1d6–3
accumulated damage of countless small collisions can wreak havoc with a ship of Standard 1d6–1
Large size or smaller. Huge or larger ships are more resistant. The sensor effects Dense 1d6+2
of a dense belt are magnified (–3 to –5 modifier to sensor rolls). Very Dense 1d6+6

This is generally as much information as is needed for asteroid belts. However,


some asteroid belts are more important than they appear and can contain
Major Asteroid Size
valuable minerals or even be of strategic importance. Any population based 1d20 Roll Size
in these belts will be centred on the largest and most stable asteroids present. 10 or less 20+2d10 miles
To determine how many major asteroids a belt has, roll 1d20 on the Major 11–18 100+(1d10 X 10)
Asteroids table. Subtract 2 from this roll for Light belts; add 1 to this roll for miles
Dense belts and add 2 to this roll for Very Dense belts. 19 or more 2d4 X 100 miles

The exact size of a major asteroid is determined by rolling 1d20 on the Major Asteroid Size table.

14
Thin atmospheres range from 0.7 to 0.9 Atmospheres. Breathable: The atmosphere can be breathed, without
These atmospheres are dense enough to breathe without assistance, by any of the major races (other than the
artificial aid, though it often takes some time to acclimate Vorlons, of course) and most of the species of the League
and strenuous activity can be very stressful. Atmospheres of worlds. In short, a standard oxygen/nitrogen mix, though
0.8 or less will induce hypoxia in those not acclimated to it, there may be odd contaminants which will have an impact
though natives can deal with atmospheres down to 0.7. only on prolonged (multiple-month) exposure.

Standard atmospheres range from 0.91 to 1.1 Atmospheres. Breathable (Tainted): The atmosphere is not instantly
Most major species can breathe these atmospheres without lethal and will sustain life but it contains taints which
difficulty. require a filter mask in order to breath safely for more than
a few minutes. Roll 1d6 on the Taints table to determine
Dense atmospheres range from 1.11 to 1.3 Atmospheres. the type of atmospheric taint:
These are breathable without artificial aid but the high
density can cause problems. Taint
1d6 Taint
Very Dense atmospheres ranges from 1.31 to 1.5
1 Polluted. Take 1 point of Con damage for each day
Atmospheres. These are dangerous, as the extreme pressure
of exposure.
can produce bends-like symptoms. Pressure suits are
required for all but brief exposures. 2 Low Oxygen. Treat the atmosphere as having a
pressure of 0.7 for purposes of hypoxia; if it is
Extremely Dense atmospheres are in excess of 4.01 already at this level of lower, reduce the effective
Atmospheres. Special construction techniques and pressure by 0.1
materials are needed to resist the pressure; normal vehicles 3 Radioactive. The world’s atmosphere is tainted

Worldbuilding
will begin to show signs of strain rapidly unless the internal with radioactive fallout.
and external pressures are allowed to equalise. Unprotected 4 Druglike. Odd chemicals in the atmosphere mimic
Humans and similar species will begin to suffer grievous hallucinogenic drugs; breathing it for more than
harm in just a few moments and may simply be crushed 1 hour results in delusions. Continued exposure
outright if the pressure is high enough. causes a 1d4 Wis damage per day.
5 Allergic. Each hour of unfiltered exposure requires
Atmospheric Composition a DC 15 Fort save or the character becomes
Hot Zone Atmosphere nauseated.
1–5 Corrosive 6 Diseased. The atmosphere is rich in disease-
causing organisms. Each day of unfiltered exposure
6–10 Poisonous
requires the character to make a DC 15 Fort save or
11–20 Inert contract a random illness.
Habitable Zone Atmosphere
1–3 Poisonous The listed taints are guidelines only; the Games Master
4–5 Inert can add a variety of other nonlethal but vexing effects. A
6–12 Breathable1 tainted atmosphere should not kill instantly but should be
13–20 Breathable1 (Tainted) unsafe to breathe for any lengthy period of time. Effects
may be subtle or blatant. Note that taints sometimes only
Cold Zone Atmosphere
apply to visitors to a world – natives may well have built up
1–10 Inert
a natural tolerance to the Druglike, Low Oxygen, Diseased
11–15 Poisonous or Allergic taints. Natives are not as likely to have built up
16–18 Corrosive a resistance to Polluted or Radioactive taints, however.
19–20 Variable
1
Breathable atmospheres of any kind are a product of an active or past Corrosive: The atmosphere eats away at flesh and
ecosystem; an oxygen atmosphere does not form except as a by-product technology. Each round of exposure, living and non-living
of life. things take 1d6 points of damage. Damage Reduction does
not apply unless the material is immune to the nature of
If the Atmospheric Density is not a Vacuum, roll 1d20 on the corrosion, which should be determined by the Games
the Atmospheric Composition table to determine the type Master. Worlds with corrosive atmospheres rarely have
of atmosphere. Note that moons do not suffer a –2 penalty settlements; if they do, they are usually deep underground
to this roll. Atmospheric types are as follows:

15
or in domes made of a substance immune to the corrosion. The DC of the save increases by 1 for every ten minutes
Even in such cases, getting people or supplies down to the of exposure. As with Breathable (Tainted) atmospheres,
settlement is very costly and dangerous; for a settlement to it is possible that native organisms have built up a natural
exist there must be something truly vital on the world. tolerance to the Poisonous atmosphere – this is extremely
unlikely but not unheard of, as the Pak’ma’ra homeworld
Inert: As regards most races biology or technology, the of Melat proves.
atmosphere is just there, and has no effect. It cannot be
breathed but direct exposure to it is not immediately Variable: On some worlds in the outer reaches of star
harmful to either life or equipment. An atmosphere similar systems, the atmospheric composition changes over the
to Earth’s, but with only 5% oxygen and more nitrogen, course of the worlds long orbit. During planetary summer,
would be a good example of an Inert atmosphere, as would gasses are released into the atmosphere; during winter, they
a mostly CO2 atmosphere. Note that to races with different freeze and fall as snow. This can lead to a world where
biologies, an ‘inert’ atmosphere could be extremely non- the atmosphere is inert for twenty years and corrosive for
inert, perhaps Breathable or Corrosive. five, as the orbital cycle frees and then recaptures various
elements.
Poisonous: The atmosphere is toxic to life forms. The
atmosphere may be high in chlorine gas or contain more Geology
complex poisons. Unlike a merely tainted atmosphere, This defines the general landscape of a planet and is
even a few breaths are deadly; each minute, a Fort save related directly to its gravity. Roll 1d20 on the Geology
(DC 15) must be made, with 1d4 points of attribute table, applying any relevant modifiers from the Geology
damage (the exact attribute is up to the Games Master Modifiers table.
and depends on the nature of the poison – in most cases,
it will be Constitution) being the consequence of failure.
Worldbuilding

Moons
Many worlds have moons. These can simply be local colour or, especially in the case of gas giants, they can be the
centres of actual habitation. The Number of Moons table determines how many moons a planet has orbiting it. A
result of 0 or less equals no moons. Tiny or smaller worlds and asteroid belts do not have moons.

A moonlet is a Diminutive moon. Moonlets Number of Moons


have no atmosphere or hydrosphere and
Size & Type of Planet Number of Moons/Moonlets
will have microgravity (0.1g or less). They
are rarely the focus of any adventure or Small or Medium Gas Giant 2d6 moons + 3d6 moonlets
storyline and are noted primarily for local Huge or Gargantuan Gas Giant 3d6 moons + 4d6 moonlets
colour and as possible navigational hazards Large Terrestrial/Icy world 1d6–2 moons plus 1d6–3
during dogfights. moonlets
Small or Medium Terrestrial/ 1d6–4 moons plus 1d6–3
When determining a moon’s other salient Icy world moonlets
features follow the modified list below to
determine a moon’s position, type and size.
Moon Type
1. Moons are obviously located in the same zone as their parent planet. Habitable Zone Moon Type
1–15 Terrestrial
2. Instead of rolling on the Planet Type table, however, roll instead on the
16–20 Icy
Moon Type table. Note that all moons in the Hot Zone are Terrestrial.
Cold Zone Moon Type
3. Roll 1d20 on the Planet Size table and apply the modifiers from the 1–10 Terrestrial
Planet Size Modifiers table as usual. 11–20 Icy

16
Geology
1d20 Geology Flat planets have only rare spots where there is significant
geological activity. There may be a small mountain range or
3 or less Very Flat
two, or one ocean which shows real depth. Hilly or rolling
4–7 Flat areas are fairly common. Rivers have carved out valleys
8–13 Standard in many areas, though not great canyons. The highest
14–17 Rugged mountains will be only a mile or two high. There may be
18 or more Very Rugged well-worn dormant volcanoes, but no active ones.

Geology Modifiers Standard planets show a wide range of geological activity.


Gravity Modifier There are tall mountains (up to five miles), deep trenches,
river canyons and so on. The world has many sprawling
Microgravity –4
plains as well, areas of minimal geological activity. Almost
Very Low –2 any terrain can be found here. A world with standard
Low –1 geography but no extant water either had high levels of
High +1 volcanism in the past (and possibly ongoing) or was once
Very High +2 considerably wetter than it currently is.
Extremely High +4
Atmospheric Density Modifier Rugged planets have few large, flat areas. Oceans are riddled
Vacuum +3 with deep subsea canyons or punctured by archipelagos.
The land is twisted, with many large mountain chains
Very Thin +1
criss-crossing each other. Truly immense mountains dot
Very Dense –2 the landscape. The world is likely to be biologically rich, as

Worldbuilding
Extremely Dense –4 constant isolation forces speciation to occur often.
Very Flat planets have few significant surface features. This
does not mean they are polished smooth but rather that Very Rugged planets are geological nightmares. There
there are no meaningful mountain ranges, deep trenches or are flatlands, but they are rare, and are often found atop
the like. There may be a few rolling hills or the occasional plateaus. Hills and mountains are everywhere and both
meandering river but the world overall is lacking in serious mountain chains and oceanic trenches tend to extremes.
geography. This implies an old or very stable world. Oceans Such worlds are often young or very geologically active and
are very shallow, closer to vast swamps, in fact. Because of they may be suffering from tidal stress caused by a large
the lack of barriers to migration, lifeforms tend to be more moon.
uniform, as the isolation required for speciation is much
rarer.

17
Volcanism
Roll Description
4 or less Dead. The planet is geologically dead and has had no significant volcanic activity for millions of years.
5–6 Stable. The planet is geologically very stable; the few active volcanoes are well charted and there are few, if
any, surprises.
7–9 Active. The planet is geologically active with active volcano belts. There are occasional unexpected eruptions.
10–11 Very Active. The planet is geologically active; areas near to known volcano belts are generally not inhabited
due to the frequency and randomness of eruptions.
12 or Extreme. The planet is a nightmare; at any given moment, any point can erupt suddenly. Such planets are
more very rarely colonised or give rise to native complex lifeforms – they are simply too unstable for any complex
organism to survive for long.
Volcanism Hydrosphere
Terrestrial planets and moons (and only these) may also 1d20 Hydrosphere
have an active volcanic system. Roll 1d10 on the Volcanism 6 or less None
table, applying any relevant modifiers from the Volcanism
7–10 Very Dry (1d20%)
Modifiers table:
11–13 Dry (21+1d10%)
14–15 Damp (30+1d20%
Volcanism Modifiers
16–17 Moist (50+1d20%)
Planet/Moon Modifier
18–19 Wet (70+1d20%)
Moon –2
20 or more Very Wet (90+1d10%)
Gravity Modifiers
Worldbuilding

Microgravity –4 Hydrosphere Modifiers


Very Low –2
Planet/Moon Modifier
Low –1
Moon –2
High +1
Atmosphere Modifier
Very High +2
Vacuum –8
Extreme +4
Very Thin –4
Geology Modifiers
Thin –2
Very Flat –5
Standard +0
Flat –3
Dense +2
Rugged +1
Very Dense +4
Very Rugged +3
Extremely Dense +6
Zone Modifier
Hydrosphere Hot –4
This relates to how much water is present on the planet,
Habitable +2
whether in huge, roiling seas or locked in subterranean ice
caps. Atmosphere and zone are the guiding factors here Cold –2
– roll 1d20 on the Hydrosphere table, applying the relevant
modifiers from the Hydrosphere Modifiers table. Please Oceans and Continents
note that the hydrosphere is not necessarily water! Water If liquid covers more than 50% or more of a planet’s
exists in mass quantities only in the Habitable Zone. In the surface, landmasses are defined in terms of continents; if
Hot Zone, the hydrosphere is likely to consist of molten liquid covers 49% or less of a planet’s surface, landmasses
metals, including lead; in the Cold Zone, the seas may be are defined in terms of oceans. This is done primarily as
of methane or even nitrogen. an aid in mapping. Consult the relevant section below to
determine the specific landmass arrangement of a planet.

18
Continents plates have smashed together. Further, depending on wind
The planet may have a single supercontinent, a mix of large patterns and rivers, areas inland will be progressively dryer,
and small continents or countless islands and archipelagos. so that large portions of the continent will be arid or desert.
This is a factor of the planet’s hydrosphere and geological In the case of ‘sinuous’ continents, where no area is too far
activity. Roll 1d20 on the Continents table, applying the from the water, this is less likely to happen.
relevant modifiers from the Continent Modifiers table.
If the planet has had a single continent for a long time,
Continents there will somewhat less evolutionary diversity on the
1d10 roll General pattern of land planet, as there are fewer opportunities for populations
to separate and form new species. This may not be the
5 or less Supercontinent
case if the continent is also geologically active, continually
6–10 1d4+1 large continents throwing up new mountain ranges or forming impassable
11–15 1d2 large continents and 1d4+1 small chasms. A sentient race which evolved on the continent
continents would quickly spread across it, unless there were extensive
16 or more Large islands and archipelagos only natural barriers. This might lead to slower technological
progress, as there would not be a need to solve problems
Continent Modifiers of population growth and because more room to expand
Volcanism Modifier could mean less cause for conflict. On the other hand, if
Dead –4 the continent is not easily crossed or if large portions are
uninhabitable, then this would not be the case.
Stable –2
Active 0 A single continent can indicate a young world, where the
Very Active +2 breakup of the continental plates has not occurred or it

Worldbuilding
Extreme +6 could indicate an ancient world, in which tectonic energy
Geology Modifier is spent and there is no force driving the motion of the
Very Flat –2 continents.
Flat –1
Standard 0 Large and Small Continents: In general, a ‘large’ continent
accounts for 25% or more of the planets mass; a ‘small’
Rugged +2
continent 5% to 25%. Multiple continents generally imply
Very Rugged +4 a middle-aged world with an active tectonic system, though
Hydrosphere Modifier it is possible that the current layout has remained stagnant
50–60% +0 for a long time. Separation tends to increase biological
61–75% +4 diversity – consider Australia, on Earth. Because it was
76–100% +8 disconnected from other land masses, it preserved a rich
diversity of marsupial life (which continued to evolve on its
The exact details of the planet’s map, if they become own) while placental mammals dominated most of the rest
important, are up to the Games Master but the layout of of the world. It can also lead to cultural diversity – sentient
a world will have some impact on how it evolves, how it is beings who make the long journey to a new continent,
settled and so on. Because this section only determines what either via water or a temporary landbridge, will diverge
shape the world is in now, it may have had a different shape socially and culturally from those left behind, because there
long in the past. If the world is a major one, thinking about is no easy way of exchanging cultural information. Very
what it used to look like compared to how it currently is large continents (such as Asia on Earth) have many of the
may be helpful. This section is intended primarily to give traits of supercontinents, including largely uninhabitable
ideas for a helpful ‘hook’ to make one world stand out from interior regions.
the next; it is not intended as an exhaustive look at the
effects of geology on biological and cultural evolution. Island Chains: This arrangement of land is usually found
only on Wet or Very Wet worlds. If the world is relatively
Supercontinent: A world with a single supercontinent has dry but still lacks any large continents, it will be covered
over 90% of its land mass in a single, continuous body. with islands which are fairly close to each other, creating
This can take several forms – it may be a roughly square or something akin to having a lot of small continents.
ovoid mass, or it may be a long, sinuous, stretch of land. Lifeforms will move from island to island relatively easily,
In the case of the former, areas in the centre are likely to creating some continuity of species over distance. In most
mountainous, as they are likely points where continental cases, though, the island chains will be scattered, separated

19
from each other by vast ocean
gulfs. Life will be very diverse, with
many species having no analogues
from one chain to the next. If the
intelligent life is land-dwelling,
each cluster of islands may host very
different cultures, with hundreds
of languages. There will be very
few deserts or uninhabitable zones,
though newly-formed islands will
be lifeless until species can migrate
there from other areas. The first
species to ‘claim’ a newly formed
island or island chain will likely
hold it against latecomers and thus
determine the baseline from which
life in that chain will evolve.

Oceans
Single Ocean: All of the planets liquid are gathered in one
On a world which is mostly land, it is best to define
spot, with perhaps a few tiny lakes elsewhere. If the planet
the terrain by how the hydrosphere is laid out. As with
has a relatively high hydrosphere (40%+) it is likely this
continental layout, this is a factor of the planet’s hydrosphere
single ocean will be fed with several robust river systems;
and geological activity. Roll 1d20 on the Oceans table,
Worldbuilding

otherwise, rivers will be few. Assuming life on the planet


applying the relevant modifiers from the Oceans Modifiers
depends on liquid (a common assumption), there will be
table.
a ‘fertile zone’ around the ocean and desert beyond; all
life will cluster around this central point. Sentient beings
Oceans will spread around the shoreline rather than outwards and
1d10 roll General pattern of liquid developing the technology to settle ‘the drylands’ will be a
5 or less Single ocean major step in the race’s technological evolution.
6–10 1d4+1 oceans
11–15 1d2 oceans and 1d4+1 seas Oceans and Seas: An ‘ocean’ will have 25% or more of the
16 or more Scattered lakes planets free liquid; a sea, 5% to 25%. Seas which are linked
(or were relatively recently linked) by rivers will see some
species commonality, as well as providing sentients an easy
Oceans Modifiers
way to travel between them. Widely separated bodies of
Volcanism Modifier water which have never linked, or which were joined in
Dead –4 the distant past, may have very different sets of lifeforms.
Stable –2 Furthermore, if the land between them is harsh or infertile,
Active 0 it may take a long time for sentients to move from one ‘life
Very Active +2 zone’ to another, leading to great cultural drift.
Extreme +4
Scattered Lakes: All liquid on the planet is divided among
Geology Modifier
a large number of lakes, ranging from those which are
Very Flat –4 close to being small seas to tiny near-puddles which may
Flat –1 intermittently dry up. Many times, this is due to meteor
Standard 0 infall causing a cratered area in one part of the planet
Rugged +1 where liquid can collect; at other times, it may simply be
Very Rugged +2 that there is too little water to form larger bodies. Either
Hydrosphere Modifier way, such a situation can lead to considerable cultural or
01–30% +4 biological diversity. Sentient beings will stake out a lake or
lake, which can lead to constant war over water sources, or
31–40% 0
it might be that watering holes are ‘treaty zones’ where all
41–49% –4 may come and share freely.

20
Climate determinant of cultural patterns, affecting everything from
For game purposes, a great deal of climactic information can diet to clothing.
be simplified. Worlds outside of the Habitable Zone (unless
Games Master fiat is involved, such as on Zagros VII) are Average Equatorial Temperature
either ‘too cold to survive’ or ‘too hot to survive’. The precise Average Equatorial
temperatures do not matter for most purposes; exposure is Roll 2d10 Temperature (Fahrenheit)
death. If the Games Master requires, more specifics can be
0 or less –10
added easily, such as ‘so hot normal encounter suits fail;
1–2 0
only specially made models can endure’.
3–4 20
For game purposes, worlds in the Hot Zone have a climate 5–6 30
of ‘Hot’; worlds in the Cold Zone have a climate of ‘Cold’, 7–8 40
and Habitable worlds with no atmosphere have a climate of 9–12 50
‘Vacuum’. Such worlds are, basically, broiling in sunlight 13–14 60
and freezing in shadow, such as Earth’s moon. 15–16 70
17–18 80
To determine the climate of a world, a worldbuilder will
19–20 90
need to determine the Average Equatorial Temperature and
the Variability. These can then be used to determine more 21 100
specific regional and seasonal temperatures. 22 or more 110

To determine Average Equatorial Temperature roll 2d10 Average Equatorial Temperature Modifiers
on the Average Equatorial Temperature table, applying any Atmospheric Density Modifier

Worldbuilding
relevant modifiers from the Average Equatorial Temperature Very Thin –6
Modifiers table.
Thin –2
Standard 0
Such details as orbital irregularity or axial tilt are combined
together to form a basic ‘Variability’; the greater this value, Dense +2
the more temperature changes from season to season and Very Dense +4
from pole to equator. To determine Variability roll 2d10 Extremely Dense +8
and add to the result any relevant modifiers from the Star Type Modifier
Variability Modifiers table. Then multiply this result by O +7
three to find your Variability. B +5
A +3
Extreme climactic shifts can indicate life which is either very
F +1
adaptable or very primitive (having never had the chance to
develop complexity). Some planets will be habitable only at K –2
the poles, or only at the equator, with the remainder of the M –5
world being too hot or too cold. A great deal of the ‘sense’ Star Size Modifier
of a world can be had by considering its temperature; a Ia +7
hot world with a high biosphere rating is a teeming jungle Ib +6
planet, while a hot world II +5
with a low biosphere
Variability Modifiers
III +3
rating is a barren, baked, Planetary Size Modifier
IV +2
wasteland. A cold world Tiny or smaller –10
with a large hydrosphere Small –4 VI –4
consists of endless glaciers Large +4 VII –8
and equatorial seas choked Huge +8 Volcanism Modifier
with icebergs during the Hydrosphere Modifier Active +1
brief summers, while a Very Active +2
20% or less –2
cold, dry world is like Mars. Extreme +4
Environment is a major 60%–80% +2
81% or more +4

21
Biosphere
1d20 Biosphere Density Biosphere Complexity
5 or less None (do not roll for Complexity) Very Simple
6–10 Very Scarce (–10 to Complexity) Simple
11–15 Scarce (–5 to Complexity) Basic
16–18 Infrequent Moderate
19–21 Standard Advanced
22–25 Abundant (+3 to Complexity) Very Advanced
26+ Very Abundant (+5 to Complexity) Native Intelligence
Biosphere Description of Terms (Density)
The biosphere of a planet determines the frequency and None: The planet has no extant native life. None. All life
complexity of life that can be found on its surface. This is the result of recent colonisation or settlement and does
is mostly dependent on atmosphere and hydrosphere. not form a self-sustaining ecosystem. If the current colony
Roll on the Biosphere table twice: First for Biosphere vanishes, the life forms brought there will most likely die
Density (how much life there is) and second for Biosphere out. Pluto is a good example of this.
Complexity (how advanced or evolved life is). Apply any
relevant modifiers from the Biosphere Modifiers table to Very Scarce: Life exists in a few small, sheltered areas. This
both rolls. may be the first life on the planet or it might be the dying
remains of a once-vibrant system. Complexity is likely to
If a world has a Breathable atmosphere but Very Scarce or be very low but if it is not, this represents a world where
no life, it once held a much more vibrant ecosystem. The only a few portions of the world are conducive to advanced
Worldbuilding

current sad state of affairs may be due to natural processes life – perhaps it is life clustered around volcanic vents on a
of evolution, natural disaster of epic proportions, pollution frozen planet or in the ‘shadow zone’ of a world which does
or war. not rotate. Mars is typical of this level of life.

Biosphere Modifiers Scarce: Life exists in scattered spots around the planet.
Atmosphere Density Modifier Many regions are even free of microbes. The comments
Vacuum –8 on complexity apply here as well, although scarce life
Very Thin –4 could indicate an ecosystem which is recovering strength
following a catastrophe (perhaps a result of the last Shadow
Thin –2
War or an ecosystem which is on its last legs as a plague
Dense –2
or other cataclysm wipes it out. Quadrant 24 in the Narn
Very Dense –4 Regime is typical of this.
Extremely Dense –8
Hydrosphere Modifier Infrequent: Life can be found across the planet but not
None –8 much of it. Large swathes of land are barren or inhabited
Very Dry –4 only by microbes. There are only a few places where there
Dry +0 are dense forests, fertile plains or coral reefs. In most area,
there are relatively few species and conditions are harsh.
Wet +4
The sub-surface oceans of Titan are typical of this level of
Very Wet +6 development.
Zone Modifier
Habitable Zone +2 Standard: Life is everywhere, and there are few barren or
Cold Zone –6 empty places. Even those will have complex ecosystems,
Hot Zone –8 with the barrenness only a surface illusion. The Narn
Atmosphere Type Modifier homeworld has standard biospheric density.
Corrosive Atmosphere –6
Abundant: Life is everywhere and everywhere it is diverse.
Poisonous Atmosphere –4 Even the most barren regions have at least microscopic life,
Breathable Atmosphere +2 and there are creatures adapted to every conceivable niche.
Inert Atmosphere –6 Earth, with microbes living in volcanic vents and where
Volcanism Modifier many cave complexes contain species found only in those
Extreme –6 caves, is the prime example of a world with abundant life.

22
Very Abundant: The world teems with life. Even the most behaviours now cover a large range of actions, with complex
hostile areas contain complex ecosystems with advanced social systems and community roles appearing in the most
life forms. There are few, if any, ‘barren’ areas; the deserts advanced social animals. Complex interactions between
and ice caps support a host of species easily visible to even plants and animals exist, with symbiotic reproduction via
the most unaware observer. Nakaleen, in the Centauri fruits or flowers becoming dominant and effective.
Republic, is the classic example of this sort of world.
Very Advanced: Creatures capable of complex learning and
Description of Terms (Complexity) altering their behaviours based on past experiences exist.
Simple: Life is either purely microscopic or extremely Extremely complex chains of symbiosis are common. There
rudimentary multicellular. Sponges or hydrae would are very specialised adaptations. Species may be able to use
represent the pinnacle of life. Photosynthesis exists instinctual psychic abilities.
(assuming a suitable atmosphere) but plants are limited to
mats of algae or simple mosses. Native Intelligence: The world sports a sentient life form
or, possibly, more than one. This lifeform may be at
Basic: Multicellular life is common but not advanced. Soft- any stage of development from the early Stone Age to
bodied invertebrates with very basic internal structures pre-hyperspace spaceflight. See “Technology” later in
exist; starfish are a good example. Plants are multicellular this chapter. (The Games Master may have a previously
but there are no trees or flowering plants. There are no unknown hyperspace-capable race in a star system but the
symbiotic relations (though there are basic parasitic ones) general rules assume such races will not be encountered
and no complex adaptations such as mimicry or poison. randomly. There should be a very good reason why a race
sending ships into hyperspace would be unknown, such as
Moderate: Life is diverse and somewhat complex. Creatures the system being located far from the ‘main action’ of the
with well-developed internal structures exist. Sexual Babylon 5 universe.)

Worldbuilding
reproduction is commonplace. Behaviour is becoming more
developed; schools, flocks, and herds may exist. Simple Population
symbiosis exists, as do such adaptations as poisons and This defines the population level of the world and
colour mimicry. More advanced behaviours, such as child- is dependant on many factors, including biosphere,
rearing, web-spinning or hive insects, have not appeared. atmosphere and zone. These rules are used for Terrestrial or
Trees appear, though fruit or flowers are not yet present. Icy worlds. Gas giants have no native population, though
their moons might. Populated asteroid belts use a special
Advanced: There is a great diversity of life. Creatures table (see page 193). Roll 2d10 on the Population table,
develop adaptations to exist in a wide range of specialised applying any relevant modifiers from the Population
niches, and complex developments ranging from nest Modifiers table.
building to shape mimicry are common place. Instinctive
It should be noted that a civilised
culture need not be native to a
planet and so it is possible for a
population to exist even if No Life
had been previously generated.
Alternatively, a Games Master
may rule that No Life means just
that – no life forms of any type
are present on the planet.

The Games Master should


determine if the world is a
racial homeworld, or if it is
colony or settlement world.
The population spreads are
very different. Generally, racial
homeworlds should not be
randomly generated, except
in campaigns where unknown

23
Population
2d10 Population Colony Racial Homeworld (Tech Modifier)
5 or less Very Low 1d4 hundred 1d100 thousand
6–9 Low 1d10 thousand 1d10 million
10–15 Moderate 1d10 X 10 thousand 1d100 million
16–19 High 1d10 hundred thousand 1d10 hundred million
20–24 Very High 1d10 million 1d10 billion
25 or more Extremely High 1d10 hundred million 1d10+4 billion
Population Modifiers reaches of space are being explored and stumbling a hitherto-
Biosphere Density Modifier unknown alien race is a real possibility. Alternatively, if the
campaign unexpectedly shifts to focus on a race which is
No Life –8
well established in canon but whose homeworld has never
Very Scarce –6
been detailed, then this system can be used to provide the
Scarce –2 necessary background information.
Standard +0
Abundant +4 Mixed-Species Worlds
Biosphere Complexity Modifier If a world is located within the controlled space of a major
Simple –6 starfaring power but has native life, it is very likely the
Basic –3 world contains colonies of the dominant power in addition
to the natives. Since the nature of sentient life is to expand,
Moderate 0
explore and exploit, it is logical to assume the native life
Advanced +2
Worldbuilding

was technologically inferior to the dominant power at the


Very Advanced +4 point of first contact, since, if they were not, they would
Native Intelligence1 +6 have reached the other species’ homeworld first.
Atmosphere Type Modifier
Corrosive Atmosphere –4 To determine population for mixed-species worlds, roll
Poisonous Atmosphere –3 on the Population table twice, once for the natives (the
Inert Atmosphere –2 Racial Homeworld column) and once for the colonists
(the Colony column). Both rolls suffer an additional –4
Breathable (Tainted) Atmosphere –1
modifier.
Breathable Atmosphere +2
Zone Modifier If there are considerably more natives than colonists, this can
Hot Zone –4 imply a conquered people with a small governing presence;
Cold Zone –2 the colonists are likely to be located in one or two key areas,
Habitable Zone +2 with the majority of the world given over to the natives. If
Hydrosphere Modifier the colonial power is benign or unlikely to assert force, this
Wet or Very Wet +2 could indicate that the colonists are studying the natives,
working with them to uplift them, or are even unknown to
Inert Atmosphere –2
them – ten million bronze-age primitives on one continent
Volcanism Modifier
would never notice a few thousand high-tech colonists on
Extreme –4 another, especially if care was taken with spacecraft landing
Racial Colony2 Modifier paths to avoid any possibility of overflight. Eventually, the
Human –3 two cultures will meet, but that can always be dealt with
Narn –2 when the time comes. It can also be great fodder for game
Centauri +2 plots!
Minbari +4
If the populations of natives and colonists are roughly
League3 –2 to +3
equal, this implies longstanding colonisation. Most major
1
Minimum population of 10,000. areas of habitation will be shared, though there are likely
2
If the world is a colony of one of these races, apply this modifier, which
reflects the time the race has spent as a starfaring power. to be ‘quarters’ or ‘sectors’ in cities where the two species
3
Depending on the individual race, the modifier may be as low as –2 can be among their own kind. There may well be gross
(for races relatively new to spacefaring) or as high as +3 (for races with inequality between the species, however, usually with the
thousands of years of spacefaring experience).

24
Asteroid Belts & Population
Asteroid belts follow special rules concerning population. No species is native to Belt Population
a belt, except via Games Master fiat – and such vacuum-dwelling intelligences 1d20 Roll Belt Population
would be very odd in the Babylon 5 universe. All belts are assumed to be 0 or less Unpopulated
colonised by a starfaring race which evolved on a normal planetary surface. 1–5 1d4 hundred
Roll 1d20 on the Belt Population table, applying any relevant modifiers from 6–10 1d4 thousand
the Belt Population Modifiers table. 11–15 10+1d10 thousand
16–19 50+1d20 thousand
The vast majority of the population (90+1d10%) will live in or on the major
asteroids of the belt, divided among them roughly proportionate to the size 20 or more 1d10 X 10 thousand
of the asteroids. Populated asteroid
Belt Population Modifiers
belts will always have at least Oil
Age technology. Even this level Light Belt –3
is very low, and indicates either a Dense Belt +1
species desperate to get into space Very Dense Belt +2
or a belt civilisation which is losing Oil Age civilisation –5
technology and is likely to be Fusion Age civilisation –1
collapsing very soon. Asteroid belts Advanced civilisation +1
with no life present in their system
Very Advanced civilisation +3
of at least industrial age will not
have a population, except by Games Each other inhabited world in- +1
system

Worldbuilding
Master fiat (a hidden raider base,
for instance). Belt is in species’ home system +2, plus a 30% chance of multiplying
the final population by 10.

colonists forming the upper crust and the natives being at Technology
least mildly oppressed. It is also possible that, as above, the In the case of colony worlds from starfaring races, the
two groups are wholly separate, though this is only likely technology level indicates what technology the world
if the total number of colonists is fairly low; the larger the can produce and sustain locally. A newly-founded Earth
colony, the harder it is to keep it a secret. Alliance colony has access to computers, cars, prefab
housing, refrigeration units, medical centres and so on, but
If the colonists greatly outnumber the natives, this could they lack the industrial infrastructure to make these things
indicate that the natives were very primitive when first or even to make new parts from raw materials. In many
encountered, with only a small number existing in a single cases, they cannot even begin mining operations without
area of the world. It could also indicate a native race which relying on technology from outside the colony. In the case
is dying off, either due to the colonists’ efforts or despite of newly-discovered races, the technological level refers to
them. The colonists could be actively trying to save or aid the races’ own industrial capabilities.
the natives, or they could be
patiently waiting for them
Technology
to die off – or even actively 1d20 Roll Technology
exterminating them. 1 Stone Age – muscle and animal power
2–3 Bronze Age – early metalworking and agriculture
4–5 Iron Age – advanced metalworking, large cities
6–7 Renaissance – advanced social and economic systems, printing
8–9 Steam Age – beginnings of the industrial revolution
10–12 Oil Age – advanced industry, air travel, primitive space flight
13–15 Fusion Age – orbital industry, in-system travel
16–19 Advanced (Earth Alliance or Narn)
20 or more Very Advanced (Centauri or Minbari)

25
Technology Modifiers Cities
Population Modifier Once the total population has been established, it must be
Very Low –2 determined how it is divided up. To some extent, this is
Low –1 primarily for colour – it makes a world feel more real if it is
Moderate +0 known there are several major cities on the planet, not just
’the city’. If the world has several cultures on it – as most
High +2
worlds do, even if they share a common government –
Very High +4 different cities can sometimes seem to be different planets.
Extremely High +5 Consider how different Tokyo, New York and Mexico City
Colony/Environment Modifier are on Earth.
Colony1 +3
Inhospitable environment2 +4 In general, concentration of population in urban zones
1
A colony world will never have more advanced technology than its
occurs with increasing technology. Worlds with pre-
homeworld. industrial technology have very few cities and they tend
2
Inhospitable environment covers any one of a number of possibilities. to house only a small percentage of the total population.
Planets with Extreme gravity, an Extremely Dense, Corrosive or no
(Vacuum) atmosphere, Extreme volcanism, a Hot or Cold climate or no
Worlds with industrial or early space age technology are
biosphere all count as inhospitable environments as may others at the likely to have most of their population in cities, with the
Games Master’s discretion. rural areas turned over to agriculture or left to revert to
wilderness. Culture is, of course, a factor here; some species
Also, roll percentile dice. There is a 1% chance on any cannot abide the close confines of cities and so, never form
world of finding First One artifacts in remote or forgotten large cities no matter how advanced their science. Other
locations. races feel a need for proximity and form dense cities long
before the pressures of the shift from pre-industrial to
Worldbuilding

A previously unknown world with Advanced or Very industrial technology makes them likely.
Advanced tech levels is a mystery. Why are they not a
player in galactic politics? They may have never stumbled For most worlds, it is not necessary to drill down to the
on the secrets of hyperspace or they may be isolationist. smallest level of detail, specifying the population of every
If the prospect of a race with very advanced technology city on a planet. As a rule of thumb, assume that 5 to 10
sitting alone and undiscovered in the heart of well-explored percent of the planet’s overall population is located in its
territory does not seem plausible, either re-roll or just drop two largest cities; divide this population percentage on a
them to Fusion Age. Many races manage to explore their 60 (largest city) to 40 (second largest city) ratio. This is
local system without discovering hyperspace, especially if usually more than enough for gameplay purposes.
no jump gate exists in-system.

If a campaign centres on
exploration, however,
worlds inhabited by
starfaring races which are
unknown to the rest of the
galaxy make perfect sense;
such a ‘First Contact’ is
what many explorers fear
and dread. Such a world
might be an outlying
colony of an interstellar
government or it might be
the homeworld of a race
beginning to expand.

26
Government deviations are both major and numerous – females may
have no rights at all or one city mandates consumption
If a world already belongs to an existing interstellar state,
its government is fairly predetermined; no major power of a drug as a religious sacrament, while another has
in the Babylon 5 universe allows colony worlds unlimited the death penalty for possessing it. Diversity of law can
free reign in choosing their government, though some make for a challenging ‘hook’ to a gaming scenario, as a
worlds have more local control than others. If the form of planetary guidebook may report only on the laws near a
government is unknown, it can be determined randomly starport.
as follows.
Low diversity of law does not always mean the laws are
Rather than list forms of government, which are nearly just; a society which treats a starving man who steals
infinite, this system seeks to define a government by its a loaf of bread the same way as an armed robber who
traits, rather than its name. There are four factors, each rated steals jewels has a low diversity of law, too. Likewise,
1–10, which define a government. The name a government high diversity can mean every case is treated differently
calls itself may or may not reflect these factors. If a purely and fairly, according to the circumstances, or it can
random method is needed to generate a government, roll mean arbitrary, capricious or racist laws, or it can mean
2d10 for each factor and divide the result by 2 (rounding that a rich man can shoot a poor man with impunity.
up). The four factors are:
G Control: This factor measures how much power the
G Participation: This measures what percentage of the government wields and how much of life is regulated by
population has a meaningful say in the policies of the the law. Low-control indicates very little is regulated, at
government, or in choosing or becoming the leaders. least officially – social pressures may be more powerful
A rating of 1 indicates a tyranny controlled by a single than laws. In a low control society, there is likely to
leader or very small oligarchy. A rating of 5 indicates be little official censorship or a state religion, though

Worldbuilding
a large portion of the population has some say, though some cultures are so united that laws are not needed
true power likely rests with 10% or less of the people. to enforce these things. In mid-control societies, a wide
A rating of 10 indicates total participation in the range of activities are lightly regulated or a smaller
government – only infants and the like have no say. range are heavily regulated – there may be some limits
This does not reflect how many people exercise their on speech or the press but not to the point where all
power, merely how many have it to exercise. A world in media is government controlled or the government
which every law can be voted on by every citizen might may assign workers to jobs but allow the workers to
see only a handful of ‘voting addicts’ paying attention petition for a change. At high control, virtually all
to the majority of laws, while the masses only vote on life is regulated, with the individual having almost all
major issues of the day. decisions constrained by law.

Some groups typically excluded from participation are High levels of control can make life difficult for
those of a certain gender, ethnic background, social smugglers and other habitual lawbreakers, as there will
class, educational attainment, age or occupation. The be more random searches, fewer rights of the accused
higher the participation score, the smaller these groups and more things which are illegal to begin with. Low
will be. levels of control can indicate a ‘pirate’s haven’, a world
where anyone can get away with anything – but it can
G Diversity: This does not refer to the makeup of the also indicate a world where there is no recourse if one is
government – that is participation – but how uniform wronged, cheated or attacked.
the government is. A low diversity indicates that ‘one
size fits all’ is the rule, with the same laws applying G Support: This measures how much the government
regardless of region or social status. A high diversity is supported by the populace. A low support value
indicates that the law is highly varied; it may be that indicates a government on the verge of revolution and
there is one set of laws for males and another for females there are probably active resistance cells and a simmering
or that different regions of the planet have different discontent which has not yet broken into full-scale civil
activities which are legal or illegal. At medium levels war (though it likely will soon, unless government policy
of diversity (4 to 6), these variations are for relatively changes). Middling values show a stable government
minor things – females may not be permitted to serve but not one which can push big changes through easily
in front-line combat or a mild narcotic may be criminal or survive a prolonged period of stress. High values
in one city but permitted in another. At high levels, the show a government which will be supported no matter
what. Its worth noting that in some cases, tyrannies may

27
be very well supported (especially if life for the average Colonies
sapient is not strongly affected), while free societies can Nonetheless, many worlds still have them. For game
be fragile; in other cases, precisely the reverse is true. purposes, an ‘orbital colony’ is a permanent habitation
which is intended to be mostly or fully self-sustaining,
By combining these values, almost any governmental relying primarily on recycling technology and native food
type can be modelled. Playing with expectations is often production to support the population. It is also intended
a good source of adventure. Players are often used to as a permanent residence, with considerable space set aside
identifying with the radicals and revolutionaries, so a for recreation, schools, facilities for families and children
setting where a free and democratic but weak government and so on. A significant percentage of the population is
is being undermined by revolutionaries seeking to impose native-born. They are rarer than bases (see below), as bases
a dictatorship is a possibility. Another possibility is to have are regularly resupplied from the surface (Earth as of 2005
a government under the control of an elite, self-appointed has no colonies and one Scientific base in orbit). Orbital
oligarchy – who permit freedom of thought and religion colonies will only be found above worlds with Fusion Age
and who are being undermined by a religious group which or better technology. Roll 2d10 on the Orbital Colonies
has the enthusiastic support of the majority and who will table to determine whether a planet has any orbital
crush all ‘deviant’ faiths. colonies. Deduct 2 from this roll if the parent planet’s
technology is of Fusion Level and add 2 to this roll if it is
The governments of the Babylon 5 universe do not easily fall Very Advanced.
into typical clichés. There are few simplistic ‘Evil Overlords’
or ‘Heroic Rebels’. Clarke is a tyrant in every sense but good Orbital Colonies
men and women supported his rule and he saw himself as
2d10 Roll Population Breakdown
defending humanity against aliens. The Mars Resistance
4 or less No colonies
includes both principled revolutionaries and brutal thugs
Worldbuilding

and has both legitimate and illegitimate grievance with 5–10 1 Major colony
Earth. The Kha’ri are an elitist ruling class but they do not 11–17 1d3 Major colonies and 2d3
exploit or oppress their people. The Minbari religious caste Minor colonies
has many aspects of classic Human theocracies but there is 18 or more 1d4 Major colonies and 3d4
little evidence of inquisitions or witch-hunts. The Brakiri Minor colonies.
are happy in their corporate-controlled state, the Drazi
see nothing wrong with beating each other to a pulp as a To determine how many people reside in orbit – whether
means of choosing a leader and the Abbai are sexist yet the on bases or colonies – roll percentile dice and divide by
builders of a great and fairly noble alliance. Simple ‘good 10. This is the fraction of one percent of the planet’s total
guys’ and ‘bad guys’ make for poor stories and do not fit population that lives in orbit. For example, a world has a
the tone of the universe. The conflict between the Shadows population of 75 million and has Fusion Age technology,
and the Vorlons was initially set up to seem that way but it and it has been determined the world has a meaningful
was soon revealed that the understanding of the truth is a orbital population. Percentile dice are rolled, and the result
three-edged sword. is 22. This means that 0.022 percent (0.022% of 1%) of
the world’s population is permanently in orbit. This works
out to 16,500 people.
Orbital Population
Many worlds begin their space exploration with permanent
Colony Features: Orbital colonies tend to be focused on a
or semi-permanent orbital bases, usually for research or
specific goal or purpose. This may be industrial (with the
observation purposes. Depending on the difficulty of
colonists offering goods and services to buyers, relying on
reaching nearby worlds, it may also be the case that orbital
trade to keep their colony active and alive) or cultural (very
colonies are developed, often serving the needs of industry,
often, religious or political minorities will flee to orbit to
the military, or providing an isolated home for dissident
practice their beliefs; during the mid 21st century on Earth,
or utopian groups. If the world continues to develop space
everyone from Christian reconstructionists to agrarian
technology, many of these colonies are abandoned, as the
anarchists made a go at establishing an orbital society
advantages of settling on a world rather than in orbit are
where they could live according to their tenets; most ’failed
obvious.
to thrive’). There are several Minbari cultist-colonies which
have remained active for over a millennia, their inhabitants
being left alone so long as they pose no threat.

28
Industrial colonies often
welcome visitors and will have
repair and resupply facilities,
as well as accommodations for
travellers. Cultural colonies
may or may not be open.
Some are very welcoming to
strangers, provided their laws are
respected; others are extremely
hostile to any outsiders. The
Earth Alliance maintains control
over all such colonies in Earth
orbit and imposes a minimum
standard of law.

Most orbital colonies are


constructed to provide gravity; if
the culture has artificial gravity,
it will be used. Otherwise, the
colony will spin to provide it. missiles and powerful particle beams. Most worlds will
In a few cases, mostly on lower-tech worlds, the colony have enough monitor stations that there are no ‘blind spots’
lacks gravity altogether; this can make the colonists truly – attackers will come into the firing arcs of at least one
isolated within a generation, as those ‘born and bred’ in and probably more, before they can close to attack range.

Worldbuilding
microgravity have a very difficult time adjusting to gravity (Of course, this depends on technological differences – a
later on. primitive world’s ‘long range defence platforms’ are often
laughable to more advanced races.
Bases
Bases are much more common than orbital colonies, at least Scientific: A scientific base is dedicated to research, often
for worlds which have advanced spaceflight capacity. Bases that which either requires the conditions of orbit (such
are permanent constructions which are not intended to be as microgravity manufacturing techniques or physics
fully self-sustaining; they are built with the assumption that experiments which cannot be performed on a planetary
there will be regular resupply of food and other necessities, surface) or which are too dangerous to allow on-planet
though they often have very advanced life support and (including biological weapons or nuclear explosives).
recycling systems. Bases should be assigned by the Games Scientific bases are often closed to any visitors, due to the
Master based on the nature of the world. Bases usually nature of their research.
serve one of the following functions:
Trade/Open Port: Many races benefit from interstellar trade
Military: Military bases hold troops, ships and fighters in but also do not wish to open the surface of their worlds to
orbit, ready for immediate launch. They are often placed all manner of beings, many of whom may disguise hostile
around major worlds or near to a jump gate, so that they intent behind a friendly smile. Furthermore, few cargo
can rapidly respond to any threat. They are often heavily vessels can function in atmosphere. As a consequence,
armed themselves, serving as powerful, if immobile, most trade is conducted at orbital bases, with cargo ships
weapons platforms. In addition, they serve to hold off continuously docking, offloading and taking on cargo.
invading forces until all planetary forces can be mobilised Within the stations, there is usually an open market and
and sent to orbit. many facilities where buyers and sellers can meet to do
business. Security is a top concern; no one will bring goods
Monitor: A monitor base is defensive powerhouse. It is not to a place where they are likely to be robbed and trade bases
used primarily to hold other ships but instead is dedicated mount solid defences and often maintain regular fighter
to weapons systems. Because it is immobile it must strike patrols. Trade bases also are used when the world has a
from a distance and has advanced sensors to enable it to resource gathering function – the trade base is the point
detect incoming ships. By the time such vessels have come where resources are funnelled to, and sometimes processed,
into firing range, they are being shredded by long-range before loading onto ships.

29
Abbai Abba, homeworld of the Abbai Matriarchy, the founders
of the League of Non-Aligned Worlds, is a watery and
stormy world, an unlikely home for a starfaring race.

Matriarchy However, fortuitous combinations of environment and


racial psychology allowed the Abbai to not only develop
technology, but to reach the stars.
Abba System Abba is dominated by seas, broken only by swirling island
Star: G1 V; Planets: 4 Terrestrial (1 Hab, 1 Hot, 2 Cold),
chains and minor continents. An image of the world with
2 Gas (Cold), 3 Icy (Cold); Features: Asteroid Belt
clouds removed gives an impression of serpents coiled on the
(Dense), Oort Cloud; Jump Gates: 1; Ownership: Abbai
surface of a pond. Despite this, the Abbai are air-breathers
Matriarchy; Threat Level: Very Low; Security Level: Very
and their cities are built on the land, not below the water.
High
However, they are all located with direct access to the seas
(not that there is much choice in the matter), as the Abbai
Abba II (Ssumssha) need an aquatic environment in which to reproduce.
Zone: Habitable; Size: Medium (9,549 miles); Grav:
1.0g; Moons: 1 (4,500 miles); Atmo: Standard (1.0) Abba is storm-tossed. The cities exist in locations where
Breathable; Geology: Rugged; Volcanism: Very Active; the winds are weakest, in the ‘eyes’ of the planet’s near-
Hydro: Wet (90%); Continents: Island Chains; Climate: continuous storm seasons. This is one reason the Abbai
80F/18V; Bio Density: Standard; Bio Complexity: Native never allowed their industrialisation to wreak the kind
Intelligence; Pop: 3.3 billion; Tech: Advanced; Cities: of environmental damage seen on other worlds; global
Burisa (125 million), Tiumaa (110 million); Gov: Abbai warming or other phenomena would disrupt the delicate
Matriarchy (P6, D2, C7, S9); Orbital Pop: 200,000, balance which allowed the cities to exist in the places they
Colonies: 3 Major/6 Minor, Bases: 4 Military, 10 Monitor, did, effectively ending industrial civilisation on the world.
2 Scientific, 1 Trade Thus, the seas of Abba are among the cleanest on any
spacefaring world, as is the sky and the land.
Abbai

Land life on Abba is remarkably diverse, with each island


chain having highly specialised life forms. There was
never a Pangaea on Abba; each island chain was settled
independently, so each cluster of land or minor continent
has life forms descended from different base stocks.
Biologists have calculated there are no fewer than seven
major branches of land life on Abba.

The Abbai are more welcoming of non-Abbai on their


homeworld than most races – they are certainly the most
open to visitors of any of the League worlds. While there
are many who visit for purposes of trade and politics, the
world also offers attractions to those interested in water
sports, recreational diving and exotic foods – many of the
local food sources, both plant and animal, do not ship well
and must be enjoyed fresh.

Most Abbai live in the five primary cities on the planet.


The population figures given above refer to those in the
city proper; roughly three times as many Abbai dwell in
the outer areas of the city. The rest of the population
lives in isolated and scattered colonies. Those colonies are
often isolationist and visitors are cautioned to give them
Abba II (Ssumssha) a wide berth. Nonetheless, there have been a handful of
Source: IPX/Marford/sx.31 embarrassing and sometimes fatal incidents over the years.
Grade: Alpha/Epsilon

30
There is a research outpost on Abba VII (Icy; Cold Zone) Wet (85%); Continents: 1 Large, 2 Small; Climate:
and a hostile environment training camp on Abba VIII 75F/15V; Bio Density: Average; Bio Complexity: Very
(Terrestrial; Cold Zone). Advanced; Pop: 200,000; Tech: Advanced; Cities: Velunaa
(149,000), Natali (49,000); Gov: Abbai Matriarchy (P6,
D2, C7, S9); Orbital Pop: 1,000, Colonies: None, Bases: 1
Tirolus System Military, 5 Monitor, 1 Trade
Star: G3 V; Planets: 5 Terrestrial (1 Hab, 2 Hot, 2 Cold), 4
Gas (3 Cold, 1 Hot), 3 Icy (Cold); Features: None; Jump Utriel is a world of exquisite beauty, very similar to Abba.
Gates: 1; Ownership: Abbai Matriarchy; Threat Level: Most races, if gifted with such a world in their territory,
Very High; Security Level: Very High would make it a major colony. The Abbai, however, have
settled it only sparsely.
Tirolus IV
Zone: Habitable; Size: Medium (10,300 miles); Grav: With half again as much land as Abba and a much calmer
1.1g; Moons: None; Atmo: Standard (1.0) Breathable; weather system, Utriel would seem to be an ideal world for
Geology: Rugged; Volcanism: Active; Hydro: Moist settling. The reason for the very sparse settlement is the
(60%); Continents: Supercontinent; Climate: 50F/39V; presence of a fish, called the utreel, a creature similar to
Bio Density: Scarce; Bio Complexity: Basic; Pop: None; the flying fish of Earth. This fish caused more than a bit of
Tech: None; Cities: None; Gov: Abbai Matriarchy (P6, astonishment among Abbai biologists when it was found,
D2, C7, S9); Orbital Pop: 1,000, Colonies: None, Bases: for the same species existed on Abba and was accidentally
1 Military wiped out early in Abbai history. At first, scientists felt this
was a case of parallel evolution, but genetic studies quickly
Tirolus was the Abbai’s first colony world and it remains confirmed it was the same species, with very slight genetic
one of their greatest shames. They settled it with drift due to its new environment. This meant that Abbai
uncharacteristic carelessness – by Abbai standards. They did had been visited in the past by other races, who had taken
not use the extraordinary discretion towards development samples of native life with them, for reasons unknown.
which they showed on Utriel but engaged in operations This caused some considerable shock among the Abbai,

Abbai
which resulted in a noticeable, albeit slight, disruption of driving home how large and ancient the universe was and
the planet’s ecosystem. how little they truly knew about it. Ultimately, though, the
Abbai viewed it as a hopeful omen, symbolising how tragic
This would have caused few problems, were it not for the mistakes can sometimes still be recovered from; the utreel
fact that the Centauri wished to have access to the rich fish was a second chance incarnate.
world. When the Abbai held off their initial assaults, the
Centauri returned with mass drivers and blasted the colonies Utriel’s population is centred around a few primary cities,
below. This broke the fragile ecology of Tirolus, plunging with a very small number of Abbai living in isolated
the world into a deep freeze and causing a catastrophic communities or alone, as solitary fishers or gatherers. The
collapse of the food web. focus of the world is on resource extraction but it is done
with extraordinary care and finesse. The normal luxuries
Most races would blame the Centauri; the Abbai blamed of technology are mostly foresworn by the locals, so that
themselves. They abandoned Tirolus and never explained the only impact on the environment is that due to the
why. Any ships entering the Tirolus system are attacked necessities of survival and of making the colony of value
immediately; this is a well-known prohibition and few to the homeworld. Many areas of Utriel are given over to
races choose to test it. Harvest Zones – protected areas where the utreel live. All
entry into those zones is forbidden.

Utriel System Because Utriel is both rich and underinhabited, it is often


Star: G5 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 3 Gas (2 a target for poachers, who risk the wrath of the protective
Cold, 1 Hot), 1 Icy (Cold); Features: Oort Cloud; Jump Abbai to garner rich prizes. Many of the species on Utriel
Gates: 1; Ownership: Abbai Matriarchy; Threat Level: have either real or imagined medical value and the utreel
Very Low; Security Level: High themselves are prized as a delicacy offworld. The Abbai tend
to be merciless to those caught and rarely return them to
Utriel III their home governments. Poachers who survive the initial
Zone: Habitable; Size: Medium (9,125 miles); Grav: capture will most likely be working in a very wet prison
1.05g; Moons: 1 (2,500 miles); Atmo: Standard (0.95) camp for a very long time.
Breathable; Geology: Rugged; Volcanism: Active; Hydro:

31
Antares Cloud, Raider Haven, Transit Hub; Jump Gates: 1;
Ownership: Antares Families; Threat Level: Medium;
Security Level: Medium
Sector Antares II (Antareus)
Zone: Habitable; Size: Medium (8,900 miles); Grav:
Anasi System 1.1g; Moons: 1 (900 miles); Atmo: Standard (1.05)
Star: F5 V; Planets: 2 Terrestrial (1 Cold, 1 Hab), 3 Gas Breathable; Geology: Flat; Volcanism: Stable; Hydro:
(2 Cold, 1 Hot), 1 Icy (Cold); Features: None; Jump Dry (25%); Oceans: 2 Oceans; Climate: 150F/30V;
Gates: 1; Ownership: Antares Families; Threat Level: Bio Density: Standard; Bio Complexity: Native
Medium; Security Level: Medium Intelligence; Pop: 3 billion; Tech: Advanced; Cities:
Anterean (10 million), Mericos (6 million), Clamine
Anasi II (Anaseus) (900,000); Gov: Antares Families (P1, D6, C4, S8);
Zone: Habitable; Size: Medium (8,400 miles); Grav: Orbital Pop: 10,000, Colonies: 1 Major/4 Minor, Bases:
1.0g; Moons: 2 (1,500 & 1,000 miles); Atmo: Standard 3 Military, 4 Monitor, 1 Trade
(1.0) Breathable; Geology: Standard; Volcanism:
Active; Hydro: Damp (41%); Oceans: 1 Ocean, 4 Seas; Antares II, known to the natives as Antareus, is a large,
Climate: 100F/18V; Bio Density: Infrequent; Bio hot planet orbiting a large, hot sun. The equatorial
Complexity: Moderate; Pop: 5 million; Tech: Advanced; regions of the world are barren desert; life exists at the
Cities: Morsadia (1.2 million), Valeus (1 million), north and south polar regions, where standing water is
Clamine (900 thousand); Gov: Antares Families (P1, common. Both areas developed life independently of
D6, C4, S8); Orbital Pop: 2,000, Colonies: None, Bases: each other, about 300 million years apart; thus, life in the
2 Military, 1 Trade north is significantly less advanced than life in the south.
As a point of comparison, 300 million years separates
Antares

While the Holuva system was the first one explored Humans from the first Earth insects and amphibians.
by the Antareans, Anasi was their first permanent
colony world. Anasi II was much closer to Antareus in Life in the south is complex and well-evolved, having
environment, making it a better world for colonisation. given rise to sentience some 25,000 years in the past.
The Antareans are humanoid, with slightly elongated
Anasi II is a baked world where the oceans are of boiling and tapered skulls and fingers and a somewhat gaunt
mud and the forests are nothing but tangles of vines and appearance. They often dress in heavy clothes while in a
creepers, concealing a virtual carpet of insect life beneath standard-temperature environment, as ‘normal’ for them
them. Much of the world lacks even this, being a wind- is about 100 degrees Fahrenheit.
scoured vista of plateaux. Anasi II was once a much more
vibrant world but something happened a few million One of the greatest achievements of the early Antarean
years ago to shift it into a closer orbit to its sun. civilisation was the crossing of the ‘Boundaries of Hell’.
Antarean religion held the world was a small circle of
The Antareans faced colonisation with the same life surrounded by infinite death and that those who
determination that they once faced crossing the failed to be devout (or obey the priests without question)
equatorial desert of their world. The first colonies would be consigned to walk it forever. One nation, the
suffered massive loss of life due to miscalculations about Confederacy of Vakalan, was undergoing a religious
weather, agricultural conditions and the ability to process schism as the time and had given rise to a secondary
the native plants into edible food but they learned from faith which, based on recent revolutions in astronomy,
each mistake, adjusted and tried again. Today, Anasi II declared that the Great Maker had split the Antarean
is home to five million Antareans involved in a wide people in two, separating them with the desert and that
range of industries and serves as a base for coreward when both peoples united, they would have proven
exploration. their worth. The attempt to cross the desert took forty
years and has been compared to many races’ efforts to
reach their moon. Long strings of resupply bases were
Antares System established, until it was possible to outfit an expedition
Star: F9 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, which was, just barely, capable of crossing the gap during
1 Hot), 2 Gas (Cold), 1 Icy (Cold); Features: Oort

32
the planet’s winter. When they reached the northern Antareus today still has 90% of its population in the
life zone and returned back with tales of what they saw southern life zone, although the northern zone is now
and samples of the local life, both major religions were easily accessible by advanced vehicles. The ancient
undermined. The desert was not without end but neither railroad which linked the two realms has mostly fallen
were there any other Antareans waiting to be found. into decay, though parts are preserved for historical
purposes.
The resulting social upheaval led to a period of
considerable technological growth. The desert could Antareans appear as a harshly practical, even callous
be crossed only in winter and then only if copiously people to outsiders. They often take a ‘brute force’
supplied with water but, year by year, a rail system was approach to problem solving, throwing whatever
built to link the two hemispheres, adding a few dozen resources are required at a task until it is accomplished.
miles during each period of cold. The experience of Were it not for their remoteness and the limits on their
colonising what was in effect an alien environment gave expansion imposed by the surrounding powers, they
the Antareans the skills they needed to move into space. would likely be a major player in galactic affairs.

As with many races, the Antareans found their system The Antareans are governed by a long-established
already gifted with a jump gate. It took another decades- oligarchy which grew out of a slow corruption in the
long engineering project to figure out what it was and government of the Vakalan Confederacy. Once a thriving
how to activate it and they then began to explore nearby democracy, it grew more and more calcified, until a series
space. Unfortunately, jump routes were sparse; the first of changes to election laws ultimately meant only direct
beacon they tracked and followed brought them to the descendants of the existing body of representatives could
rim of the expanding Centauri Republic, which had hold office. While there are still some serious faction
begun to probe the Holuva system. schisms among this rarefied group, the concentration
of power among a few hundred bloodlines has basically

Antares
This meeting went unusually well. The world of Antareus ended all pretence of democratic rule.
was not of much interest to the Republic, being both
uncomfortable to settle and too well-defended to be an It is an amusing coincidence of cultures that Antareans
easy conquest. Promises of advanced Centauri technology have created, quite independently, a dish identical to
led to a treaty permitting free passage through Antarean Minbari flarn. Many Humans find the Antarean version
space, which the Centauri used to establish a jump gate superior, as do a handful of Minbari, but few of the latter
to Golia, whose people fared considerably worse. Though would ever admit to it.
the ‘advanced’ technology the Centauri promised was a
century old, it still gave the Antareans a major leg-up Antares VI-Gamma (Agora)
and they very quickly set about reverse-engineering it Zone: Cold; Size: Small (3,100 miles); Grav: 0.2g;
and then building on it. If the Centauri had any clue Atmo: Vacuum; Geology: Rugged; Volcanism: Dead;
as to the Antarean willingness to invest all the time and Hydro: None; Climate: Cold; Bio Density: None;
energy required to achieve a goal, they might have been Bio Complexity: None; Pop: 50,000; Tech: Advanced;
more cautious. Cities: Agora (10,000); Gov: Antares Families (P1, D6,
C4, S8); Orbital Pop: 500, Colonies: None, Bases: 1
By the time the Centauri retreated, the Antareans has Military, 1 Trade
exceeded them in some areas of technology. Seeing
space mostly settled and divided, they turned their The third moon of the second gas giant in the Antares
efforts to other areas, especially weapons and tools. system is home to both the Antarean jump gate (located
Borrowing some of the worst cultural traits from their nearby) and the largest centre of intergalactic commerce
semi-mentors, the Centauri, they established semi-secret in Antarean space. While much of the world is given
research and manufacturing centres on their moons over to labour camps and factories, a large base on the
and colony worlds, where they built devices of use moon’s surface holds a small city dedicated to contact
primarily to the various ‘black ops’ divisions of planetary with the rest of the galaxy. A merchant’s peace exists here
governments. Antareus today is known as the source for and well-armed guards, combined with a fleet of picket
all sorts of illegitimate equipment, from changeling nets ships above, work to make sure nothing breaks it. The
to contraband weapons. main items for sale are Antarean technology, much of
which is illegal elsewhere in the galaxy, but it also serves

33
as a trading hub for many of the nearby worlds, including on its treasure trove of worlds, the Antareans burrowed
the Lumati, the Golians and certain Centauri factions, through the horde like mice, learning much. Holuva
as well as several of the coreward races. became a bulwark, a point of defence, with several major
naval bases and infantry training camps. Because of the
regular Centauri presence on Antareus, much research
Holuva System and experimentation was actually being done on Holuva
Star: K4 V; Planets: 5 Terrestrial (1 Cold, 1 Hab, 3 – closer to Centauri space but dismissed as a minor
Hot), 2 Gas (Cold), 4 Icy (Cold); Features: Asteroid Belt colony world.
(Light); Jump Gates: 1; Ownership: Antares Families;
Threat Level: Medium; Security Level: Medium Holuva today remains primarily a military and research
outpost, with a small but dedicated permanent
Holuva IV population. A considerable amount of work is being
Zone: Habitable; Size: Medium (9,200 miles); Grav: done on Antara, forming the world via an induced
1.0g; Moons: 2 moonlets (45 & 60 miles); Atmo: greenhouse effect. Non-Antareans are not permitted to
Standard (1.0) Breathable; Geology: Flat; Volcanism: land on Holuva but few ever see any reason to try. A small
Dead; Hydro: Wet (90%); Continents: 1 Large, 1 trading port provides resupply and repair facilities.
Small; Climate: 50F/24V; Bio Density: Standard; Bio
Complexity: Moderate; Pop: 1 million; Tech: Advanced;
Cities: Voantares (500,000), Imholuva (400,000);
Gov: Antares Families (P1, D6, C4, S8); Orbital Pop:
5,000, Colonies: 1 Major, Bases: 2 Military, 3 Monitor,
1 Scientific

The Antareans first met the Centauri in the Holuva


Antares

system. The Republic was reaching the limits of its


expansion at the time and was stretched thin; the
Antareans, albeit with inferior technology, had no such
distractions. There were some ‘regrettable’ incidents
in which the Centauri tested the Antarean technology
(inferior) and their skill and spirit (exceptional), and
it was decided that alliance, rather than conquest, was
called for – especially since the Golian system was a better
choice for colonisation and settling there would place
the Antareans in a vice, making them more tractable.
Holuva was placed under Antarean control to allow
them a buffer zone; the Centauri could always seize it
when the time was right.

While the Antareans placed sensors and listening posts


throughout the Holuva system, they chose Holuva
IV to colonise. It was a cold world, much colder than
they were used to, as well as being far wetter. The
equatorial seas were dotted with ice floes and only one
continent was positioned in a zone with enough warmth
to sustain life year-round. This continent, however,
was very mineral rich and the Antareans established a
mining colony there, with simple mass drivers to hoist
raw materials to their orbital factories, which in turn
produced a fleet of ships which could protect their small
dominion. They also used the jump gate into Centauri
space to open up trading routes and to learn more about
the galaxy at large. While the Centauri dragon lounged

34
Balosian their own design (heavily based on Centauri tech, of course),
and found the jump gate the Republic had left behind. For
longer than most races had been sentient, the Balosians

Territory had lived in caves, limited to developing their culture in


primarily an intellectual, rather than practical, manner;
suddenly, thanks to the Centauri, they were able to build
Balos System the machines they needed to explore.
Star: K4 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Hot), The Narn, close by, considered them a potential threat and a
3 Gas (Cold), 2 Icy (Cold); Features: Asteroid Belt (Light); client state, and offered to ‘protect’ them from Centauri re-
Jump Gates: 1; Ownership: Balosian Forum; Threat occupation. The Balosians did not buy it and a brief, brutal
Level: Low; Security Level: High ground war threw the Narn off their planet and made the
Balosians somewhat sympathetic to the Centauri, who, after
Balos III all, took nothing the Balosians had any use for and who left
Zone: Habitable; Size: Medium (9,000 miles); Grav: 1.2g; behind tremendous technological and industrial wealth.
Moons: None; Atmo: Thin (0.8) Breathable; Geology: Indeed, following the rebuffing of the Narn, the Balosians
Standard; Volcanism: Stable; Hydro: Very Dry (10%); turned to the Centauri to buy hulls and armaments, forming
Oceans: Scattered Lakes; Climate: 60F/36V; Bio Density: a space navy to equal their already impressive infantry.
Standard; Bio Complexity: Moderate; Pop: 2 billion;
Tech: Advanced; Cities: Losah (4 million), Boralso (3 This early success caused the Balosians to gain a reputation
million); Gov: Balosian Forum (P7, D3, C6, S7); Orbital as mercenaries and they served many races during the Dilgar
Pop: 15,000, Colonies: 1 Major/2 Minor, Bases: 2 Military, War. However, their navy, built from antiquated Centauri
4 Monitor components, could not resist the Dilgar forces, who swept
aside the orbital defences to land and attempt to pacify the
Roughly 200,000 years ago, Balos was a lush world with planet. This proved as impossible for the Dilgar as it had

Balosian
a thick, dense atmosphere. This ended when an asteroid for the Narn; on their home ground, the Balosians were
impact blasted most of the water and atmosphere into impossible to defeat. A stalemate of sorts ensued, with the
space. The indigenous intelligent species, a race of reptilian Dilgar hiding in their fortresses and the Balosians harassing
humanoids slightly similar to the Narn in appearance, them when they could. Meanwhile, the remnants of their
managed to survive by moving to the vast cave complexes fleet harassed the Dilgar in space, stopping at League worlds
which riddled the planet’s crust. There they stayed for 200 for repair and resupply. Eventually, the Earth Alliance and
millennia, surviving if not prospering, and developing a rich, the League liberated Balos.
complex culture in a realm where sunlight never came.
Balos today is a fiercely independent world. Its inhabitants
Voyages to the harsh surface world, slowly recovering from still have a reputation as ground fighters without compare
the cataclysm, were few but not unknown. It was on one and they often find gainful, if violent, employment as
such expedition that a scout saw something never before mercenaries, bodyguards or thugs. What many forget is
seen or imagined – other beings, shaped very roughly like that the Balosians are intelligent, smart enough to form a
the Balosians (but scaleless and pale, like caveworms) had spaceforce out of scraps left behind. They have also learned
occupied the surface and had brought with them great harsh lessons about the realities of galactic politics. They do
machines to tear at the crust of the planet and scrape not seek either warfare or alliances and are content in their
the bottom of the dead seas. The Balosians watched and single system.
observed these beings, whom they learned called themselves
‘Centauri’, as they built industrial complexes and factories The world of Balos is still recovering from the long-ago
and began to take the surface wealth of Balos up to the sky. disaster. The empty seabeds, spotted with Centauri mining
equipment, bear mute witness to the world that once was.
The Centauri were aware of the Balosians but considered The few standing bodies of water which remain are often
them sub-sentient primitives, to be ignored unless they devoid of life and tainted with chemicals. Only below
began to interfere in operations. The Balosians never did, ground is there a flourishing ecology, one far richer than
so they tended to suffer less at the hands of the Centauri any other subterranean ecosystem. The Balosians have
than most lower-tech species the Republic encountered. spent almost a quarter of a million years breeding lifeforms
When the Centauri left Balos in 2170, the Balosians moved down there in the dark, creating an environment capable of
in. They disassembled the shuttles and freighters and patrol sustaining a huge population. Many Balosian scientists have
craft left behind; they converted the abandoned factories to been asked to work on Mars, Luna and other environments
their own purposes and they moved into space in craft of where underground dwelling is required.

35
Brakiri no ‘government’ distinct from this; business interests rule
directly. Even the Brakiri military is, basically, controlled
by a consortium of private interests, all of whom share

Syndicracy in the common desire to protect their world and their


territory from invaders. The Syndicrats have technical
control over this military but it is rarely exercised except
Brakos System in an administrative sense.
Star: F7 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1
Brakos is a dry, desolate world, one which has been made
Hot), 1 Gas (Cold), 1 Icy (Cold); Features: Asteroid
worse by Centauri exploitation, violent civil war and assault
Belt (Standard); Jump Gates: 2; Ownership: Brakiri
by the Dilgar. The planet has almost no visible surface
Syndicracy; Threat Level: Low; Security Level: Very
water; the water table, such as it is, is deep underground,
High
with the massive ‘megacities’ of the Brakiri built atop the
richest portions. Even so, the world is perennially thirsty
Brakos II and everything from deep-core arctic drills to asteroid
Zone: Habitable; Size: Medium (9,900 miles); Grav: ice mining is required to maintain their civilisation. The
1.1g; Moons: 2 (800 & 1,200 miles); Atmo: Standard steady flow of water to Brakos from space keeps the world
(1.0) Breathable; Geology: Flat; Volcanism: Dead; alive; if it were ever to stop for long, Brakos would die of
Hydro: Dry (20%); Oceans: Scattered Lakes; Climate: thirst. Maintaining control of a steady supply of water is
83F/21V; Bio Density: Standard; Bio Complexity: as vital to the Brakiri as control of oil was to the nations
Very Advanced; Pop: 2.1 billion; Tech: Advanced; of 20th century Earth.
Cities: Brakir-vah (25 million), Hulvat (15 million);
Gov: Brakiri Syndicracy (P3, D6, C8, S8); Orbital Pop: Brakos has few visitors. While the Brakiri welcome trade
50,000, Colonies: 2 Major/5 Minor, Bases: 3 Military, 6 and tourism, there is little to attract outsiders to land on
Monitor, 2 Scientific, 2 Trade Brakos itself. The blasted and ruined surface of the planet
Brakiri

offers few opportunities for sightseers, and the megacities,


The word ‘cliché’ comes from ‘chain’ and it dates back to while impressive, are also crowded, hot and often polluted
lead-type printing on Terra, where printers would leave and dangerous. Most dealing with the Brakiri occurs in
commonly used words and phrases fused together. If any orbit.
lead-type printers remained active and chose to print a
history of the galaxy, the words ‘were a primitive people,
conquered and exploited by the Centauri’, would surely Comac System
be one such chain of letters. Star: G9 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2
Gas (1 Cold, 1 Hot), 3 Icy (Cold); Features: Asteroid
For example, the Brakiri. As with so many other races Belt (Standard); Jump Gates: 1; Ownership: Brakiri
in what is now the Known Galaxy, they were found by Syndicracy; Threat Level: Low; Security Level:
the Centauri while still technologically primitive. The Medium
Centauri posed as gods, ravaged Brakos and finally left
– though this was due to Republic political manoeuvrings Comac IV
and not the efforts of the Brakiri underground, though Zone: Habitable; Size: Medium (8,500 miles); Grav:
this fact is fervently denied by the Brakiri. As happened 1.1g; Moons: 3 (600, 800 & 900 miles); Atmo: Standard
in other places, the Brakiri eventually learned to use the (0.9) Breathable (Tainted – Polluted); Geology: Standard;
machines the Centauri left behind and set out to make Volcanism: Active; Hydro: Dry (11%); Oceans: 4 Seas;
their own place in the universe. Climate: 50F/9V; Bio Density: Scarce; Bio Complexity:
Basic; Pop: 1.2 million; Tech: Advanced; Cities: Genlin-
Early Brakiri were controlled by religious leaders; vah (600,000), Nesari (400,000); Gov: Brakiri Syndicracy
following the retreat of the Centauri, an attempt to (P3, D6, C8, S8); Orbital Pop: 5,000, Colonies: 1 Major,
put the old government back into power was made but Bases: 3 Military, 1 Monitor, 1 Scientific, 2 Trade
it quickly began to fall apart. It took the writings of a
martyred business student named Brakir to give their Comac IV is a cold, dry, red world owned and operated
society its current shape and the race its current name. by the Pri-Wakat corporation, who gained exclusive rights
to the planet from the Syndicrats in a deal which has
The Brakiri today are ruled by the Syndicrats, the leaders become legendary and is now taught as an object lesson
of the largest and most powerful corporations. There is in business schools from Lumat to Earth.

36
The world is dotted with mines and processing plants,
all either owned by Pri-Wakat or leased from them at
Lorka System
Star: G3 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 2 Gas
exorbitant rates. The only exception to this is Toren’s (Cold), 1 Icy (Cold); Features: Asteroid Belt (Light), Oort
Rift. While technically under Pri-Wakat’s control, this Cloud; Jump Gates: 1; Ownership: Brakiri Syndicracy;
abandoned strip mine has become a criminal haven and Threat Level: Low; Security Level: Medium
is known throughout the region as a place where those
pursued by the law can hide. Of course, those who
control it extract payment in exchange for this ‘safety’,
Lorka II
Zone: Habitable; Size: Medium (8,900 miles); Grav:
and there is no law beyond ‘watch your own back’, but it
0.9g; Moons: None; Atmo: Standard (1.1) Breathable;
still attracts the greedy, the desperate and the mad.
Geology: Rugged; Volcanism: Stable; Hydro: Wet (79%);
Continents: 2 Large, 3 Small; Climate: 80F/24V; Bio
Ekalta System Density: Standard; Bio Complexity: Advanced; Pop: 1.6
Star: G4 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 2 million; Tech: Advanced; Cities: Tinat (400,000), Gorlat
Hot), 3 Gas (Cold), 2 Icy (Cold); Features: Asteroid (300,000); Gov: Brakiri Syndicracy (P3, D6, C8, S8);
Belt (Light), Oort Cloud; Jump Gates: 1; Ownership: Orbital Pop: 12,000, Colonies: 1 Major/2 Minor, Bases: 3
Brakiri Syndicracy; Threat Level: Low; Security Level: Military, 2 Monitor, 1 Scientific, 1 Trade
Medium
It is almost impossible to imagine what the first Brakiri
scouts to reach Lorka must have thought or felt. For
Ekalta II
Humans, it would have been like finding a planet made of
Zone: Habitable; Size: Medium (9,400 miles); Grav: 1.0g;
diamonds, with rivers of molten gold. Lorka is the sort of
Moons: 1 (700 miles); Atmo: Standard (0.9) Breathable;
world the Brakiri had imagined as an ideal planet – wet,
Geology: Standard; Volcanism: Active; Hydro: Wet
lush, green… everything Brakos was not. Perhaps more
(82%); Continents: 2 Large, 2 Small; Climate: 80F/39V;
importantly, it was theirs for the taking.
Bio Density: Standard; Bio Complexity: Advanced; Pop:

Brakiri
1.5 million; Tech: Advanced; Cities: Thallon (500,000),
It was quickly controlled by the Ly-Nakir corporations,
Banar (350,000); Gov: Brakiri Syndicracy (P3, D6, C8,
who have profited greatly by it. The world is rich in every
S8); Orbital Pop: 8,000, Colonies: 1 Major, Bases: 2
kind of resource, but most importantly potable water
Military, 1 Monitor, 2 Scientific, 1 Trade
and fertile land. While some mining operations go on in
the mountains, they are primarily to avoid the expense
Ekalta is a beautifully wet world, close to Earth in
of shipping in raw metals; the wealth of Lorka is in sea
atmospheric and geological composition, with a perfect
and soil and the Ly-Nakir will not despoil it: ‘Why sell a
climate, stable tectonics and a thriving ecosystem. Im-
pound of iron when you can sell a ton of fruit?’
Relsha managed to win rights to the planet and there is
still speculation on how they did it.
Lorka is a world of graceful, arcing continents surrounded
by vast oceans. Deep oceanic rifts in the northern
Ekalta is home to over a million Brakiri, almost all of
hemisphere have been earmarked as sites for high-
whom work for Im-Relsha on various research projects.
pressure metallurgy, if the Brakiri every buy or steal the
The world houses three huge ‘research zones’ where
techniques from the Minbari. Colonies are spread across
temporary facilities are constructed on an as-needed basis.
the world and a good number of Brakiri have small farms
It is also home to a disturbingly large number of ‘missing’
or homesteads outside the main cities, working them in a
individuals, who seem to have disappeared off the records
form of sharecropping.
shortly after arriving at Ekalta. It is suspected they are
working on the blackest of black projects for Im-Relsha
Lorka is also a world of secrets and deceptions. The
but those who look too closely into this matter have a
manufacture of espionage equipment, the processing of
tendency to disappear.
information and the training of agents are as important
here as the growing of crops or the transport of water.
Ekalta is an extremely well-defended world. Even the
militaries of other corporations contribute to its defence,
as to allow Ekalta to fall would be a tragedy to the entire
Syndicracy.

37
Cascor The Cascor prefer to do battle in fighter ships and specialise
in carrier vessels over battleships. Cascor fighters are
considered the best in the galaxy given their technological

Commonwealth level and, following the Dilgar War, a number of Cascor


engineers were hired by Earth Alliance aerospace industries
to work on Starfury designs. Purges of ‘alien influence on
Cascan System the military’ by the Clark administration destroyed the
small Cascor expatriate community which had grown
Star: G4 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Hot),
3 Gas (2 Cold, 1 Hot), 1 Icy (Cold); Features: Asteroid up in the western regions of the United States, a move
Belt (Standard); Jump Gates: 1; Ownership: Cascor which infuriated the military contractors who had come
Commonwealth; Threat Level: Low; Security Level: Very to appreciate them. In many cases, homes and property
High were seized out of hand and several engineers were sent to
the New Siberia penal colony on Beta VII as ‘alien spies’.
This seriously hindered Earth-Cascor relations and the
Cascan IV (Cascor) newly reconstituted EarthGov is actively seeking to make
Zone: Habitable; Size: Medium (8,000 miles); Grav: 1.0g;
amends.
Moons: 1 (400 miles); Atmo: Standard (1.0) Breathable;
Geology: Standard; Volcanism: Stable; Hydro: Moist
(65%); Continents: 1 Large, 4 Small; Climate: 70F/36V;
Bio Density: Standard; Bio Complexity: Native
Zachai System
Star: G2 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas
Intelligence; Pop: 8 billion; Tech: Advanced; Cities: (Cold), 2 Icy (Cold); Features: Oort Cloud; Jump Gates:
Oksiin (22 million), Vokoslian (18 million); Gov: Cascor 1; Ownership: Cascor Commonwealth; Threat Level:
Commonwealth (P7, D8, C3, S7); Orbital Pop: 75,000, Low; Security Level: Very High
Colonies: 4 Major/8 Minor, Bases: 6 Military, 5 Monitor, 1
Scientific, 1 Trade
Zachai III
Cascor

Zone: Habitable; Size: Medium (7,100 miles); Grav: 1.0g;


Cascan IV is a world which is blessed in many ways. The
Moons: 1 (500 miles); Atmo: Standard (1.0) Breathable;
soil is rich and fertile, the distribution of land and water
Geology: Flat; Volcanism: Stable; Hydro: Wet (85%);
ideal for life, the native creatures vicious enough to impel
Continents: 2 Large, 3 Small; Climate: 80F/33V; Bio
evolution but not so vicious as to turn all of life into a
Density: Standard; Bio Complexity: Very Advanced;
struggle for brute survival. The natives of Cascan, the
Pop: 5 million; Tech: Advanced; Cities: New Mokanso
Cascor, are descended from arboreal creatures very slightly
(1 million), New Borikan (750,000); Gov: Cascor
resembling terrestrial racoons (though they do not have the
Commonwealth (P7, D8, C3, S7); Orbital Pop: 5,000,
distinctive facial markings). They are smallish, agile and
Colonies: 1 Major/2 Minor, Bases: 2 Military, 3 Monitor,
adventurous. Their history is not scarred by endless battle
1 Trade
but only by small-scale skirmishes over food and living
space, mostly settled without creating the eternal cycles
Zachai was the first, and thus far only, world settled by
of violence and retribution which dominate the history of
the Cascor. A few scouts sent antispinward discovered only
other species. The move of the Cascor into space happened
strings of useless worlds, and the rest of the local galaxy is
due to a combination of building population pressure and
claimed, so it is perhaps very fortunate the Cascor found a
an incessant racial curiosity and love for adventure.
rich agricultural world so close to home. Or, perhaps, it is
unfortunate – the colony had a population of 30 million
They are intelligent, fast-breeding, brave and skilled. If a
when the Dilgar came. They completely depopulated
Cascor leader arises who lusts for Empire, it may be difficult
it, destroying it via hit-and-run attacks in and out of
for the rest of the League to stem the tide. However, this
hyperspace which the Cascor fighter fleets were unable to
seems unlikely; there are no Caesars, Hitlers or Stalins
prevent. Unwilling to see the same fate befall the colony
bloodying the pages of Cascor history texts and no one
a second time, the Cascor have secured the system as best
expects such a one to arise soon.
they can and have begun rebuilding, founding new cities
on the ashes of the old.
Cascor suffered greatly during the Dilgar War, losing tens
of millions of lives on both their single colony world and
on their homeworld.

38
Centauri hold on their world. While the office of the Emperor
continually denies these reports as baseless and spurious,
it has been proven that Ardun’s operational costs have

Republic skyrocketed after the occupation – mostly due to broken


parts and system failures.

Ardun System Batain System


Star: G9 V; Planets: 5 Terrestrial (1 Cold, 2 Hab, 2 Hot), Star: G5 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 Hot),
4 Gas (Cold), 1 Icy (Cold); Features: Asteroid Belt (Light); 1 Gas (Cold), 2 Icy (Cold); Features: Flares; Jump Gates:
Jump Gates: 1; Ownership: Centauri Republic; Threat 1; Ownership: Centauri Republic; Threat Level: Low;
Level: Medium; Security: High Security Level: Medium

Ardun IV Batain II
Zone: Habitable; Size: Medium (7,300 miles); Grav: Zone: Habitable; Size: Medium (12,200 miles); Grav:
1.0g; Moons: None; Atmo: Standard (1.0) Breathable; 1.2g; Moons: None; Atmo: Standard (1.2) Breathable;
Geology: Standard; Volcanism: Active; Hydro: Moist Geology: Flat; Volcanism: Dead; Hydro: Wet (79%);
(60%); Continents: 3 Large; Climate: 80F/39V; Bio Continents: 1 Large, 1 Small; Climate: 80F/9V; Bio
Density: Abundant; Bio Complexity: Advanced; Pop: Density: Standard; Bio Complexity: Native Intelligence;
30,000 Centauri/5,000 Narn; Tech: Very Advanced; Pop: 540,000 Centauri/2.4 million Batair; Tech: Very
Cities: Ardun City (15,000), Havanda Mine (5,000); Gov: Advanced; Cities: Fenn (300,000), Uth (150,000); Gov:
Centauri Republic (P2, D7, C7, S7); Orbital Pop: 1,000, Centauri Republic (P2, D7, C7, S7); Orbital Pop: 15,000,
Colonies: None, Bases: 1 Military, 1 Trade Colonies: 1 Major, Bases: 1 Military, 1 Monitor

Ardun, ‘The World of Four Oceans’, is a reasonably pleasant The Batain system is surrounded by dangerous fluxes and

Centauri
world located on the borders of Narn and Centauri space. storms in hyperspace, making travel to it difficult. This
It has a somewhat smaller hydrosphere than Earth but an might have spared the Batair (the indigenous race) their
unusually even distribution of water means there are few fate, had not the hubris of the Centauri been so great.
deserts, just large areas of savannah. The world was settled Despite the difficulties of travel, the Centauri found and
by the Centauri during their expansion and then conquered conquered Batain early in their expansion and it remains
by the Narn during theirs. a subjugated world, even as most other such worlds have
been liberated or abandoned.
There is no direct jump route to Ardun from Narn space;
to get there without going off the main hyperspace routes, Batain is a large, stable world with a thriving ecosystem. It
a ship must curve through Centauri territory and Narn produces resources but not many; nonetheless, it has a large
transports often do, under heavy escort (though the ships Centauri population which has become comfortable and
do not actually exist in Centauri space; they travel along the settled there, enjoying being in a position of unquestioned
jump routes in hyperspace). Until the War of Retribution, superiority. The Batair, very primitive when the Centauri
the Centauri put up with it, not willing to risk a war they arrived, were beaten down and broken and have been slaves
felt they could not win over a world they’d abandoned. so long they cannot conceive of any other way of life.

That changed in 2259 when the Centauri fleet, feeling


invincible after the mass driver bombing of the Narn Centauri Beta II
homeworld, chose to eradicate the beleaguered system
defenses of several worlds along their borders. Because so System
many of Ardun IV’s ships had been diverted to aid in the Star: G5 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 1 Gas
war effort, little remained to resist the Centauri ships that (Cold), 2 Icy (Cold); Features: None; Jump Gates: 1;
assailed them. In less than an hour, the world was stripped Ownership: Centauri Republic; Threat Level: Low;
of Narn inhabitation and a Republic flag was erected over Security Level: Medium
Ardun City.
Beta II
Persistent rumours indicate that an underground force of Zone: Habitable; Size: Medium (7,100 miles); Grav:
Narn patriots managed to escape the Centauri purge and 1.0g; Moons: 1 moonlet (40 miles); Atmo: Standard (0.9)
have been working tirelessly to destabilise the Republic’s Breathable (Tainted – Poisonous); Geology: Standard;

39
Volcanism: Stable; Hydro: Moist (68%); Continents: 1 Beta III is a stormy, windy world, home to a fairly unusual
Large, 2 Small; Climate: 65F/12V; Bio Density: Standard; breed of Centauri – independent, free-spirited and
Bio Complexity: Moderate; Pop: 130,000; Tech: Very unconcerned with formality. The consensus at the Royal
Advanced; Cities: SyncStation 1 (40,000), SyncStation Court is that ‘It is something in the water’. The world teems
2 (35,000), SyncStation Alpha (25,000); Gov: Centauri with hostile life – not so bad as Nakaleen but enough that
Republic (P2, D7, C7, S7); Orbital Pop: 5,000, Colonies: a trip outside the security of the towns requires a good rifle
None, Bases: 1 Military, 2 Monitor, 4 Trade and a cautious mien.

Beta II is a world which could be a habitable colony world, There are many small cities on Beta III and a surprisingly
if the Centauri cared to try; as it is, they prefer to strip it of large percentage of the population live in isolated
worth, killing it by inches over the course of centuries. It is communities or townships scattered around the world.
a ragged world with many bays, inlets and waterways, and The world lures Centauri who wish to have a more rustic
from orbit it looks beautiful. The atmosphere is tainted with or independent lifestyle and even the nobility is ‘laid back’.
a mild toxin and the tectonic activity which gave the world The Court endures this taint of rebellion because the
its current turbulent landforms has not yet fully subsided world’s wealth of Quantium–40 is key to the strength of
but these would not be serious impediments to true the Republic and because the last attempt to ‘do something
colonisation. However, none of the series of Great Houses about it’ ended in embarrassing failure.
which has controlled the extensive mining operations on
Beta II has ever expended the effort to make the world a
true home. Bentat System
Star: F2 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 3 Gas
The world is given entirely over to production and resource (Cold), 1 Icy (Cold); Features: Transit Hub; Jump Gates:
extraction; every city and base has no other function. The 1; Ownership: Centauri Republic; Threat Level: Very
few non-mining businesses and services which operate are Low; Security Level: Medium
controlled entirely by House Callo and serve to funnel
Centauri

whatever ducats a miner might be paid back into the House’s Bentat III
coffers. An economist studying the books of the operation Zone: Habitable; Size: Medium (9,800 miles); Grav: 1.0g;
proclaimed that for every ducat a worker on Beta II is paid, Moons: 1 (800 miles); Atmo: Standard (1.0) Breathable;
he spends one and a tenth in the company stores, until he Geology: Standard; Volcanism: Stable; Hydro: Dry
– and his descendants – are mired in permanent debt. The (30%); Oceans: 5 Seas; Climate: 90F/15V; Bio Density:
‘trade’ stations in orbit around Beta II are primarily ports to Abundant; Bio Complexity: Very Advanced; Pop: 15,000
transfer minerals from the planet to bulk haulers. resident Centauri/200,000 visitors (95% Centauri, 2%
Human, 3% mix of other races); Tech: Very Advanced;
Cities: Miazi (2,500), Lake Alesta (2,100); Gov: Centauri
Centauri Beta III Republic (P2, D7, C7, S7); Orbital Pop: 1,000, Colonies:
System None, Bases: 1 Military, 2 Trade
Star: G1 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), 2 Gas (1 Bentat III is a premiere holiday world in the Republic,
Cold, 1 Hot), 1 Icy (Cold); Features: Oort Cloud; Jump a world blessed with several unique conditions. Firstly,
Gates: 1; Ownership: Centauri Republic; Threat Level: despite the small amount of surface water, the planet has
Low; Security Level: Medium an incredible supply of sub-surface aquifers, making all but
the poles lush with vegetation. Second, it is remarkably
Beta III poor in minerals, making it useless for mining. Third, non-
Zone: Habitable; Size: Medium (9,300 miles); Grav: 1.2g; native plants grow poorly and native plants do not take well
Moons: 3 moonlets (90 miles, 60 miles & 40 miles); Atmo: to cultivation, due to complex forms of symbiosis which
Dense (1.2) Breathable; Geology: Rugged; Volcanism: means that every ‘useful’ plant requires a half-dozen ‘weeds’
Active; Hydro: Wet (77%); Continents: 1 Large, 1 in order to grow properly. The result is a world with no
Small; Climate: 70F/15V; Bio Density: Abundant; Bio value but its natural beauty and the Centauri have exploited
Complexity: Very Advanced; Pop: 1.8 million; Tech: Very that with gusto. The entire economy of the world is given
Advanced; Cities: Ilashi (200,000), Tenso Dar (175,000); over to resorts and hotels, with the entire population being
Gov: Centauri Republic (P2, D7, C6, S6); Orbital Pop: employed to that end.
5,000, Colonies: None, Bases: 2 Military, 2 Monitor, 1
Scientific, 1 Trade

40
Centauri System Vodalo Watchpoint (1,000); Gov: Centauri Republic (P2,
D7, C7, S9); Orbital Pop: None
Star: G4 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), 3
Gas (2 Cold, 1 Hot), 1 Icy (Cold); Features: Asteroid
Belt (Dense), Oort Cloud; Jump Gates: 2; Ownership: Vodalo is the largest moon of Centauri Prime, and it is
Centauri Republic; Threat Level: Medium; Security immense, as large relative to its primary as Earth’s moon
Level: Very High is to Earth. The second moon of Centauri Prime, Akari, is
smaller and has a more distant orbit.
Centauri III (Centauri Prime, Durana) The first Centauri space flights were to Vodalo and Akari
Zone: Habitable; Size: Medium (8,600 miles); Grav: 1.0g;
but, whereas most races would view these as important
Moons: 2 (2,600 & 200 miles); Atmo: Standard (1.0)
triumphs, the nature of how the Centauri gained space
Breathable; Geology: Standard; Volcanism: Stable; Hydro:
flight (see the Centauri Republic Fact Book) meant that, to
Wet (78%); Continents: 2 Large; Climate: 70F/21V; Bio
them, it was more of a proof of concept. With a working
Density: Abundant; Bio Complexity: Native Intelligence;
stardrive at their disposal less than a decade after their first
Pop: 3.4 billion; Tech: Very Advanced; Cities: Imperial
moon landing, they spread throughout their system, which
Palace (2 million), Selini (1 million), Lake Sucaro (1
was blessed with a second, mostly habitable world. Every
million; Gov: Centauri Republic (P2, D7, C7, S9); Orbital
world of value in the system was colonised but Vodalo had
Pop: 45,000, Colonies: 4 Major/8 Minor, Bases: 6 Military,
little worth. Its closeness to Centauri Prime meant that it
10 Monitor, 1 Scientific, 3 Trade
eventually became a major military base, with much of the
fleet stationed in orbit around it.
The capital of the Centauri Republic and the homeworld
of the Centauri people, Centauri Prime is still one of the
most important worlds in the galaxy, even if its star has Centauri IV (Beta I)
dimmed considerably over the past several centuries. Zone: Habitable; Size: Medium (7,100 miles); Grav: 0.9g;
Moons: 1 (800 miles); Atmo: Standard (1.0) Breathable;
Geology: Flat; Volcanism: Stable; Hydro: Wet (80%);

Centauri
Centauri Prime is a slightly cool world with two major
continents. At one point, it was home to two sentient races Continents: 3 Large; Climate: 70F/30V; Bio Density:
– the Centauri and the Xon. The Xon once dominated and Standard; Bio Complexity: Advanced; Pop: 1.4 million;
enslaved the Centauri but, long ago, the Centauri managed Tech: Very Advanced; Cities: Soduro (200,000), Sokol
to turn the tables and exterminate the Xon. Unfortunately (175,000); Gov: Centauri Republic (P2, D7, C7, S9);
for many races, and for the Centauri themselves, they Orbital Pop: 15,000, Colonies: 2 Major/2 Minor, Bases: 3
learned exactly the wrong lesson from this. Military, 2 Monitor, 1 Scientific, 1 Trade

Centauri Prime shows many of the environmental scars of The Centauri were fortunate to find a second world in
any industrial world but they are old wounds and mostly their own system which was habitable with minimal effort.
healed. The Centauri have moved most of their most Beta I was both the first colony settled by the Centauri and
destructive enterprises off-world, preferring to destroy the last active colony remaining in their home system; the
other planets rather than their own. The planet also has rest of the worlds have been tapped out.
a relatively low population for a major race’s homeworld
– the Centauri are surprisingly responsible in controlling Beta I is very similar in size and geography to Centauri
their numbers. Some would speculate that this is due Prime, though life on it clearly evolved separately, and the
primarily to the desire of the nobility to not have too large atmosphere is somewhat difficult to breathe without a filter
a population of commoners to keep in line. (it is high in chlorine; a few hours exposure brings painful
irritation and, given time, the destruction of the respiratory
tissues). The colony on Beta I was thus relatively easy to
Centauri III-Alpha (Vodalo) establish and it provided a model for future Centauri
Zone: Habitable; Size: Small (2,600 miles); Grav: 0.25g;
efforts off-system.
Atmo: Vacuum; Geology: Very Rugged; Volcanism: Dead;
Hydro: None; Climate: Cold; Bio Density: None; Bio
The people of Beta I are generally content, prosperous and
Complexity: None; Pop: 10,000; Tech: Very Advanced;
well-settled. Few new colonists arrive anymore; the vast
Cities: Vodalo Alpha (8,000), Vodalo South (1,000),
majority of the population, other than the million or so
troops garrisoned at the Brutarin Military Base, are native-
born.

41
Coutor System oppression. The Entouro are primitives, barely Neolithic, of
little use as slaves and few in number. When the Centauri
Star: G5 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 2 Gas
(Cold), 4 Icy (Cold); Features: Debris; Jump Gates: discovered them, seven years after colonisation, they felt
1; Ownership: Centauri Republic; Threat Level: Low; something akin to pity, and the Entouro are protected and
Security Level: High cared for. This confuses many other races; some speculate
that the Centauri are just waiting for the Entouro to evolve
to usefulness.
Coutor II
Zone: Habitable; Size: Medium (9,500 miles); Grav:
Entat has a single large continent but much of it is frozen
1.1g; Moons: None; Atmo: Dense (1.2) Breathable;
under polar ice. Only the southern ‘tail’ of the continent is
Geology: Rugged; Volcanism: Active; Hydro: Moist
inhabited. Entat is especially rich in hardwoods and that
(60%); Continents: Supercontinent; Climate: 90F/33V;
is the world’s major export. The three moons of Entat all
Bio Density: Scarce; Bio Complexity: Moderate; Pop:
contain mining colonies, making this system one of the
200,000; Tech: Very Advanced; Cities: Fira Toloth
most profitable in the Republic.
(90,000), Fira Skandeth (80,000); Gov: Centauri Republic
(P2, D7, C7, S8); Orbital Pop: 1,000, Colonies: None,
Bases: 1 Military, 1 Trade Gorash System
Star: F5 IV; Planets: 4 Terrestrial (1 Hab, 3 Hot), 4
Coutor was a world ravaged before the Centauri managed to Gas (3 Cold, 1 Hot), 4 Icy (Cold); Features: Asteroid
find it. Once, it was a fairly lush and green world, but today Belt (Standard); Jump Gates: 1; Ownership: Centauri
it is mostly arid desert, seemingly the result of terraforming Republic; Threat Level: Low; Security Level: High
gone awry. The former inhabitants left behind considerable
technology, which the Centauri eagerly recovered; most of
Gorash IV-Alpha
the old ‘tech recovery’ sites are closed but a few remain.
Zone: Hot; Size: Medium (2,500 miles); Grav: 0.6g;
Atmo: Vacuum; Geology: Rugged; Volcanism: Dead;
Centauri

The world has a harsh glory to it; the broad, flat, plains
Hydro: None; Climate: Locked (see text); Bio Density:
which were once submerged continental shelves and the
None; Bio Complexity: None; Pop: 80,000; Tech: Very
expanses of desiccated forest, preserved from rot by the dry
Advanced; Cities: Theris (20,000), Cendar (15,000); Gov:
heat, can be soul-stirring… to the right soul. The southern
Centauri Republic (P2, D7, C5, S6); Orbital Pop: 3,000,
hemisphere is home to one of the few truly deviant cultural
Colonies: None, Bases: 1 Military, 2 Trade
offshoots of the Centauri, a group of desert nomads
descended from escaped slaves.
Gorash is a large, uninhabitable and unexploitable world.
Gorash-IV-Alpha, its largest moon, is also uninhabitable
Entat System – but much more exploitable. Ripped free from Gorash
during the planet’s molten stage, it is a dense treasure
Star: K9 V; Planets: 4 Terrestrial (1 Hab, 3 Hot), 3 Gas
(Cold), 1 Icy (Cold); Features: Oort Cloud; Jump Gates: trove of metals and rare compounds. The moon is usually
1; Ownership: Centauri Republic; Threat Level: Low; referred to as Gorash; if the planet is being discussed, it is
Security Level: Medium called ‘Gorash Prime’.

Gorash is a locked world; it does not rotate on its own


Entat IV axis. The ‘hot’ side is uninhabitable, even for advanced
Zone: Habitable; Size: Medium (9,200 miles); Grav: 1.0g;
Centauri technology; the ‘cold’ side is the site of all mining
Moons: 3 (1,000 miles, 800 miles & 600 miles); Atmo:
operations.
Standard (1.1) Breathable; Geology: Standard; Volcanism:
Stable; Hydro: Wet (83%); Continents: Supercontinent;
Gorashi colonists have adapted the ‘we’re too tough to
Climate: 80F/9V; Bio Density: Standard; Bio
die’ credo common on such harsh worlds and have an
Complexity: (Barely) Native Intelligence; Pop: 1 million
independent streak which is sometimes troubling to the
Centauri/3 million Entouro; Tech: Very Advanced; Cities:
Court. Gorash is also unusual in that no Great House owns
Kensaer (300,000), Kanus Rega (250,000); Gov: Centauri
the world; commoner business interests run the colonies
Republic (P2, D7, C7, S8); Orbital Pop: 5,000, Colonies:
under Imperial Charter, with only a token noble presence
1 Major, Bases: 2 Military, 1 Scientific
for administration.
The Entat system is one of the few examples of worlds
In 2241, a force of raiders staged a daring assault on Cendar
where the native species did not feel the boot of Centauri
Dome; the attackers were routed in large part by the

42
leadership of visiting nobleman Urza Jaddo, who became visitors did come by every year, if only to say they’d done
known as the ‘Hero of Gorash’ for his efforts in this. it.

Unfortunately, this campaign was wasted when the world


Heptharg System was seized by the border forces of the Centauri in late
Star: G4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas 2259. Backed by the Shadows and once again feeling the
(Cold), 3 Icy (Cold); Features: None; Jump Gates: 1; rhetoric and expansionist drives of their past, the Centauri
Ownership: Centauri Republic; Threat Level: Low; took control of Heptharg and crushed its token military
Security Level: Low in a mere 30 minutes. According to its official report, the
Centauri Republic took Heptharg as part of a ‘buffer zone’
Heptharg III operation. In truth, the world was most likely recaptured
Zone: Habitable; Size: Medium (6,700 miles); Grav: 0.8g; simply because the Centauri felt the need to spite the Drazi
Moons: 1 (600 miles); Atmo: Standard (0.9) Breathable; for their audacity in the past.
Geology: Flat; Volcanism: Active; Hydro: Wet (85%);
Continents: 1 Large, 3 Small; Climate: 80F/18V; Bio
Density: Standard; Bio Complexity: Very Advanced; Immolan System
Pop: 40,000 Centauri; Tech: Advanced; Cities: Gotharga Star: F4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 4 Gas (1
(6,000), Mozharb (5,000); Gov: Centauri Republic (P2, Cold, 2 Hot), 1 Icy (Cold); Features: Oort Cloud; Jump
D7, C7, S9); Orbital Pop: 1,500, Colonies: None, Bases: 1 Gates: 1; Ownership: Centauri Republic; Threat Level:
Military, 3 Trade Low; Security Level: Very High

Heptharg III was seized from the Centauri in ‘The Battle of Immolan V
a Single Hour’, when a small Drazi fleet overwhelmed the Zone: Habitable; Size: Medium (8,700 miles); Grav: 1.0g;
single large cruiser stationed to guard the world, as well as Moons: 1 (1,200 miles); Atmo: Standard (1.0) Breathable;
the dozen or so unarmed transports which were refuelling in Geology: Standard; Volcanism: Stable; Hydro: Wet (86%);

Centauri
orbit. Heptharg was planned as a Centauri vacation world Continents: Supercontinent; Climate: 80F/30V; Bio
– low gravity, stable climate with no mineral or agricultural Density: Standard; Bio Complexity: Very Advanced; Pop:
resources to exploit. The Centaurum felt the best use for the 84 million; Tech: Very Advanced; Cities: Fugoro Prima (1
world was as a place for nobles to maintain vast auxiliary million), Shiel (900,000); Gov: Centauri Republic (P2,
estates and development plans called for each Great House D7, C7, S9); Orbital Pop: 10,000, Colonies: 2 Major/2
to be give a region of the planet to do with as they pleased. Minor, Bases: 4 Military, 5 Monitor, 1 Scientific, 1 Trade
At the time of the Drazi attack, though, no one was actually
on the world but a workforce of commoners preparing the The largest remaining Centauri colony world, Immolan is
infrastructure for eventual colonisation. one of the jewels of the Republic. It is a perfect match for
Centauri Prime and, some would say, more than perfect – it
The Drazi were quite happy to take over but they found is a fresh and unspoiled world, whereas Prime is somewhat
little use for the colony. It offered no challenges for survival worn and ragged.
but also no valuable resources. It has some use as a strategic
base but not enough to justify colonisation. However, the The world’s geography is slightly unusual; it has a single
fact is, they had it, and they were going to keep it. Response large continent girdling the planet, forming a sort of
to a Centauri diplomatic request to regain control of the sine wave pattern. A few spots in the ‘band’ are very thin
world in return for some minor gifts of technology were and until recently (geologically speaking) were open,
met with ‘World belongs to Drazi. Not to Centauri’. allowing the northern and southern oceans to intermix.
Occasionally, there is talk of adding a canal but very few
After much head-scratching over what to do with a world goods are transported by water anymore and most of the
which had beautiful crystal seas, exquisite glacial lakes major cities are well inland, so this rarely amounts to much
glistening in the sun, verdant forests filled with colourful more than an attempt by House Mollari to funnel a little
but mostly non-aggressive lifeforms and other useless money into their own coffers for ‘feasibility studies’.
geographic and biological features, the Drazi hit on the
concept of tourism. An extensive campaign offering other Immolan is surrounded by a vast warfleet, the second largest
races (‘Rare chance see Freehold! Learn Drazi culture! Fine permanently stationed in the Republic. Only Centauri
Drazi food! Look pretty birds!’) was kicked off with, it must Prime is better protected.
be noted, minimal success. Nonetheless, a small trickle of

43
Jux System Pop: 17,000; Tech: Very Advanced; Cities: Miamal Naval
Ground (9,000), Fendo Transfer Point (7,000); Gov:
Star: G4 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), 3 Gas
(Cold), 1 Icy (Cold); Features: Oort Cloud; Jump Gates: Centauri Republic (P2, D7, C7, S9); Orbital Pop: 3,000,
1; Ownership: Centauri Republic; Threat Level: Low; Colonies: None, Bases: 2 Military, 2 Monitor, 1 Trade
Security Level: Very High
Marigol in one word: Wet.
Jux IV (Jux Prime) Marigol is the wettest world in the Republic, with no
Zone: Habitable; Size: Medium (9,500 miles); Grav: 1.0g;
meaningful land masses at all and this makes the world
Moons: 1 (800 miles); Atmo: Standard (1.0) Breathable;
extremely valuable, as the planet-girdling ocean consists
Geology: Standard; Volcanism: Stable; Hydro: Wet
entirely of fresh water – enough to supply the Republic for
(88%); Continents: 10 Small; Climate: 80F/36V; Bio
millennia, if it lasts that long.
Density: Standard; Bio Complexity: Very Advanced; Pop:
750,000; Tech: Very Advanced; Cities: Dullust (100,000),
There are no true colonies on Marigol, although the Fendo
Gebrin (80,000); Gov: Centauri Republic (P2, D7, C7,
Transfer Point (which serves to ‘mine’ fresh water and
S9); Orbital Pop: 2,000, Colonies: 1 Major, Bases: 2
package it up for shipment offworld) has been controlled by
Military, 1 Monitor
the same guilds for generations. There is also a permanent
naval base where the Centauri ‘wet navy’ maintains a
Jux Prime is often considered ‘next to go’ when discussing
shipyard and training facility. In addition to its military
the dwindling Centauri Republic. It is a wet world of
function, the Miamal base plays host to a steady stream of
countless small continents and archipelagos, a world
off-duty military personnel who have chosen to spend their
constantly battered by infall from the nearby Jux Belt. This
allotted vacation hours here, enjoying the pleasant weather,
has left the world battered in many places and what land
the company of fellow military men and the spectacular
there is often cratered. Unlike some similar worlds, such as
deep-sea fishing.
Thenavi, there are no documented ‘safe zones’ where no
Centauri

meteors fall.
Mipas System
Long ago, Jux Prime was designated an auxiliary capital of Star: K5 I; Planets: 3 Terrestrial (2 Cold, 1 Hab); Features:
the Empire, in anticipation of planned expansion which Asteroid Belt (Dense); Jump Gates: 1; Ownership:
never came. A perfect replica of the Imperial Palace was Centauri Republic; Threat Level: Medium; Security
constructed here long ago and every change to the Palace Level: Open
on Centauri Prime is mirrored. However, the Emperor
has never bothered to stay in it, or even visit it, a fact of
Mipas I
supreme annoyance to the Jux colonists.
Zone: Habitable; Size: Medium (9,100 miles); Grav:
1.1g; Moons: None; Atmo: Standard (1.1) Breathable
The inhabitants of Jux Prime have an arrogance out of
(Tainted – Allergic); Geology: Rugged; Volcanism: Active;
proportion to their actual position or importance to the
Hydro: Very Dry (5%); Oceans: Scattered Lakes; Climate:
Republic; this may well be an attempt to keep themselves
60F/41V; Bio Density: Scarce; Bio Complexity: Simple;
always in the Royal Court’s eye, a reminder that they are
Pop: 5,000; Tech: Advanced; Cities: Sozan (5,000); Gov:
still here. If so, this strategy is backfiring badly.
Drazi Protectorate (P3, D5, C1, S2); Orbital Pop: None,
Colonies: None, Bases: None
Marigol System Mipas is a world no one appears to want. A cold, barren world,
Star: G6 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1 Hot),
2 Gas (Cold), 2 Icy (Cold); Features: Asteroid Belt (Light); habitable only thanks to the omnipresent photosynthetic
Jump Gates: 1; Ownership: Centauri Republic; Threat mould which covers most of the ground surface and the
Level: Low; Security Level: Medium land-starfish that feed on it, it has become a dumping
ground for Drazi and some Corillani and Centauri, who
have nowhere else to go but do not want to flee too far
Marigol II from home. Drifters of all sorts end up here, living in the
Zone: Habitable; Size: Medium (6,300 miles); Grav:
shantytown of Sozan. Technically, a Drazi governor runs the
1.0g; Moons: None; Atmo: Standard (0.9) Breathable;
place, but he rarely leaves his estate. The position is usually
Geology: Standard; Volcanism: Stable; Hydro: Very Wet
given as a ‘reward’ for exceptional incompetence in other
(99%); Continents: Island Chains; Climate: 80F/39V;
areas or for angering those who should not be angered.
Bio Density: Standard; Bio Complexity: Advanced;

44
In truth, the position is little
more than a placeholder, as
the system is firmly in the
dominion of Centauri space.
At any time, the Centauri
could overwhelm the local
forces and enforce their rule.

The Future of Mipas


III
In 2269, valuable mineral
deposits are unearthed by
a sudden surge of volcanic
activity. Mipas gains a massive
surge in population (increasing
by 50,000 over the next two
years) and is officially claimed
by the Drazi, a claim few
governments recognise. The
Centauri, in fact, fully seize
Nakaleen I
Source: IPX/Kyven/ax.221
the world in 2274, turning it
Grade: Beta/Theta
into a source of slave labour
for the Drakh, though the
Drakh involvement remains a The permanent colonists on Morbis enjoy the fact that

Centauri
secret for some time. the world’s magnetic interference often places them out of
touch with their homeworld; it frees them from some of
the tedium of the eternal political struggle.
Morbis System
Star: G6 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas There is an auxiliary Imperial Palace on the southern
(Cold), 1 Icy (Cold); Features: None; Jump Gates: 1; continent; the Emperor uses it when he wishes to be
Ownership: Centauri Republic; Threat Level: Low; disturbed as little as possible. ‘The Emperor has gone
Security Level: Medium to Morbis’ is a phrase meaning ‘Expect big trouble’ – it
implies the Emperor is alone to think and plan, without
Morbis III interference from any but his most trusted advisors.
Zone: Habitable; Size: Medium (8,200 miles); Grav:
1.3g; Moons: 1 moonlet (30 miles); Atmo: Standard (1.0)
Breathable; Geology: Flat; Volcanism: Stable; Hydro: Wet Nakaleen System
(77%); Continents: 1 Large, 3 Small; Climate: 80F/27V; Star: K9 V; Planets: 3 Terrestrial (2 Cold, 1 Hab), 3 Gas
Bio Density: Standard; Bio Complexity: Advanced; Pop: (Cold), 3 Icy (Cold); Features: Debris; Jump Gates: 1;
7 million; Tech: Very Advanced; Cities: Shenduran (1.5 Ownership: Centauri Republic; Threat Level: High;
million), Kennoth (900,000); Gov: Centauri Republic (P2, Security Level: Low
D7, C7, S9); Orbital Pop: 5,000, Colonies: None, Bases: 1
Military, 1 Monitor, 1 Trade Nakaleen I
Zone: Habitable; Size: Medium (7,500 miles); Grav: 1.0g;
Morbis is comfortable world with two notable features – it Moons: 4 (500, 400, 350 & 300 miles); Atmo: Standard
is rich in veins of heavy metals, which make it desirable (1.1) Breathable; Geology: Standard; Volcanism: Active;
for mining, and it has an unusually active magnetosphere Hydro: Dry (35%); Oceans: 2 Oceans, 2 Seas; Climate:
which plays havoc with communications. Because the 90F/30V; Bio Density: Very Abundant; Bio Complexity:
world is nicely habitable, the Centauri are somewhat (barely) Native Intelligence; Pop: 7 million; Tech: (ruins
careful in their mining; the world is not being decimated, of ) Very Advanced; Cities: Gendarus (abandoned); Gov:
merely harvested.

45
Centauri Republic (P2, D7, C7, S9); Orbital Pop: 500, Bio Density: None; Bio Complexity: None; Pop: 90,000;
Colonies: None, Bases: 1 Scientific Tech: Very Advanced; Cities: Algolan (15,000), Forigan
(12,000); Gov: Centauri Republic (P2, D7, C7, S8);
‘Janos VII? Nasty, yes! But it’s no Nakaleen!’ Orbital Pop: 1,000, Colonies: None, Bases: 1 Military, 1
Trade
To the Centauri, Nakaleen is synonymous with ‘Hell’. It is
the most deadly planet in the Republic, and one of the few Nefua should be a frozen wasteland but high levels of
worlds even the Centauri at their height could not conquer. geothermal activity and an atmosphere which traps heat
20,000 colonists died in the first and only attempt to settle make it surprisingly hot. Unfortunately, trapping heat is
the world. all the atmosphere does; it cannot sustain life. Nefua is a
waterless, barren world, inhabited only because it is rich in
Nakaleen is a much moister world than it would appear to valuable metals which are easily extracted.
be. Though only 35% of the surface is covered with water, a
complex natural system of chasms and aquifers keep water The entire population of Nefua consists of workers at the
well distributed across the planet, with few areas where there mines, the transfer point or the orbital administration
is no water more than 20 or 30 feet below the surface. The satellite. There are no permanent colonists, and indeed, the
Nakaleen trees have deep roots to exploit this omnipresent only females on the planet are those serving administrative
bounty. Nakaleen is home to uncounted hostile species or ‘recreational’ functions. Being assigned to Nefua is
but the dominant predator is the semi-sentient Nakaleen usually considered a punishment, if not a death sentence;
Feeder. while conditions in the mines are better than those on
worlds with a native slave population, it is a very high-risk
job and not one which any commoner would volunteer for
Nefua System if he had a choice. The only thing keeping the mines from
Star: K5 V; Planets: 4 Terrestrial (3 Cold, 1 Hot), 3 Gas (2 breaking down into rebellion are the high bonuses paid for
Cold, 1 Hab), 1 Icy (Cold); Features: None; Jump Gates: successful mineral strikes.
Centauri

1; Ownership: Centauri Republic; Threat Level: Low;


Security Level: Medium
Quadrant 1
Nefua VI Star: G6 V; Planets: 2 Terrestrial (1 Cold, 1 Hab), 3 Gas (2
Zone: Cold; Size: Medium (7,400 miles); Grav: 1.1g; Cold, 1 Hot), 2 Icy (Cold); Features: Debris; Jump Gates:
Moons: None; Atmo: High Density (1.5) Poisonous; 1; Ownership: Centauri Republic; Threat Level: Low;
Geology: Rugged; Volcanism: Very Active; Hydro: Very Security Level: Medium
Dry (2%); Oceans: Scattered Lakes; Climate: 80F/39V;
Quadrant 1/II
Zone: Habitable;
Size: Medium
(10,100 miles);
Grav: 1.3g; Moons:
1 (900 miles);
Atmo: Dense
(1.15) Breathable;
Geology: Rugged;
Volcanism: Stable;
Hydro: Wet (83%);
Continents: 6
Small; Climate:
80F/27V; Bio
Density: Standard;
Bio Complexity:
Very Advanced;
Pop: 1.2 million;
Tech: Very
Advanced; Cities:

46
Tindorth (400,000), Sinda Moliebo (300,000); Gov: The pragmatic (some would say, greedy) side of the
Centauri Republic (P2, D7, C7, S8); Orbital Pop: 6,000, Centauri personality cannot leave paradise unpaved,
Colonies: 1 Major, Bases: 1 Military, 2 Trade however, and extensive underwater mining and extraction
operations do exist on the world. These have grown in
Quadrant 1 is a vital world on the new borders of the scale as the Republic has shrunk, leaving it fewer worlds to
Republic. Rich in agricultural and mineral wealth and exploit and making the setting aside of one world solely for
situated in an advantageous position for trade and entertainment a luxury it can ill afford. Nonetheless, the
observation, it is also a primary target for hostile forces; no operations have yet to seriously damage the environment
fewer than three major assaults have been levelled against and there are enough Great Houses with stakes in the
the planet since the Centauri first colonised it. The garrison resort industry that it is likely mining will not get too out
fleet surrounding it was decimated by the Narn during the of hand.
early days of the War of Retribution and is only now being
rebuilt. Quadrant 8 is a favourite vacation spot for non-Centauri
looking for someplace ‘exotic’; there are three resorts which
The debris field around the planet from the many space cater specifically to Human tourists and one which offers a
battles which have been fought there is such that craft mix of environments and options for other species. Humans
passing through it are treated as if passing through a or others are a rare site at the remaining resort areas but not
Medium density asteroid belt; it will take five turns to pass utterly unknown.
through this debris.

Settlements and outposts are scattered across the world, Quadrant 17


with five of the six smallish continents holding major Star: F5 V; Planets: 1 Terrestrial (Hab), 1 Gas (Cold);
cities. The long history of war against this world has left Features: Asteroid Belt (Light); Jump Gates: 1; Ownership:
the colonists with a stoic courage; they can take anything Centauri Republic; Threat Level: Low; Security Level:
and come back fighting. Medium

Centauri
Quadrant 17/I
Quadrant 8 Zone: Habitable; Size: Medium (8,400 miles); Grav: 1.1g;
Star: G4 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1 Hot), Moons: 1 (400 miles); Atmo: Standard (1.1) Breathable
2 Gas (Cold), 1 Icy (Cold); Features: Asteroid Belt (Light); (Tainted – Allergic); Geology: Flat; Volcanism: Stable;
Jump Gates: 1; Ownership: Centauri Republic; Threat Hydro: Wet (81%); Continents: 1 Large, 2 Small; Climate:
Level: Very Low; Security Level: High 80F/30V; Bio Density: Scarce; Bio Complexity: Basic;
Pop: 1 million; Tech: Very Advanced; Cities: Geldon Kor
Quadrant 8/II (150,000), Duramar (140,000); Gov: Centauri Republic
Zone: Habitable; Size: Medium (5,700 miles); Grav: (P2, D7, C7, S8); Orbital Pop: 5,000, Colonies: None,
0.8g; Moons: None; Atmo: Standard (1.0) Breathable; Bases: 2 Military, 2 Monitor
Geology: Rugged; Volcanism: Dead; Hydro: Very Wet
(90%); Continents: Island Chains; Climate: 80F/24V; Bio Quadrant 17 is a testament to the Centauri tenacity which
Density: Standard; Bio Complexity: Very Advanced; Pop: made them great in the first place and which is rarely seen
4 million; Tech: Very Advanced; Cities: Burago’s Retreat today. It is a world with a harsh, almost toxic, atmosphere
(25,000), Wuerdon (20,000); Gov: Centauri Republic (P2, (natives are used to it; newcomers should wear respirators
D7, C7, S8); Orbital Pop: 3,000, Colonies: None, Bases: 1 for their first week or suffer a –1 penalty to all checks) and
Military, 1 Scientific, 2 Trade only sparse life. The world was conquered by the Centauri
from the Orieni and they have clung to it since then,
Given how the Centauri enjoy living to excess, it is despite a series of attacks on it from several League worlds.
surprising that there are so few ‘pleasure planets’ in the Most of them wanted it because the Centauri had it and
Republic. Quadrant 8 is one of those few. A world of the Centauri hold onto it because, well, other people want
scattered archipelagos and warm climate, it is home to a it. Some would claim this is the history of the universe in
few million very lucky colonists and countless resorts. It is microcosm.
one of the places Centauri commoners will save their ducats
for years to afford and a very common spot for romantic A significant amount of the population still works on tech
trysts by the nobility. reclamation at Oro Base; the rest hold a variety of jobs. The
colony is self-sustaining and settlements are widespread;

47
anywhere the world could support a town, whether via
agriculture or mining, a town was planted.
Quadrant 37
Star: G9 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 Hot), 1
Gas (Cold); Features: Asteroid Belt (Light); Jump Gates:
The folk of Quadrant 17 are stubborn and proud but also 1; Ownership: Centauri Republic; Threat Level: Low;
slightly bitter; the Republic is occasionally seen as willing Security Level: High
to let the world go, despite their long and valiant struggle
to hold it. If the Republic ever withdrew support, it is likely
that the local fleet, staffed almost entirely by natives, would
Quadrant 37/II
Zone: Habitable; Size: Medium (9,600 miles); Grav: 0.9g;
remain behind.
Moons: None; Atmo: Standard (1.0) Breathable; Geology:
Standard; Volcanism: Active; Hydro: Moist (60%);
Quadrant 32 Continents: 2 Large; Climate: 82F/37V; Bio Density:
Star: G3 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Standard; Bio Complexity: Advanced; Pop: 14,000; Tech:
Hot), 2 Gas (Cold); Features: Trade Hub; Jump Gates: Very Advanced; Cities: Quadrant 37 Outpost (14,000);
1; Ownership: Centauri Republic; Threat Level: Low; Gov: Centauri Republic (P2, D7, C7, S8); Orbital Pop:
Security Level: High 5,000, Colonies: None, Bases: 1 Military, 1 Trade

Quadrant 37’s only habitable world has much to offer


Quadrant 32/III
and has been a valuable planet for the Narn in the past.
Zone: Habitable; Size: Medium (6,700 miles); Grav: 0.7g;
Unfortunately, its defences fell near the end of 2258
Moons: 1 (500 miles); Atmo: Standard (0.9) Breathable;
when an unknown force now identified as the Shadows
Geology: Standard; Volcanism: Stable; Hydro: Wet
sliced through its barrier of one military battle station
(80%); Continents: 2 Large, 2 Small; Climate: 75F/30V;
and three heavy cruisers in a few short moments. This
Bio Density: Standard; Bio Complexity: Advanced;
allowed the Centauri to simply take the world as their own
Pop: 27,000 Centauri/40,000 Antareans/11,000 Golians;
while the Narn government reeled from the sudden and
Tech: Very Advanced; Cities: Antar Beta (25,000), Uldain
Centauri

incomprehensible loss.
(15,000); Gov: Shared between Centauri Republic (P2,
D7, C7, S8), Golian Assembly (P8, D6, C4, S8) and
While the outpost in Quadrant 37 was vital to the
Antares Families (P1, D6, C4, S8); Orbital Pop: 2,000,
continued supply of much needed food and medicinal
Colonies: None, Bases: 3 Military, 1 Trade
elements, the Narn could not immediately strike back and
reclaim it because of the large garrison placed there by the
Quadrant 32 is a very typical colony world physically
Centauri. This occupation, along with the provocation
while being a very atypical one politically. It is shared,
embodied by such a swift and ruthless extermination of
with reasonable grace, between three governments – the
the outpost’s personnel, propelled the two galactic powers
Centauri, the Antareans and the Golians. Its strategic
into a violent war that cloaked a much more destructive
position as a gateway to Lumati, Antarean and Golian space
campaign (the Great War of 2259). While both sides
made it valuable but the Centauri were unwilling to fight
might have been more cautious about starting such a huge
too hard to keep it – they had ignored it when colonising
conflict, centuries of turmoil and hatred ensured that arms
Golia, for example, and only their shrinking borders made
were taken up with little thought behind the reasons why.
it newly valuable.
After the Great War, Quadrant 37 remained in the hands of
While the planet’s three populations remain physically
the Centauri Republic mostly as a matter of convenience.
separate, except for a few towns set aside to serve as trading
The Narn did not have the military force to reclaim it, the
posts, there has been some degree of cultural interchange.
Interstellar Alliance would not move on one of its allies
The Centauri of Uldain have a taste for Antarean Flarn and
even if bid to do so by another and the Centauri Republic
some of the Golians at Golostara have begun to incorporate
made it very clear that they would not give it up without
elements of Centauri design into their clothing, to the
a fight. For such a small world in such an unwelcoming
disgust of many back on their homeworld. The treaty of
system, the outpost planet of Quadrant 37 has become
Quadrant 32 strictly controls the dispersion of population;
more famous for the blood shed over it than any material
all citizens live in central, urban areas, giving this world
benefit it could possibly provide.
none of the small outposts and isolated homesteads
common on colony worlds.

48
Raghesh System the world without bloodshed but the brief occupation
greatly troubled the peaceful farmers, making them
Star: G3 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas
(Cold); Features: None; Jump Gates: 1; Ownership: painfully aware of how war can strike anywhere, at any
Centauri Republic; Threat Level: Low; Security Level: time. As of 2262, the orbital research facility has not been
High rebuilt but a much stronger military garrison has been put
in place.
Raghesh III
Zone: Habitable; Size: Medium (9,100 miles); Grav: Tolonius System
1.1g; Moons: 1 (300 miles) & 1 moonlet (100 miles); Star: F5 IV; Planets: 5 Terrestrial (1 Hab, 4 Hot), 5 Gas (3
Atmo: Standard (1.1) Breathable; Geology: Standard; Cold, 2 Hot), 1 Icy (Cold); Features: Asteroid Belt (Light);
Volcanism: Stable; Hydro: Wet (82%); Continents: Jump Gates: 1; Ownership: Centauri Republic; Threat
Supercontinent; Climate: 80F/24V; Bio Density: Level: Low; Security Level: High
Standard; Bio Complexity: Advanced; Pop: 40,000; Tech:
Very Advanced; Cities: Raghesh SyncStation (8,000),
Tolonius VII
Keffa (7,000); Gov: Centauri Republic (P2, D7, C7, S8);
Zone: Habitable; Size: Medium (12,600 miles); Grav:
Orbital Pop: 2,000, Colonies: None, Bases: 1 Military, 1
1.3g; Moons: 1 (1,000 miles); Atmo: Standard (1.1)
Scientific, 1 Trade
Breathable; Geology: Flat; Volcanism: Dead; Hydro: Wet
(80%); Continents: Supercontinent; Climate: 80F/26V;
Raghesh 3 is a peaceful agricultural colony, one which
Bio Density: Standard; Bio Complexity: Advanced;
is almost rustic in nature. One large continent sprawls
Pop: 13 million; Tech: Very Advanced; Cities: Givan Tor
awkwardly over the world, with various climactic zones
(800,000), Fenarda (700,000); Gov: Centauri Republic
along it providing a wide range of environments in which
(P2, D7, C5, S8); Orbital Pop: 6,000, Colonies: 1 Major,
to grow crops. The world is so blessed in fertile soil that it
Bases: 2 Military, 1 Trade
is a centre for Centauri agricultural experimentation; the

Centauri
native farmers tend to shake their heads in bemusement
‘There is only one flaw to Tolonius… the Tolonians!’
over the antics of the scientists who understand everything
about agriculture except how to grow crops.
Tolonius is a world with a mild climate, a continental
structure seemingly designed by the Great Maker to ensure
Raghesh was attacked by the Narn in 2258, who destroyed
the best possible distribution of water and limit inclement
the orbiting agricultural research station and landed troops
weather, stable tectonic structure, fertile soil and rich
at Keffa as a prelude towards securing the whole planet.
mineral veins. It was settled early in Centauri history, via a
Claims that the locals has ‘asked’ for the Narn ‘protection’
scheme which certainly looked like a good idea at the time
were dismissed without consideration. Shrewd diplomatic
– the worst nobles of Centauri Prime were packed up and
manoeuvring on the part of Jeffrey Sinclair helped liberate
shipped to Tolonius, in
the hopes they could
make something of
themselves and it.

It did not work.

The inbred, arrogant


and lazy colonists,
resentful at being
shipped off against
their will, did as
little as possible to
develop the planet,
and turned whatever
wealth the world
did produce (via the
onerous labour of the
commoners drafted
along with them)

49
to their own luxury, not the good of the Republic. The Tumbar System
ensuing centuries have reinforced the very traits which Star: F5 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Hot), 3
got the original colonist selected in the first place and Gas (2 Cold, 1 Hot), 2 Icy (Cold); Features: None; Jump
today, Tolonius is a world renowned for having the most Gates: 1; Ownership: Centauri Republic; Threat Level:
Centauri

obnoxious nobility in the Republic and, as G’kar once Low; Security Level: High
noted: ‘They’re up against some pretty good competition!’
Tumbar IV
An exception to this general rule is Hevaria Orbital Zone: Habitable; Size: Medium (9,400 miles); Grav: 0.9g;
Shipyard, run independently of the planetary government. Moons: None; Atmo: Standard (1.0) Breathable; Geology:
It maintains its own military-controlled mines and Flat; Volcanism: Stable; Hydro: Damp (45%); Oceans: 1
processing plants planetside and is a major source of vessels Ocean, 4 Seas; Climate: 80F/21V; Bio Density: Standard;
for the Republic Fleet. Bio Complexity: Advanced; Pop: 2 million; Tech: Very
Advanced; Cities: Tumbar City (1.7 million), Klathu

50
(100,000); Gov: Centauri Republic (P2, D7, C7, S8); Density: Scarce; Bio Complexity: Basic; Pop: None;
Orbital Pop: 900, Colonies: None, Bases: 1 Military, 1 Tech: (ruins of ) Very Advanced; Cities: None; Gov:
Trade Centauri Republic; Orbital Pop: None, Colonies: None,
Bases: None
Tumbar is a somewhat dry, well-populated world in the
core area of the Republic. It is home to an unusual segment Ventari III is one of the older Centauri colonies, an
of the Centauri population – older, retired nobles and their agricultural world well-known for its extensive fruit
retinues dwell here. The world has one smallish ocean but orchards (grown on the flat plateaux which rise above the
it is also gifted with countless small lakes in the centre river canyons that form a maze around the Galina Ocean)
of the main continent. Tumbar City is built around two and not at all known for the numerous military research
dozen of those lakes, which are spanned by graceful bridges bases hidden in the cave systems around the Baklina
and walkways. Ocean. Every so often, someone outside the inner circles
of the Ministry of Defence does the math and notes that,
Exactly how Tumbar became a destination for retirement fine fruit or no fine fruit, Ventari is not self-supporting
is unknown. ‘Dreaming of Tumbar’ is how a noble feeling and should be cut loose; such individuals are much praised
weary of the daily grind often describes himself. The ageing for their diligence and cleverness and then are never seen
population retains its grip on power, however, which is how again.
Tumbar has been preserved from attempts to turn it into
another mining or resource colony. Ventari is unique for another reason – it has the largest
non-Centauri, non-native population of any world in the
The Kefio Centre for Geriatric Medicine is located in Republic. The ruling House, House Balido, has always
Tumbar City; this is one of the leading centres of medical been somewhat ‘eccentric’, and adopted an immigrant-
research in the Republic and they are kept well funded by friendly policy shocking to the rest of the Republic. But
donations from the wealthy and grateful patrons which they had the connections, at the time, to get an Imperial
surround them. Young doctors vie to be assigned to Kefio, Decree allowing it, one no Emperor since has bothered to

Centauri
not out of a desire to help the aged but because pleasing a rescind. House Balido no longer exists on Centauri Prime
single ageing noble can mean a favourable contact high up but they retain their strength and control on Ventari III.
in a Great House and the chance to write their own ticket The military scientists don’t mind – this is another form
when their time on Tumbar ends. of misdirection. Who would suspect a network of military
labs on a world filled with ‘alien spies’? Of course, extreme
measures were taken to keep said aliens far from the
Ventari System Baklina region; it was well known that the lands between
Star: G6 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas (2 Galina and Baklina are often swept by vicious windstorms,
Cold), 2 Icy (Cold); Features: Asteroid Belt (Light); Jump resulting in many sad and tragic disappearances of craft
Gates: 1; Ownership: Centauri Republic; Threat Level: which attempt the crossing.
Very Low; Security Level: Medium
During the Shadow War, many weapons systems and
Ventari III [pre–2261] experimental technologies given to the Centauri by their
Zone: Habitable; Size: Medium (8,500 miles); Grav: 1.0g; ‘associates’ made their way to Ventari, unknown to most of
Moons: 1 (400 miles); Atmo: Standard (1.0) Breathable; the millions who lived and worked there. Because of this,
Geology: Rugged; Volcanism: Stable; Hydro: Damp the Vorlons destroyed Ventari in 2261. The Ventari jump
(40%); Oceans: 2 Oceans; Climate: 60F/36V; Bio gate was also destroyed.
Density: Standard; Bio Complexity: Moderate; Pop: 4
million; Tech: Very Advanced; Cities: Callio (400,000),
Bornia (300,000); Gov: Centauri Republic (P2, D7, C7,
S8); Orbital Pop: 1,000, Colonies: None, Bases: 1 Military,
2 Trade

Ventari III [post–2261]


Zone: Habitable; Size: Medium (8,500 miles); Grav:
1.0g; Moons: 1 (400 miles); Atmo: Standard (1.0) Inert;
Geology: Rugged; Volcanism: Stable; Hydro: Damp
(40%); Continents: 2 oceans; Climate: 40F/26V; Bio

51
Ch’lon The Ch’lon took their grand hunt to space when they found a
Centauri-built jump gate in their outer system, and the battles
to seize it were spectacular, resulting in the destruction of three

Hunting hives and the deaths of half a billion in a single week. The
Centauri had built the gate in anticipation of conquest and
rimward expansion but funding was pulled before Ch’lon could

Grounds be pacified. Nonetheless, the Republic archives claim the Ch’lon


were a Centauri client race. Only after the first ships to pass
through returned and reported a universe teeming with prey did
the ceaseless Ch’lon wars… cease.
Ch’lon System The Humans, after the initial shock of attack without any
Star: F5 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Hot), 2 Gas
(1 Cold, 1 Hab), 1 Icy (Cold); Features: Asteroid Belt (Dense), provocation or cause, won handily, due to both superior technology
Debris, Oort Cloud; Jump Gates: 1; Ownership: Ch’lon Supreme and skill at working with each other. The Ch’lon had a habit of
Order; Threat Level: Very High; Security Level: Very High turning on each other during combat, old instincts declaring that:
‘Two may bring down the prey but only one shall devour it!’

Ch’lon IV Despite desperate efforts to overcome their racial weakness, the


Zone: Habitable; Size: Medium (9,500 miles); Grav: 1.2g; Ch’lon have still not learned how to truly work together as a race.
Moons: 1 (500 miles); Atmo: Dense (1.3) Breathable (Tainted If they ever do, the galaxy will rightly tremble. As it is, their every
– Poisonous); Geology: Rugged; Volcanism: Very Active; effort to expand is crushed by their neighbours.
Hydro: Wet (85%); Continents: 3 Large, 2 Small; Climate:
90F/39V; Bio Density: Abundant; Bio Complexity:
Native Intelligence; Pop: 6 billion; Tech: Advanced;
Cities: Chk’kal (50 million), Cach’kil (45 million); Gov:
Ch’lon Supreme Order (P2, D1, C10, S5); Orbital Pop:
100,000, Colonies: 4 Major/8 Minor, Bases: 7 Military,
8 Monitor
Ch'lon

‘If they were not meant to be devoured, the Great Maker


would not have made them prey!’

The Ch’lon have been described as ‘bug men’ and this


is close to the truth, though they possess endoskeletons
and are an individualistic, not hive-mind, species. Unlike
the Thrakallans, they are active in the galaxy at large and
wish to be more so, but they are hemmed in by their
neighbours, who rightly fear allowing the voracious
Ch’lon to expand too far. The fast-breeding and
radiation-resistant Ch’lon easily replace their numbers
lost to constant war.

Ch’lon is a world where jungles of vine and fog wrap


around jungles of steel and glass. The Ch’lon evolved as
hive-dwellers, protected against the many things which
wanted to eat them and they retained their hives as they
moved from mud to clay to steel to high-impact plastic
as building materials. Every major city on Ch’lon has, at
its heart, one of the original mud hives the race originally
evolved in.

The Ch’lon believe there is nothing in the universe but


predators and prey. Characters are either victor or victim,
winner or loser. Compromise is nothing more than a
means of distracting an enemy the Ch’lon cannot defeat
immediately. It is said that Drakh scouts who found Ch’lon IV
Ch’lon hid this fact from their Shadow masters, out of Source: IPX/Marford/ex.33b
fear the instinctive Ch’lon embodiment of the Shadows’ Grade: Delta/Pi
philosophy would cause the Drakh to be replaced.

52
Corillani Narn ‘protection’, Corillan began to flourish and when the Narn
themselves pulled back following the Dilgar War, the Corillani
were able to assert themselves as a united people.

Corillan System Corillan today is a prosperous, industrial world, which still retains
Star: F9 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 4 Gas (Cold), considerable mineral wealth, despite Centauri extraction efforts –
4 Icy (Cold); Features: Asteroid Belt (Light); Jump Gates: 1; Corillan was used more as an advanced processing and fabrication
Ownership: Corillan Hierarchs; Threat Level: Low; Security world than a source of raw materials. Their space fleet, while not
Level: High capable of conquering a vast empire, is strong enough to dissuade
casual assaults on their space. Furthermore, their location makes
Corillan III them a buffer between the Narn and the Centauri, and neither
Zone: Habitable; Size: Medium (8,400 miles); Grav: 0.9g; side wishes to see the other reconquer this territory, meaning that
Moons: 1 (700 miles); Atmo: Standard (1.05) Breathable; there is an implied, but not explicit, protection pact with both
Geology: Standard; Volcanism: Stable; Hydro: Damp (35%); governments against the other.
Oceans: 2 Oceans, 4 Seas; Climate: 90F/36V; Bio Density:
Standard; Bio Complexity: Native Intelligence; Pop: 2 billion; The Corillani are a humanoid species with a somewhat avian
Tech: Advanced; Cities: Morollion (3 million), Vallian’s Fane (2 facial cast – hairless, with skin tight to the skull, somewhat
million); Gov: Corillan Hierarchs (P3, D3, C8, S7); Orbital Pop: ‘bulging’ eyes and a beaklike facial structure. They are egg-layers
5,000, Colonies: 1 Major/2 Minor, Bases: 2 Military, 4 Monitor and mate for life. The current Corillani government is a theocracy
which permits ‘competing’ religions to exist, provided they do not
Corillan is a cool, wet world, whose inhabitants have had the bad proselytise or seek to overthrow the ruling priests.
luck to be sandwiched between the Narn and the Centauri and
the good luck to survive it. The native species, the Corillan, is
an intelligent humanoid race which evolved when climactic shifts Orillan System
dried the marshes in which their ancestors lived. The increasing Star: K5 V; Planets: 3 Terrestrial (2 Cold, 1 Hab), 1 Gas (Cold);
Features: Asteroid Belt (Dense); Jump Gates: 1; Ownership:
difficulty of finding water on the predator-strewn plains led to
Corillan Hierarchs; Threat Level: Low; Security Level: High
co-operation and sentience. The pattern then was typical – fire,
metal working, war, empire and eventually an awareness of the
Orillan I

Corillani
universe and a desire to find their place in it.
Zone: Habitable; Size: Medium (7,200 miles); Grav: 0.8g;
The Corillani are a deeply religious people, practicing a varied Moons: None; Atmo: Standard (0.9) Breathable; Geology:
Standard; Volcanism: Active; Hydro: Moist (55%); Continents:
polytheistic religion which produced gods and goddesses to serve
2 Large; Climate: 50F/33V; Bio Density: Standard; Bio
every need, from early gods of fire and blood to later gods of
Complexity: Advanced; Pop: 250,000; Tech: Advanced; Cities:
computers and radiation. Constant disagreements over which Orillan’s Kiss (150,000), Great Blessings (40,000); Gov: Corillan
deities were true and which were false, which were stronger and Hierarchs (P3, D3, C8, S7); Orbital Pop: 500, Colonies: None,
which were weaker, kept the world in a near constant state of Bases: 1 Military
a simmering, and sometimes boiling, war. When the Corillani
achieved the technology for simple in-system travel, an idealistic The colonists who first caught site of Orillan, after generations of
group decided they had had enough of religious war and travel and promises, must surely have had their faith tested, if not
constructed a generation ship, which was launched with the shattered. Slight errors in the long-distance scans which located
intent of founding a united, peaceful, colony when it arrived at the world meant the promised land of bounty was, instead, frozen
its destination. tundra most of the year and muddy slush the rest. The air was
thin, the gravity light, the humidity unpleasant – but this was a
On Corillan, though, religious war took a different turn, resulting one-way trip. Their ship was to become the temple at the heart
in a shift from polytheism to monotheism, with one god, Corillan, of their new city. The Corillani folk trusted to their gods and set
ruling over all others, who were downgraded to servitors rather in with a will.
than deities.
Soon after their settlement had taken hold, new gods came,
Then, the Centauri came, saw and conquered. Corillan became a with strange fibres on their head and machines and technology
colony world, well-treated due to their advanced technology and no one could imagine. They also brought word of Corillan, the
skill at warfare but a conquered world just the same. The Centauri homeworld the colonists’ ancestors had departed. On Corillan,
things had changed; the many gods were gone, replaced with one,
played on Corillan religion to cast themselves as messengers from
and the servants of the god, the Centauri, were everywhere. The
Corillan and this played well for a time. The discovery by the
Orillan, aghast and horrified, wanted nothing to do with these
Centauri of the progress of the generation ship caused them to ‘heretics’. The Centauri, however, wanted one people to rule over,
send ships to the Orillan colony as well. not two, and forced the two cultures together, creating in the
process a religious resistance to their rule.
The wavering fortunes of the Centauri eventually led to a retreat
from Corillan space – however, into the power vacuum stepped The Orillani rebels proved the key to securing the independence
the Narn. Meet the new boss, same as the old boss. Unlike the of the Corillani people. Following the final departure of the Narn,
Centauri, though, the Narn avoided interference in the local the two worlds attained a peaceful unity under a government close
faith and treated the Corillani with considerable respect. Under to that of the original theocracy.

53
Deneth This would normally lead to a ‘war of all against all’,
as few worlds with even two sentient races can find
peace, but the Denovans, either naturally or with
Denova System the aid of the Vorlons, have something of an edge
– they are all at least slightly telepathic and this has
Star: F4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas
(Hot); Features: Debris; Jump Gates: 1; Ownership: led to war among them being almost unknown. Each
Deneth Communion; Threat Level: Medium; Security Denovan is always slightly in-tune with the feelings
Level: High of others and the planet managed to reach orbit with
a minimum of war and violence.
Denova IV (Deneth)
Zone: Habitable; Size: Medium (6,000 miles); Grav: However, this ill-prepared them for contact with the
0.7g; Moons: None; Atmo: Thin (0.7) Breathable; war-torn galaxy at large. After emerging into space
Geology: Standard; Volcanism: Very Active; Hydro: at the time of the Dilgar War and then seeing the
Very Wet (95%); Continents: Island Chains; Climate: ravages of the Earth-Minbari War going on as well,
80F/30V; Bio Density: Standard; Bio Complexity: the Deneth decided to wall themselves off. Using
Native Intelligence; Pop: 500 million; Tech: Fusion; their abilities as surreptitiously as possible, they began
Cities: Verenon (20,000), Colian (15,000); Gov: negotiating with other races for technology and found
Deneth Communion (P9, D1, C9, S10); Orbital the Narn willing to sell them weapons and hulls. Thus
Pop: 2,000, Colonies: None, Bases: 2 Military secured, they retreated back to their homeworld.

Deneth is a glistening water world, with only two Psi Corps is constantly sending agents to Deneth,
large archipelago chains marring the green, glassy attempting to sneak past their defences, in the
surface of its sea. A constantly churning tectonic hopes of capturing DNA samples and more. These
actions are conducted under an extremely tight veil
Deneth

system belches forth new islands in these chains on


a regular basis, turning the surrounding sea grey with of secrecy.
ash for a time. The world has long since adapted to
this and many local species thrive on the outpourings
of soot. The ever-changing land surface of Denova
has kicked evolution into high gear and has made
Denova unique among all known inhabited worlds in
that there are seven distinct subspecies of Denovans.

54
Descara Descarans are a paradox – mighty but fearful. They
are intensely xenophobic. They raised themselves from
savagery to space, took a cautious look around and decided
the universe was filled with dangers. True, so was their
Bestine System homeworld, but they had long since learned to deal with
Star: G5 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 Hot), those – no nasty surprises. They retreated to their own
3 Gas (Cold), 4 Icy (Cold); Features: Debris; Jump Gates: planet, prepared themselves, waited and watched.
1; Ownership: Descaran Elders; Threat Level: Medium;
Security Level: Very High They did not wait overlong. The Narn, smarting from defeat
at N’chak’fah, placed the world they named Bestine next
Bestine II (Descara) on their agenda of conquest. Without planetary defences,
Zone: Habitable; Size: Medium (9,000 miles); Grav: 1.1g; they foresaw swift victory – only to find the paranoid
Moons: 1 (1,000 miles); Atmo: Standard (1.0) Breathable; Descarans had hid fleets of defensive ships beneath the
Geology: Standard; Volcanism: Active; Hydro: Wet (85%); jungle canopies of their world. The Narn fleet, caught by
Continents: 1 Large, 4 Small; Climate: 100F/18V; Bio surprise, was beaten and sent fleeing; those few Narn ships
Density: Standard; Bio Complexity: Native Intelligence; who managed to land troops were lucky to take off. The
Pop: 2 billion; Tech: Fusion; Cities: Grawook (3 million), Descarans studied the remnants of the Narn vessels and
Akan (2 million); Gov: Descaran Elders (P3, D3, C6, S8); improved their ships still further. They also deactivated
Orbital Pop: 5,000, Colonies: None, Bases: 2 Military, 2 (though they did not destroy) their jump gate, cutting off
Monitor many of the rimward worlds from the League.

Descara is a teeming jungle world, a ‘deathworld’ on par The Dilgar attacked Bestine and would have destroyed it,
with Janos VII and Nakaleen, with one major distinction had the Earth Alliance not intervened in time. This led
– this world gave rise to sentient life, life tough enough to the Descarans to a slightly less xenophobic view of the
survive and reach skyward on a world where survival is not universe. While they do not yet have full relations with

Descara
a daily battle but an eternal war. any other species, they are at least making tentative stabs
towards diplomacy and the Bestine jump gate is open for
Descara has little of its surface not covered in rich plant life; transit by other races, though the Descarans have advanced
even the poles hold soaring pine-like forests, while the seas scanning systems located just inside and around the gate
are covered in mats of kelp and algae so dense a Human can and will shut down access if it appears anything hostile is
walk across them with little danger of falling in. Around, coming through.
under and through the jungles, forests and swamps prowl
countless predators. If there exists anything which can be A brief war with the Gaim, begun when the Descari shot
eaten, something on Bestine II has evolved to eat it – and down a Gaim probe ship, cost them temporary access to
something has evolved to eat that, and so on. T’lad’tha and the neutral worlds of Sin’talith and Gamma
VII. These were later restored but the Descarans learned
The Descarans evolved in this environment and it shows. another painful lesson about shooting first and asking
Where most sentient races lost their natural weapons, the questions later. Indeed, the Descarans still do not understand
Descarans retained theirs. They have mouths filled with how close the Gaim came to simply exterminating their
sharp fangs and their hands terminate in vicious, raking species.
claws. Descaran items are designed to account for this;
non-Descarans using Descaran technology suffer a –1 racial The Descarans are governed by a sort of ‘Senate of Elders’.
modifier to all appropriate checks, and vice-versa. The oldest and most cunning Descarans are respected for
their ability to survive and the oldest of them all form the
Physically, the Descarans are ‘ape like’, with a hunched planet’s leading body. There is no form of senility known
posture and a sloping brow. The size of the brain cavity to affect the Descarans, so for them age truly does bring
seems inadequate to the task of holding a sentient mind wisdom.
but the Descaran brain has a dense cellular structure, with
far more neural connections per cubic inch than most
other sentient species. They have dense muscles, too – a
Descaran can easily defeat a Narn in hand to hand combat,
something the Narn learned firsthand.

55
T’lad’tha System T’lad’tha, the only world within easy reach which
Star: K9 V; Planets: 4 Terrestrial (2 Hab, 1 Hot), 3 Gas was not already claimed and which had any sort of
(Cold), 2 Icy (Cold); Features: Debris; Jump Gates: 1; redeeming value. It also had an existing jump gate, a
Ownership: Descaran Elders; Threat Level: Medium; legacy of some long-gone race’s expansion into this
Security Level: High region, making it especially useful. They established
habitation domes (using holography to recreate the
T’lad’tha II lush foliage and lethal predators of home, without
Zone: Habitable; Size: Medium (5,400 miles); which they felt desperately homesick) and began to
Grav: 1.1g; Moons: None; Atmo: Thin (0.7) mine. This worked well for a few years. Then the
Poisonous; Geology: Rugged; Volcanism: Active; Dilgar came and scoured the colony. Only a handful
Hydro: Dry (5%); Oceans: 1 Ocean; Climate: of Descarans, deep within the mines, managed to
110F/10V; Bio Density: Scarce; Bio Complexity: survive. They were found years later when a Descaran
Basic; Pop: 20,000; Tech: Fusion; Cities: Grankor fleet arrived to survey the damage and attempt to
Mine (15,000); Gov: Descaran Elders (P3, D3, C6, rebuild.
S8); Orbital Pop: 1,000, Colonies: None, Bases: 1
Military, 1 Trade T’lad’tha today remains the Descarans only colony
world. As with the Bestine system, the Descarans
Dry where Bestine is wet; barren where Bestine is permit travel through the jump gate, but do not
lush; cold where Bestine is hot. The Great Maker offer any sort of services or trade.
surely has a sense of humour, making the only viable
colony world for the Descarans a world so different There is only one major mining dome on T’lad’tha
from their home. but there are a dozen or so smaller domes scattered
around the world, exploring locations for a second
Descara

T’lad’tha is a dry, thin-atmosphere world orbiting a major colony.


dim orange star. It is, however, extremely dense, very
rich in metals, many of which are easily accessed
from the surface. The Descarans felt that the Narn
attack, though repulsed, exposed potential weakness.
As much to avoid keeping all their eggs in one basket
as to secure minerals, they founded a colony on

56
Dilgar Continents: 2 Large, 1 Small; Climate: 80F/33V; Bio
Density: Standard; Bio Complexity: Native Intelligence;
Pop: 5 billion; Tech: Advanced; Cities: Ogkarin (8

Imperium million), Vhadar (6 million); Gov: Dilgar Imperium (P3,


D3, C9, S8); Orbital Pop: 50,000, Colonies: 3 Major/7
Minor, Bases: 5 Military, 6 Monitor, 1 Trade

Innata System Omelos III [post–2235]


Star: F2 IV; Planets: 3 Terrestrial (Hot), 1 Gas (Hab); Zone: Habitable; Size: Medium (8,400 miles); Grav: 1.0g;
Features: None; Jump Gates: 1; Ownership: Dilgar Moons: None; Atmo: Very Thin (0.1) Inert; Geology:
Imperium [None post–2232]; Threat Level: Very High Standard; Volcanism: Active; Hydro: Dry (10%);
[Medium post–2232]; Security Level: Very High [Very Continents: 3 seas; Climate: 100F/43V; Bio Density:
Low post–2232] Scarce; Bio Complexity: Basic; Pop: None; Tech: (ruins
of ) Advanced; Cities: None; Gov: None; Orbital Pop:
Innata IV-Beta [pre–2232] None, Colonies: None, Bases: None
Zone: Habitable; Size: Small (1,400 miles); Grav: 0.2g;
Atmo: Very Thin (0.1) Corrosive; Geology: Standard; The history of Omelos is written in blood. War has defined
Volcanism: Active; Hydro: Very Dry (5%); Climate: the Dilgar from their earliest days. At the onset of their
150F/20V; Bio Density: None; Bio Complexity: None; history, three breeds of Dilgar – the Tall, the Dark and the
Pop: 2,000; Tech: Advanced; Cities: Innata Refinery Prime – existed on the three main continents of Omelos.
(2,000); Gov: Dilgar Imperium (P3, D3, C9, S8); Orbital The Dark and Prime breeds interacted often and violently
Pop: 300, Colonies: None, Bases: 1 Military, 1 Trade – though they were really the same species, there was instant
and immediate hatred between them, with each struggling
to defeat and enslave the other. The only moment of truce
Innata IV-Beta [post–2232] in this ceaseless war came when the Tall Dilgar arrived from
Zone: Habitable; Size: Small (1,400 miles); Grav: 0.2g; the more distant third continent. More advanced than
Atmo: Very Thin (0.1) Corrosive; Geology: Standard; the other two breeds both ethically and technologically,
Volcanism: Active; Hydro: Very Dry (5%); Climate: they attempted to bring peace and enlightenment – and

Dilgar
150F/20V; Bio Density: None; Bio Complexity: None; succeeded only in uniting Prime and Dark against them in
Pop: None; Tech: Advanced; Cities: Innata Refinery a war of extermination. The Tall Dilgar were driven back to
(abandoned); Gov: None; Orbital Pop: None, Colonies: their home continent and mostly wiped out. After this, war
None, Bases: None resumed as usual, with the Dark Dilgar losing their own
homelands to the Prime, retreating to the lands they had
The first unclaimed system the Dilgar found was virtually taken from the Tall.
useless. A blazing sun cast the inner planets in unimaginable
heat and the only world placed in the distant habitable zone At this point, there was stagnation. The Dark Dilgar had
was a gas giant with a paltry selection of moons. The Dilgar the edge in technology but were not capable of launching
War Council had promised that they would plant the flag an effective attack. The Prime, then, turned their focus to
of the Dilgar on another world, though… and so they did, research. The advantages of advanced technology became
choosing the only moon with a hint of worth, a volcanic apparent quickly; indeed, scientists and thinkers began to
wasteland which nonetheless produced a variety of useful be elevated over common soldiers, so long as their work
gasses. A refinery colony, staffed mostly by prisoners and was of direct, tangible benefit. Whereas in many races,
slaves, was established there. Life expectancy for a worker the intellectual classes tended to be slightly pacifistic or
at the refinery was measured in months. Nonetheless, the idealistic, among the Prime Dilgar, to be a thinker was to
Dilgar could honestly say they were now a starfaring race. think about killing. The Prime Dilgar scientific community,
as the race moved from gunpowder to fission, was founded
on the premise of: ‘When I publish, someone else shall
Omelos System perish.’
Star: G5 V [pre–2235]; Planets: 3 Terrestrial (1 Hab, 2
Hot), 2 Gas (Cold), 3 Icy (Cold); Features: Flares; Jump It was fission which ended the stalemate. The Prime
Gates: 1; Ownership: Dilgar Imperium [None post–2235]; reached atomic power first and used it ruthlessly. Within
Threat Level: Very High [Medium post–2235]; Security a few years, the surviving Dark Dilgar were enslaved.
Level: Very High [Low post–2235] There was now only one power on Omelos – the Dilgar
Imperium, which continued to advance itself, desperate to
Omelos III [pre–2235] keep growing as its economy, founded on war and death,
Zone: Habitable; Size: Medium (8,400 miles); Grav: 1.0g; began to founder for the lack of an enemy. Their world was
Moons: None; Atmo: Standard (1.0) Breathable; Geology: scarred by atomic weapons and damaged by unrelenting
Standard; Volcanism: Active; Hydro: Wet (75%);

57
environmental exploitation in the name of warfare. They the few seas were choked with salt, requiring expensive
had nowhere to go but out… desalinisation to draw water from them, and the sporadic
outcroppings of primitive plant life filled the air with tiny
What they found displeased them – countless worlds, spores which causes painful, bleeding, rashes at the slightest
all held by races they were not yet ready to fight. Only exposure. Filtration systems could not remove 100% of
to antispinward were there any worlds to seize easily, and the spores, so the colonists were perpetually miserable --
seize them they did, though none were especially useful. perhaps less so than those on Innata and Wahant, but the
The Dilgar did not want any race to spy on them or learn world could not be opened to large-scale settlement until
anything about them which might be construed as a the technical problems were solved. This would have been
weakness, so they put up a front of peaceful isolationism, accomplished eventually, but the Dilgar War intervened.
demanding no race cross their borders and promising the
same in return. A few experimental forays by other races The settlers of Rohric were, in general, grateful to be herded
demonstrated the Dilgar’s ability to make good their threats back to Omelos, despite knowing the fate of their sun; at
and they were left alone. least their final years would be spent without coughing up
blood.
Eventually, the Dilgar would have launched a war, but it
happened much sooner than anyone had planned. The sun
was showing signs of instability; a sudden core implosion
was imminent. Rather than beg for help or a world they Wahant System
could settle, the Dilgar launched an all-out assault on the Star: K3 V; Planets: 1 Terrestrial (Cold); Features: None;
League worlds, casting a quarter of the known galaxy into Jump Gates: 1; Ownership: Dilgar Imperium [None
bloody war. The war finally ended with the Dilgar driven post–2232]; Threat Level: Very High [Low post–2232];
back to their home system in 2232 and confined there. Security Level: Very High [Low post–2232]
A few years later, in 2235, the sun flared, scouring the
system clean. No life remains on Omelos and the Dilgar Wahant I [pre–2232]
are considered to be extinct. Zone: Habitable; Size: Medium (4,500 miles); Grav:
0.6g; Moons: None; Atmo: Thin (0.8) Inert; Geology:
Standard; Volcanism: Dead; Hydro: Dry (5%); Oceans:
Rohric System Scattered Lakes; Climate: Cold; Bio Density: Scarce; Bio
Dilgar

Star: G5 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1 Hot), 2 Complexity: Basic; Pop: 3,000; Tech: Advanced; Cities:
Gas (Cold), 1 Icy (Cold); Features: None; Jump Gates: 1; Wahant Experimental Agriculture Station (2,000); Gov:
Ownership: Dilgar Imperium [None post–2232]; Threat Dilgar Imperium (P3, D3, C9, S8); Orbital Pop: 400,
Level: Very High [Very Low post–2232]; Security Level: Colonies: None, Bases: 1 Military, 1 Scientific
Very High [Very Low post–2232]
Wahant I [post–2232]
Rohric III [pre–2232] Zone: Habitable; Size: Medium (4,500 miles); Grav: 0.6g;
Zone: Habitable; Size: Medium (6,500 miles); Grav: Moons: None; Atmo: Thin (0.8) Inert; Geology: Standard;
0.8g; Moons: 1 moon (400 miles); Atmo: Standard (0.9) Volcanism: Dead; Hydro: Dry (5%); Continents: Lakes;
Breathable (Tainted – Allergic); Geology: Standard; Climate: Cold; Bio Density: Scarce; Bio Complexity:
Volcanism: Stable; Hydro: Damp (35%); Oceans: 1 Basic; Pop: 100; Tech: Advanced; Cities: Wahant
Ocean, 2 Seas; Climate: 110F/33V; Bio Density: Scarce; Experimental Agriculture Station (100); Gov: Dilgar
Bio Complexity: Basic; Pop: 10,000; Tech: Advanced; Imperium (P3, D3, C9, S8); Orbital Pop: None, Colonies:
Cities: Rohric Base (5,000); Gov: Dilgar Imperium (P3, None, Bases: None
D3, C9, S8); Orbital Pop: 500, Colonies: None, Bases: 2
Military, 1 Trade The Dilgar fared little better with Wahant I than with
Innata, having no choice of worlds to settle. One war-
Rohric III [post–2232] scientist proposed setting up an experimental agricultural
Zone: Habitable; Size: Medium (6,500 miles); Grav: colony, to develop techniques of growing plants under very
0.8g; Moons: 1 moon (400 miles); Atmo: Standard (0.9) adverse conditions. The colonists were given a year’s supply
Breathable (Tainted – Allergic); Geology: Standard; of food and a wide range of technologies and told, in effect
Volcanism: Stable; Hydro: Damp (35%); Continents: 1 ‘Grow plants there or die’. The experiment was repeated
ocean, 2 seas; Climate: 110F/33V; Bio Density: Scarce; annually, with predictable results. On the other hand,
Bio Complexity: Basic; Pop: None; Tech: (abandoned) Dilgar scientists studying both the effects of starvation and
Advanced; Cities: Rohric Base (abandoned); Gov: None; the psychology of desperation managed to learn a great deal
Orbital Pop: None, Colonies: None, Bases: 1 Trade via their monitoring of each successive colony’s failure.
(abandoned) While Wahant I was attacked by the allied forces pushing
back the Dilgar front, it is possibly the only planet that still
Rohric offered the Dilgar’s best hope for a permanent hides a small population of the virtually extinct race, as it
colony, but it was still a substandard world. Hot and dry, was never properly scoured…

58
Drazi Fendamir System
Star: G5 V; Planets: 6 Terrestrial (2 Cold, 1 Hab, 3 Hot), 1

Freehold
Gas (Cold), 2 Icy (Cold); Features: Debris; Jump Gates: 1;
Ownership: Drazi Freehold; Threat Level: Low; Security
Level: Medium

Drathun System Fendamir IV (Fendamir Research Colony)


Star: F5 V; Planets: 5 Terrestrial (1 Cold, 1 Hab, 3 Hot), 3 Zone: Habitable; Size: Medium (9,100 miles); Grav:
Gas (Cold), 4 Icy (Cold); Features: Debris; Jump Gates: 1; 1.0g; Moons: None; Atmo: Standard (1.0) Breathable;
Ownership: Drazi Freehold; Threat Level: Low; Security Geology: Rugged; Volcanism: Active; Hydro: Wet (85%);
Level: Medium Continents: 1 Large, 2 Small; Climate: 70F/33V; Bio
Density: Standard; Bio Complexity: Native Intelligence;
Drathun IV Pop: 10,000 Drazi/80,000 Diranos; Tech: Advanced;
Zone: Habitable; Size: Medium (7,500 miles); Grav: 1.0g; Cities: Fendos Complex (5,000), Toras (4,000); Gov: Drazi
Moons: None; Atmo: Standard (1.0) Breathable; Geology: Shadak (P8, D8, C4, S9); Orbital Pop: 1,000, Colonies:
Rugged; Volcanism: Active; Hydro: Moist (65%); None, Bases: 1 Military, 1 Scientific
Continents: 2 Large; Climate: 70F/36V; Bio Density:
Standard; Bio Complexity: Advanced; Pop: 15,000; Tech: Fendamir is called by some ‘the haunted colony’ and this
Advanced; Cities: Covmer (8,000), Draghaz (6,000); appellation is fitting. The world is clearly anomalous, the
Gov: Drazi Shadak (P8, D8, C4, S9); Orbital Pop: 1,500, product of advanced terraforming. It has oceans where it
Colonies: None, Bases: 2 Military, 2 Trade should have none, a breathable atmosphere where it should
have a carbon dioxide haze. It is Earth, where it should be
Drathun is a rugged but fertile world, perfect for Drazi Mars. The Drazi trace this to the alien building they call
farmers who believe even pulling life from the soil should ‘The Fortress’, an impenetrable structure that seems to be
be a test of strength and endurance. Two large continents still engineering the planet.

Drazi
showed the right chemical makeup to provide rich farming
opportunities, something the expanding Drazi Freehold At first, it was assumed the terraforming was done by the
needed, but the first colonies found that the native plants locals, a humanoid race called the Diranos. However, they
were inedible and that Drazi plants fared poorly against lacked any kind of modern technology and archaeological
native weeds and herbivores. This did not cause the digs indicated they were not a ‘fallen’ race – that is, they had
Drazi to give up, of course. They took great pleasure in no prior period of high technology which could explain the
exterminating the local herbivores and in attacking any state of the world.
encroachments of native life with the same ferocity with
which they attacked each other. The initial Drazi reaction to this lucky find was ‘Do
not bother to count the claws on a freely-given lurn!’
In addition, Drathun was perfectly positioned to watch the and settlement began at once, with the local population
Dilgar, who swept through the system in force during the rapidly subj– placed into protective custody for uplift and
Dilgar Wars. Once the orbiting defence grid was wiped out, enlightenment, at the behest of the local rulers, in full
the farmers on Drathun waited to be exterminated, feeling accordance with League guidelines. However, colonists
more frustration at not being able to strike back than fear began to report odd phenomenon – almost inaudible
at impending doom. However, the Dilgar passed them by, whispers, the endless feeling of being watched and other
moving their forces to take the Quantium–40 mines at things. Telepaths of all races sensed nothing but seemed even
Latig, planning on dealing with Drathun at a later stage. more susceptible to the ‘hauntings’ than non-telepaths.

Thanks to the Earth Alliance, that day never came, but Fendamir has few permanent Drazi residents and no more
Drathun has since become a powerful military outpost than a handful of children have been born there (such
as well as a farming colony. Agriculturists interested in births are usually unintentional). There are active military
techniques for dragging life out of an unwilling world and research bases, as well as mining and processing plants,
sometimes travel to Drathun to study it. but all are crewed on a rotating basis. Anyone willing to live
on Fendamir permanently is viewed as slightly mad and
There is a major military weapons testing facility located many who initially make the commitment to do it recant
on the otherwise barren world of Drathun II. after a few years.

59
Fendamir was one of the worlds opened to
refugees fleeing the Vorlon worldkiller; none
remained for long, even those with nowhere else
to do.

Latig System
Star: O6 II; Planets: 5 Terrestrial (Hot);
Features: None; Jump Gates: 1; Ownership:
Drazi Freehold; Threat Level: Medium; Security
Level: High

Latig I
Zone: Hot; Size: Small (3,400 miles); Grav:
0.5g; Moons: None; Atmo: Vacuum; Geology:
Very Rugged; Volcanism: Very Active; Hydro:
None; Climate: Cold/Hot; Bio Density: None;
Bio Complexity: None; Pop: 10,000; Tech:
Advanced; Cities: Frig’bhak (4,000), Glar’bhak
(2,000); Gov: Drazi Shadak (P8, D8, C4, S9);
Orbital Pop: 500, Colonies: None, Bases: 1
Military, 1 Monitor, 1 Trade

Latig is a charred ball of rock in orbit around a


blazing blue star; projections indicate its orbit will
decay into a death spiral inside of ten thousand
Drazi

years. Before that happens, the Drazi will have


drained every ounce of worth from the world,
even if it kills them – which it might. But as the
Drazi noted: ‘All die there once already.’

In the 2240s, the Latig colony was destroyed Latig I


by the Dilgar, who unleashed a plague on the Source: IPX/Marford/ex.94
world as a means of leaving the complex mining Grade: Alpha/Tau
systems intact while depopulating it for easy
conquest. When the Dilgar were defeated, the corrode an encounter suit and a limb exposed to it may be
Drazi reclaimed the world with force, despite the fact frost-bitten but not filled with a horde of alien flesh-eating
the Hurr were sending a battle fleet towards it to claim germs.
it for their own. Need for the wealth of Latig combined
with rage at the fate of the colonists gave the Drazi a fury Latig is rich in Quantium–40, as well as a plethora of
exceptional even for them, and the Hurr, after having a other rare earths and the blaze of the system’s star provides
very brief exchange with the Drazi commander in charge unlimited power. Arrays of solar panels line the edge of
of the reclamation mission, engaged in an uncharacteristic the ‘twilight zone’ (any closer and the delicate electronics
‘strategic withdrawal’. would liquefy) and superconductor cables carry the
power back to the mining colonies. Hydroponics beneath
Latig is a locked world, one face always turned towards the the surface provide most of the colony’s food. The only
blue sun, iron-meltingly hot; the other face forever staring desperate need is water, which must be shipped in at great
into darkness, nitrogen-freezing cold. The Drazi colonies expense from other worlds. The Drazi have no ‘freshwater
are on the cold side, seven of them, all small domes reservoir’ worlds as many other races do, so maintaining
surrounded by extensive deep-core mining equipment, all Latig is expensive – but giving it up would be a thousand
linked by a network of transit tubes. Life on Latig is hard, times more costly.
though not as hard as Mofaka – exposure to the airless cold
is fatal but, as Work Leader Gruza Dral once noted, ‘Less
fatal than Mofaka!’. The cold, after all, does not slowly

60
Mofaka System Shambah System
Star: F1 V; Planets: 5 Terrestrial (1 Hab, 4 Hot), 3 Gas Star: G4 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), 3 Gas
(2 Cold, 1 Hot), 3 Icy (Cold); Features: None; Jump (Cold); Features: None; Jump Gates: 1; Ownership:
Gates: 1; Ownership: Drazi Freehold; Threat Level: Low; Drazi Freehold; Threat Level: Low; Security Level: Very
Security Level: Very High High

Mofaka VI Shambah III


Zone: Habitable; Size: Medium (7,800 miles); Grav: 1.0g; Zone: Habitable; Size: Medium (8,500 miles); Grav: 1.0g;
Moons: 1 (200 miles); Atmo: Dense (1.3) Corrosive; Moons: 1 (400 miles); Atmo: Dense (1.2) Breathable;
Geology: Rugged; Volcanism: Active; Hydro: Damp Geology: Standard; Volcanism: Very Active; Hydro: Wet
(35%); Oceans: 1 Ocean, 6 Seas; Climate: 120F/39V; (85%); Continents: 1 Large, 1 Small; Climate: 80F/30V;
Bio Density: Very Abundant; Bio Complexity: Basic; Bio Density: Very Abundant; Bio Complexity: Native
Pop: 5,000; Tech: Advanced; Cities: Mofaka Dome Alpha Intelligence; Pop: 450,000 Drazi/200,000 Shambahsh;
(5,000); Gov: Drazi Shadak (P8, D8, C4, S9); Orbital Pop: Tech: Advanced; Cities: Shen’ort (75,000), Violan
1,500, Colonies: 1 Major, Bases: 2 Military, 1 Monitor (60,000); Gov: Drazi Shadak (P8, D8, C4, S9); Orbital
Pop: 5,000, Colonies: 1 Major, Bases: 2 Military, 1 Monitor,
Mofaka VI is one of the least habitable worlds in the Drazi 1 Scientific
Freehold, a world where no unprotected exposure to the
outside is survivable. The planet’s atmosphere is both acidic Shambah was the first world to be colonised by the Drazi.
and disease-ridden; the odd, sporulating viruses which It is a perfect world for them – savage, raw and hostile,
dwell on the planet are capable of infecting even the wholly wracked by continuous quakes and populated by vicious
alien Drazi biology. Even a few seconds exposure to the air reptiles. It is also home to a small, weak marsupial race,
will burn skin from flesh and then, if the victim is pulled which the Drazi enslaved almost in passing.
inside a dome in time, leave him to be slowly eaten up from
inside by a dozen alien plagues. Fortunately, the plagues All habitation, other than a few hunting camps and tracking

Drazi
cannot pass from Drazi to Drazi in a standard atmosphere. stations, is on the large primary continent, which is also
Some Drazi claim the original Centauri outpost on this the home of the indigenous peoples. The Shambahsh, as
world, which was what led the Drazi to conquer it in the they are known, stand five feet tall and are thin with a
first place, was a trick – in fact, it was a penal colony. light covering of fur. They give birth to live young which
are then carried in pouches until weaned. They had just
Mofaka’s unique atmosphere and biosphere do have the mastered the forging of bronze weapons when the Drazi
effect of leaving the surface of the planet rich in a wide descended.
variety of exotic chemical compounds, none of which can
be easily synthesised elsewhere and many of which have The Shambahsh of today have known no life beyond
uses in electronics and weapons manufacturing. Thus, subservience to the Drazi and can no more think of
the Mofaka Syndicate thrives, appealing to volunteers by rebellion than they could think of taking to the skies like
promising high pay and the most challenging environment birds. The Drazi are a fact of life. To their slight credit, the
in the Freehold. Most prefer the challenges of Shambah, Drazi do not work the Shambahsh to death and do provide
however – fighting a twelve foot long killer reptile appeals them with food, shelter and enough education to be useful;
more to the Drazi than checking the seals on an encounter the cost of this is the complete destruction of their native
suit with the ritual dedication of a Minbari priest. culture. No Drazi anthropologist bothered to preserve the
natives original language, rituals or social patterns and they
Because of Mofaka’s value as a source of exotic materials are now long gone. A small handful of clay tablets with
and its status as a gateway world between other colonies, Shambahsh writing have been preserved as curios and are
a full battle fleet remains on patrol above the world at all on display at the Museum of Drazi Greatness on Zhabar
times. This also serves to dissuade raiders who might attack but no one can translate them.
the cargo ships as they pass from the starport to the system’s
jump gate. The orbiting transfer point above Mofaka, Despite being a long-settled world, the harsh climate of
Mofaka Station, accepted refugees fleeing the Vorlon Shamba makes it still a ‘frontier’, and the Drazi there are
worldkiller. ‘rough and tumble’ types, even by Drazi standards. ‘It’s a
trap! He’s from Shambah!’ is the punchline to an ancient
Drazi joke, which does not bear repeating here.

61
Zagros System The homeworld of the Drazi is exactly the sort of world
one would expect would produce such a race – it is a harsh
Star: G4 V; Planets: 5 Terrestrial (3 Cold, 2 Hot), 4 Gas
(Cold), 3 Icy (Cold); Features: None; Jump Gates: 1; world filled with predators and storms, a world where
Ownership: Drazi Freehold; Threat Level: Low; Security survival requires brute strength but where strength alone
Level: High is insufficient – to prosper, the Drazi needed to out-think
as well as out-fight their foes. They did so – and then
managed expand their roiling anger beyond Zhabar, to
Zagros VII carry the struggle to the stars.
Zone: Cold; Size: Medium (8,500 miles); Grav: 1.0g;
Moons: None; Atmo: Dense (1.3) Breathable; Geology:
Zhabar is evenly divided between land and water, with one
Standard; Volcanism: Very Active; Hydro: Moist (55%);
large ocean and a major inland sea. The world’s tectonic
Continents: 2 Large, 1 Small; Climate: 60F/20V; Bio
phase ended early, so there has been very little continental
Density: Standard; Bio Complexity: Moderate; Pop:
drift since the dawn of life. This has led to some interesting
50,000; Tech: Advanced; Cities: Zuros (15,000), Usakr
biological phenomenon. Life evolved in the planetary
(10,000); Gov: Drazi Shadak (P8, D8, C4, S9); Orbital
ocean and spread overland but the inland sea had no
Pop: 1,000, Colonies: None, Bases: 1 Military, 1 Monitor
direct aquatic connections to the rest of the planet’s water.
It remained almost lifeless for a 200 million years after
A planet of vast plains broken by a few regions of plateau,
the first land-dwelling creatures appeared. Then it slowly
Zagros VII was settled by the Drazi and then mostly
became inhabited but all animal life in the sea is descended
forgotten. Cold but habitable, due to heat-trapping
from various land-dwelling creatures who returned to an
atmospheric gasses and a great deal of volcanic activity, it
aquatic lifestyle. The Abbai call it ‘Shumal’sha’halash’ or
was once a semi-valuable mining colony seized from the
‘Sea Without Fish’, in wonderment.
Centauri, but that was long ago. The Quantium–40 ran
out generations back, but ‘A Drazi with a world is like a
Zhabar makes up in biological activity what it lacks in
Brakiri with a ducat – once it is in their hands, it never
tectonic. While not quite at the extremes of ‘deathworlds’
leaves’. The small colony remained because leaving would
such as Nakaleen or Janos VII, it is filled with a wide
Drazi

look like quitting.


variety of very carnivorous lifeforms. It also contains a wide
range of advanced and intriguing adaptations, from the
Zagros VII attained brief notoriety during the Shadow War
self modifying pheromone lures used by kantilla plants to
because it hosted (unknown to the Drazi government) an
the bizarre and somewhat disturbing symbiosis of ghrak
Anla’shok (Ranger) training base. This led a Shadow assault
and vezzel. Drazi biological science tends to focus more on
which, fortunately for the 50,000 colonists elsewhere on the
the practical uses of local lifeforms, existing to answer such
world, targeted only the base – at this point, the Shadows
questions as ‘Can we eat it?’ and ‘How do we keep it from
were not moving openly and were merely striking at high-
eating us?’.
priority targets. Today, the Anla’shok base has been rebuilt,
with the full approval of the Drazi government.
There are several large cities on the planet but only Torvag
is generally equipped to handle offworlders. There are a few
Zhabar System hotels catering to non-Drazi and a small section of the city
is known as ‘Nar’shal ku Zhab’, or ‘Nar’shal on Zhabar’,
Star: G5 V; Planets: 5 Terrestrial (2 Cold, 1 Hab, 2 Hot),
3 Gas (Cold), 2 Icy (Cold); Features: Asteroid Belt (Light), though a more idiomatic translation would be ‘Narn Town’.
Trade Hub; Jump Gates: 1; Ownership: Drazi Freehold; Many Narn expatriates ended up settling on Zhabar over
Threat Level: Medium; Security Level: Very High the decades and the population exploded during the War of
Retribution. Currently, about 1,500 Narn dwell there, one
of the largest Narn populations outside of the Regime.
Zhabar III
Zone: Habitable; Size: Medium (9,300 miles); Grav: 1.0g;
Zhabar is one of the least urbanised worlds to house a
Moons: None; Atmo: Standard (1.1) Breathable; Geology:
starfaring race. Nearly a third of the Drazi still dwell in rural
Standard; Volcanism: Dead; Hydro: Moist (50%);
or wilderness environments, a far cry from the usual 95% or
Continents: 2 Large; Climate: 80F/18V; Bio Density:
greater urbanisation rates of most other homeworlds. Even
Abundant; Bio Complexity: Native Intelligence; Pop: 4.8
within the cities, the legacy of the primitive Drazi lives on
billion; Tech: Advanced; Cities: Torvag City (4 million),
– their buildings are constructed with small internal areas
Velunt (3 million); Gov: Drazi Shadak (P8, D8, C4, S9);
and large balconies, allowing the Drazi to spend most of
Orbital Pop: 60,000, Colonies: 4 Major/7 Minor, Bases: 4
their time outdoors. The eternally harsh and ever-changing
Military, 6 Monitor, 1 Trade
weather does not phase them.

62
Drazi

63
Earth or cultural lines. The various corporations and government
agencies charged with maintaining the colony ended up
shifting their best people off-world, leaving the world in

Alliance the hands of those who could not be fired but who were
not suitable for work on important tasks. Corruption set
in quickly.
Beta Durani System Eventually, the Alliance took firmer control, establishing
Star: O2 VI & M6 V (Binary); Planets: 1 Terrestrial (1
a strong central government to try to bring order to the
Hab); Features: Raider Haven; Jump Gates: 1; Ownership:
chaos but the best it can do is quash full-scale riots. Beta
Earth Alliance; Threat Level: Medium; Security Level:
Durani is known as a criminal and black market haven,
High
where almost anything is for sale and where nothing, except
life, is cheap.
Beta Durani I
Zone: Habitable; Size: Medium (4,200 miles); Grav: 0.6g; In spite of these facts, the rich mineral wealth which
Moons: None; Atmo: Standard (0.9) Breathable; Geology: prompted the settlement of Beta Durani in the first place
Standard; Volcanism: Dead; Hydro: Dry (22%); Oceans: has created some wealth; the factories of the world are
1 Ocean; Climate: 60F/21V; Bio Density: Scarce; Bio very productive and shipbuilding and pharmaceuticals
Complexity: Basic; Pop: 500,000; Tech: Advanced; Cities: are dominant industries. Whether legitimate wealth will
New Osaka (50,000), Landing (30,000); Gov: Earth eventually heal the social problems of Beta Durani or just
Alliance (P7, D4, C5, S8); Orbital Pop: 1,000, Colonies: 1 provide more money for the criminal element to war over
Major, Bases: 1 Military, 1 Trade is unknown.

The colony on Beta Durani exemplifies some of the best


and worst traits of the Earth Alliance. On the positive side, Beta 7 System
what was once a barely-habitable Mars-like world has been Star: G2 V; Planets: 4 Terrestrial (2 Cold, 2 Hot), 2 Gas (1
Earth

rendered, it not warm and lush, at least warmer and lusher. Cold, 1 Hot); Features: None; Jump Gates: 1; Ownership:
The once-waterless world sports a planetary ocean covering Earth Alliance; Threat Level: Low; Security Level: High
one fifth its surface, and the colonists can freely walk
around outside. An entire food web has been constructed Beta 7/IV
from the ground up – literally, as the creation of soil was Zone: Cold; Size: Medium (7,900 miles); Grav: 1.0g;
a fundamental step. The world is not only habitable, it is Moons: None; Atmo: Thin (0.8) Inert; Geology: Rugged;
self-sustaining, requiring no technology to maintain its Volcanism: Very Active; Hydro: Moist (55%); Continents:
ecosystem. 1 Supercontinent; Climate: Cold; Bio Density: Scarce;
Bio Complexity: Simple; Pop: 12,000; Tech: Advanced;
That is the good news. Cities: New Anchorage Mine (6,500), New Siberia Penal
Institute (4,000); Gov: Earth Alliance (P7, D4, C5, S8);
The bad news is that, even with this effort, Beta Durani is a Orbital Pop: 500, Colonies: None, Bases: 1 Military
hostile place. Two suns blaze in the sky, making true night
rare and playing havoc with long-established instincts. Odd Beta 7 was settled at least in part to provide a buffer for
day/night cycles occur on all colony worlds and always Earth, to force travellers from Ch’lon or Koulani space to
require adjustment but no other colony has the complex pass through a monitored system. Economic constraints
shifts of day and night that Beta Durani does. Many earth required some other use be made of the system and so
lifeforms simply could not adapt, and the scope of the the almost-habitable world of Beta 7/IV was selected for
planned ecosystem had to be curtailed. development. A harshly glaciated planet with a terrain
consisting of rocks, ice or sometimes rocks sticking out
Because of this, and because so many more promising of ice, there was little there to appeal to colonists. An ice-
worlds were available for colonisation, Beta Durani mining colony was established but Earth never had the
required ‘incentives’ to settle. These incentives appealed desperate need for fresh water that many other races did
mostly to the desperate, so Beta Durani was settled by the and there were ample ice mines in the Sol system, so the
poor, the outcast and in many cases the criminal. While colony mostly became a dumping ground for the desperate
some such situations create a commonality of purpose and and the borderline criminal. As this became apparent to
a brotherhood of the oppressed, this was not the case with the EarthGov, some genius decided to ‘play to the planet’’s
Beta Durani; the world quickly factionalised along ethnic strengths’ and ordered the construction of a maximum

64
security penal colony on the world. During the 2240s and The world is mostly rock with scattered outgrowth of
2250s, the New Siberia Penal Institute was home to Earth’s tuberoot and brackleaf. One ocean coils like a snake along
most violent criminals, those who merited the harshest the equator; a second forms a somewhat triangular patch
punishment short of death of personality. Criminals had in the north. Between the two winds a thin river, which
to work to get to New Siberia. long ago gouged a ravine to rival any on Earth; the city of
Canyon is located where it empties into the equatorial sea.
At least, until Clark took over. He used the New Siberia
colony as his personal dumping ground for ‘dissidents’ and Beta 9 was settled both for access to its mineral wealth
‘traitors’, tossing political activists, journalists, artists and (which is considerable) and as a scientific outpost. The two
others into a cesspit filled with violent psychopaths. The major cities both serve equal duty in these areas and the
threat of this served as a terrifyingly effective deterrent to miners and scientists maintain a comfortable co-existence,
dissent but not so much that the prison transports ever despite their very different interests and habits. One thing
left Earth half-full. The prison staff, headed by Major both groups had in common was a dislike of the Clark
John Clemens and consisting almost entirely of Clark administration. The miners found their numerous small
appointees, took special care in making sure ‘traitors’ were syndicates and consortiums were being seized on specious
suitably dealt with and encouraged their abuse by the other grounds and sold at cut-rate prices to Clark-friendly
prisoners. Hundreds died of exposure or violence and many corporations; the scientists were instructed to make their
more suffered permanent injuries. work focus on bioweapons and organic technology, not
farming and pharmaceuticals. A dozen scientists died
Under the new Earth government, the New Siberia colony during these ‘reassignments’ and twice as many went
is scheduled for conversion to a standard ice mine, as the insane, when Clark had fragments of a Shadow vessel sent
ISA has opened up new possibilities in the rimward regions to Canyon for analysis.
of the galaxy for trade. The prisoners held there who
actually merited such treatment will be dispersed to other As a consequence, when Sheridan’s rebellion began to
facilities. Those imprisoned for ‘crimes against the State’ spread, Beta 9 was one of the first worlds to sign on, with
have been freed and are being compensated, as best they the local military, sympathetic to the populace, switching

Earth
can be, for their treatment. sides instantly. Several vessels loyal to Clark were escorted
to Beta 9, where their crews were held until the war was
over.
Beta 9 System
Star: F5 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Hot), 2
Gas (Cold); Features: None; Jump Gates: 1; Ownership: Ceti Gamma System
Earth Alliance; Threat Level: Low; Security Level: High Star: G4 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 2 Gas
(Cold), 1 Icy (Cold); Features: Asteroid Belt (Dense);
Beta 9/III Jump Gates: 1; Ownership: Earth Alliance; Threat Level:
Zone: Habitable; Size: Medium (8,300 miles); Grav: Low; Security Level: High
1.1g; Moons: 1 moonlet (40 miles); Atmo: Thin (0.8)
Breathable; Geology: Rugged; Volcanism: Stable; Hydro: Ceti Gamma II
Dry (25%); Oceans: 2 Oceans; Climate: 90F/57V; Bio Zone: Habitable; Size: Medium (8,100 miles); Grav: 1.0g;
Density: Scarce; Bio Complexity: Advanced; Pop: 20,000; Moons: 1 (1,100 miles); Atmo: Standard (1.0) Breathable;
Tech: Advanced; Cities: New Phoenix (10,000), Canyon Geology: Standard; Volcanism: Very Active; Hydro: Wet
(6,000); Gov: Earth Alliance (P7, D4, C5, S8); Orbital (85%); Continents: 2 Large, 3 Small; Climate: 80F/30V;
Pop: 750, Colonies: None, Bases: 1 Trade Bio Density: Very Abundant; Bio Complexity: Very
Advanced; Pop: 20,000; Tech: Advanced; Cities: Ceti
‘If you don’t like the weather on Beta 9… you’re still sane.’ Landing (30,000), Ceti Co-operative (28,000), Pro Zeta
Complex (25,000); Gov: Earth Alliance (P7, D4, C5, S8);
Beta 9/III is a world tilted wildly askew and swinging around Orbital Pop: 15,000, Colonies: 1 Major/3 Minor, Bases: 3
its central star ‘like it was walking home after an all-night Military, 4 Monitor, 2 Scientific, 1 Trade
bender’. As such, the climate varies wildly over the course
of the year, with most of the planet experiencing cycles of ‘The Living World’
extreme heat and cold. While not much life managed to
evolve in this, that which did is tough and adaptable, and is This is what Ceti Gamma has sometimes been dubbed
the source of much genetic analysis. by those familiar with it. It may have the single most
robust ecosystem in the Earth Alliance, if not the known

65
production. It rapidly became
the Earth Alliance military’s
leading supplier of synthetic
foods.

A publicly acknowledge
bioweapons research facility
exists about 200 miles north
of Ceti Landing but dozens
of clandestine labs, disguised
as everything from wilderness
safety patrol bases to food
synthesis plants, are scattered
throughout the planet. The
bulk of the inhabitants do
not know this, though many
suspect. Occasionally, ‘tragic
accidents’ happen to those
who come too close to figuring
Ceti Gamma II out the extent of biological
Source: IPX/Kyven/px.4 weapons engineering on Ceti
Grade: Beta/— Gamma; these increased to
alarming proportions under
galaxy. The planet teems. Niches which normally hold only Clark.
microbes on Earth hold advanced multicellular creatures.
Earth

Specialisation is amazing; there are webs of symbiosis 20


species deep. Hive dolphins dwell in vast coral castles and
Cyrus System
Star: G6 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas
the lethal snark kills a dozen sports hunters every year. Life
(Cold), 2 Icy (Cold); Features: Asteroid Belt (Standard);
on land is no less spectacular; trees shape themselves into
Jump Gates: 1; Ownership: Earth Alliance; Threat Level:
nests for specific species of birds, while packs of hunters
Low; Security Level: High
composed of different species co-operate to bring down
prey, apparently communicating by pheromone signal.
Unlike many worlds with a similar degree of biological Cyrus III
vibrancy, Ceti Gamma is not especially overflowing with Zone: Habitable; Size: Medium (10,400 miles); Grav:
predators. 1.2g; Moons: 1 (700 miles); Atmo: Dense (1.3) Breathable;
Geology: Very Rugged; Volcanism: Stable; Hydro: Damp
When the planet was first charted in 2230, the nations (35%); Oceans: 6 Seas; Climate: 60F/22V; Bio Density:
of the Earth Alliance were desperate to colonise it but the Scarce; Bio Complexity: Moderate; Pop: 40,000; Tech:
Dilgar War intervened. After the Dilgar War, the Earth Advanced; Cities: Alpha Base (3,000); Gov: Earth Alliance
Alliance saw a special use for Ceti Gamma. Seeing first hand (P7, D4, C5, S8); Orbital Pop: 3,000, Colonies: None,
the effectiveness of biological weapons, the Earth Alliance Bases: 1 Military, 2 Monitor, 1 Trade
decided, somewhat secretly, to greatly increase its own
research into that field, and the richness and remoteness of Cyrus III was colonised in the early 2200s when rich deposits
Ceti Gamma made it a prime location for such investigations. of Quantium–40 were detected at various spots around
In order to cover up the founding of a colony solely for the planet. Whereas most colonies tended to focus on a
warfare, a secondary purpose – advanced agricultural single central colony with only slow planting of additional
research – was agreed upon and made the apparent primary sites, the Cyrus colony was opened up for homesteading by
focus of the colony. The Ceti Landing colony was so anyone who could file a claim and prove they could work
successful in this that a second colony, composed of various the world, under an experimental system which was not
factions seeking to return to a more agrarian lifestyle, was repeated, though this was due more to political shifts than
founded soon after; this was the Ceti Collective. Lastly, by to any grand failure on Cyrus.
special charter, the Pro Zeta corporation was granted access
to the world’s third-largest continent to use for research and For decades, the dozens of small mining colonies on
Cyrus thrived, supported by agricultural domes planted

66
along the small seas. Tube systems and shuttlecraft linked Deneb IV is a somewhat hot but otherwise comfortable,
the disparate settlements and Cyrus boasted the greatest Earthlike world, home to a very widespread colony.
cultural diversity of any Earth Alliance colony. The Deneb settlement was one of the first truly planned
settlements in Earth Alliance history, with the various
Then the Minbari came. Seeing the military value of the nations of the Alliance being given a chance to claim
colonies, they felt obliged to destroy them, but the dug- territory according to population and needs. As such,
in nature of the miners made orbital attacks unlikely to Deneb has a great deal of cultural variety, with each major
succeed. Thus, Cyrus III saw some of the most brutal settlement retaining a great deal of the ‘flavour’ and culture
ground fighting of the Earth-Minbari War. ‘Tunnel warfare’ of its founders.
was something the Minbari had little experience in but, in
turn, the miners of Cyrus were not trained soldiers. The Deneb is rich in agricultural and biological wealth but its
result was a brutal death toll on both sides. The fighting was main function is to serve as the hub for the exploitation of
still going on in the mines when the Minbari surrendered. the Deneb system, which includes several uninhabitable,
Legends of Minbari soldiers deep in the planet’s crust, who but resource-rich, world. The Deneb system is also the
do not know the war is over and who ambush miners who gateway to Tokati space, which unfortunately involves
wander off the main tunnels, have persisted since the war. first crossing the region claimed by the hostile Koulani.
While a state of truce currently exists allowing free passage,
occasional incursions and ‘accidental’ attacks on travelling
Deneb System craft are not unknown.
Star: G5 V; Planets: 6 Terrestrial (3 Cold, 1 Hab, 2 Hot), 2
Gas (1 Cold, 1 Hot), 3 Icy (Cold); Features: Asteroid Belt
(Standard), Trade Hub; Jump Gates: 1; Ownership: Earth Jericho System
Alliance; Threat Level: Medium; Security Level: High Star: K7 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), Gas (1
Cold); Features: Oort Cloud; Jump Gates: 1; Ownership:
Deneb IV Earth Alliance; Threat Level: Medium; Security Level:
Zone: Habitable; Size: Medium (8,800 miles); Grav: 1.0g; Very High

Earth
Moons: 1 (1,200 miles); Atmo: Standard (1.0) Breathable;
Geology: Standard; Volcanism: Stable; Hydro: Wet Jericho III
80%); Continents: Supercontinent; Climate: 90F/30V; Zone: Habitable; Size: Large (8,800 miles); Grav: 2.9g;
Bio Density: Standard; Bio Complexity: Advanced; Pop: Moons: None; Atmo: Very Thin (0.4) Breathable (Tainted
1 million; Tech: Advanced; Cities: Europa (100,000), – Allergic); Geology: Standard; Volcanism: Dead; Hydro:
Xinyang (90,000); Gov: Earth Alliance (P7, D4, C5, S8); Very Wet (96%); Continents: 2 Large, 3 Small; Climate:
Orbital Pop: 10,000, Colonies: 2 Major/5 Minor, Bases: 2 85F/9V; Bio Density: Scarce; Bio Complexity: Standard;
Military, 2 Monitor, 1 Trade Pop: 1 million; Tech: Fusion; Cities: Joshua (4,000);
Gov: Jericho
Autonomous
Government
(P6, D2,
C8, S9);
Orbital Pop:
4,000 (Earth
Alliance,
Advanced
T e c h ) ,
Colonies:
None, Bases:
1 Military, 1
Monitor

The Jericho
system was
first charted
in 2190 but
preliminar y

67
scans showed nothing of any value on the only marginally air, breathing masks and portable emergency filter systems
habitable world, so exploration was curtailed. In 2205, a forced into full-time duty. Ultimately, the colony barely
group of colonists from Israel, fearing their country might survived, and the survivors (with some justification) blame
join the Earth Alliance during a period of unusually high the Earth Alliance more than the Minbari. However, they
unification sentiment, purchased a colony vessel and set also began to realise that ignoring the universe does not
out for the world, after assurances from the Earth Alliance make it go away.
that they had ‘no interest’ in the distant and almost useless
planet. The settlers named the system Jericho, after the first Today, Jericho has reached a painful compromise. An Orion
great conquest of the Promised Land, and began to build. Starbase has been built around the planet and serves as a
trading post, with profits from the station being funnelled
Jericho has precious little land. Its unprocessed to help rebuild the colony, which still receives a trickle of
atmosphere made lungs burn like fire and ultimately led new colonists every year. The system as a whole is claimed
to an agonisingly slow death. Yet the thin atmosphere by the Earth Alliance, allowing it to respond to any attacks
was coupled with a heavy gravity. rendering even a few but the planet of Jericho III is technically independent.
hours labour exhausting, which strained the heart to its
limits. Life existed only in stagnant, sheltered bays. The
perseverance of the early colonists was astounding; even Orion System
those who vehemently disagreed with their fanatical Star: M5 III; Planets: 6 Terrestrial (1 Cold, 3 Hab, 2 Hot),
separatism (ironically misplaced, since Israel never did join 4 Gas (2 Cold, 2 Hab), 4 Icy (Cold); Features: Asteroid
the Earth Alliance) had to admire the sheer grit shown on Belt (Light), Debris; Jump Gates: 1; Ownership: Earth
the sporadic reports back to Earth. Domes were set up on Alliance; Threat Level: Low; Security Level: High
the largest island and biologists learned how to process the
local life into edible food. Filters to strain the lung-rending Orion III
irritants from the air were perfected, and compressor and Zone: Habitable; Size: Medium (6,800 miles); Grav:
filtration systems kept the dome’s air fresh and plentiful. 1.0g; Moons: None; Atmo: Standard (1.0) Breathable;
Water, at least, was no problem. Life was far from easy but Geology: Standard; Volcanism: Stable; Hydro: Wet
Earth

it was not an impossible settlement. (86%); Continents: Island Chains; Climate: 80F/18V;
Bio Density: Standard; Bio Complexity: Very Advanced;
Later scans and explorations, though, showed the Jericho Pop: 1.5 million; Tech: Advanced; Cities: New Honolulu
system had amazing value – it was a junction of seven (20,000), Innsmouth (15,000); Gov: Earth Alliance (P7,
jump routes! The Earth Alliance, eager to build trade and D4, C5, S8); Orbital Pop: 15,000, Colonies: 1 Major/4
alliances, were loathe to let such a system slip away. A vote Minor, Bases: 3 Military, 1 Scientific, 1 Trade
to rescind the colony’s charter and place the world under
Earth Alliance control failed by just two votes in the Senate. Orion III is a water world, which has undergone severe
A compromise, the building of an Earth Alliance military climactic shifts in the past, wiping out a prior indigenous race
base in orbit, passed by a wide margin. The Jerichites (sadly for the Human settlers, the race had not progressed
protested mightily but there was little they could do about past the iron age and left no advanced technology behind).
it and grumblingly came to accept the compromise. With not large or even small continents, settlement on
Orion III took place among the islands, with each group
This proved to be nearly fatal. The Jericho base outfitted of settlers or licensed corporation being given a region to
and equipped the Prometheus, the ship which inadvertently colonise. Thus, there are few large cities; communities form
launched the Earth-Minbari War. After its encounter with around clusters of islands, each with only a smattering of
the Minbari fleet, it limped home – leading the Minbari buildings. Aircraft, hovercars and motorboats link most of
after it. They destroyed the orbital base and for good the colonies, with bridges and tubes used only for islands
measure, blasted the colony below. which are very close together.

The devastation was appalling. Of the nearly 20,000 The sealife of Orion III, as befits such an old world, is
colonists, only 3,000 survived, mostly those who managed very highly evolved, with the most spectacular being the
to seal themselves in the tunnel systems beneath the domes. aquatic leviathans. The land-dwelling life forms, however,
The destruction of the atmospheric processing plants are much more primitive – unable to adapt to the sudden
killed hundreds more. The next few weeks were a desperate climactic shifts which shaped the world to its present form,
struggle to fully seal the underground and set up new the higher forms of life perished and the survivors have yet
atmosphere processors, a race against the lifespan of stored to begin to fill all the niches left behind. With a Human

68
ecosystem taking root on the land, it is likely they never
will.
Proxima System
Star: G2 V; Planets: 5 Terrestrial (3 Hab, 2 Hot), 2 Gas
(Cold), 1 Icy (Cold); Features: Trade Hub; Jump Gates: 1;
Orion VII Ownership: Earth Alliance; Threat Level: Low; Security
Zone: Habitable; Size: Medium (7,600 miles); Grav: 1.0g; Level: High
Moons: 2 moonlets (90 & 70 miles); Atmo: Thin (0.8)
Breathable; Geology: Standard; Volcanism: Stable; Hydro: The Proxima system contains Proxima Station, a major
Wet (77%); Continents: 3 Large; Climate: 80F/45V; Bio military base not located in orbit around any world but
Density: Scarce; Bio Complexity: Simple; Pop: 150,000; freely established in deep space. It was a ‘proof of concept’
Tech: Advanced; Cities: Orion Dome (30,000), New Life of unsupported deep space stations. Because it was still
(25,000); Gov: Earth Alliance (P7, D4, C5, S8); Orbital within a few days sublight flight of the Proxima colonies,
Pop: 1,000, Colonies: None, Bases: 1 Military, 1 Scientific, it was classified as a ‘Mid-Range’ station, to distinguish it
Trade from planned ‘Deep Range’ stations which would truly be
on their own.
Orion VII is a poor cousin to Orion III. While Orion III
is an old world, long rich in life, Orion VII only became Proxima III
habitable relatively recently, leaving it almost barren. Only Zone: Habitable; Size: Medium (6,780 miles); Grav: 0.8g;
single-celled creatures dwell in its massive planetary ocean Moons: 1 (900 miles); Atmo: Standard (1.0) Breathable;
and its three large continents are nothing but empty rock. Geology: Standard; Volcanism: Stable; Hydro: Wet
(70%); Continents: 2 Large, 1 Small; Climate: 90F/15V;
The colonists on Orion VII are there because of the world’s Bio Density: Standard; Bio Complexity: Advanced; Pop:
extensive mineral wealth. With no native ecosystem to 900,000; Tech: Advanced; Cities: New Delphi (35,000),
speak of, mining operations can proceed at a pace which Teriton (30,000); Gov: Earth Alliance (P7, D4, C5, S8);
would not otherwise be permitted on a habitable world. Orbital Pop: 5,000, Colonies: 1 Major/2 Minor, Bases: 2
The prospect of great wealth for hard work attracted the Military, 1 Scientific, 1 Trade
poor and the colonies became a place for those who had no

Earth
other opportunities. Proxima III was Earth’s first colony world founded after
the purchase of jump gate technology from the Centauri.
Extensive terraforming is underway in an effort to create Astounding fortune made it a virtual twin of Earth, unspoiled
a more habitable environment but it is far from complete. and lovely, and fortune which transcended astounding
At this point, the world is somewhat more habitable than made it a world with no previous claimants – a perfect first
Mars but the colonies must still be built in domes or colony for mankind. A handful of worlds, such as Sh’lassa,
underground and the thin air can sustain life for only a few were settled by sublight craft but poor communication
minutes before hypoxia sets in. kept Earth from knowing about their successes. The news
of such a jewel sparked a
mad rush on Earth, with
every faction desperate
to stake its claim on the
planet.

Proxima was, thus,


settled by many different
groups, each of which
claimed different parts
of the world and set up
shop. To the great credit
of humanity’s recently
discovered sense of
racial unity, conflict
between these factions
was very limited; the
world was big enough
for everybody.

69
None, Bases: 2
Military, 2 Scientific

Proxima IV is
a habitable but
dangerous world,
filled with predatory
lifeforms and lethal
plagues. While it could
be settled with enough
effort, the presence
of the much more
hospitable Proxima
III makes such effort
mostly pointless.
A small number of
research outposts and
a military training
camp (known to the
GROPOS as ‘Camp
Jurassic’) are the only
Human settlements on the world.
Except, perhaps, for itself. Proximan life, less evolved than
Earth’s, took a lethal hit. The native ecosystem was shattered
by the introduction of Earth plants and animals and never Sinzar System
recovered; today, large swathes of the world are virtually Star: G5 V; Planets: 6 Terrestrial (2 Cold, 1 Hab, 3 Hot),
Earth

indistinguishable from Earth, due to the accidental, but 3 Gas (Cold), 1 Icy (Cold); Features: None; Jump Gates:
near-total, annihilation of the local animals. Only areas 1; Ownership: Earth Alliance; Threat Level: Medium;
far from Human settlement retain their original character. Security Level: High
Extensive bioengineering efforts to restore the native life
have begun but are far from complete.
Sinzar IV
Zone: Habitable; Size: Medium (7,800 miles); Grav: 1.0g;
During the Clarke years, Proxima was the largest Human
Moons: 1 (600 miles); Atmo: Standard (1.1) Breathable;
colony world to openly rebel against Clarke’s tyranny and
Geology: Standard; Volcanism: Active; Hydro: Moist
the atrocities Clarke committed to quash this rebellion
(60%); Continents: Supercontinent; Climate: 50F/30V;
helped to galvanise other worlds into openly defying his
Bio Density: Infrequent; Bio Complexity: Moderate; Pop:
rule, including, most importantly, the Babylon 5 station.
90,000; Tech: Advanced; Cities: New Zurich (15,000),
Greenerland (10,000); Gov: Earth Alliance (P7, D4, C5,
Today, Proxima remains a thriving world, despite the scars
S8); Orbital Pop: 500, Colonies: None, Bases: 2 Military,
of the Earth-Minbari War and the Clark administration.
1 Monitor
Proximans are culturally varied but tend to share a strong
love of personal freedom; many of the earliest colonists
The Sinzar Colony was founded in 2230, one of the last
were those seeking to escape from an over-regulated Earth
colonies founded prior to the Earth-Minbari War. Sinzar is
and this attitude has become part of Proximan culture.
a cold and rugged world and the colonists were mostly from
Sweden and Norway. The original intent for the colony was
Proxima IV to serve as a forward base for spinward expansion, as early
Zone: Habitable; Size: Medium (7,000 miles); Grav: 1.0g; scans showed it was a good source of water, minerals and
Moons: None; Atmo: Dense (1.4) Corrosive; Geology: food. An ice mining base was established at New Zurich
Standard; Volcanism: Very Active; Hydro: Moist (60%); and a military training compound, Fort Sinzar Alpha, was
Continents: 1 Large, 2 Small; Climate: 90F/39V; Bio constructed 500 miles to the south. Agricultural colonies
Density: Very Abundant; Bio Complexity: Very Advanced; in the warmer equatorial zone were established five years
Pop: 20,000; Tech: Advanced; Cities: P–4 Training Camp later and an orbital communications and sensor base was
(15,000), Proxima Research Facility (2,000); Gov: Earth constructed in 2239.
Alliance (P7, D4, C5, S8); Orbital Pop: 1,000, Colonies:

70
Sinzar Colony was not the best destination in the Earth Of these, only Earth and Europa support multicellular life
Alliance but it offered both beauty and freedom. Low and only Earth has any kind of truly advanced organisms.
population and a solid economic foundation, plus a chance There are several moons in the Sol system which have
at being the lynchpin world of future expansion, attracted a Human colonies, including Io, Ganymede and Europa.
steady stream of colonists, most from Northern Europe but
all areas of Earth contributed at least a few. Sol III (Earth, Terra) [pre–2259 or post–
2261]
In 2247, the Minbari came. The orbital forces fought with Zone: Habitable; Size: Medium (7,900 miles); Grav: 1.0g;
valour and fell with alacrity. The ground forces likewise did Moons: 1 (2,100 miles); Atmo: Standard (1.0) Breathable;
their best but were quickly overwhelmed. By this time, the Geology: Standard; Volcanism: Stable; Hydro: Wet (78%);
Minbari had learned to distinguish combatant from non- Continents: 1 Large, 4 Small; Climate: 80F/33V; Bio
combatant, but decimated the ice mining colony as it was Density: Abundant; Bio Complexity: Native Intelligence;
seen as vital for supplying the military with water. The Pop: 7 billion; Tech: Advanced; Cities: Beijing (20 million),
agricultural colonies at the equator would have been left New York City (15 million); Gov: Earth Alliance (P7, D4,
alone, except that several units from Fort Sinzar Alpha had C5, S8); Orbital Pop: 250,000, Colonies: 5 Major/10
moved there in an effort to protect the colony, not knowing Minor, Bases: 4 Military, 4 Monitor, 1 Scientific, 2 Trade
this would only draw Minbari fire. By the time the Minbari
were finished, half the planet’s population was dead.
Sol III (Earth, Terra) [2259 to 2261]
Today, Sinzar Colony is recovering. The dreams of being Zone: Habitable; Size: Medium (7,900 miles); Grav: 1.0g;
the forward base for expansion are gone but not those of Moons: 1 (2,100 miles); Atmo: Standard (1.0) Breathable;
simply having a world to shape. The hatred for the Minbari Geology: Standard; Volcanism: Stable; Hydro: Wet (78%);
is strong, though, especially among the equatorial farmers Continents: 1 Large, 4 Small; Climate: 80F/33V; Bio
and when Nightwatch was looking for recruits with a Density: Abundant; Bio Complexity: Native Intelligence;
willingness to strike directly against the Minbari, they Pop: 7 billion; Tech: Advanced; Cities: Beijing (20
found many on Sinzar. million), New York City (15 million); Gov: Earth Alliance

Earth
– Clark Administration (P4, D8, C9, S4); Orbital Pop:
250,000, Colonies: 5 Major/5 Minor, Bases: 4 Military, 16
Sol System Monitor, 1 Trade
Star: G2 V; Planets: 4 Terrestrial (3 Hab, 1 Hot), 4 Gas
(Cold), 1 Icy (Cold); Features: Asteroid Belt (Dense), Earth is the third planet in the Sol system and homeworld
Oort Cloud, Trade Hub; Jump Gates: 2; Ownership: to humanity, one of the fastest-rising races in the galaxy.
Earth Alliance; Threat Level: Low [High 2259 to 2261]; Only the Narn can seriously compete with them in terms
Security Level: High [Very High 2259 to 2261] of the speed in which they have moved from backwater
obscurity to major player on the galactic stage.
The Sol system is the home of the Earth Alliance. It has
long been covertly visited by extraterrestrials – 1,000 years Earth has a population of 7 billion, widely distributed
ago, the Shadows had ships hidden on Mars and Ganymede across the planet. Most of the populace is concentrated
and it is possible they had other bases as well. Certainly, in large cities, leaving the majority of the surface sparsely
EarthGov has secretly dedicated considerable ‘black’ funds inhabited, with large regions containing no visible signs
to searching for just such relics, as well as looking for other of sentient life. It has a unified planetary government
evidence of extraterrestrial contact prior to the coming of (the Earth Alliance) and it is moving, slowly, towards a
the Centauri. It is now an open secret that telepaths were monoculture. At present, though, the old nations of Earth
engineered into humanity by the Vorlons during the 21st remain powerful entities in their own right and there is
century, who did much of their work under the cover of constant tension between national and planetary needs.
‘contactee’ cults. Further, the ‘angelic’ appearance of the This tension sometime provides a dynamic balance forcing
Vorlons to Human eyes is evidence of much older contact the government away from the quick and easy solution and
and conditioning. In addition, it is known that the Vree sometimes it proves a block preventing vital action from
regularly visited Earth, capturing and examining Humans occurring.
before releasing them back to the populace. Their motives
for this remain unclear, as do many of their other actions. Despite the planetwide communication network and rapid
travel, individual regions of Earth retain a strong cultural
Two worlds (Earth and Mars) and two moons (Europa identity. Indeed, there are deliberate efforts to maintain
and Titan) in the Sol system have naturally evolved life. this diversity in the face of a tendency to let differences

71
vanish. There is a Human belief that diversity is good, that Hydro: None; Climate: Vacuum; Bio Density: None; Bio
many viewpoints are superior to one. While this can, and Complexity: None; Pop: 50,000; Tech: Advanced; Cities:
has, led to violent wars, it is also the case that the strongest Grissom (40,000), Kuang-Han-Kung (10,000); Gov: Earth
Human societies have been those which accepted many Alliance (P7, D4, C5, S8); Orbital Pop: 1,000, Colonies:
cultures, while the isolationist societies have withered and None, Bases: 1 Military, 2 Monitor, 1 Trade
perished. Humans took this lesson with them to the stars;
it was this belief that led them, and not any other race, Earth’s satellite was the first extraterrestrial body ever
to create a place such as Babylon 5. Humans continually reached by mankind and it marked a temporary high point
struggle to master the delicate balance of working together in Human space exploration. To a large extent, Humans
without losing individuality, on a personal, national and raced to the moon as a man might race up a high mountain,
interplanetary scale. then after arriving exhausted, they looked around and said
‘Why did I bother?’. It was decades from the first group of
The world of Earth is one of many extremes. There are landings to the formation of permanent colonies.
frozen wastelands, blazing deserts and lush forests. While
most worlds have diverse terrain, Earth sometimes seems The first attempt at a colony was in 2018, when the United
especially varied. States of America laid the groundwork for Luna Colony in
the Sea of Tranquillity. The first stage of the construction
Humans extensively explored their own solar system and was completed without a hitch but shifts in priorities at
sent deep-range ‘sleeper’ ships into space during the late home caused the base to be abandoned after only a few
20th to 22nd centuries, establishing several vibrant colonies years.
within the system. Their contact with the Centauri in 2156
opened the galaxy to them and a jump gate was constructed The next to colonise Luna were the Chinese, who
near Io, a moon of Jupiter, the system’s largest gas giant. established a long-term scientific research facility in the Sea
Most interstellar travel comes through this gate; it is not of Tranquillity, using the infrastructure still in place from
recommended for ships to open jump points elsewhere in the failed Luna Colony. Named Kuang-Han-Kung, it was
the system without securing permission. The Sol system brought online in 2078 – just four years before China’s
Earth

is very well defended against attack and while the Earth- entry into World War III. The resulting forced separation
Minbari War taught Humans that it is dangerous to shoot from Earth forced the scientists to learn to improvise – and
first, there is always the chance someone manning the fast – and in the process, developed many of the techniques
defences has not fully grasped that lesson. which make lunar sustainability possible. The collapse of
China following World War III further isolated the colony,
Earth is surrounded by a network of defensive satellites and making a rescue mission impossible. None of the nations
orbital bases. Prior to the Earth-Minbari War, there were of Earth were capable of building or launching the craft
numerous colonies in Earth orbit, many being legacies of necessary to return the scientists to Earth and they spent
the earliest days of spaceflight; most were destroyed in the the next 22 years surviving and, as a side note, producing
Battle of the Line, as the Minbari swept aside all targets the first Human children born on the moon.
before it. This battle is part of the reason for the strength of
Earth’s planetary defences. The next major advance came in 2101, when the newly
formed Earth Alliance began construction of Grissom
Non-Humans are generally welcomed on Earth, as tourists, at the north lunar pole, close to sources of meteoric ice.
workers or immigrants – in small numbers. In recent years, An offer to migrate the by-now overcrowded colonists in
a mild xenophobia has come into practice. The willingness Kuang-Han-Kung to Grissom was met with refusal; the
to tolerate diversity among Human cultures does not always inhabitants considered their colony, small as it was, to be
extend to alien influences and those who hated Human their home. With China newly part of the Earth Alliance,
diversity (and there remain many) found it easier to preach however, they were able to request that resources be directed
against aliens than to turn one sect of humanity against to expanding and strengthening the colony. China’s lack
another. Despite this, tourists are generally welcome and of a surviving space infrastructure meant that they were
the difficulty of obtaining permission to travel Earthside unable to aid it directly, however.
is low.
The main function of Grissom was as an industrial colony,
Sol III-Alpha (Luna) with a strong focus on mining – very often, ice mining.
Zone: Habitable; Size: Small (2,100 miles); Grav: 0.15g; Initially, it had a large central dome but after a tragic
Atmo: Vacuum; Geology: Rugged; Volcanism: Dead; accident in 2105, the colony began to sprawl, spreading
settlement domes around, so that no single disaster could

72
kill a large number of people. The colony existed to build place to settle down forever. Some people, of course, did
and then support the nearby Von Braun shipyards, which settle on Luna and there are many inhabitants who are
used a mass driver to send large components into orbit. third or fourth generation. Even so, it has a much larger
Smaller craft were assembled whole and then launched transient population than any other permanent Human
there, as well. colony. As such, Luna has always been a staunch supporter
of EarthGov, seeing itself as one more Earth nation. During
Today, Luna has a population of fifty thousand, concentrated the Clark years, Luna was generally supportive of Clark;
in several key cities. The largest, Grissom, holds over half they suffered little of the violent repression seen on Mars
the population. As with Mars, the majority of inhabitation and Proxima and ignored the non-violent suspension of
is underground. Oxygen is extracted from the rock itself, civil liberties and Human rights to the same extent most
and water is mined from underground deposits of cometary Earth natives did.
ice. The surface of Luna is far more hostile than that of
Mars, so the inhabitants tend to be closely tied to their Generally, the inhabitants of Luna are characterised by
cities. Going outside involves full pressure suits, not the a rough stoicism and pride. Luna is actually much more
relatively lightweight models used on Mars. comfortable than many colony worlds but the fact that there
is nothing but hard vacuum beyond the domes is drilled
The largest lunar city, Grissom, is located near the north into the heads of both natives and visitors. The natives thus
pole. It has a permanent population of roughly 25,000 accept any inconvenience – even those wholly unrelated to
people and is considered one of the most well-established the needs of survival – with casual acceptance, disdaining
environmental-support colonies in the Earth Alliance. as ‘whiners’ all those who complain. As a consequence, the
From the earliest days, full self-sufficiency was the guiding numerous indignities and restrictions of the Clark years
protocol and the city can survive indefinitely without any were likewise tolerated with little dissent. One persistent
support from Earth. Oddly, this has enhanced rather than point of social stress is the tension between native-born
hindered relations, as there is no resentment or feelings of ‘Loonies’ and the transients. The native-born, having spent
forced dependency to taint political relations. Grissom their entire life in one-sixth of Earth’s gravity, rarely travel
is primarily a research and manufacturing centre, taking to Earth and can do so only with considerable preparation

Earth
advantage of low gravity and easy access to Earth to become and medical care. They do very well in EarthForce and are
an industrial powerhouse. Many of the components often assigned to ships with no rotating sections, where
used in spaceship assembly are manufactured here, at the they adapt much better to microgravity than their Earth or
Von Braun shipyards, prior to being shipped out to the Mars born comrades.
various spaceyards where the actual construction takes
place. Hidden deep in many sections of Babylon 5 are the Sol IV (Mars) [pre–2261]
words ‘Manufactured in Grissom’. Grissom base sprawls, Zone: Habitable; Size: Medium (4,200 miles); Grav: 0.3g;
a network of maglev tubes and small domes. Each dome is Moons: 2 moonlets (27 & 15 miles); Atmo: Thin (0.6)
self-sealing; in the event of a serious breach, each section Inert; Geology: Rugged; Volcanism: Stable; Hydro: Very
of the city can sustain itself for three days on stored and Dry (5%); Oceans: Scattered Lakes; Climate: 40F/39V;
recycled oxygen, more than long enough for emergency Bio Density: Scarce; Bio Complexity: Very Simple;
teams to fix the problem. Pop: 3 million; Tech: Advanced; Cities: Mars Dome 1
(300,000), New Vegas (100,000); Gov: Earth Alliance (P4,
Kuang-Han-Kung is the second largest city, now with D5, C5, S3); Orbital Pop: 5,000, Colonies: 1 Major, Bases:
10,000 inhabitants. While there have been periods of 1 Military, 1 Monitor, 2 Trade
political unrest, the city remains technically under the
control of the Chinese government, though its ability to Sol IV (Mars) [post–2261]
exert actual power is weakened by distance. Zone: Habitable; Size: Medium (4,200 miles); Grav: 0.3g;
Moons: 2 moonlets (27 & 15 miles); Atmo: Thin (0.6)
Mars, weeks of realspace travel from Earth when it was first Inert; Geology: Rugged; Volcanism: Stable; Hydro: Very
settled, quickly developed a sense of independence. Luna, Dry (5%); Oceans: Scattered Lakes; Climate: 40F/39V;
mere days away even in the earliest periods of Human space Bio Density: Scarce; Bio Complexity: Very Simple; Pop: 3
travel (and by the 2260s, only a few hours), never did so. million; Tech: Advanced; Cities: Mars Dome 1 (300,000),
It was easy to visit Earth and regular visitors from Earth New Vegas (100,000); Gov: Free Mars Government (P8,
kept the two worlds close. Moving to Mars was considered D2, C5, S9); Orbital Pop: 5,000, Colonies: 1 Major, Bases:
a permanent change; moving to Luna was considered no 1 Military, 1 Monitor, 2 Trade
different than an American taking a long-term assignment
in Japan or England; exotic, distant but unlikely to be a

73
Mars is the largest colony world in the Solar system. It was would never have reached space and secondly, no other race
settled in fits and starts in the mid–22nd century, with the in the galaxy seems to obey this concept – Earth did not
first permanent colony being an IPX front established in contact and guide the Thetans, someone else would enslave
2155. The real history of Mars truly begins with the aptly- and exploit them. Comparisons to the cultural destruction
named John Carter leading a group of colonists in 2169. and genocide brought about in Earth’s history by similar
This was done without the authorisation of any Earth such contacts – between the Europeans and the many
government and this act of defiance set the pattern for indigenous peoples of the Americas, for example – were
Martian history for the next century. John Carter was killed dismissed or ignored.
in 2177 by isolationist terrorists. Since then, the history of
Mars has been one of ever-increasing tension with Earth, After two years of progressively more detailed surveys,
even as countless domes spread across the crimson surface of including the capture and telepathic interrogation of
the planet. Tension turned to out-and-out rebellion during random Thetans in order to get the best picture of their
the Clark years, finally culminating in a truly free Mars in language and culture, first contact was made. A small
2262. It remains to be seen if the old wounds can heal now flotilla of landing craft settled in the courtyard of the palace
that Earth and Mars can interact as political equals. of the Emperor of Keshkili, believed to be the leader and
culture most capable of dealing with the Humans. There
was, of course, panic and confusion, but the Earth Alliance
Theta System troops and guards handled themselves well. The years
Star: G4 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 Hot), 2 spent mastering the language and culture were also helpful,
Gas (Cold), 1 Icy (Cold); Features: None; Jump Gates: 1; enabling the Humans to obey the necessary protocols.
Ownership: Earth Alliance; Threat Level: Low; Security The temptation to ‘play god’ and pretend to be divine was
Level: Low resisted; this strategy had been seriously debated among
xenoanthropologists but was dismissed, more for fear of
Theta II (Kumlakshi) public outcry than impracticality.
Zone: Habitable; Size: Medium (8,110 miles); Grav: 1.0g;
Moons: None; Atmo: Standard (1.0) Breathable; Geology: When all was done, the Humans had managed to secure an
Earth

Standard; Volcanism: Active; Hydro: Wet (70%); alliance with Keshkili and have nearby territory ceded to
Continents: 2 Large, 3 Small; Climate: 50F/30V; Bio Earth for use as a landing port and cultural exchange centre.
Density: Standard; Bio Complexity: Native Intelligence; Within a few years, the Earth Alliance port was surrounded
Pop: 10,000 Human/10 million Vakeshin; Tech: Iron Age/ by a shantytown, as many of the locals wanted to live near
Advanced; Cities: Keshkili (30,000), Ovilikish (25,000); to the powerful visitors. The use of local labour for simple
Gov: Earth Alliance through Puppet King (P1, D4, C4, tasks, though officially forbidden, became commonplace
S6); Orbital Pop: 5,000, Colonies: None, Bases: 1 Military, and some of the locals were almost accidentally trained in
1 Monitor, 2 Scientific technical skills, enough to drive a forklift or survey a palette
of cargo. Bit by bit, information about the larger universe
The Theta system was discovered in 2190, during the great leaked out into the local population against the careful
expansionist period of the Earth Alliance. Long-distance plans of the xenoanthropologists and this fragmentary
scans showed a world with a rich atmosphere, a healthy information was taken and distorted by rumourmongers.
biosphere and perfect size and gravity. It was considered So much of what the Thetans believed about the nature
prime colonising material, until the first orbital scans of the universe was being undermined that cultural
showed hundreds of small cities and settlements and a fragmentation was inevitable. Civil war consumed Keshkili
handful of major ones. Surreptitious landings and surveys and the Humans felt obliged to intervene, having been a
put the technology of the world at roughly the late Bronze major cause of the problem. In the end, it became necessary
Age at the most advanced, with many cultures still in the to restore order by seizing direct control of the Empire and
Neolithic. The dominant civilisations were impressive making it clear to bordering nations that attacking Keshkili
though, easily on a par with Babylon, Egypt or China would mean invoking the wrath of the sky-gods (not
during their earliest days of expansion and growth. the exact words used of course but that was the message
received). A puppet Emperor was put into position but he
The EarthForce Senate, and Earth popular opinion, were takes his orders from the Earth Alliance.
sharply and bitterly divided. Humans had never had a
chance to study an alien, but primitive, society up close. A prolonged program of uplift is underway.
Many invoked ancient science-fiction concepts of non- Xenoanthropologists have been frantically cataloguing
interference but these were shot down by noting that, every trace of the ‘true’ Thetan culture as fast as they can but
firstly, such a doctrine would likely have meant Earth the spread of corruption is rapid. Even distant kingdoms

74
now send emissaries and scholars to ‘learn the ways of the Alliance through Puppet King (P7, D4, C5, S8); Orbital
star-men’ and, among those who have lived for generations Pop: 500, Colonies: None, Bases: 1 Military, 1 Monitor
in the shadow of the Earth Alliance base (which is now at
the centre of the largest city on the planet, the shantytown ‘Twenty degrees below? Bah! In New Moscow, this is sunny!’
surrounding it having long-since engulfed the nearby
Imperial Capital), there are rumblings of demands for full Vega is one of the more hostile worlds in the Earth Alliance
citizenship in the Earth Alliance. to sport a permanent colony. A glaciated world gifted with
an extensive cave system, it was originally settled as a base
The Thetans (Vakeshin, in their language), are a humanoid for IPX, who had found what seemed to be promising
race averaging 5 feet in height. They have large, oval eyes ruins under the ice. When this came to naught, the based
which tend to be purple or violet, six-fingered hands and was sold to a consortium of Russian settlers, who moved in,
a somewhat ‘spindly’ build, as compared to Humans. expanded the research station into the cave networks below
They are very similar to mammals in many ways, being and began to mine. According to rumour, the consortium
warm blooded and giving birth to live young. They are as was hastily assembled by an IPX employee who had seen
intelligent as Humans, very curious and somewhat prone the mineral scans on the world and had then altered them
to leaping to conclusions, acting as soon as they think they to make the world look valueless to them.
know enough.
Life on Vega is hard but rewarding. The upper atmosphere
is toxic but the caves are sealed and filtered. Water is
Vega System plentiful. The underground ecosystem is not well developed
Star: F4 IV; Planets: 5 Terrestrial (1 Hab, 4 Hot), 2 Gas and there are no predators which pose a threat to man but
(Hot), 3 Icy (Cold); Features: None; Jump Gates: 1; there are a variety of edible fungi. Most food is shipped in
Ownership: Earth Alliance; Threat Level: Low; Security or grown in vats.
Level: High
The mines of Vega produce rare earths, gems, unusual
Vega VII minerals and some weapons-grade crystal. The icy rings of

Earth
Zone: Habitable; Size: Medium (8,500 miles); Grav: 1.1g; the world are also rich in ores and while Vega claims them
Moons: None; Atmo: Thin (0.5) Poisonous; Geology: and collects a high tax on mining them, many prospectors
Standard; Volcanism: Active; Hydro: Dry (11%); Oceans: try their luck at dodging the patrol craft and making off
1 Ocean; Climate: 5F/22V; Bio Density: None; Bio with a prize. Those who fail in this find that the mines
Complexity: None; Pop: 20,000; Tech: Advanced; Cities: are much less tolerable as criminals working off a ten year
Putingrad (5,000), New Moscow (4,000); Gov: Earth sentence.

75
Gaim Thus they became aware of the universe. They bred a new
caste, a humanoid-shaped caste, to be used as their agents in
space and the million-year-long war stopped; the hives had

Intelligence found, for the first time, common purpose.

Almost no non-Gaim have seen the surface of N’chak’fah.


N’chak’fah System The queens do not permit it and any unauthorised being
caught on the surface is summarily shredded. The sole
Star: K5 V; Planets: 5 Terrestrial (3 Cold, 1 Hab, 1 Hot), 2 exceptions to this ruling are those who officially represent
Gas (Cold), 3 Icy (Cold); Features: Asteroid Belt (Dense); other League governments or the Major Races and even
Jump Gates: 1; Ownership: Gaim Intelligence; Threat these must submit to rigorous security checks before being
Level: Medium; Security Level: Very High allowed landfall.

N’chak’fah II N’chak’fah today is a technological world and represents


Zone: Habitable; Size: Medium (10,500 miles); Grav: the single fastest transition of a world’s infrastructure from
1.2g; Moons: None; Atmo: Very Dense (2.0) Poisonous; barbarism to space age ever recorded, by several orders of
Geology: Rugged; Volcanism: Stable; Hydro: Wet (68%); magnitude. When the Narn came less than a century ago,
Continents: Supercontinent; Climate: 84F/30V; Bio there was not so much as a chipped flint knife on N’chak’fah;
Density: Standard; Bio Complexity: Native Intelligence; today, the hives are glistening towers of reinforced metal and
Pop: 13 billion; Tech: Advanced; Cities: Hexad Hive (1 plastic and great foundries churn out the mighty starships
billion); Gov: Hive Queens (P1, D1, C10, S10); Orbital which serve the Intelligence. This fact terrifies those who
Pop: 50,000, Colonies: None, Bases: 4 Military, 12 Monitor, think upon it too long; if the Gaim ever got it into their
1 Trade head to become conquerors, their adaptability, intelligence
and single-mindedness would allow them to carve out half
‘Bugs, Commander R’koh! Millions of them! Bugs!’ — Last the galaxy. Fortunately, such ambitions are seemingly not
transmission from primary Narn Expeditionary Force part of the Gaim’s plans. A series of conquests early in their
Gaim

spacefaring years, mostly against the belligerent Descari and


Trapped beneath layers of clouds so thick and cloying their outer colonies, were performed primarily to secure
that the sun itself was just a passing area of slightly greater passage, not to truly settle or control other worlds. The
brightness, the Gaim became self-aware over a million years queens will not leave N’chak’fah and the Gaim cannot abide
ago, which would have placed them among the First Ones, being too far from their queens for long.
save for the fact that, until very recently, they were barely
more than animals, building no
tools and developing no technology.
The six great hive queens warred
endlessly with each other, eternal
and pointless battle. Then the Narn
came.

The Narn did not recognise the


Gaim as sentient, at first. The
Gaim, for their part, had difficulty
comprehending the concept of an
intelligence other than theirs or even
of a universe beyond the clouds.
Both sides soon learned better.
Despite the technology of the Narn,
the sheer numbers of the Gaim and
their willingness to die en masse
without fear or hesitation, drove the
Narn from their world. When the N’chak’fah II
battle was over, the Thinker Gaim Source: IPX/Kyven/px.70
were sent by the queens to study the Grade: Lambda/Lambda
bits of metal which the invaders had Notes: Agt rqst neg rtn
used to fight in, and with.

76
Golians The Golians seized them, and became masters of a small
empire of their own. Trade routes with another victim of
the Centauri, the Antareans, helped them prosper.

Golia System The Golians are a humanoid, mammalian race. Their faces
Star: G4 V; Planets: 4 Terrestrial (1 Hab, 3 Hot), 2 Gas are considered ‘craggy’ by Human standards, with several
(Cold), 2 Icy (Cold); Features: Oort Cloud; Jump Gates: prominent bulges; their hair forms a sharp, inverted peak at
1; Ownership: Golian Assembly; Threat Level: Medium; the top of the skull and then grows back from there. Style is
Security Level: High highly variable but many Golians prefer to wear it long and
straight, in direct contrast to the ‘crests’ of the Centauri.
Golia IV Golian government is a semi-meritocratic system. The
Zone: Habitable; Size: Medium (8,300 miles); Grav: Golians are a practical people and they respect those
1.1g; Moons: None; Atmo: Standard (1.0) Breathable; who accomplish things. Anyone seeking government
Geology: Rugged; Volcanism: Stable; Hydro: Damp office may present their achievements in other fields to
(35%); Oceans: 1 Ocean, 5 Seas; Climate: 90F/33V; Bio the population; each year, votes are taken and power is
Density: Standard; Bio Complexity: Native Intelligence; allocated to individuals according to that vote. The hundred
Pop: 2 billion; Tech: Advanced; Cities: Lios (4 million), highest-ranked individuals form the Golian Assembly. Of
Blokan (3 million); Gov: Golian Assembly (P8, D6, C4, the assembly, the nine highest-ranked individuals form the
S8); Orbital Pop: 10,000, Colonies: None, Bases: 2 Military, Golian Council, which serves to deal with interplanetary
2 Monitor, 1 Trade affairs, ruling by simple majority. There is no supreme
executive.
Golia is a rugged world, with only a few regions fully
hospitable to life – the vast river networks that cover one- Golians are often seen as bitter and petty, and this
fourth of the northern hemisphere and the equatorial ocean stereotype is not without basis in fact. They hate the
belt are the only places where life truly flourishes on Golia. Centauri for ruining their world and they chafe at how
It was in the river valleys where the ancestors of the Golians blocked in they are – unlike the Narn, they cannot freely
learned to walk erect, to wield tools, to speak and to form

Golians
expand and conquer. They enjoy any chance for revenge
communities. It was also in those fertile valleys where the on the Centauri. A common practice among wealthy
Centauri landed, at a time when the Golians were just Golians is the purchase of Centauri slaves. Even though
mastering the uses of gunpowder. the slaves have as little power as the various subject races of
the Centauri did, this does not matter to the Golians. The
One unusual aspect of Golia is that the poles have only thin chance to wield power over a Centauri – even one who is
icecaps. Geothermal energy, the same forces which twisted powerless themselves – is sufficient to provide some slight
the planet into its current shape, warm the poles to the salve for wounded pride.
point where ice rarely accumulates.
The Golian military consists of ships built from a mix of
Today, Golia is a world showing the scars of Centauri local industry and scavenged Centauri components. The
occupation. Mining camps dot the jagged peaks that form Golians prefer to buy high-tech equipment than to reverse
the bulk of the world’s terrain and the equatorial ocean belt engineer it, though local industries are certainly trying to
is polluted and befouled. Much of the ecosystem has been reduce dependence on exports.
damaged due to the introduction of Centauri plants and
animals which had no natural controls.

Golia was a Centauri stronghold for centuries, used as a


Horuna System
Star: M2 VI; Planets: 5 Terrestrial (4 Cold, 1 Hab);
military base, refuelling stop and a platform from which Features: Flares; Jump Gates: 1; Ownership: Golian
to launch expeditions deep towards the galactic core. Assembly; Threat Level: Medium; Security Level: High
The Golian people were trained as labourers and cannon
fodder, nothing more. Their culture was undermined and
subverted by Centauri rule. Much like the Vinzini, when Horuna I
the Centauri left, the Golians had nothing left but hate Zone: Habitable; Size: Medium (7,100 miles); Grav:
and ruins. 0.9g; Moons: 1 (800 miles); Atmo: Thin (0.8) Breathable;
Geology: Rugged; Volcanism: Dead; Hydro: Dry (15%);
The ruins were enough. The Centauri had built a jump Oceans: Scattered Lakes; Climate: 70F/33V; Bio Density:
gate in the Golia system and enough Golians had technical Scarce; Bio Complexity: Basic; Pop: 25,000; Tech:
training that they were able to crack the codes to activate Advanced; Cities: Glos (10,000), Melglos (8,000); Gov:
it. Non-hyperspace ships left behind by the Centauri were Golian Assembly (P8, D6, C4, S8); Orbital Pop: 10,000,
refitted to survive the jump gate and launched. Documents Colonies: None, Bases: 1 Military, 1 Trade
and data showed nearby worlds, habitable, but abandoned.

77
Horuna is a dim, red star at the end of its life. It once Thenavi V-Epsilon, the fifth and largest moon of the
supported two lush, fertile worlds but they are now cold Thenavi V gas giant, is a world of craters and tundra. It
and frozen. As Horuna lives out its final millennia of life, has native life, mostly in the form of lichens and primitive
it provides warmth for a small, rocky body once too hot insects that feed on them and each other. It has a breathable
to sustain life but now cool enough that some beings can atmosphere, albeit just barely. However, to the Golians, it is
survive there. their first line of defence and one of only two colony worlds
they can call their own.
Horuna I is a world of canyons, a world which had been
baked in the past and split apart like dried clay. At the base The moon was claimed by the Centauri but never fully
of the maze which covers the entire planet (it looks, from developed. A small training base, known to the military
orbit, like a globe shattered and inexpertly glued together) as ‘Lancarnum Votelano Moritan’ (‘Home Of Those
are thin trickles of rivers and in those rivers are a myriad Who Have Stepped On The Emperor’s Feet’), was the
of primitive life forms – algae and worms mostly, but life. only semi-permanent facility on the moon, built where a
Given another one or two billion years, Horuna I might happy coincidence of gravity and orbital mechanics kept
develop a complete ecosystem but it is estimated the dim the meteor infalls to a minimum. This region, known as
star has but a few million years to live. So it goes. the ‘Shadow Zone’, is also the home of the current Golian
colony.
The Golians took Horuna I as they found it and settled
along the riverbeds, building a scattering of settlements and Thenavi V-Epsilon is located very close to the ring systems
outposts. There are long-term plans to terraform it but the of Thenavi 5 and it often pulls in bits of stellar debris.
effort is proving greater than originally anticipated. It was The ground is pockmarked with craters, with new ones
also thought that Horuna I would be the first step towards forming daily. Even in the Shadow Zone, the thud of an
coreward expansion but early probes showed few worlds incoming rock is a common enough occurrence that the
within range and the expense of defending their small colonists simply go back to sleep, unless it strikes very close
empire of three worlds proved to be sufficient to drain by. Buildings have reinforced roofs, and most transit is via
Golians

resources for exploration. Unwilling to admit defeat, the underground tube.


colony on Horuna remained and while it has managed to
sustain itself, it has never been profitable for the Golians. It is the meteors which give the world some worth, however.
They are rich in metals and minerals, including rare earths
Horuna has established an odd reputation among Humans and sometimes Quantium–40. The countless millennia of
and some Minbari, as a place which can inspire artistry. bombardment have left the planet rich in metals, though
The blood-red tint of the cracked surface at twilight, the scattered randomly through the surface. There are few
faint stirrings of life in the shadow of certain doom, the vast mines, as such; rather, crawling vehicles equipped with
sprawl of the canyon maze jagged and harsh-edged rather the most advanced sensors which can be bought scour the
than worn and smooth, all stir the muse among those of surface, looking for traces of skyfallen wealth; these are then
a certain temperament and since 2262, there has been an hauled up and carried back to the factories in the Shadow
annual gathering of writers, poets and painters at Valiani Zone for processing and shipment.
Colony.
Nearly the entire population dwells in Kalinai Colony, a
Thenavi System combination of dwelling places, processing plants and
starport. Orbiting the planet are two large defence bases,
Star: F2 V; Planets: 5 Terrestrial (2 Cold, 3 Hot), 3 Gas (2
each with a Golian task force attached to it, ready to strike
Cold, 1 Hab), 1 Icy (Cold); Features: Debris; Jump Gates:
at any hostile force which passes through the jump gate. A
1; Ownership: Golian Assembly; Threat Level: Medium;
single trading station provides access to the planet’s wealth
Security Level: High
to prospective buyers.
Thenavi V-Gamma The colonists of Thenavi V-Gamma are tough even by
Zone: Habitable; Size: Medium (4,100 miles); Grav: 0.8g;
Golian standards and take pride in the occasional injuries
Moons: None; Atmo: Thin (0.7) Breathable; Geology:
inflicted merely by walking outside during a particularly
Rugged; Volcanism: Dead; Hydro: Dry (25%); Oceans:
dense swarm of infall. They are also fairly wealthy and
Scattered Lakes; Climate: 50F/30V; Bio Density: Scarce;
there is a strong tendency to retire to Golia or even a
Bio Complexity: Basic; Pop: 35,000; Tech: Advanced;
neutral ‘luxury world’ when age begins to take a toll on
Cities: Volog (12,000), Gloson (8,000); Gov: Golian
their tolerance for falling rocks.
Assembly (P8, D6, C4, S8); Orbital Pop: 2,000, Colonies:
None, Bases: 2 Military, 1 Trade

78
Grome degree of personal involvement varies from individual
to individual.

Autocracy The Grome were contacted long ago by a group of rogue


Lumati who were willing to deal with inferior races but
the Grome wanted nothing to do with them. Seeing the
Gromahk System Lumati’s advanced technology inspired the Grome to
develop their own, however, and they slowly but surely
Star: F8 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Hot),
3 Gas (2 Cold, 1 Hab), 1 Icy (Cold); Features: Oort mastered the necessary science to launch themselves into
Cloud; Jump Gates: 1; Ownership: Margus Autocracy; space and to use their system’s jump gate. They refuse to
Threat Level: Low; Security Level: Medium buy any technology from any race other than their own;
to the extent they trade with other races, it is only for
raw materials.
Gromahk III
Zone: Habitable; Size: Medium (8,100 miles); Grav:
The Grome have small outposts scattered through their
1.1g; Moons: 1 (400 miles); Atmo: Standard (1.0)
own system but no colonies. Their ships are referred
Breathable; Geology: Rugged; Volcanism: Active;
to, derisively, as ‘watermelons armed with peashooters’
Hydro: Very Dry (15%); Oceans: 1 Ocean, 2 Seas;
– physically huge and imposing but with frighteningly
Climate: 90F/27V; Bio Density: Infrequent; Bio
primitive weapons and technologies.
Complexity: Advanced; Pop: 3 billion; Tech: Fusion
(with jump gate access); Cities: Margushshahk (4
million), Vargrom (3 million); Gov: Margus Autocracy
(P1, D2, C8, S8); Orbital Pop: 10,000, Colonies: 1
Major/3 Minor, Bases: 3 Military, 2 Monitor, 1 Trade

Grome
‘It is better to have a single coin earned by your own efforts
than a fortune taken from another.’ — Grome proverb.

From space, Gromahk is a world whose land surface is


a mosaic of tans and browns, speckled with dull blue-
green, save for one patch of brilliant emerald. This
accident of geography shaped the psychology and culture
of the Grome. Humanoids with thick scales along their
backs and shoulders, the Grome began their cultural
evolution in the small fertile zone of their dry world.
As they grew beyond it, they needed to colonise other
areas, but the nature of their world was such that there
was never a broad diaspora. All Grome can easily trace
their ancestry to their original tribe and all Grome follow
a single leader, the mostly-hereditary Margus, who still
dwells in the original fertile region. The Grome never
had the painful evolution to a planetary government;
they have always had one. Where other species have had
wars, the Grome have only had mass uprisings against
an occasionally tyrannical or cruel Margus.

The Margus cannot rule a planet of billions directly,


of course; the day-to-day operation of the world is
overseen by a large, entrenched bureaucracy. The
Margus sets general policy and can override any law or
decree the bureaucrats make and many of them often
do. The Margus is no figurehead ruler, though his or her

79
Hurr Republic Of course, promises and actualities are different things.
The Hurr Republic has become stagnant and corrupt;
each city is controlled primarily by criminal factions.
Androma System Females have no rights. Still, a Hurr with ability and
skill who does not offend those in power can usually
Star: G4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 4 Icy
build his own place in the world, which is more than
(Cold); Features: None; Jump Gates: 1; Ownership:
can be said for the masses of the galaxy.
Hurr Republic; Threat Level: High; Security Level:
Very High
The Hurr reached for space and first found the Tal-
kona’sha, whose vast fleets of cyborganic craft sent
Androma III (Hurr’nog) the Hurr racing back to their homeworld. They
Zone: Habitable; Size: Medium (7,000 miles); Grav: subsequently explored in other directions and found the
0.9g; Moons: None; Atmo: Standard (1.0) Breathable; Drazi. The Drazi were powerful, too, but their power
Geology: Very Rugged; Volcanism: Dead; Hydro: was in line with that of the Hurr and border skirmishes
Damp (35%); Oceans: 2 Oceans, 3 Seas; Climate: have been constant. The Drazi would love to conquer
60F/27V; Bio Density: Standard; Bio Complexity: the Hurr but cannot spare the forces to do it; the Hurr
Native Intelligence; Pop: 3 billion; Tech: Fusion (with would love to have colony worlds of their own but lack
jump gate access); Cities: V’gharr (2 million), Morghan the technology to seize the Drazi worlds.
(1 million); Gov: Hurr Republic (P5, D6, C8, S6);
Orbital Pop: 15,000, Colonies: 1 Major/3 Minor, Bases: The Hurr have, somewhat cynically, joined the League
3 Military, 4 Monitor, 1 Trade of Non-Aligned Worlds; they have done this solely to
gain access to technology and trade they cannot seize
The capital (and only habitable world) of the Hurr by force. To the Hurr, this is all a temporary game, a
Republic is an old world which gave birth to sapient holding pattern. Someday, perhaps soon, the Hurr
life at a time when most worlds were, evolutionarily conquest will begin.
speaking, closing up shop. The Hurr evolved on a world
Hurr

of deep canyons, soaring mountains and scattered fertile


river valleys. The difficulty of travel across the world
caused a high degree of cultural drift and isolation,
with each group of Hurr developing without much
intercourse with the others.

Population pressure eventually forced the various groups


together and scarcity of resources prompted conflict. The
Hurr are, by nature, an aggressive species, preferring to
fight rather than negotiate if there is even the slimmest
chance of victory. The endless wars drove the Hurr into
isolated city-states, each controlling a small territory,
with the rest a no-mans-land of constant war.

The discovery of flight altered the face of war. The


harsh terrain which defined territories and hindered
large armies suddenly dropped away. Those city-states
which could take to the air could expand their reach;
those who could not fell to those who could. In time,
hundreds of nations became two – the Monarchy and
the Republic. The Republic promised an alliance of city-
states, with each one appointing representatives to speak
for the citizens; the Monarchy offered only dictatorship.
Freedom proved a powerful incentive and when the last
war ended, Hurr’nog was united as a single Republic.

80
Hyach Complexity: Native Intelligence; Pop: 1.5 billion;
Tech: Advanced; Cities: Bachya (2 million), Aklach
(1.5 million); Gov: Hyach Gerontocracy (P3, D2,
Gerontocracy C7, S8); Orbital Pop: 5,000, Colonies: None, Bases:
4 Military, 4 Monitor, 1 Trade

Shra-bal System As is perhaps fitting for their culture, the world of


Star: M4 VI; Planets: 1 Terrestrial (Cold), 4 Icy Shri-shraba is old and worn. The Hyach were late to
(Cold); Features: None; Jump Gates: 1; Ownership: evolve; their world had been without intelligence for
Hyach Gerontocracy; Threat Level: Low; Security a very long time and it seemed likely that it would
Level: High never develop there, until unexpected climactic
shifts gave the world’s stagnant evolution a jump
Shra-bal I start. So much so, in fact, that two sentient races co-
Zone: Cold; Size: Medium (6,700 miles); Grav: evolved in the rocky grasslands of Shri-shraba, the
0.9g; Moons: None; Atmo: Thin (0.7) Inert; Hyach and the Hyach-doh. The two species were
Geology: Standard; Volcanism: Very Active; very similar and shared much of the land, with both
Hydro: None; Climate: 60F/27V; Bio Density: separate and mixed communities flourishing. The
None; Bio Complexity: None; Pop: 4,000; Tech: two races could even mate, though no offspring ever
Advanced; Cities: Shra-bal Mines (4,000); Gov: resulted from these pairings. This fact infuriated
Hyach Gerontocracy (P3, D2, C7, S8); Orbital Pop: the early Hyach Elders, who saw the pursuit of
1,500, Colonies: None, Bases: 1 Military, 1 Trade pleasure without purpose as a sin. Over time, there
was increased hatred and hostility directed towards
Shra-bal is a resource outpost, not a colony. A the Hyach-doh, leading first to separation, then

Hyach
bitterly cold, lifeless world, its red sun a dim crimson to violence, then to genocide. Unlike most races,
blur in the hazy sky, it is a temporary home to a who indulged in such acts only in their primitive
few thousand Hyach painfully and slowly pulling state, the Hyach were already starfaring when the
mineral wealth out of the frozen soil. The world final extermination of the Hyach-doh took place.
might be terraformed but the Hyach see no need So intense was their religious hatred that they did
to do so, as they do not intend to build colonies not realise that, in killing the Hyach-doh, they were
here. Shra-bal managed to avoid the fate of Yonog in killing themselves.
the Dilgar War, as the Hyach, alerted to the threat
posed by the Dilgar when they attacked Yonog, The non-fertile matings were not without purpose.
demonstrated considerably more firepower and There was an exchange of genetic material and,
technology than the Dilgar had expected, keeping without that additional DNA from the Hyach-doh,
them from extending their push into Hyach space. the Hyach’s own reproduction was weakened. It took
generations for the Hyach-doh genetic components
Shri-shraba System to break down but, as they did, the Hyach saw a
drop in birth-rate, one which is now becoming
Star: G4 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2
Hot), 4 Gas (Cold); Features: None; Jump Gates: acute. Cities on Shri-shraba built to hold ten million
1; Ownership: Hyach Gerontocracy; Threat Level: hold one million and no Hyach colony has thrived.
Low; Security Level: Very High Unless some solution is found, the Hyach will be
extinct within a handful of generations.
Shri-shraba III
Zone: Cold; Size: Medium (7,100 miles); Grav: The Hyach did not develop in the fits and starts
0.9g; Moons: 1 moon (600 miles); Atmo: Standard common to sentient races but, rather had a very
(1.0) Breathable; Geology: Flat; Volcanism: Stable; steady, slow climb from the stone age to the space age,
Hydro: Damp (40%); Oceans: 1 Ocean, 3 Seas; with limited wars and few major social upheavals.
Climate: 70F/36V; Bio Density: Abundant; Bio The Hyach emerged into space shortly after the end
of Valen’s Shadow War. This has given them a very

81
long time to develop technologies in relative peace was on the verge of colonial status when the Dilgar
and they are one of the most advanced of the League came. The outpost was wiped out and has only
worlds. recently been rebuilt. The chances of it becoming a
true colony are very slim.
Hyach culture is based on gerontocracy and this tends
to make it ultra-conservative; the old dislike change.
The Hyach are not stupid or stagnant, just… set.
Younger Hyach often chafe at the system, vowing to
change it when they come into age and power but,
once the bones have begun to weaken and the skin
sag, the fires of youthful ambition also burn low and
the wisdom of the current system seems ever more
apparent.

The Hyach are, except for their internal genocides,


a generally peaceful race. They have joined the ISA
and are law-abiding members of it, though they
contribute only the bare minimum of ships to joint
military action. The Dilgar War, and the failure of
the League worlds to help them, has made them
wary of putting too much trust in outsiders and they
believe that if push ever comes to shove, they will
have to defend themselves.
Hyach

Yonog System
Star: G5 V; Planets: 5 Terrestrial (2 Cold, 1 Hab, 2
Hot), 2 Gas (1 Cold. 1 Hot), 1 Icy (Cold); Features:
Oort Cloud; Jump Gates: 1; Ownership: Hyach
Gerontocracy; Threat Level: Low; Security Level:
High

Yonog IV
Zone: Habitable; Size: Medium (6,500 miles); Grav:
0.9g; Moons: 1 moon (700 miles); Atmo: Standard
(0.9) Breathable; Geology: Standard; Volcanism:
Stable; Hydro: Moist (56%); Continents: 2
Large; Climate: 80F/39V; Bio Density: Standard;
Bio Complexity: Moderate; Pop: 5,000; Tech:
Advanced; Cities: Yonog Outpost (5,000); Gov:
Hyach Gerontocracy (P3, D2, C7, S8); Orbital
Pop: 500, Colonies: None, Bases: 1 Military

The Hyach have never had much desire to leave


their native world. The Yonog system might have
been a fine colony site but the Hyach never really
developed it, preferring to use it simply as a listening
post and scientific research station. Over time, more
and more Hyach ended up living there and the world

82
Ipsha Elitria VI
Zone: Cold; Size: Small (1,500 miles); Grav: 0.2g;
Moons: None; Atmo: Very Thin (0.25) Inert;
Baronies Geology: Very Rugged; Volcanism: Dead; Hydro:
Damp (35%); Oceans: 1 Ocean; Climate: Cold;
Bio Density: Scarce; Bio Complexity: Very Simple;
Eklor System Pop: 5,000; Tech: Advanced; Cities: Iviksha Reef
Star: M5 V; Planets: 2 Terrestrial (1 Cold, 1 Hab), 2 (2,000), Zoksani Reef (1,500); Gov: Ipsha Baronies
Gas (1 Cold. 1 Hot); Features: None; Jump Gates: (P3, D8, C6, S7); Orbital Pop: 400, Colonies: None,
1; Ownership: Ipsha Baronies; Threat Level: Low; Bases: 2 Military, 1 Scientific
Security Level: High
If Eklor was difficult to colonise, Elitria seemed
Eklor I impossible. The system was written off at first as
Zone: Habitable; Size: Medium (8,200 miles); Grav: being useless. The inner worlds were baking chunks
1.0g; Moons: 1 moon (500 miles); Atmo: Dense (1.1) of rock, the only world in the habitable zone was a
Breathable; Geology: Rugged; Volcanism: Active; bloated gas giant shepherding a flock of worthless
Hydro: Wet (81%); Continents: Supercontinent; moonlets and the outer worlds were cold and
Climate: 60F/33V; Bio Density: Abundant; Bio barren.
Complexity: Advanced; Pop: 100,000; Tech:
Advanced; Cities: Oskshin Reef (50,000), Voshkin Almost.
Reef (45,000); Gov: Ipsha Baronies (P3, D8, C6,
S7); Orbital Pop: 300, Colonies: None, Bases: 2 The outermost world of the system, a tiny iceball,
Military, 1 Scientific showed itself to be rich in frozen gasses with

Ipsha
tremendous industrial worth. Further analysis
For the Ipsha, colonisation proved to be very, showed that, against all odds, a layer of water ice
very difficult. They were heavily adapted to their within the planet which periodically thawed due to
world and learning to survive on another one was pressure heat had given rise to simple life.
problematic. Tides, temperatures and other things
played havoc with their biology. It did not help that The Ipsha, in need of a resource world, decided to
Eklor, the first system they found to colonise, was try it. Without any real native ecosystem to latch
very different from their homeworld. Three colonies onto, they needed to develop wholly artificial ‘reefs’.
failed before the right mix of technologies was Tunnels from the upper layers of frozen gasses to the
perfected. After that, it became easier (though never buried water layer were drilled and fusion generators
easy) and the colony began to grow. Eklor is settled were put in place to melt out ‘lakes’ far below the
by two of the five baronies. surface; these lakes were seeded with bioengineered
reef-coral.
The Ipsha do not have ‘domes’; they have reefs.
Bioengineering produced coral which could grow in It took a decade but it worked. Each barony seized a
the cold waters of Eklor and expand into the thin, region of the world for its own and periodically wars
dry, air. From these reefs, the Ipsha could then build break out along the icy surface but, for the most part,
mining platforms to harvest the mineral wealth of the five colonies survive. A single transport station in
Eklor and fuel the construction of their starfleet. orbit is owned by the Oer barony; the others make
do with tanker shuttles.
Elitria System
Star: F3 V; Planets: 3 Terrestrial (Hot), 2 Gas (1 Ipsha System
Cold, 1 Hab), 1 Icy (Cold); Features: Flares; Jump Star: G5 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1
Gates: 1; Ownership: Ipsha Baronies; Threat Level: Hot), 2 Gas (3 Cold, 1 Hot), 2 Icy (Cold); Features:
Medium; Security Level: High Oort Cloud; Jump Gates: 1; Ownership: Ipsha

83
Baronies; Threat Level: Low; Security Level: Very for the whole planet and one barony may make a
High treaty with a race while another declares war on it!
Species who assume the existence of a planetary
Ipsha III government often found themselves surprised. The
Zone: Habitable; Size: Medium (8,100 miles); Grav: Abbai certainly did, when they discovered only one
1.0g; Moons: 4 moonlets (55 miles, 45 miles, 30 of five governments on Ipsha had joined the League,
miles & 25 miles); Atmo: Dense (1.4) Breathable; though all of the Ipsha eventually joined up.
Geology: Flat; Volcanism: Active; Hydro: Very
Wet (91%); Continents: Island Chains; Climate: The Ipsha live in a feudal system where the castes
90F/36V; Bio Density: Abundant; Bio Complexity: are determined by sub-species, with more arms
Native Intelligence; Pop: 3.5 billion; Tech: Advanced; equalling more prestige. This makes at least as much
Cities: Coshka (3 million), Askshan (2.5 million); sense as Drazi politics and, just as with the Drazi,
Gov: Ipsha Baronies (P3, D8, C6, S7); Orbital Pop: their system works for them.
5,000, Colonies: 1 Major/1 Minor, Bases: 4 Military,
3 Monitor, 1 Scientific, 1 Trade

Ipsha is a humid, choking, world where a normal


Human will not die instantly but will likely die in
a few hours from the crushing pressure and nearly
unbreathable air, with average humidity approaching
99% throughout the planet. The barriers between air
and water, land and sea, are not very sharp here and
this is what has allowed the Ipsha to evolve. They are
Ipsha

air-breathers but require a very wet environment in


which to live.

The land masses of Ipsha are alive; they are covered to


a depth of 20 or more feet by a sort of air-breathing
coral. The proto-Ipsha evolved in the shallows of
the reef but eventually became air-breathers. They
resemble columns of tissue ringed with eyes and
arms, radially symmetric like a starfish. The arms
can number from 6 to 16, depending on sub-species
and each terminates in a cluster of small tentacles
capable of fine manipulation. They are one of the
few wholly non-humanoid intelligences active in the
galaxy. Few of the major or League races have ever
seen one in the flesh and, if not previously warned,
are likely to not recognise the Ipsha as a sentient
being, so different are they from most of the galaxy’s
intelligences.

The mentality of the Ipsha, though, is easily


understandable – in many ways, they are less alien
than the Lumati or the Gaim. Their history is one of
stretches of peace broken by periods of war, with ever
increasing technology. The final wars left their planet
in the hands of five nations, the five great ‘Baronies’
of Ipsha, and this is the state today. No barony speaks

84
Kor-Lyan thinking and reproducing, with all other needs taken
care of via the hose.

Kingdoms The parasite is the Kor; the ape-creature, the Lyan.


Together, they form a single sentient culture: the Kor-
Lyan.
Kor-Lya System Once symbiotic sentience was achieved, the conjoined
Star: G3 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1
Hot), 2 Gas (Cold), 2 Icy (Cold); Features: Asteroid species began to dominate their world. Technological
Belt (Light); Jump Gates: 1; Ownership: Kor-Lyan progress followed the usual course, as did social progress.
Kingdoms; Threat Level: Low; Security Level: High Social unity continually eluded the Kor-Lyan, however,
with no single nation every achieving control of more
than a fraction of the world.
Kor-Lya II
Zone: Habitable; Size: Medium (7,800 miles); Grav:
1.0g; Moons: 1 (400 miles); Atmo:
Standard (1.05) Breathable; Geology:
Very Rugged; Volcanism: Active;
Hydro: Moist (61%); Continents: 2
Large; Climate: 95F/40V; Bio Density:
Standard; Bio Complexity: Native
Intelligence; Pop: 4 billion; Tech:
Advanced; Cities: Lakran (6 million),
Kovilan (4 million); Gov: Kor-Lyan
Kingdoms (special – see below); Orbital

Kor-Lyan
Pop: 200,000, Colonies: 6 Major/14
Minor, Bases: 4 Military, 6 Monitor, 1
Trade

Kor-Lya II is a world, paradoxically,


of mountains and swamps. The planet
has shaped itself so that wide mires
fill in the bases of mountain ranges,
which rise upwards from the muck,
covered with a slowly-thinning forest.
Geothermal activity keeps the mires
warms and burbling throughout the
world, so the planet has no true ice caps
or permafrost.

Within the swamps, a wormlike


parasite developed which was almost
entirely neural tissue and feeding
tubes. It attached itself to whatever it
could, trading off physical strength for
mental development, until it attained
a level of self-awareness. One species
became strongly linked with a hulking,
ape-like species which was just about
smart enough to pick up a stick and Kor-Lya II
whack another of its kind with it. In Source: IPX/Marford/ex.66
harmony with this species, the parasite Grade: Beta/Gamma
could devote almost all of its biology to

85
The discovery and use of nuclear weapons triggered a Lotna was a surprisingly easy world for the Kor-Lyan
small societal shift. Horrified at the possibility of racial to colonise. While very different from their homeworld,
destruction, the countless kings and emperors and high the Lyan are a very hardy breed and soon adapted to the
lords and so on of the Kor-Lyan agreed to never use low temperature and thin air. The Kor maintain some
such weapons in anger. Unlike many similar treaties on pressurised areas within the colonies for the times when
many other worlds, they meant it. War might continue they need to leave their hosts briefly and to allow other,
between kingdoms but no side would strike first with less hardy, species from their homeworld a chance to
weapons of mass destruction. The reason for this is adapt.
simple – most wars until this point were fought with
unbonded Lyan as the primary troops, hurled against Lotna is claimed by 15 different kingdoms and while the
each other like dumb animals, with the Kor well away wars for territory are not as vicious as those on Oleng,
from battle. Nuclear weapons mean the Kor would die they still go on. Mercenaries from many races look for
along with their lumbering allies. This was unacceptable. a ‘ticket to Lotna’, as the fighting is generally infrequent
This resolution is probably what allowed the Kor-Lyan and the pay is good.
to reach the stars.

The Kor-Lyan homeworld is still divided among roughly Oleng System


300 kingdoms. Unlike the Ipsha, the Assembled Kings Star: K6 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas
can speak with one voice when conversing with other (Cold), 1 Icy (Cold); Features: Asteroid Belt (Standard);
species; a pact made with the Kor-Lyan kingdoms is Jump Gates: 1; Ownership: Kor-Lyan Kingdoms;
made with the whole world. However, the Kingdoms are Threat Level: Low; Security Level: High
still very idiosyncratic and vary widely in their internal
affairs – hence the lack of a Government rating. A wide Oleng IV-Beta
range of governments exist on Kor-Lyan. Individual Zone: Cold; Size: Small (1,400 miles); Grav: 0.2g;
Kor-Lyan

kingdoms also take their wars, cold and hot, to the stars Atmo: Vacuum; Geology: Very Rugged; Volcanism:
and often hire other races as agents, mercenaries and go- Dead; Hydro: None; Climate: Cold; Bio Density:
betweens. None; Bio Complexity: None; Pop: 15,000; Tech:
Advanced; Cities: Olen Royal Mines (4000); Gov: Kor-
Lyan Kingdoms (special – see Kor-Lya II); Orbital Pop:
Lotna System 5,000, Colonies: 2 Major, Bases: 2 Military, 2 Trade
Star: M5 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1
Hot), 2 Gas (Cold), 1 Icy (Cold); Features: None; Jump Oleng IV is a tiny moon of an insignificant gas giant which
Gates: 1; Ownership: Kor-Lyan Kingdoms; Threat is home to two very important things – Quantium–40
Level: Medium; Security Level: High and alien technology, both of which many kingdoms of
Kor-Lyan are interested in extracting. There are over 40
Lotna II mining and tech recovery colonies on the planet and
Zone: Habitable; Size: Medium (6,900 miles); Grav: there are near-constant skirmishes between them, with
0.8g; Moons: 1 moonlet (50 miles); Atmo: Thin (0.7) troops of near-mindless Lyan sent out to slay each other
Breathable; Geology: Standard; Volcanism: Stable; while the Kor remain safely back home in their bases.
Hydro: Dry (25%); Oceans: 2 Oceans; Climate:
60F/36V; Bio Density: Scarce; Bio Complexity: The former occupiers of Oleng were evidently
Advanced; Pop: 50,000; Tech: Advanced; Cities: Lolian masters of nanoengineering; the items recovered from
(3,000), Koklim (2,500); Gov: Kor-Lyan Kingdoms the abandoned mines and factories are filled with
(special – see Kor-Lya II); Orbital Pop: 1,000, Colonies: microrobotic devices. Nothing else is known about
None, Bases: 1 Military, 2 Trade them and no kingdom of the Kor-Lyan has managed to
replicate, or even understand, the technology.
The Lotna system is the primary offworld ‘habitation’
colony for the Kor-Lyan, rich in farmland and some Oleng III is being scouted as a possible agricultural
mineral wealth. It is also strategically located as a buffer colony base.
against the Tortans and the Tikar, the former of whom
periodically launch probing attacks to test defences.

86
Koulani if the gain outweighs the effort and no better deal is
in the offing.

Koulan System The Koulani have no planetary government as such,


Star: G3 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), just a variety of business interests offering services
2 Gas (Cold), 2 Icy (Cold); Features: None; Jump ranging from contract disputes to planetary defence.
Gates: 1; Ownership: Koulani Conglomerate; The military is closer to a mercenary force than
Threat Level: High; Security Level: Very High a true army and they will hire out entire fleets to
anyone willing to pay the price. During the Dilgar
Koulani II (Koula) War, Koulani were hired by both sides and had no
Zone: Habitable; Size: Medium (7,300 miles); trouble firing on their own ships.
Grav: 0.9g; Moons: 2 moonlets (45 miles & 55
miles); Atmo: Standard (1.0) Breathable; Geology: This is countered by a belief that one should always
Standard; Volcanism: Active; Hydro: Wet (75%); make sure one is positioned to reap the maximum
Continents: 2 Large, 3 Small; Climate: 80F/6V; reward and this is what led them to war with Earth
Bio Density: Abundant; Bio Complexity: Native during the early days of Human rimward space
Intelligence; Pop: 2 billion; Tech: Advanced; exploration. The Koulani had heard of the Humans
Cities: Rathis (2 million), Flassin (1 million); Gov: and considered them a good subject for trade
Koulani Conglomerate (P3, D4, C7, S6); Orbital agreements but wanted to make sure they would get
Pop: 10,000, Colonies: 2 Major/2 Minor, Bases: 3 the better deal in all negotiations. In order to impress
Military, 2 Monitor upon the Humans that they were better trading with
the Koulani than battling them, several Koulani
The Koulani have been described as ‘a cross between interests launched a combined assault on Human

Koulani
alligators and snakes’. They are cold-blooded egg- colonies in the area. As with the Ch’lon, though, the
layers, one of the few cold-blooded species to achieve Koulani grievously underestimated Human strength
sentience; their world’s unusually stable climate may and skill and found themselves sitting on the wrong
have played a part of this. end of the negotiating table.

The Koulani have no concept of family; eggs are laid Koulani are not emotionless but they are often
communally and raised communally. Children, other difficult for other races to read or understand, as they
than the youngest, are expected to contribute to the lack strong drives for love, jealousy or protection
productivity of the community and are considered of family. They are willing to betray a friend in an
as little more than small, poorly-educated adults. instant if the gain is worthwhile but they rarely, if
There is no romanticisation of childhood and little ever, offer false promises or lie about the quality of
emotional attachment to it; this alone causes the goods.
Koulani to have difficulty negotiating with other
races.

Koulani society has always been based on raw self-


interest, even more so than the Brakiri or the Lumati.
Everything a Koulani does, it seems, is based on a
careful calculation of his own gain. The best one can
say about them is that they have no sense of envy or
spite; they do not care if someone else benefits more
than them, as long as they benefit as well. They
despise being cheated or lied to, of course, but an
honest, if unbalanced, deal will often be accepted,

87
Llort When the Llort finally emerged into space, they
found a galaxy full of things they could use – and
so they began to take them. Sometimes, if they felt
Vartas System it was required, they would leave things in exchange
Star: F4 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 – other times, they would not. This earned them
Hot), 1 Gas (Cold), 2 Icy (Cold); Features: Trade the sobriquet of ‘pirates’ and ‘thieves’ but, to the
Hub; Jump Gates: 1; Ownership: Llort; Threat Llort, it is all about balance. Most other species have
Level: Medium; Security Level: Very High more; the Llort have less. Therefore, to balance
the universe, things must go to the Llort. If this
Vartas II (Llort) universal balance has to be achieved by means of
Zone: Habitable; Size: Medium (9,200 miles); Grav: weapons fire, well, so be it…
1.0g; Moons: 1 (900 miles), 2 moonlets (60 & 40
miles); Atmo: Standard (1.0) Breathable; Geology:
Rugged; Volcanism: Active; Hydro: Dry (25%);
Oceans: 1 Ocean, 3 Seas; Climate: 90F/48V;
Bio Density: Standard; Bio Complexity: Native
Intelligence; Pop: 1 billion; Tech: Advanced;
Cities: Lunag (1 million), Alkal (650,000); Gov:
Llort (P4, D4, C4, S8); Orbital Pop: 10,000,
Colonies: 1 Major/2 Minor, Bases: 1 Military, 2
Monitor, 3 Trade

The sun blazes down on Vartas II throughout its


Llort

long summer, parching the surface and baking all


but the poles. In the winter, the planet freezes, the
small oceans becoming thick with icebergs and
the seas and rivers becoming locked in perpetual
winter. Underground, though…

The Llort are a burrowing people, looking


something like armadillos. They took to the
caves and tunnels of their world when a near-
miss by a passing asteroid swung the planet’s axis,
turning the world into one of climactic extremes.
In the cool stability of the darkness, they grew
and prospered, slowly developing the tools and
technology they needed to survive.

They also developed the cultural trait which, to


this day, defines them to other races. If a Llort
needs something – a tool, food, a weapon – he
simply takes it. Aside from a few items carefully
marked, all property on Llort is available for anyone
who lays claim to it, with the understanding that
the same is true in reverse. Often, an item not
being used by the taking individual will be placed
down in exchange. This concept – the Exchange
– is central to Llort existence. The Llort have no
concept of ‘ownership’.

88
Lumati – is as foreign to them as humility is to a Centauri or
‘giving a refund’ is to a Brakiri.

Dominion Lumati society is highly stratified but it is at least


meritocratic. All Lumati are continually tested and
placed into appropriate schools and training programs
Lumat System as their innate skills and talents manifest. Genetic
Star: K6 V; Planets: 4 Terrestrial (2 Hab, 2 Hot), 1 Gas screening is part of this; the lower someone ranks in
(1 Cold, 1Hot), 1 Icy (Cold); Features: None; Jump these tests, the worse their chances on being approved for
Gates: 1; Ownership: Lumati Dominion; Threat breeding. Physical isolation of the lowest-ranking was
Level: Medium; Security Level: Very High not part of Lumati society until 2259 when, ‘inspired’
by Babylon 5’s Downbelow region, the Lumati began
Lumat IV to segregate physically as well as socially.
Zone: Habitable; Size: Medium (10,400 miles); Grav:
0.9g; Moons: 1 moonlet (60 miles); Atmo: Standard The Lumati viewed other races as inferior and likely to
(0.9) Poisonous; Geology: Standard; Volcanism: Dead; introduce bad memes; this kept their travel limited to
Hydro: Moist (55%); Continents: 2 Large; Climate: nearby, uninhabited worlds, though a few individuals
70F/27V; Bio Density: Scarce; Bio Complexity: ignored this policy. The Lumati had no desire to
Native Intelligence; Pop: 4 billion; Tech: Advanced; conquer other races, merely to have a buffer zone
Cities: Ni’draw (10 million), Mark’lc (8 million); for their homeworld. Only when they painstakingly
Gov: Lumati Elite (P2, D6, C8, S7); Orbital Pop: realised that races with allies were stronger than those
20,000, Colonies: 1 Major/4 Minor, Bases: 3 Military, 2 without did they begin seeking alliances with the larger
Monitor, 1 Scientific universe; this will no doubt cause many upheavals in
Lumati culture.

Lumati
Lumat IV, homeworld of the Lumati, is a large but
low-density planet with a light gravity and a thin Each Lumati city-complex is self sufficient, though
atmosphere. It is an old world, its tectonic activity most have specialisations. The planet is linked by an
long stopped. Worn mountains stretch wanly toward extensive maglev network. Aliens are not permitted
the sky and slow, wide rivers carve their path through to land on Lumat but trade is conducted via orbiting
the landscape. The sun shines crimson through an platforms, primarily in the Mollitra system. Only the
atmosphere hazy with the legacy of millennia of most worthy individuals are permitted to enter Lumat’s
industrial pollution. orbital space.

The planet is deeply pitted and scarred, a product of


continuous exploitation. Most of the ecosystem has
Mollitra System
Star: K4 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 2
been damaged beyond repair; it is, perhaps, the only
Hot), 3 Gas (2 Cold, 1 Hab), 2 Icy (Cold); Features:
racial homeworld where the inhabitants have retreated
Debris; Jump Gates: 1; Ownership: Lumati Dominion;
into domes and underground complexes due to the
Threat Level: Low; Security Level: Very High
damage done to their own environment. The Lumati
see nothing wrong with this; the uncounted millions of
Mollitra III
species exterminated were simply unfit. They view their
Zone: Habitable; Size: Medium (6,400 miles);
ability to construct artificial environments in which to
Grav: 1.1g; Moons: 1 (500 miles); Atmo: Thin (0.6)
live as proof of their own superiority. ‘Technology is the
Poisonous; Geology: Standard; Volcanism: Active;
ultimate adaptation’ is a common Lumati aphorism.
Hydro: Dry (15%); Oceans: Scattered lakes; Climate:
40F/15V; Bio Density: Scarce; Bio Complexity:
The Lumati are not cruel, just arrogant and callous.
Simple; Pop: 50,000; Tech: Advanced; Cities: Amati
They believe that ‘that which survives, is fit’ and see
(12,000), Belvane (10,000); Gov: Lumati Elite (P2,
little point in either helping or actively hindering
D6, C8, S7); Orbital Pop: 3,000, Colonies: None,
the survival of other species. The idea of expending
Bases: 2 Military, 2 Monitor, 1 Trade
resources to help another species – whether an animal
native to their planet or a sapient being of alien descent

89
The Mollitra system is the Lumati’s ‘gateway’ system and The Xochat system is home to the Lumati’s largest
it thus serves two somewhat contradictory purposes. offworld colony, holding four million Lumati scattered
Following the decision to begin regular intercourse among a half-dozen domes. It is a young world, one
with the surrounding universe, Mollitra must accept, which is tectonically active but which has yet to
if not welcome, visitors of all sorts. At the same time, it develop extensive land masses; most of the land area
must present to such visitors an image of overwhelming of the world is flat, except for those areas directly
force, impressing on them the superiority of the Lumati experiencing tectonic uplift. Due to the ever-shifting
in all ways but most especially in terms of armament. nature of the land, the Lumati have built most of
their settlements on the sea, upon huge floating
The world of Mollitra III is a rocky, barely-habitable platforms in regions found to be as stable as possible.
mining colony, a place where the mentally inferior Surrounding these platforms are hundreds of miles of
but physically fit are assigned, often from a young age. algae mats, introduced by Lumati bioengineers, and a
The Lumati cannot understand the concept of limiting number of species which depend on them. (That this
child labour; once a child has been determined to be is basically destroying the native life is of no concern
unable to benefit from further education, not putting to the Lumati). The cities exist primarily to process the
him to work would be a drain on society. The orbital harvested food into a variety of synthetics, which are
region is a collection of shipyards, naval bases and a in turn shipped back to Lumat and to other colonies.
recently assembled open port. The advanced food synthesis techniques have attracted
interest from other races, and both Human and Drazi
The Mollitra Anomaly is something the Lumati have militaries have begun to study the Lumati as a source
studied for years without success, though they would of high-yield, low-bulk rations for troops.
never admit to this failure. It is a triangular region
roughly 200 miles on a side. Within this region are the Because the health of the food growing areas is
remnants of a wholly different environment than that important, the Lumati on Xochat are careful about
Lumati

which is found elsewhere on Mollitra. It does not seem waste; fleets of ships leave the city-platforms each day
to have been terraformed; rather, it looks as if a region to carry the waste to the nearest continent, where it is
of the planet was simply shifted in from somewhere then hauled far inland. Again, the impact of this on
else, where it quickly succumbed to the ambient present or future life is not considered.
environment, leaving only dead plants and animals
behind. High levels of tachyons in the Anomaly
indicate a chronal shift, as if this area had been moved
forward or backwards in time.

Xochat System
Star: F4 V; Planets: 4 Terrestrial (1 Cold, 2 Hab, 1
Hot), 2 Gas (Cold), 2 Icy (Cold); Features: Flares;
Jump Gates: 1; Ownership: Lumati Dominion;
Threat Level: Low; Security Level: High

Xochat II
Zone: Habitable; Size: Medium (7,500 miles); Grav:
1.0g; Moons: 1 (1,200 miles); Atmo: Standard (1.0)
Breathable; Geology: Very Flat; Volcanism: Active;
Hydro: Wet (85%); Continents: 1 Large, 5 Small;
Climate: 90F/33V; Bio Density: Abundant; Bio
Complexity: Simple; Pop: 4 million; Tech: Advanced;
Cities: Vamati Dome (800,000), Bovamat Dome
(500,000); Gov: Lumati Elite (P2, D6, C8, S7);
Orbital Pop: 13,000, Colonies: 1 Major/3 Minor,
Bases: 1 Military, 1 Monitor

90
Markab co-operate, thrive and grow, developing technology and
ascending into space.

When they saw the chaos that engulfed the galaxy in the
Markar System wake of that war, they were justifiable frightened, so much
Star: G2 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas so that they quickly retreated to a small cluster of worlds
(Cold); Features: None; Jump Gates: 0 [1 pre–2260]; and refused to have anything to do with the larger galaxy.
Ownership: None [Markab Theocracy pre–2260]; Threat For a millennia, they simply fortified their own colonies
Level: Very Low [Very High pre–2260] ; Security Level: and kept half an eye on the changing universe around them.
Open [High pre–2260] They rebuffed the Centauri handily and cast a wary eye on
the Humans, who were moving their frontier dangerously
Markar III [pre–2260] close to that of the Markab.
Zone: Habitable; Size: Medium (8,000 miles); Grav: 1.1g;
Moons: 1 (450 miles); Atmo: Standard (1.0) Breathable; This turned out to be the Markab’s salvation. The Dilgar
Geology: Standard; Volcanism: Stable; Hydro: Wet (75%); struck at Markab worlds and this placed them too close
Continents: 2 Large, 3 Small; Climate: 90F/36V; Bio to the Earth Alliance. The Earth Alliance took action,
Density: Standard; Bio Complexity: Native Intelligence; liberating Markab space (and, unlike many other races who
Pop: 2 billion; Tech: Advanced; Cities: Havrak (4 million), engaged in such ‘liberation’, not merely driving off one
Mokluk (3 million); Gov: Markab Theocracy (P4, D2, conqueror to become another). The Markab grudgingly
C9, S9); Orbital Pop: 40,000, Colonies: 2 Major/6 Minor, accepted that the universe would not ignore them if they
Bases: 4 Military, 4 Monitor, 1 Trade ignored it, and joined the League of Non-Aligned Worlds,
becoming a part of the active galactic community. Grateful
Markar III [post–2260] to Earth, they offered refugees places to flee during the
Zone: Habitable; Size: Medium (8,000 miles); Grav: 1.1g; Earth-Minbari War and pledged considerable support to
Moons: 1 (450 miles); Atmo: Standard (1.0) Breathable; the Babylon Project.

Markab
Geology: Standard; Volcanism: Stable; Hydro: Wet
(75%); Continents: 2 Large, 3 Small; Climate: 90F/36V; However, something of what would condemn them was
Bio Density: Standard; Bio Complexity: Very Advanced; already becoming evident. The survivors of Troth and Tiree
Pop: None; Tech: (abandoned) Advanced; Cities: None; felt the attacks of the Dilgar were a divine punishment, that
Gov: None; Orbital Pop: None [1 Minor ISA post 2263], they were being condemned for some unknown sins. This
Colonies: None, Bases: None was shared by others – that is, many felt the colonists had
somehow angered the gods, leading to the gods using the
‘To survive the Dilgar, yet fall to their own prejudice… this Dilgar as tools of punishment. The same strong morality
is a warning all races should heed.’ — Ambassador Delenn, which kept the early Markar from killing each other had
personal journal, 2259 become an obsession. Things did not simply happen;
all occurrences were rewards for moral behaviour or
The Markab were one of the galaxy’s oldest races, having punishments for immoral behaviour.
emerged to the stars during the Shadow War of Valen’s
time. Thus, their downfall – not at the hands of an enemy, Thus, to them, a plague was proof of sin and when an
but at the hands of their own narrow-mindedness – is ancient disease began to ravage their world, their shame at
especially tragic. the ‘sin’ they were being punished for was so great that they
ignored the spread of the disease until it was too late. Each
The world of Markar–3 is drier than it should be, given Markab felt they could be spared if they were pure enough,
its hydrosphere. Unfortunate arrangements of land and moral enough, and by the time a few realised the truth, that
wind patterns make most of the surface uncomfortably sin had nothing to do with it, all three Markab worlds were
arid, so civilisation tends to cluster in relatively small dead. A tiny handful of Markab who were far from their
areas. This forced the early Markab to find ways to unite space and not in regular contact with their fellows survived
or risk perpetual war. They found the answer in religion but, for all practical purposes, the race is dead.
– the Markab quickly evolved a single faith, though there
remained many differences of doctrine. While small In 2260, Captain Sheridan destroyed the Markab jump
religious wars did flare up over these, the general unity gate, in order to keep raiders and pirates from looting the
provided by a shared set of beliefs enabled the species to riches of the dead planet. Some raiders – those with ships
capable of forming their own jump points – still make
attacks on the world. During the Clark years, clandestine

91
expeditions by IPX also plundered the world and there are operations into massive strip mines. The Markab on Tiree
rumours that these did not end entirely when Clark fell prayed for relief and it came in the form of EarthForce,
from power. In 2263, the ISA declared the world a memorial who drove the Dilgar from Markab space.
and have stationed a small fleet of ships to protect it. An
orbital museum documenting the history and culture of The Markab then turned to rebuilding but barely a
the Markab is planned. generation after the Dilgar War, the drafa plague returned
and the entire planet died in weeks.

Tiree System
Star: G5 V; Planets: 5 Terrestrial (2 Cold, 1 Hab, 2 Hot), 1 Troth System
Gas (Cold), 1 Icy (Cold); Features: None; Jump Gates: 1; Star: F5 V; Planets: 2 Terrestrial (2 Hot), 2 Gas (Hab), 1
Ownership: None [Markab Theocracy pre–2260]; Threat Icy (Cold); Features: None; Jump Gates: 1; Ownership:
Level: Very Low [Low pre–2260] ; Security Level: Open None [Markab Theocracy pre–2260]; Threat Level: Very
[High pre–2260] Low [Low pre–2260] ; Security Level: Open [High pre–
2260]
Tiree III [pre–2260]
Zone: Habitable; Size: Medium (7,400 miles); Grav: Troth IV-Epsilon [pre–2260]
0.9g; Moons: 2 (250 & 200 miles); Atmo: Standard (1.0) Zone: Habitable; Size: Small (2,500 miles); Grav: 0.5g;
Breathable; Geology: Standard; Volcanism: Stable; Hydro: Atmo: Thin (0.7) Breathable; Geology: Standard;
Moist (55%); Continents: Supercontinent; Climate: Volcanism: Stable; Hydro: Dry (15%); Oceans: 1
60F/33V; Bio Density: Standard; Bio Complexity: Ocean; Climate: 90F/15V; Bio Density: Standard; Bio
Advanced; Pop: 45 million; Tech: Advanced; Cities: Complexity: Moderate; Pop: 15 million; Tech: Advanced;
Amarka (1 million), Clarman (500,000); Gov: Markab Cities: Korlan (750,000), Malaz (500,000); Gov: Markab
Theocracy (P4, D2, C9, S9); Orbital Pop: 5,000, Colonies: Theocracy (P4, D2, C9, S9); Orbital Pop: 1,000, Colonies:
1 Major, Bases: 2 Military, 2 Monitor, 1 Trade None, Bases: 1 Military, 1 Monitor
Markab

Tiree III [post–2260] Troth IV-Epsilon [post–2260]


Zone: Habitable; Size: Medium (8,000 miles); Grav: 1.1g; Zone: Habitable; Size: Small (2,500 miles); Grav: 0.5g;
Moons: 1 (450 miles); Atmo: Standard (1.0) Breathable; Atmo: Thin (0.7) Breathable; Geology: Standard;
Geology: Standard; Volcanism: Stable; Hydro: Wet Volcanism: Stable; Hydro: Dry (15%); Oceans: 1
(75%); Continents: 2 Large, 3 Small; Climate: 90F/36V; Ocean; Climate: 90F/15V; Bio Density: Standard; Bio
Bio Density: Standard; Bio Complexity: Very Advanced; Complexity: Moderate; Pop: None; Tech: (abandoned)
Pop: None; Tech: (abandoned) Advanced; Cities: None; Advanced; Cities: None; Gov: None; Orbital Pop: None,
Gov: None; Orbital Pop: None, Colonies: None, Bases: Colonies: None, Bases: None
None
Troth was settled more out of desperation than design.
Tiree was the first colony world settled by the Markab. It The blazing sun of the Troth system rendered the inner
was slightly drier than Markar but better weather patterns world uninhabitable but by a series of lucky coincidences,
made the world lush overall and the Markab could survive a moon of the gas giant located in the star’s habitable zone
on the world without technological aids. With few worlds had given rise to a simple ecosystem and possessed a thin
of their own to claim, the Markab developed those they oxygen atmosphere. The mineral wealth of Troth was
did have with skill and care. Cities covered the surface of sufficient to justify colonisation and the location of the
Tiree, with outposts scattered everywhere. Should Markar world as a vital buffer zone against the antispinward races
fall, Tiree could be a second home. The native plants and was also helpful. Much as with Tiree, the Markab harvested
animals were easily adapted to Markab uses, and there the world carefully, all the more so because life was difficult
was little ecological disruption from the few mining and here.
resource extraction operations.
As with Tiree, the Dilgar appeared to enslave and ravage
The colony thrived for a millennia; then the Dilgar came. and, just as recovery began, the drafa plague struck.
In a few months of occupation, they managed to ravage
the world. Though they did not exterminate the populace,
they did enslave most of them, turning long-established
cities into work camps and carefully-designed extraction

92
Minbari Drala VI (Drala Toth)
Zone: Habitable; Size: Medium (10,100 miles); Grav: 1.1g;
Moons: 1 (900 miles); Atmo: Standard (1.0) Poisonous;
Federation Geology: Standard; Volcanism: Active; Hydro: Dry
(13%); Oceans: 1 Ocean; Climate: 50F/24V; Bio Density:
Scarce; Bio Complexity: Moderate; Pop: 150,000; Tech:
Davala System Very Advanced; Cities: Kel’noth (58 thousand), Velkeer
(40,000); Gov: Minbari Federation (P3, D1, C8, S9);
Star: K4 V; Planets: 4 Terrestrial (3 Hot, 1 Hab), 2 Gas
(Cold), 2 Icy (Cold); Features: None; Jump Gates: 1; Orbital Pop: 1,000, Colonies: None, Bases: 2 Military, 1
Ownership: Minbari Federation; Threat Level: Low; Trade
Security: Medium
Drala Toth is a blood-red world with a cracked, lifeless
surface, a lung-burning atmosphere of lethal and acidic
Davala IV (Davala Than) gasses and a surprisingly rich subterranean ecosystem.
Zone: Habitable; Size: Large (14,500 miles); Grav: 1.0g;
It is one of the few Minbari colony worlds which is not
Moons: None; Atmo: Dense (1.2) Breathable; Geology:
somewhat close to Minbar in makeup; it was settled
Standard; Volcanism: Stable; Hydro: Dry (9%); Oceans: 1
because of its mineral wealth and strategic position. It is
Ocean, 2 Seas; Climate: 10F/45V; Bio Density: Standard;
the gateway to the foundry world of Trigati and as such is
Bio Complexity: Simple; Pop: 17,000; Tech: Very
very well defended.
Advanced; Cities: Mannal (8,800), Soj’not (8,200); Gov:
Minbari Federation (P3, D1, C8, S9); Orbital Pop: 1,000,
The seven colonies of Drala Toth are all underground,
Colonies: None, Bases: 1 Military, 1 Trade
sealed off from the poisonous air above. Fortunately, the
fungal ecosystem of the cavern adapted easily to Minbari
Davala Than is a frozen world, one which would have

Minbari Fed.
air, so the colonies have a ready supply of food and there
been ignored as a colony planet, despite the breathable
is even a small trade in exports, as the fungi of Drala Toth
atmosphere (produced by extremophile algae-like growths
are very varied and offer unique textures and flavours.
over most of the glacial regions), except for the fact that
At one point, shipments to the Drazi Freehold almost
the ice layers were exceptionally pure, making this a world
outnumbered mining shipments, until the Minbari learned
which could provide water for the entire Federation at
the mushrooms had an addictive and mind-altering effect
relatively low cost. It also happened that a small area of
on the Drazi and had been banned by the Drazi government;
the world was geothermally warmed to the point where
the smugglers, once the truth was known, were sent to
extensive agriculture could take place, making Davala Than
Davala Than to contemplate the error of their ways.
a source of both food and water.

The general hostility of the planet limits settlement to Eshar System


two areas; the warm valley of Soj’nor and the extensive ice Star: G4 V; Planets: 3 Terrestrial (1 Hot, 1 Hab, 1 Cold),
mines of Mannal, located near the north pole, where the 1 Gas (Hot), 3 Icy (Cold); Features: None; Jump Gates:
ice is free from any taint whatsoever, apparently frozen long 1; Ownership: Minbari Federation; Threat Level: Low;
before even the simplest life evolved on the world. Security: High

The ice mines of Mannal are one of the most common


Eshar II
places to which Minbari send non-Minbari who have
Zone: Habitable; Size: Medium (6,000 miles); Grav: 0.9g;
committed crimes in Minbari space. They are unlikely to
Moons: None; Atmo: Standard (1.0) Corrosive; Geology:
escape and the concept of 30 or 40 years surrounded by
Standard; Volcanism: Active; Hydro: Moist (68%);
dagger-sharp shards of ice deters undesirable behaviour
Continents: 3 Large; Climate: 90F/30V; Bio Density:
very effectively.
Standard; Bio Complexity: Moderate; Pop: 430,000;
Tech: Very Advanced; Cities: Kallain (270,000), Nend’tal
Drala System (120,000); Gov: Minbari Federation (P3, D1, C8, S9);
Orbital Pop: 3,000, Colonies: None, Bases: 2 Military, 2
Star: F4 V; Planets: 4 Terrestrial (3 Hot, 1 Hab), 2 Gas
(Hot), 2 Icy (Cold); Features: None; Jump Gates: 1; Trade
Ownership: Minbari Federation; Threat Level: Low;
Security: Very High Eshar is a smallish world with a mildly corrosive atmosphere
– not enough to turn those who wander unprotected

93
into skeletons in minutes but enough that it is effectively Wind patterns disperse enough water over most of the
impossible to live outside of the domes, though brief planet to keep even the regions far from the seas relatively
unprotected excursions can be made in an emergency. The verdant, though this is less true the further one gets from
world has native life well-adapted to the local conditions the warmer equatorial zones. The northern and southern
but the amount of effort required to process this life into limits on the expansion of civilisation are greater than they
food is more than the cost of simply shipping in supplies – are on most other major race homeworlds.
especially when the wealth of Eshar in terms of Quantium–
40 is taken into account. Minbar has been home to a technological civilisation for
well over a thousand years but the planet shows few of the
The three domes of Eshar quite literally fuel the Minbari common signs of it; the Minbari managed to pas through
Federation’s jump technology – while there are other their early industrial era while doing relatively little harm to
sources of Quantium–40, Eshar is their richest and most their world, and they have carried this forward with them
vital. An orbital fleet and extensive ground troops protect into space. The Minbari harvest worlds, rather than ravage
the planet from any foolish enough to attempt to seize it. them, setting them apart from much of the galaxy.

The three colonies of Eshar are joined by transport tubes


measuring thousands of miles in length, one of the largest Nocalo System
such structures in the galaxy. While world-spanning tube Star: G5 V; Planets: 4 Terrestrial (1 Hot, 1 Hab, 2 Cold),
systems are common, none reach so far between connection 3 Gas (Cold), 1 Icy (Cold); Features: Flares; Jump Gates:
points. Martian engineers have petitioned the Minbari for 1; Ownership: Minbari Federation; Threat Level: Low;
a chance to study their construction techniques on Eshar Security: Very High
but these requests have been denied.
Nocalo II
Minbari Fed.

Zone: Habitable; Size: Medium (8,100 miles); Grav:


Minbar System 1.0g; Moons: None; Atmo: Standard (1.0) Breathable;
Star: G1 V; Planets: 4 Terrestrial (2 Hot, 1 Hab, 1 Cold), 2 Geology: Rugged; Volcanism: Very Active; Hydro: Wet
Gas (1 Cold, 1 Hot), 3 Icy (Cold); Features: Asteroid Belt (82%); Continents: 1 Large, 1 Small; Climate: 80F/30V;
(Very Dense), Trade Hub; Jump Gates: 2; Ownership: Bio Density: Standard; Bio Complexity: Moderate; Pop:
Minbari Federation; Threat Level: Low; Security: Very 325,000; Tech: Very Advanced; Cities: Nestai (200,000),
High Meshan’ro (90,000); Gov: Minbari Federation (P3, D1,
C8, S9); Orbital Pop: 5,000, Colonies: None, Bases: 1
Minbar IV Military, 1 Trade
Zone: Habitable; Size: Medium (7,700 miles); Grav: 1.1g;
Moons: 2 (1,000 & 900 miles); Atmo: Standard (1.0) Nocalo is a primitive, vibrant world. It is teeming with
Breathable; Geology: Rugged; Volcanism: Active; Hydro: life but that life lacks many of the advanced adaptations
Dry (23%); Oceans: 2 Oceans; Climate: 70F/39V; Bio found on older worlds. However, what the life lacks in
Density: Standard; Bio Complexity: Native Intelligence; sophistication, it makes up for in diversity, energy and
Pop: 2.3 billion; Tech: Very Advanced; Cities: Yedor (5 voracity, making Nocalo one of the more dangerous
million), Tuzanor (4 million); Gov: Minbari Federation world of the Federation, though not on par with some of
(P3, D1, C8, S9); Orbital Pop: 25,000, Colonies: 5 the ‘hellworlds’ documented elsewhere. Nocalo is also a
Major/12 Minor, Bases: 4 Military, 6 Monitor, 2 Trade dangerous world due to the slight instability of its central
star, which can play havoc with local hyperspace.
Minbar is a cold, dry, yet beautiful world which is home
to the galaxies most advanced extant race, the Minbari. It The rich environment makes the world valuable for
is a world of gorgeous crystalline outcroppings, vast glacial agriculture, however, too valuable to let lie fallow. It has
expanses, frigid and storm-tossed seas and cities built so other uses, as well. The combination of deep seas and
as to seem merely larger stands of crystal, so well do they rich minerals make Nocalo a prime location for a naval
blend into the environment. shipyard and the rich diversity of life on Nocalo inspired
the religious caste to construct the city of Onada and its
Despite the relatively low amount of surface water on famous gardens, which symbolise the coming together of
Minbar, there are few expanses of desert, though some areas many diverse forms of life in a single, harmonious whole.
of tundra and permafrost are lifeless enough to qualify.

94
Pagatic System Geology: Very Rugged; Volcanism: Active; Hydro: Dry
(26%); Oceans: 2 Oceans, 4 Seas; Climate: 80F/48V;
Star: G5 V; Planets: 5 Terrestrial (1 Hot, 1 Hab, 3 Cold),
3 Gas (2 Cold, 1 Hot), 2 Icy (Cold); Features: Asteroid Bio Density: Standard; Bio Complexity: Advanced;
Belt (Standard); Jump Gates: 1; Ownership: Minbari Pop: 285,000; Tech: Very Advanced; Cities: Dinatri’el
Federation; Threat Level: Low; Security: Very High (200,000), Elgath (50,000); Gov: Minbari Federation (P3,
D1, C8, S9); Orbital Pop: 20,000, Colonies: 1 Major/3
Minor, Bases: 2 Military, 2 Monitor, 1 Scientific, 1 Trade
Pagatic III
Zone: Habitable; Size: Large (11,900 miles); Grav: 1.3g;
Massive, rugged and prone to extremes, Ralafa provides
Moons: 2 (1,000 & 900 miles); Atmo: Dense (1.2)
much of the raw material for the Minbari fleet. It is a huge
Breathable; Geology: Rugged; Volcanism: Active; Hydro:
world, pushing the upper limits of rocky bodies and very
Wet (72%); Continents: Island Chains; Climate: 80F/27V;
dense. That it is both of these things and still has a breathable
Bio Density: Standard; Bio Complexity: Moderate;
atmosphere and an ecosystem reasonably compatible with
Pop: 425,000; Tech: Very Advanced; Cities: Beshanor
Minbari physiology is highly unusual, though the world
(250,000), Haalnor (60,000); Gov: Minbari Federation
shows no signs of artificial modification.
(P3, D1, C8, S9); Orbital Pop: 9,000, Colonies: 1 Major,
Bases: 1 Military, 1 Monitor, 2 Scientific
The largest colony on Ralafa, Diniatri’el, is located on
a mountain whose peak is ten miles above the planet’s
Pagatic has been cited by some Minbari as proof the
seas, while the industrial settlement Shair’nal is a sprawl
universe has a sense of humour and enjoys reminding us
of floating platforms above the depths of the Kaldoon
not to become too sure of ourselves. More cynical Minbari,
Crater, whose bottom is 15 miles below the surface of the
mostly warrior caste, sneer it merely proves that the universe
sea. That a single world contains the highest and lowest
loves a cruel joke. Pagatic is an island world of deep seas
inhabited points in the Federation is a subject of occasional
and tropical archipelagos… but it must import water. The

Minbari Fed.
wonderment. The intense pressure at the base of Kaldoon
local oceans are universally tainted with a lethal microbe
produces unique metallic alloys which form the basis of the
that defies all but the most expensive and time-intensive
Minbari fleet. Most of the population of Shair’nal dwells
filtering processes.
on the platforms or in intermediate mining stations along
the crater walls but a few hundred live in extended shifts in
Pagatic is also a world of vicious storms, so strong that
domes at the very bottom, examples of the finest Minbari
all settlements are located under secure domes or deep
engineering.
underground. Despite these traits, the rich minerals of
the islands and the diversity
of life forms, makes Pagatic
a worthwhile colony site for
mining and research purposes.

Ralafa
System
Star: G5 V; Planets: 3
Terrestrial (1 Hot, 1 Hab, 3
Cold), 3 Gas (1 Cold, 2 Hot),
1 Icy (Cold); Features: None;
Jump Gates: 1; Ownership:
Minbari Federation; Threat
Level: Low; Security: Very
High
Ralafa IV
Ralafa IV Source: IPX/Kyven/px.155
Zone: Habitable; Size: Large Grade: Alpha/Seti
(16,600 miles); Grav: 2.0g; Notes: Lst rpt
Moons: 1 (800 miles); Atmo: Agt msng prsmd dd
Very Dense (1.8) Breathable;

95
Shengol System Solta System
Star: A1 VII; Planets: 4 Terrestrial (Cold), 3 Gas (Cold), 3 Star: G5 V; Planets: 4 Terrestrial (2 Hab, 2 Hot), 3 Gas
Icy (Cold); Features: Flares; Jump Gates: 1; Ownership: (Cold), 1 Icy (Cold); Features: Flares; Jump Gates: 1;
Minbari Federation; Threat Level: Medium; Security: Ownership: Minbari Federation; Threat Level: Low;
Very High Security: Very High

Shengol VIII Solta III (Solta Gan)


Zone: Cold; Size: Medium (4,500 miles); Grav: 0.4g; Zone: Habitable; Size: Medium (9,300 miles); Grav: 1.1g;
Moons: None; Atmo: Thin (0.5) Corrosive; Geology: Moons: 1 (600 miles); Atmo: Standard (1.0) Breathable;
Very Rugged; Volcanism: Active; Hydro: None; Climate: Geology: Standard; Volcanism: Stable; Hydro: Wet (80%);
Cold; Bio Density: None; Bio Complexity: None; Pop: Continents: 3 Large; Climate: 80F/27V; Bio Density:
2,000; Tech: Very Advanced; Cities: Shien’ro (1,200), Standard; Bio Complexity: Advanced; Pop: 435,000;
Hellio (800); Gov: Minbari Federation (P3, D1, C8, S9); Tech: Very Advanced; Cities: Corroust (180,000), Keishaan
Orbital Pop: 1,000, Colonies: None, Bases: 2 Military, 1 (160,000); Gov: Minbari Federation (P3, D1, C8, S9);
Monitor, 1 Scientific Orbital Pop: 5,000, Colonies: None, Bases: 3 Military, 2
Monitor, 1 Scientific
Shengol is poisonous, lifeless, crater-strewn wasteland of
a world, made all the more so by the ceaseless barrage of Solta Gan is a warm, water-rich world with a wide range of
weapons systems being test-fired at it and on it. While the environments, making it one of the most ‘Earthlike’ worlds
Centauri would happily turn a rich world into a ruin, the in the Federation. Three large continents and a series of
Minbari found an already ruined world to settle, ironically archipelagos form the planet’s land but it is the water which
adding life to a dead world rather than killing a live one. is the focus of most of the world’s activity, with a large naval
shipyard and training centre being present. Several other
Minbari Fed.

Shengol is also rich in minerals and ores, with extensive facilities are present, including a large religious archive and
mining colonies built well below the surface. The warrior several well-populated cities.
caste, which controls the world, is supposed to keep weapons
fire well away from the mines but since the systems used
are often experimental, there have been occasional misfires. Sorpigal System
None have proven to be lethal but the workers in the Star: G2 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 2 Gas
colonies often worry that a mistake in a targeting program (Cold), 2 Icy (Cold); Features: Asteroid Belt (Standard),
or a misaligned firing system could send death pouring Oort Cloud; Jump Gates: 1; Ownership: Minbari
down upon them. There are also ongoing weapons and Federation; Threat Level: Low; Security: Very High
materials research programs.
Sorpigal II
Zone: Habitable; Size:
Medium (9,200 miles);
Grav: 1.1g; Moons: 1 (400
miles); Atmo: Standard (1.0)
Breathable; Geology: Rugged;
Volcanism: Very Active;
Hydro: Dry (29%); Oceans:
1 Ocean, 6 Seas; Climate:
80F/36V; Bio Density:
Standard; Bio Complexity:
Advanced; Pop: 22,000;
Tech: Very Advanced; Cities:
Minano (12,000), Fendral
(8,000), Le’than University
(1,500); Gov: Minbari
Federation (P3, D1, C8, S9);
Orbital Pop: 1,000, Colonies:
None, Bases: 1 Military, 3
Scientific

96
Sorpigal is a world which might have been one of One odd feature of Tala is that the capital, Gethran, is
the jewels of the Federation but for one flaw – it is actually split into three cities, a holdover from a caste war
tectonically very unstable, so much so that spending too which predated the coming of Valen. It has remained split
much effort on colonising it is seen as likely to be wasted in part due to tradition and in part to serve as a reminder of
effort. Unfortunately, this fact was not discovered until how the Minbari were before Valen’s arrival.
several colonies had been founded, including the Le’than
University, which is one of the premiere religious schools
in Minbari space. So the world remains settled and those Tarellen System
who live there simply adjust to the ground shaking and Star: G3 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 1 Gas
trust in Minbari engineering to see them through. Le’than (Hot), 2 Icy (Cold); Features: None; Jump Gates: 1;
university is the only school run by the religious caste to Ownership: Minbari Federation; Threat Level: Low;
offer courses in advanced geology and tectonics. Security: Very High

There is also a geological research and mining facility at Tarellen III


the Kaloval Well, a geothermal anomaly that consists of a Zone: Habitable; Size: Medium (8,500 miles); Grav:
shaft of hardened stone which reaches through the mantle 1.0g; Moons: None; Atmo: Standard (1.0) Breathable;
and which occasionally disgorges a stream of molten rock Geology: Standard; Volcanism: Dead; Hydro: Moist
and minerals. (52%); Continents: Supercontinent; Climate: 70F/33V;
Bio Density: Abundant; Bio Complexity: Advanced;
Pop: 825,000; Tech: Very Advanced; Cities: Valana
Tala System (420,000), Shendar (230,000), Saelvan (28,000); Gov:
Star: G2 V; Planets: 6 Terrestrial (3 Cold, 2 Hab, 1 Hot), Minbari Federation (P3, D1, C8, S9); Orbital Pop: 8,000,
1 Gas (Cold), 1 Icy (Cold); Features: None; Jump Gates: Colonies: None, Bases: 2 Military, 3 Monitor, 1 Trade
1; Ownership: Minbari Federation; Threat Level: Low;

Minbari Fed.
Security: Very High Terellan is the oldest Minbari colony world, founded well
before the time of Valen, and it may be the oldest colony
Tala II world extant in the known galaxy. It is both wetter and
Zone: Habitable; Size: Medium (8,800 miles); Grav: 1.0g; warmer than Minbar but fortunate weather patterns keep
Moons: 3 (400, 350 & 300 miles); Atmo: Standard (1.0) it from being uncomfortable. A single continent and a
Breathable; Geology: Rugged; Volcanism: Stable; Hydro: few small island chains contain all the land mass of the
Damp (35%); Oceans: 2 Oceans; Climate: 80F/18V; Bio word, with the planet’s large single ocean surrounding it.
Density: Standard; Bio Complexity: Very Advanced; Pop: An inland sea contains fresh water, which is pumped to the
85,000; Tech: Very Advanced; Cities: Gethran Cluster colonies. Most settlements are in the mountainous regions
(42,000), Saelvan (28,000); Gov: Minbari Federation (P3, or near the poles, where the environment approximates
D1, C8, S9); Orbital Pop: 1,000, Colonies: None, Bases: that of Minbar.
1 Military
The world is not spectacularly endowed with any one
Tala would be a much more inhabited world in the hands resource but it has ample supplies of many different
of many other races but the Minbari find what Humans ones, ranging from marble and granite for construction
would call a tropical paradise to be uncomfortably to hardwoods and textiles. Tarellen is considered a ‘last
sweltering and humid. Tala was nonetheless settled long chance’ world for the Minbari, a place to flee to should the
ago, when the Minbari had little choice of worlds, the unthinkable happen and Minbar be destroyed or rendered
colony has remained there, not growing spectacularly but inhospitable.
never being abandoned.

The harsh conditions on Tala make it ideal for ground Tavalan System
troop training, as the Minbari, in common with perhaps Star: G6 V; Planets: 4 Terrestrial (1 Hab, 3 Hot), 2
every other sentient race, believe that military training Gas (1 Cold, 1 Hab), 2 Icy (Cold); Features: Asteroid
should be as close to torture as possible. The world is so Belt (Standard); Jump Gates: 1; Ownership: Minbari
alien to Minbar, yet so similar to many of the worlds the Federation; Threat Level: Low; Security: Very High
Minbari might have to fight on, that there are countless
temporary training camps set up across the world, with Tavalan IV
troops being taught to fight in harsh deserts, swampy mires Zone: Habitable; Size: Medium (6,800 miles); Grav:
and sweltering jungles. 0.9g; Moons: None; Atmo: Standard (1.0) Breathable;

97
Geology: Standard; Volcanism: Active; Hydro: Wet Thessin II-Alpha
(82%); Continents: 2 Large, 1 Small; Climate: 70F/39V; Zone: Habitable; Size: Small (2,500 miles); Grav: 0.3g;
Bio Density: None; Bio Complexity: None; Pop: 55,000; Atmo: Thin (0.5) Breathable; Geology: Very Rugged;
Tech: Very Advanced; Cities: Ninashi (44,000), Alnesht Volcanism: Dead; Hydro: Very Dry (10%); Oceans:
Foundry (7,000); Gov: Minbari Federation (P3, D1, C8, 2 Seas; Climate: 50F/21V; Bio Density: None; Bio
S9); Orbital Pop: 8,000, Colonies: None, Bases: 1 Military, Complexity: None; Pop: 35,000; Tech: Very Advanced;
1 Scientific Cities: Dronatha (19,000), Mal’shin (16,000); Gov:
Minbari Federation (P3, D1, C8, S9); Orbital Pop: 500,
Tavalan is an anomalous world, a planet which should have Colonies: None, Bases: 1 Trade
been filled with life – but is not. Something went wrong
early in the planet’s history and, when the Minbari found One thousand years ago, on a world called Thessin, a
it, it was a world with all the potential for life but none quarter of a million Minbari lived peaceful, productive
of the actuality. It also became the Minbari’s first major lives.
experience in terraforming.
Then the Shadows came.
Some have described the world as a ‘wet Mars’, a world with
a Martian geology and composition somehow flooded with Today, as a form of living, perpetual memorial to that
water. The crimson continents certainly give that impression struggle, new life has been planted on Thessin’s moon.
from orbit. The atmosphere was dense but unbreathable Above the scoured and razed planet, the Minbari began to
and the hydrosphere tainted with complex and poisonous turn a lifeless moon into something habitable. Vents drilled
chemicals. The colony at Jonalla has succeeded in changing into the molten core of the moon raised the temperature of
the air, so that it can now be breathed without a filter mask the barren rock, freeing water and oxygen long frozen into
and while the oceans have not been purified, a few small the soil. The process was lengthily expensive and would not
Minbari Fed.

rivers and lakes have been. have been undertaken had it not been for the priests of
Io’shan and the recommendation of Valen himself.
Other features of the world include a high-pressure
foundry complex located in the depths of the Sea of Yannal Today, Thessin’s moon is habitable, barely. It does not yet
and extensive research facilities devoted to unravelling the have an ecosystem but bacteria are being introduced into
planet’s complex chemistry. regions around the small seas (really, large lakes) which will
begin the process of forming soil; algae is being genetically
engineered to thrive in the lakes and begin to make the planet’s
Thessin System atmosphere self-sustaining. The colonists on Thessin are
Star: G6 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 2 Icy there to oversee the transformation of the moon and to serve
(Cold); Features: Debris; Jump Gates: 1; Ownership: as the life which Thessin’s moon is being created to sustain.
Minbari Federation; Threat Level: Low; Security: Very Every night,
High they can
look up at a
once living
world, now
dead – and
then, in the
day, look at
a once dead
moon, now
coming to
life.

98
the White Star fleet
was constructed almost
under their noses; they
paid little attention to
the work going on at
‘lesser’ shipyards.

In addition to hunting,
Trigati often plays host
to wargames, where
advanced combined-
arms tactics are tested
and perfected. Most
of those living on
Trigati are stationed
there temporarily
but about 5% are
permanent residents,
mostly retired military
Trigati System personnel working the
hunting zones as guides or medics or living just on base as
Star: G4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas
(Cold), 2 Icy (Cold); Features: None; Jump Gates: 1; at Jhenzet, where they are often consulted by the younger
Ownership: Minbari Federation; Threat Level: High; officers in need of experienced advice.

Minbari Fed.
Security: Very High
The high Threat Level of the Trigati system is due to
the extreme exuberance the warrior caste shows in
Trigati III defending this vital world. Non-Minbari ships without
Zone: Habitable; Size: Medium (9,500 miles); Grav: 1.1g;
an exceptionally good reason to be here are likely to be
Moons: None; Atmo: Dense (1.2) Breathable; Geology:
attacked pre-emptively.
Very Rugged; Volcanism: Active; Hydro: Wet (80%);
Continents Supercontinent; Climate: 80F/18V; Bio
Density: Abundant; Bio Complexity: Very Advanced; Pop:
45,000; Tech: Very Advanced; Cities: Jhenzet (28,000),
Tro’kact System
Star: K5 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 Hot), 3
Kilgatha (13,000); Gov: Minbari Federation (P3, D1, C8, Gas (Cold), 2 Icy (Cold); Features: Asteroid Belt (Dense),
S9); Orbital Pop: 9,000, Colonies: None, Bases: 2 Military, Debris; Jump Gates: 1; Ownership: Minbari Federation;
3 Monitor, 1 Trade Threat Level: Low; Security: Very High

Trigati is a harsh, violent world, filled to overflowing with


Tro’kact II
large, primitive creatures which have very sharp teeth. The
Zone: Habitable; Size: Medium (11,000 miles); Grav:
warrior caste saw the first scouting reports of the world
1.3g; Moons: None; Atmo: Dense (1.2) Breathable;
and virtually screamed ‘Ours!’, albeit in a very dignified,
Geology: Very Rugged; Volcanism: Dead; Hydro: Damp
ritualistic manner. No Minbari not of, or working for, the
(42%); Oceans: 2 Oceans, 4 Seas; Climate: 80F/39V;
warrior caste is permitted on the world, which holds several
Bio Density: Abundant; Bio Complexity: Moderate;
major command and control bases, a few dozen boot camps
Pop: 28,000; Tech: Very Advanced; Cities: Tedine’nor
and several large hunting zones, where warriors may go to
(13,000), Seinatg (8,000); Gov: Minbari Federation (P3,
test their mettle against creatures out of nightmare.
D1, C8, S9); Orbital Pop: 5,000, Colonies: 1 Major, Bases:
4 Military, 1 Trade
In addition to the command and control centres on the
ground, the orbital space of the world is filled with shipyards,
Tro’kackt II is an unusual world, in that its geography is
for Trigati is the foundry world of the Federation. While
entirely the result of meteor infall, rather than tectonic
construction occurs at several worlds, this is the heart of
activity. This is evident even from orbit; its scattered oceans
shipbuilding and a Trigati-built ship is considered to be
are clearly craters within craters, patterns of overlaid circles,
especially blessed. The attention which the warrior caste
and its mountain ranges are the consequence of long-ago
focused on the shipyards at Trigati is one of the reasons
cooling of the once molten surface, no longer uplifted by

99
Valusha is a strange
world, unlike any
other settled in the
Known Galaxy. It
is a world of crystal
– crystal mountains,
crystal plains, crystal
rifts and canyons – a
world which resonates
with the universe,
singing to anyone
who will listen.

The Minbari listen


very, very well.

Valusha is a natural
harmonic amplifier, a
plate collision or raised by volcanoes. Nonetheless, the listening post the size
world is rich with life and habitable. of a planet. Atop the highest peak, a spire of purple diamond
three miles high, the Minbari have built – with utmost care
The unusually thick mantle, the reason for the planet’s – a monitoring station which tracks every change in the
locked lithosphere, cannot be breached by Minbari core vibrations of the world and builds from them a picture of
Minbari Fed.

drills, making power generation difficult. Fortunately, the every object in space up to a parsec away. A second station
worlds mineral wealth is mostly on the surface, relatively has been constructed precisely opposite the first; the two
easy to access. However, most of the wealth of the system together provide the most sensitive set of monitors in the
comes from the Tro’lasha asteroid belt and from the many known galaxy.
orbital shipyards. Fighter craft are a speciality of the
Tro’kact foundries and it is a ritual that the designer of any During the Great War of Valen’s time, the Shadows damaged
new ship pilot the first functional prototype of his craft but did not destroy Valusha; the Vorlons subsequently
through the Val’kashi Cluster, an unusually dense region repaired it. Some speculate that the extreme alienness of
of the aforementioned belt. A very deep crater in the the world implies it was built, or at least shaped, by the
southern hemisphere holds the Falgana Foundry, devoted Vorlons. If this is true, the enigmatic elder race has never
to deep-pressure metallurgy. revealed it.

Valusha System
Star: F5 V; Planets: 5 Terrestrial (1 Hab, 4 Hot), 1 Gas
(Hab), 2 Icy (Cold); Features: None; Jump Gates: 1;
Ownership: Minbari Federation; Threat Level: Medium;
Security: Extremely High (Stealth DC 40)

Valusha V
Zone: Habitable; Size: Medium (6,300 miles); Grav:
0.9g; Moons: None; Atmo: Standard (1.0) Breathable;
Geology: Standard; Volcanism: Dead; Hydro: Damp
(38%); Oceans: 1 Ocean, 5 Seas; Climate: 50F/42V; Bio
Density: Scarce; Bio Complexity: Basic; Pop: 700; Tech:
Very Advanced; Cities: Almiath Monitor Station (480),
Alimath Echo Point (220); Gov: Minbari Federation (P3,
D1, C8, S9); Orbital Pop: 100, Colonies: None, Bases: 1
Military

100
Minbari zone suitable for high-pressure metallurgy, if the Minbari
ever choose to develop the world and a tiny research
outpost has been placed in the area to take advantage of

Protectorate the only such location not churning out hull plating for
the warrior caste.

Eudu System The population of Eudu consists of a large military base


which serves to supply and maintain the fleet which patrols
Star: G5 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 4 Gas
both Eudu and Norsa and a small university with a focus
(Hot), 1 Icy (Cold); Features: None; Jump Gates: 1;
on xenoanthropology. Assignment to Eudu is considered
Ownership: Minbari Federation; Threat Level: Medium;
both honourable and exciting; honourable because it is a
Security: Very High (Stealth DC 40)
vital ‘gateway’ world, serving to protect the Federation from
invasion from outside and from hostility arising within
the Protectorate; exciting
because it is on the edge
of civilised space. Raiders,
unknown forces from the rim
or potential hostility from the
races of the protectorate keep
the guardians alert and ready
for action.

Iklath

Minbari Prot.
System
Star: K7 V; Planets: 3
Terrestrial (1 Hab, 2 Hot),
2 Gas (Cold), 3 Icy (Cold);
Features: Debris; Jump
Gates: 1; Ownership:
Minbari Federation
Protectorate; Threat Level:
Eudu III Medium; Security: Very High
Zone: Habitable; Size: Medium (8,400 miles); Grav: 1.0g;
Moons: 3 (1,200, 800 & 400 miles); Atmo: Standard (1.0) Iklath III (Klath)
Breathable; Geology: Standard; Volcanism: Stable; Hydro: Zone: Habitable; Size: Medium (11,900 miles); Grav:
Wet (72%); Continents: 1 Large, 1 Small; Climate: 1.1g; Moons: 1 (700 miles); Atmo: Standard (1.0)
70F/30V; Bio Density: Abundant; Bio Complexity: Breathable (Tainted – Radioactive); Geology: Standard;
Advanced; Pop: 6,000; Tech: Very Advanced; Cities: Volcanism: Stable; Hydro: Moist (58%); Continents:
Euda’na (5,000), Avaia University (1,000); Gov: Minbari Supercontinent; Climate: 80F/45V; Bio Density:
Federation (P3, D1, C8, S9); Orbital Pop: 2,000, Colonies: Scarce; Bio Complexity: Native Intelligence; Pop: 2,000
None, Bases: 2 Military Minbari/1 billion Klathu; Tech: Very Advanced/Fusion;
Cities: Falkarth (2 million), Grang’nar (1.5 million); Gov:
Unlike the other two ‘guardian worlds’ (Zendamor and Minbari Federation Protectorate (P1, D1, C8, S4); Orbital
Tir), Eudu is a world which would make a fine colony Pop: 6,000 Minbari/1,000 Klathu, Colonies: 1 Major
for the Minbari, something which the Grey Council has (Minbari)/2 Minor (Klathu), Bases: 1 Military (Minbari),
debated endlessly. The issue has deadlocked many times, 1 Monitor (Minbari)
leaving Eudu as it is.
Iklath III is home to the most advanced sentient race in the
The world has a single major continent, called Maimann’s Protectorate, the Klathu. It is also a testimony to Minbari
Cross after the first scout to scan the planet and the roughly wisdom in keeping the races of the Protectorate contained
X-shaped outline of the continent, a secondary minor and somewhat ignorant. Once a rich, if slightly dry, world,
continent and many archipelagos. It also has a deep trench

101
monitors the world and
a small Minbari embassy
is located in Falkarth,
the largest city-state.
Beyond that, the Klathu
have free run of their
world and their system
and there are small
mining and research
colonies scattered
throughout the other
worlds of Iklath.

Moga
System
Star: F8 V; Planets:
5 Terrestrial (2 Cold,
2 Hab, 1 Hot), 1 Gas
large portions have been rendered lifeless by the ceaseless (Cold), 1 Icy (Cold);
wars of the Great Prides of the Klathu. Features: None; Jump Gates: 1; Ownership: Minbari
Federation Protectorate; Threat Level: Low; Security:
Iklath had a fairly typical history for a world – emergence Very High
Minbari Prot.

from pre-sentience, discovery of fire, metalworking and


war. What was atypical is that the world never formed Moga II (Morgal)
true nation-states, just vastly extended family groups, or Zone: Habitable; Size: Medium (10,900 miles); Grav: 1.1g;
prides, usually centred around a single city and the land Moons: 1 (800 miles); Atmo: Standard (1.05) Breathable;
immediately around it. Each pride sought to dominate the Geology: Standard; Volcanism: Active; Hydro: Wet
others, leading to endless war but also to rapid advancement (72%); Continents: Supercontinent; Climate: 70F/48V;
(had the Shadows known of the Klathu, they would have Bio Density: Standard; Bio Complexity: (barely) Native
been proud). The discovery of atomic weapons did not lead Intelligence; Pop: 3,000 Minbari/50,000 Morglath;
to a state of precarious balance and the realisation of the Tech: Very Advanced/Stone Age; Cities: Neshil’ya (3,000
need for planetary government; it led to the world being Minbari), no Morglath cities; Gov: Minbari Federation
half-incinerated in a dozen inter-pride wars. The surviving Protectorate (P1, D1, C10, S10); Orbital Pop: 2,000
prides, seeing most of their world in ruins, took to space Minbari, Colonies: None, Bases: 1 Military, 2 Scientific
to find new worlds. That was when they met the Minbari.
After a few brief scuffles, the Minbari conquered them and Moga II, or Morgal as the natives call it, is home to the
established rule over Iklath. The prides accept this, because Morglath, an arboreal species which can be said to be on just
they respect strength above all. However, the Minbari the right side of sapience. Mentally akin to Homo Erectus,
may be creating a powerful enemy; prevented, for the they have mastered simple tool making, can maintain and
first time in their history from warring on each other, the carry (but not start) fire and have a language of roughly
prides have, very subtly, begun to work together against a 1,000 words. One of these words, ‘vogal’, means ‘spirit’,
single common foe. centuries of Minbari domination have ‘god’ and ‘Minbari’.
infected the Klathu with the beginnings of the concepts of
‘co-operation’ and ‘strength through unity’. The Morglath had no other way to describe the strange
beings who came into their jungles centuries ago and the
Most of the population of Iklath lives crowded into the Minbari have done nothing to dissuade them. Being treated
regions of the world spared long-ago atomic fire. The as gods allows them to guide and teach the Morglath and
Minbari do not act to hasten the slow healing of the planet, they do so, intent on assuring that Moga II produces, in the
as they feel the blighted wastes should stand as a reminder fullness of time, an allied race and not a hostile rival.
of folly. There are only two large standing bodies of fresh
water on the planet which were not lethally tainted by Moga is a world where dense jungle is slowly giving way
radiation; most of the major city-states now cluster on their to savannah, part of a millennia-long drying and cooling
shorelines. A Minbari orbital outpost and ring of sensors cycle. The Morglath still dwell primarily in trees, in large

102
constructs resembling giant-sized birds nests, but they are Ancient taboos forbid the o’Norsa from leaving their world’s
somewhat adapted for long treks on the ground and more atmosphere. Should a cultural shift occur, the intelligent
and more have begun to live on the plains surrounding and adaptable race will quickly spread through their star
Neshil’ya, the Minbari research station. system and may begin to chafe at Minbari control. The
likelihood of this happening is indeterminate.
The Centauri have, on occasion, attempted to deflect
Minbari criticism of their own imperialism by pointing to Most o’Norsa cities are on the continental shelves, within a
the Moga situation: ‘Say what you wish, we never claimed to mile or two of shore. The landmasses of Norsa are generally
be gods! Not more than once. Well, twice. Alright, perhaps lush and home to a number of predatory reptiles, which
a few times but you people seem to really believe it!’. No may be what drove the ancestral o’Norsa into the sea in
unbiased observer could confuse the careful observation the first place. A Minbari consulate and observation post is
and guidance provided by the Minbari with the brutal located on the large central continent, near the equator.
enslavement and exploitation which is the hallmark of
Centauri occupation.
Tir System
Star: M7 V; Planets: 5 Terrestrial (1 Cold, 2 Hab, 2
Norsa System Hot), 2 Gas (Cold), 1 Icy (Cold); Features: Asteroid Belt
Star: K6 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 Hot), 5 (Light); Jump Gates: 1; Ownership: Minbari Federation
Gas (4 Cold, 1 Hot), 2 Icy (Cold); Features: None; Jump Protectorate; Threat Level: Low; Security: Very High
Gates: 1; Ownership: Minbari Federation Protectorate;
Threat Level: Low; Security: Very High Tir IV
Zone: Habitable; Size: Medium (5,200 miles); Grav: 0.8g;
Norsa III (o’Nors) Moons: None; Atmo: Thin (0.8) Breathable; Geology:

Minbari Prot.
Zone: Habitable; Size: Medium (7,000 miles); Grav: 1.0g; Rugged; Volcanism: Active; Hydro: Dry (26%); Oceans:
Moons: 1 (1,700 miles); Atmo: Standard (1.0) Breathable; 2 Oceans, 2 Seas; Climate: 60F/33V; Bio Density:
Geology: Rugged; Volcanism: Active; Hydro: Wet (86%); Standard; Bio Complexity: Moderate; Pop: 10,000; Tech:
Continents: 1 Large, 1 Small; Climate: 70F/27V; Bio Very Advanced; Cities: Valnaa (10,000); Gov: Minbari
Density: Standard; Bio Complexity: Native Intelligence; Federation (P3, D1, C8, S9); Orbital Pop: 2,000, Colonies:
Pop: 6,000 Minbari/1.5 billion o’Norsa; Tech: Very None, Bases: 1 Military
Advanced/Oil Age; Cities: m’Lan (500,000), g’Val
(300,000); Gov: Minbari Federation Protectorate (P1, D1, Tir is a cold, fog-shrouded world with a rich variety of
C10, S8); Orbital Pop: 5,000 Minbari, Colonies: None, plant life and the beginning of land-based animal life;
Bases: 3 Military, 1 Scientific, 1 Trade the seas teem with a variety of primitive creatures. Of the
three guardian worlds in the Protectorate, Tir is the one
Norsa is a wet world, though not a water world per se, with the most permanent, albeit small, colony primarily
and it has more than enough landmass to support a land- consisting of worker caste who maintain the resupply and
dwelling civilisation, so it is an oddity that the inhabitants recreation base which supports the military around all three
dwell entirely in the sea, emerging on land only when worlds. Granted, off-duty warrior caste are infinitely better
absolutely necessary. A race of air-breathing mammals, they behaved than off-duty GROPOS or Centauri Infantry on
can survive underwater for hours and their cities have been shore leave, but it is still a somewhat difficult duty to be
described as ‘icebergs – ten percent above the surface, the assigned.
rest hidden below’. In appearance, they are something like
humanoid otters but with long fingers that extend beyond A small number of colonists have begun to farm the rich
the webbed hands they use for swimming. soil around the northern sea, even though food for the
colony is provided via freighter. There is a constant fear that
The o’Norsa were the first race the Minbari encountered off- growing too attached to the world could be heart-rending
world. The Minbari had scouted Norsa and were preparing if the order comes to evacuate but some of the families on
to explore it when they were met with primitive aircraft Tir have lived there for half a century and it is very much
firing lasers. The resulting war was brief and predictable; their home, regardless of its possibly transient nature.
the o’Norsa, centuries behind the Minbari in technology,
surrendered as soon as they took stock of the situation.
They agreed to become a protectorate of the Federation Tychola System
and the Norsa hyperspace route was opened up. Star: G8 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 3 Gas
(Cold), 3 Icy (Cold); Features: Flares; Jump Gates: 1;

103
Ownership: Minbari Federation Protectorate; Threat Zendamor III
Level: Low; Security: Very High Zone: Habitable; Size: Medium (7,900 miles); Grav: 1.0g;
Moons: 1 (400 miles); Atmo: Standard (1.0) Breathable;
Tychola II Geology: Standard; Volcanism: Stable; Hydro: Damp
Zone: Habitable; Size: Medium (6,780 miles); Grav: 1.0g; (41%); Oceans: 2 Oceans; Climate: 90F/39V; Bio
Moons: 1 (800 miles); Atmo: Standard (1.0) Breathable; Density: Standard; Bio Complexity: Native Intelligence;
Geology: Flat; Volcanism: Active; Hydro: Wet (71%); Pop: 10,000; Tech: Very Advanced; Cities: Zhanta Base
Continents: 1 Large, 1 Small; Climate: 70F/36V; Bio (8,000), Voshaan Base (2,000); Gov: Minbari Federation
Density: Standard; Bio Complexity: Native Intelligence; (P3, D1, C8, S9); Orbital Pop: 2,000, Colonies: None,
Pop: 4,000 Minbari/500,000 Tycholans; Tech: Very Bases: 1 Military, 1 Scientific
Advanced/Bronze Age; Cities: Koniklon (12,000), Lagran
(10,000), Voli’sha Nu (4,000 Minbari); Gov: Minbari From space, Zendamor looks uninhabitable – a world of
Federation Protectorate (P1, D1, C10, S9); Orbital Pop: blood-red, darker and more foreboding than Mars and
2,000, Colonies: None, Bases: 1 Military, 1 Scientific similar ferric planets. In fact, the coloration is due to a
combination of organic compounds and harmless algae
The swamps and jungles of Tychola are home to an and the world is surprisingly habitable, albeit colourful.
empathic, reptilian race whose most advanced cultures The world is very popular with the warrior caste due to
have begun primitive bronze working. The race is a deeply, its sanguine appearance and being assigned to Zendamor
almost instinctively, spiritual one, with a sophisticated is considered slightly superior to service on the other two
religion linking ancestor worship and drug-induced guardian worlds.
hallucination. They quickly incorporated the Minbari
into their faith, making them the second race which the The soldiers stationed on Zendamor have learned to brew
Minbari ‘played god’ with. a drink called Morwine from the slightly acidic waters. The
Minbari Prot.

drink has an effect on Minbari similar to that which alcohol


Tychola is a world with many active volcanoes but the has on most other races, but it has no effect on any other
major areas of habitation are well away from them. Periodic known race, who find the drink both bitter and caustic.
unexpected upsurges of tectonic activity can incite mass
migrations, however, leading to the Tycholans being very
widespread across their world. The fact the spread was
rapid is shown by the small amount of cultural drift despite
wide geographic separation; some Minbari anthropologists
speculate that the species’ empathy may include a sort of
primitive group mind, causing a common culture to exist
no matter how long ago groups split off from each other.

Even given a common set of premises, though, individuals


in a race may reach different conclusions. A small cult
of Tycholans, known as the Seekers of Ascension, have
concluded that spiritual awakening comes from eating
Minbari and a small number of scientists and workers have
fallen prey to these cultists. For this reason, the Voli’sha Nu
Research Station and Consulate has a small detachment
of ground troops stationed there full time, who serve as
escorts to the scientists when they need to leave the security
of the compound.

Zendamor System
Star: G5 V; Planets: 5 Terrestrial (3 Hab, 2 Hot), 2 Gas
(Cold), 2 Icy (Cold); Features: None; Jump Gates: 1;
Ownership: Minbari Federation Protectorate; Threat
Level: Medium; Security: Very High

104
Moradi The Moradi are not an especially violent people
(though they are far from pacifistic) but they have
always been passionate about their ideals and principles
Purity and equally passionate about expressing them. The
Moradi developed a thousand different forms of art to
give life and shape to their ideas, exploring every form
Morad System of expression.
Star: G8 IV; Planets: 6 Terrestrial (1 Hab, 5 Hot), 2
Gas (1 Cold, 1 Hot), 2 Icy (Cold); Features: Debris; Whereas geography or nationality helped define
Jump Gates: 1; Ownership: Morad Purity; Threat territories on Earth, to the Moradi, belief was key. The
Level: Very High; Security: Very High Moradi warred over ideas instead of land and the tight
linkage between ideology and location seen on Earth
Morad VII (Moradi) never developed on Morad; a city or region would
Zone: Habitable; Size: Medium (8,900 miles); Grav: almost never be dominated by one idea and individuals
1.0g; Moons: 2 (1,200 & 700 miles); Atmo: Standard moved freely around the world.
(1.0) Breathable (Tainted – Allergic); Geology:
Standard; Volcanism: Stable; Hydro: Wet (80%); In time, the Moradi advanced into space, still
Continents: 2 Large, 2 Small; Climate: 70F/30V; Bio squabbling. Contact with other races brought new
Density: Scarce; Bio Complexity: Native Intelligence; ideas to fight over and new technology to fight with.
Pop: 1 billion; Tech: Very Advanced; Cities: Grada (2 The result was a planetary civil war, one which came
million), Bograd (1.8 million); Gov: Morad Purity (P2, near to destroying the world and the race.
D2, C10, S5); Orbital Pop: 6,000, Colonies: None,
Bases: 2 Military, 3 Monitor The most powerful surviving faction, the Disciples
of Ul, decided that must not be permitted to occur

Moradi
Morad VII is world which shows far too many of the again. The only way to prevent a war over ideas was
signs of war. While green patches are visible here and to eliminate all ideas – and all those things which
there, most of the world is blighted and barren. A cold, gave form to ideas or, in other words, art. In the most
dry wind blows almost continuously and choking dust overarching and complete act of censorship seen in the
fills most of the planet. The world was not always like galaxy, the Disciples ordered the purging of a culture
this; once, it was far more hospitable. which reached back millennia. All art, music, poetry,
literature – every song and dance, every play, every
Moradi cities, those which survive, are something like book or story, every work of creativity which had ever
their world. They are, today, grey and barren, with existed on the planet was to be destroyed. Only one
a raw functionality seen in no other species. A close thing would remain – service to the state. Even the use
inspection, though, shows signs there was once more. of alien languages was banned, lest they introduce new,
Walls show hints of vanished murals; open squares contradictory ideas; the Moradi communicate with
seem designed to hold statues; numerous arenas and outsiders only through translators. Moradi space is
stages can be found, blocked off or abandoned. There mostly sealed to travel – their warships are very capable
are buildings which were once libraries but are now of enforcing this edict.
hollow shells or piles of ash; there are faint signs of
gardens ploughed under and sown with salt.

The Moradi are a humanoid race, whose most


distinguishing physical feature is the numerous openings
along the sides of their head and skull. These serve to
provide a form of auxiliary nostril. Each is lined with
a plethora of sensitive cells, and a Moradi can learn a
tremendous amount of information about an area from
just a few seconds exposure to the atmosphere.

105
Narn Regime D6, C6, S5); Orbital Pop: 5,000, Colonies: 1 Major,
Bases: 2 Military, 1 Trade

Dross is a valuable resource world for the Regime, a


wet world with enough biology to provide a breathable
Narn Government atmosphere and not enough to provide an impediment
The Government statistics given for to resource extraction. The seas have little life more
the Narn Regime are for after the advanced than algae and simple invertebrates and a
War of Retribution (post–2259). natural process keeps the water mostly fresh, making
The pre-War ruling council (the it easily filtered and stored for shipment. The rich soil
Kha’ri) is best modelled as (P3, D4, and temperate weather of the island chains make them
C7, S9). valuable for agriculture. The Narn have developed a
system of moving farms over the course of several years,
allowing the soil to recover between harvests. Thus,
outside of the major cities, all settlements are temporary,
Dross System designed to go up in a few days, last two years, and then
Star: G2 V; Planets: 4 Terrestrial (2 Hab, 2 Hot), 2 Gas be dismantled and moved, other than a few structures,
(Cold), 1 Icy (Cold); Features: None; Jump Gates: 1; such as generators, which must be permanent. The
Ownership: Narn Regime; Threat Level: Medium; farmers on the world have adopted to the mobile lifestyle
Security: High and rather like it.

Dross III Dross is also well placed as a buffer world and it is


Zone: Habitable; Size: Medium (8,700 miles); Grav: heavily garrisoned, since enemy fleets will pass through
1.2g; Moons: None; Atmo: Standard (1.1) Breathable; it on their way to Narn.
Geology: Standard; Volcanism: Active; Hydro:
Narn

Wet (88%); Continents: 2 Large, 1 Small; Climate:


80F/36V; Bio Density: Standard; Bio Complexity:
Hilak System
Star: G2 V; Planets: 5 Terrestrial (1 Cold, 2 Hab, 2
Basic; Pop: 70,000; Tech: Advanced; Cities: Dro’tana Hot), 4 Gas (Cold), 2 Icy (Cold); Features: Asteroid Belt
(15,000), Dro’sela (12,000); Gov: Narn Regime (P3, (Dense); Jump Gates: 1; Ownership: Narn Regime;
Threat Level: Medium; Security: Very High

Hilak III
'URVV Zone: Habitable; Size:
Medium (7,600 miles);
Grav: 0.9g; Moons:
2 moonlets (60 & 80
miles); Atmo: Standard
(1.0) Breathable;
Geology: Rugged;
Volcanism: Active;
Hydro: Damp (40%);
Oceans: 1 Ocean, 1
Sea; Climate: 60F/39V;
Bio Density: Scarce;
Bio Complexity: Basic;
Pop: 20,000; Tech:
Advanced; Cities:
Cho’ven (14,000),
Hilak-val (2,000); Gov:
Narn Regime (P3, D6,

106
C6, S5); Orbital Pop: 1,000, Colonies: None, Bases: 1 is rustic by major race standards, with nearly a third of
Military, 1 Monitor the population dwelling in tiny farming villages and
outposts, instead of in the cities.
Hilak is a cold, harsh world with little to recommend
it as a colony, save for two things. Firstly, it has a large Kotak is the ‘tourist world’ of the Regime, one of the only
supply of weapons-grade crystal, the only such source places where extensive facilities have been set up to deal
fully controlled by the Regime. Secondly, the lack of an with, and welcome, offworlders. Rumour has it that the
active planetary magnetosphere makes it an ideal listening Narn workers at these places must go through a month-
post. Conditions on the world are harsh and even the long training program in order to avoid offending, or
dutiful Narn find themselves seizing any opportunity to even harming, typical tourists.
be transferred back. There are few permanent colonists
here, just those who find they are never given a chance
to leave and so settle by default. Narn System
Star: M1 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1
One bright spot to the planet is the four kilometre long Hot), 3 Gas (Cold), 2 Icy (Cold); Features: None; Jump
‘entertainment complex’ located underground, between Gates: 2; Ownership: Narn Regime; Threat Level:
the two major cities. The wide range of distractions Medium; Security: Very High
offered here – many of which are not available, at least
not openly, on the Narn homeworld – makes life on Narn II (Nar’shal)
Hilak tolerable. It also draws, very surreptitiously, a Zone: Habitable; Size: Medium (9,230 miles); Grav:
number of Humans to the world, who are often very free 1.2g; Moons: 1 (600 miles); Atmo: Standard (1.1)
with their money provided their privacy is maintained. Breathable; Geology: Rugged; Volcanism: Active;
Hydro: Wet (77%); Continents: Supercontinent;
Hilak VII, an Icy world in the far reaches of the system, Climate: 70F/27V; Bio Density: Infrequent; Bio
was a disputed world settled by both Drazi and Narn Complexity: Native Intelligence; Pop: 2 billion; Tech:
during the early 2200’s; a Dilgar raiding fleet levelled Advanced; Cities: Veroth (5 million), Tel’eth (4 million);

Narn
the world in preparation for an assault on Hilak III, an Gov: Narn Regime (P3, D6, C6, S5); Orbital Pop:
assault which never came due to the shifting fortunes of 25,000, Colonies: 3 Major/6 Minor, Bases: 3 Military, 6
the war. No attempt has been made since by either race Monitor, 1 Trade
to repopulate Hilak VII.
Nar’shal is a once lush world turned dry and barren by
environmental exploitation and devastating war. A single
Kotak System large continent, along with a few small island chains,
Star: F4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas sits in a planetary ocean. While the inner regions of the
(Hot), 1 Icy (Cold); Features: None; Jump Gates: 1; continent range from arid to desert, the outer portions
Ownership: Narn Regime; Threat Level: Medium; should be verdant, but they are not. The Centauri
Security: High ripped the world to shreds in order to tear out its mineral
wealth; then the Narn, when they were freed, did the
Kotak IV same, in order to build an empire of their own; then the
Zone: Habitable; Size: Medium (8,700 miles); Grav: Centauri returned, with mass drivers, to send what little
1.0g; Moons: None; Atmo: Standard (1.0) Breathable; remained of the planet’s ecosystem into chaos. Narn
Geology: Standard; Volcanism: Stable; Hydro: Wet today is a world in need of healing – but it is uncertain
(77%); Continents: Supercontinent; Climate: 80F/18V; if it shall receive it.
Bio Density: Standard; Bio Complexity: Advanced;
Pop: 330,000; Tech: Advanced; Cities: K’lash (40,000), There are many large cities on Narn, including the capital,
K’vort (35,000); Gov: Narn Regime (P3, D6, C6, S5); Veroth. As of 2259, they lie mostly in ruins. The Narn
Orbital Pop: 4,000, Colonies: None, Bases: 1 Military, 2 have rebuilt what they could since the second Centauri
Monitor, 2 Trade occupation ended but the work is still ongoing. The
Interstellar Alliance is doing what it can but resources
Kotak is a garden world, one of the very few in the are thin.
Regime. It suffered only mild damage at the hands
of the Centauri and today the Narn take great care to
preserve it, despite their need for resources. The world

107
from space, cuts deep into
the northern hemisphere. No
amount of xenoarcheological
work has revealed who built
it or why they abandoned
it. Not so much as a rusty
wrench or the outline of a
processing facility remain,
yet it is obvious that ‘The
Anomaly’ was worked for a
long, long time.

Quadrant
14
Star: G5 V; Planets: 4
Terrestrial (1 Cold, 1 Hab,
2 Hot), 2 Gas (Cold), 1 Icy
Quadrant 7/V (Cold); Features: Flares;
Source: IPX/Kyven/px.15
Grade: Beta/Beta Jump Gates: 1; Ownership:
Notes: ‘Anomaly’ ptlly shwn Narn Regime; Threat Level:
Medium; Security Level:
Very High
Quadrant 7
Star: F4 V; Planets: 5 Terrestrial (1 Cold, 1 Hab, 3
Quadrant 14/III
Narn

Hot), 3 Gas (Cold), 3 Icy (Cold); Features: Asteroid Belt


Zone: Habitable; Size: Medium (10,800 miles);
(Dense); Jump Gates: 1; Ownership: Narn Regime;
Grav: 1.1g; Moons: 1 (1,100 miles); Atmo: Standard
Threat Level: Medium; Security Level: Very High
(1.0) Breathable; Geology: Standard; Volcanism:
Stable; Hydro: Wet (84%); Continents: 3 Large, 1
Quadrant 7/V Small; Climate: 80F/21V; Bio Density: Standard;
Zone: Cold; Size: Medium (10,700 miles); Grav: 1.2g; Bio Complexity: Moderate; Pop: 2.3 million; Tech:
Moons: None; Atmo: Very Thin (0.4) Inert; Geology: Advanced; Cities: Tol’nar’eth (400,000), Vel’nar’eth
Rugged; Volcanism: Dead; Hydro: Very Dry (1%); (350,000); Gov: Narn Regime (P3, D6, C6, S5);
Oceans: Scattered Lakes; Climate: Cold; Bio Density: Orbital Pop: 10,000, Colonies: 1 Major/2 Minor, Bases:
Standard; Bio Complexity: Advanced; Pop: 4,000 2 Military, 2 Monitor, 1 Trade
Narn/3,000 mixed League races; Tech: Advanced; Cities:
Sho’toth Dome (2,000), Sho’grath Dome (2,000); Gov: Quadrant 14 is a biological oddity, a world with very
Quadrant 7 Provisional Assembly (P4, D8, C4, S6); rich, well-developed plant life… but no animals. This
Orbital Pop: 1,000, Colonies: None, Bases: 1 Military, seems to be due to subtle poisons in the atmosphere
1 Trade limiting the ways in which DNA can mutate; animal life
simply never appeared here. Even the first single-celled
A frozen, thin-atmosphere world, Quadrant 7/V would organisms were plants. A further oddity is that, early in
be ignored by all races, save for the fact it is a ‘treasure the planet’s history, plants appeared which processed
planet’; a planet blessed with rich sources of everything oxygen into carbon dioxide; without this, the planet’s
from titanium to Quantium–40. It is ostensibly ecosystem would have collapsed when the burgeoning
controlled by the Narn but it is ruled in co-operation plant life consumed all the free CO2. These two facts are
with the League of Non-Aligned Worlds, one of the few so improbable that it seems certain there was deliberate
cases where a valuable planet is shared by treaty rather intervention in the planet’s development; however, the
than being fought over endlessly. world is two billion years old and it is unlikely even the
Vorlons were active then, leading to mysteries within
The Narn and the League are not the first to value this mysteries.
world; a massive, abandoned strip mine, easily visible

108
The world has become very special to the Narn, viewed
as a gift from the gods, discovered at a point when the
Shu System
Star: K5 V; Planets: 4 Terrestrial (1 Hab, 3 Hot), 4 Gas
Regime was in desperate need of food. It is the site of (3 Cold, 1 Hot), 3 Icy (Cold); Features: None; Jump
many temple cities, erected by members of the various Gates: 1; Ownership: Narn Regime; Threat Level:
Narn faiths, scattered around the globe. The rest of the Medium; Security Level: Very High
populace dwells in two formerly-Centauri cities which
were seized when the Narn conquered the world.
Shu V
Zone: Habitable; Size: Medium (9,300 miles); Grav:
Quadrant 24 1.1g; Moons: None; Atmo: Standard (1.0) Breathable;
Star: K5 V; Planets: 4 Terrestrial (1 Hab, 3 Hot), 4 Gas Geology: Standard; Volcanism: Stable; Hydro: Moist
(Cold), 4 Icy (Cold); Features: None; Jump Gates: 1; (53%); Continents: Supercontinent; Climate: 70F/33V;
Ownership: Narn Regime; Threat Level: Medium; Bio Density: Standard; Bio Complexity: Advanced;
Security Level: High Pop: 890,000; Tech: Advanced; Cities: Shu’sho-nar
(200,000), Shu’cho-neth (150,000); Gov: Narn Regime
Quadrant 24/IV (P3, D6, C6, S5); Orbital Pop: 5,000, Colonies: None,
Zone: Habitable; Size: Medium (9,200 miles); Grav: Bases: 2 Military, 4 Monitor, 1 Trade
1.1g; Moons: 2 (500 & 400 miles); Atmo: Very Thin
(0.4) Breathable; Geology: Rugged; Volcanism: Shu is a fertile, temperate world on the far end of Narn
Stable; Hydro: Very Dry (12%); Oceans: 1 Ocean, 2 space, as far from the Centauri as it is possible to be and
Seas; Climate: 60F/39V; Bio Density: Scarce; Bio remain in the Regime. For this reason, Shu has always
Complexity: Simple; Pop: 50,000; Tech: Advanced; been a ‘fallback’ world, a place that the Narn could
Cities: Vin’tak-var (20,000), Vin’tak-el (13,000); Gov: retreat to in the dread event of the fall of Nar’shal. When
Narn Regime (P3, D6, C6, S5); Orbital Pop: 1,000, Nar’shal fell, millions flooded to Shu and it is a tribute to
Colonies: None, Bases: 1 Military, 1 Monitor, 1 Trade the Narn devotion to their own people that the existing
colonists welcomed the flood of desperate refugees into

Narn
With an atmosphere just thick enough to keep the planet’s their homes, no matter the hardship. When Nar’shal and
pathetic supply of water from boiling immediately into the rest of the Regime was liberated, many of the new
space and bitter cold everywhere but the equator and not settlers left but enough remained behind to increase the
a hint of life beyond an organic sludge found befouling planet’s population by about half. Post–2262, the bulk
what few bodies of water exist, Quadrant 24 would of the day-to-day work of the provisional government
be nothing but a notation on an astronomer’s charts – was being done on Shu, though for purely symbolic
except for the mineral wealth, the strategic location and reasons, the official capital remained on Nar’shal.
the fact the Centauri were kind enough to leave behind
extensive mining operations
which the Narn took over,
6LJPD
on the grounds that it would
be sad to let anything go to
waste.

Some call Quadrant–24


‘Ka’tol Shar’, or ‘Foundry
of Dominion’ and there is a
movement to make this the
official name. The world is
responsible for much of the
Narn Regime’s starfleet, with
everything from electronic
components to ship hulls
being assembled in high orbit.

109
Shu is a rocky world, with several large mountain ranges, Sorith III (Soria)
the product of still on-going tectonic stress. The major Zone: Habitable; Size: Medium (8,700 miles); Grav:
population centres are on the plains, which are more 1.0g; Moons: 1 (2,000 miles); Atmo: Standard (1.0)
than expansive enough to support a large population. Breathable; Geology: Standard; Volcanism: Stable;
The possibility of retreating to the mountains to fight a Hydro: Moist (65%); Continents: Supercontinent;
last-ditch guerrilla war surely occurred to the Kha’ri when Climate: 80F/27V; Bio Density: Standard; Bio
they designated Shu as the Narn’s last chance world. Complexity: Native Intelligence; Pop: 20 million
Sorians; Tech: Iron Age (remnants of Advanced); Cities:
Sorvan-li-neth (12,000 Sorian); Gov: Sorian (P4, D5,
Sigma 957 System C2, S7); Orbital Pop: None, Colonies: None, Bases:
Star: F4 V; Planets: 5 Terrestrial (1 Hab, 4 Hot), 2 Gas None
(1 Cold, 1 Hot), 2 Icy (Cold); Features: Debris; Jump
Gates: 1; Ownership: Narn Regime; Threat Level: Very The history of Sorith III is a sad one, and one which can
High; Security Level: Open be seen as galactic history in a microcosm. The Sorians, a
reptilian race, were conquered by the Centauri centuries
Sigma 957/VI ago. During the Narn rebellion, Sorian slaves on Narn
Zone: Habitable; Size: Large (12,300 miles); Grav: were instrumental in helping the Narn overthrow the
1.3g; Moons: None; Atmo: Dense (1.2) Breathable; Centauri; as a reward for this aid, Soria was liberated
Geology: Very Rugged; Volcanism: Dead; Hydro: from the Centauri… and then conquered by the Narn,
Very Dry (11%); Oceans: Scattered Lakes; Climate: who ruled it until the War of Retribution, when it
50F/48V; Bio Density: None; Bio Complexity: None; was freed from Narn control to be reconquered by the
Pop: None; Tech: None (remnants of Advanced); Cities: Centauri, who left it again in 2261, as part of the general
None; Gov: None; Orbital Pop: 5,000, Colonies: None, retreat from Narn space. Now it is free but how long this
Bases: None will last is indeterminate; the Narn are looking to Soria
anew and may move on it again.
Narn

Sigma 957 appeared to be a gift world, a rich planet


which no race had claimed, allowing the Narn to take Soria is a temperate world with a well-developed
it without a fight. Lifeless, but overflowing with mineral ecosystem and an atmosphere readily breathable by most
wealth, it was a perfect mining world, and the Regime of galaxy’s races. This makes it a very tempting prize
wasted little time before setting up a colony in 2235. for any species, so it seems likely that no matter what
happens, ‘Soria for Sorians’ will remain an idle dream.
In 2240, it was abandoned. Few species are idealistic enough to allow such a valuable
planet to remain utterly undeveloped, though most will
Sigma 957 was found to be home to a mysterious justify their actions by claiming they are ‘protecting’ or
and unearthly ship, or possibly being, which appeared ‘uplifting’ the natives.
randomly and which seemed to casually and without
reason destroy any ship which sighted it. Contacting it
was impossible; so was battling it. Rather than risk a war T’ill System
with the gods, the Narn simply pulled back; even Narn Star: G6 V; Planets: 4 Terrestrial (2 Hab, 2 Hot), 4 Gas
can tell when a fight is unwinnable. (Cold), 3 Icy (Cold); Features: Asteroid Belt (Light);
Jump Gates: 1; Ownership: Narn Regime; Threat
With the departure of the First Ones (see Coriana VI Level: Medium; Security Level: High
and Point of No Return), Sigma 957 is once again safe for
exploration. Whether it will remain a Narn holding or T’ill IV
become a contested battleground remains to be seen. Zone: Habitable; Size: Medium (9,200 miles); Grav:
1.0g; Moons: None; Atmo: Standard (1.1) Breathable;
Geology: Standard; Volcanism: Active; Hydro:
Sorith System Wet (80%); Continents: Supercontinent; Climate:
Star: G5 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), 3 Gas 90F/18V; Bio Density: Standard; Bio Complexity:
(Cold), 2 Icy (Cold); Features: None; Jump Gates: 1; Native Intelligence; Pop: 400,000 Narn/1.2 billion
Ownership: Narn Regime; Threat Level: Medium; T’lori; Tech: Advanced/Oil Age; Cities: Bulva Ka (4
Security Level: High million T’lori), V’sten-or (200,000 Narn); Gov: Narn

110
Regime (P3, D6, C6, S5) & T’lori (P6, D7, C6, S8); Age; Cities: G’vel Administration Centre (1,500 Narn);
Orbital Pop: 45,000 Narn, Colonies: 1 Major/2 Minor, Gov: Narn Regime (P3, D6, C6, S5); Orbital Pop: 500
Bases: 2 Military, 2 Monitor, 1 Trade Narn, Colonies: None, Bases: 1 Military, 1 Trade

As with Sorith, T’ill is a former Centauri occupation Tachunq follows the same pattern as Sorith and T’ill;
world which has become a Narn occupation world. occupation, liberation, re-occupation. In the case of
Unlike Sorith, this exchange of power was relatively Tachunq, the Narn actions are especially unforgivable,
benign and the T’lori, a race of reptilian gliders, have as the Latach were driven nearly to extinction by the
little use for the parts of the world the Narn want, and Centauri and, when the Narn ‘liberated’ Tachunq, they
vice-versa. Each race exists in its own territory in relative merely continued the Centauri’s work stripping the
peace. planet of all worth. Because the Latach are very sensitive
to vibration and very tied to their environment, large-
T’ill is a wet world with a single immense continent scale industry is devastating to them – this mattered as
and very little tectonic activity; the huge mountain little to the Narn as it did to the Centauri.
range of the south is a remnant from long ago, when
several continents slammed together to form the current Tachunq is a watery world with two large continents,
supercontinent. It is in this area that the T’lori live. a plethora of medium-sized islands and countless
archipelagos. It might have become a well-maintained
Following the War of Retribution, T’ill was freed from vacation or luxury world, were it not for the desperate
Narn control. They have not reoccupied the world need for mineral wealth and the fact the Centauri had,
and it is dubious the T’lori will allow them to, as they obligingly, left behind extensive mining operations.
have learned the Narn cannot protect them from the
Centauri. During the War of Retribution, Tachunq was again
conquered by the Centauri and then abandoned; the
Narn have not yet fully moved back to their mines but it
Tachunq System seems likely that they will, the eloquent protests of G’kar

Narn
Star: G1 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas to the contrary.
(Cold), 3 Icy (Cold); Features: Asteroid Belt (Standard);
Jump Gates: 1; Ownership: Narn Regime; Threat
Level: Medium; Security Level: High

Tachunq III
Zone: Habitable;
Size: Medium 7DFKXQJ
(8,100 miles); Grav:
1.0g; Moons: 1
moonlet (60 miles);
Atmo: Standard
(1.0) Breathable;
G e o l o g y :
Very Rugged;
Volcanism: Active;
Hydro: Wet (86%);
Continents: 10
Small; Climate:
80F/30V; Bio
Density: Standard;
Bio Complexity:
Native Intelligence;
Pop: 3,000
Narn/24,000
Latach; Tech:
Advanced/Bronze

111
Pak’ma’ra to focus on a single task. There is a very well developed
planetary communications net, a necessity given the Pak’ma’ra
tendency toward rule by rough consensus and the lack of a
central government. There are few central starports; rather,
Melat System each larger city has a landing field for shuttles and the like.
Star: M2 VI; Planets: 2 Terrestrial (1 Hab, 1 Hot), 3 Gas
(Cold), 1 Icy (Cold); Features: Debris; Jump Gates: 1; Outside of the towns and cities, Melat is mostly wilderness.
Ownership: Pak’ma’ra; Threat Level: Low; Security Level: The Pak’ma’ra need carrion to live and maintain vast fields
High where animals are raised, only to be slaughtered and left to rot
before being transported around the planet. However, most of
Melat II the race prefers to scavenge for food and so much of the planet
remains in a wild state, so the natural cycles of life and death
Zone: Habitable; Size: Large (15,500 miles); Grav: 1.5g;
can continue.
Moons: None; Atmo: Dense (1.9) Poisonous; Geology:
Standard; Volcanism: Active; Hydro: Dry (28%); Oceans: 2
Melat gained space technology from alien contact a long time
Oceans, 3 Seas; Climate: 80F/33V; Bio Density: Abundant;
in the past. The exact details are oddly blurred; some claim
Bio Complexity: Native Intelligence; Pop: 3 billion; Tech:
the Centauri were the first to contact the Pak’ma’ra but the
Advanced; Cities: Mokra (25,000), Vik’am (20,000); Gov:
Centauri deny it and there are no records of it on Centauri
Pak’ma’ra (P9, D6, C3, S9); Orbital Pop: 20,000, Colonies:
Prime. The jump gate in the Melat system was built by the
2 Major/4 Minor, Bases: 3 Military, 4 Monitor, 1 Scientific,
Pak’ma’ra themselves.
1 Trade
Melat is extremely well defended, with a guardian fleet
Melat is the homeworld of the Pak’ma’ra and the only world
of fast, well-armed ships in orbit and dense ground based
where they are the sole inhabitants. Melat is a large, dense
defences. There are no facilities for aliens to land on Melat; all
planet with a thick, noxious atmosphere. Non Pak’ma’ra
transactions with offworlders take place in orbit. Traders refer
cannot breathe it at all. Visibility in the normal spectrum
to the single Pak’ma’ra trading station as ‘The Abattoir’. The
is limited to a few inches without some sort of artificial
Pak'ma'ra

Pak’ma’ra know this and do not particularly care.


enhancement, which is why the Pak’ma’ra see thermally. It has
seas of water so laced with chemicals and toxins as to be acidic,
and the southern hemisphere is home to a ring of still-active
volcanoes. The majority of the population lives on the more
stable northern continent but the entire surface of the planet
is inhabited.

Life on Melat is biologically exotic and very, very tough. The


Pak’ma’ra , who are capable of surviving in a wide range of
atmospheres (when most races die if there is only a slight
change in the chemical mix which they breathe), are a prime
example of this. Melat is a very old world, although the Pak are
not an especially ancient race. The hostile environment sent
evolution spinning in countless directions, with many false
starts before a line appeared that eventually led to sentience.

Non-Pak’ma’ra visitors to Melat often have a hard time


identifying things. The trees are thick, blobby things, looking
like layers of fat pancakes splayed over stumps. The seas are
burbling mires, many with no definite shore, just a fading
into low-lying swampland. An exception is the area around
the southern volcanic ring but, even there, the thick ash and
lava tends to smooth the edges somewhat. Everything is
grey. The Pak’ma’ra will insist their world is a riot of brilliant
colours, hues and contrasts, as vibrant as any Human coral
reef or tropical jungle – but the colours are all beyond Human
perceptions, shades of infra-red and beyond. With appropriate Melat II
filters, a Human or similar can perceive a small part of what a Source: IPX/Marford/ex.83
Pak’ma’ra sees – but only a small part. Grade: Theta/Theta
Notes: Image prcsd thru UV-IR-YTL enhcr
Melat has no large cities; the population sprawls across the
planet in clusters of small communities, each of which tends

112
Sh’lassan Sh’lassa III (Sh’lassa Regix)
Zone: Habitable; Size: Medium (7,500 miles); Grav: 0.9g;
Moons: 1 (800 miles); Atmo: Standard (1.0) Breathable; Geology:

Empire Standard; Volcanism: Stable; Hydro: Damp (48%); Oceans: 1


Ocean, 5 Seas; Climate: 70F/39V; Bio Density: Abundant; Bio
Complexity: Very Advanced; Pop: 4 million; Tech: Fusion (some
Akdor System Advanced weaponry); Cities: Sh’lassan (900,000), Colishan
(500,000); Gov: Sh’lassan Empire (P2, D3, C9, S6); Orbital Pop:
Star: G2 V; Planets: 5 Terrestrial (1 Cold, 1 Hab, 3 Hot), 3 5,000, Colonies: 1 Major/3 Minor, Bases: 4 Military, 1 Monitor,
Gas (Cold), 2 Icy (Cold); Features: Flares; Jump Gates: 1; 1 Trade
Ownership: Sh’lassan Empire; Threat Level: Medium; Security
Level: Very High The Sh’lassa system was one of the very few settled by renegade
Earth colonists immediately following Terra’s contact by
Akdor IV the Centauri. In actual fact, they launched sublight sleeper
Zone: Habitable; Size: Medium (5,700 miles); Grav: 0.9g; Moons: ships directly into a jump point created for them by a bribed
2 (700 & 600 miles); Atmo: Standard (0.9) Breathable (Tainted Centauri vessel. They were more lucky than they could possibly
– Allergic); Geology: Rugged; Volcanism: Active; Hydro: Very comprehend, as the Centauri vessel created a jump point for them
Dry (18%); Oceans: 1 Ocean; Climate: 90F/30V; Bio Density: at a random moment in its travel route and had no intention of
Scarce; Bio Complexity: Basic; Pop: 75,000; Tech: Fusion (some deliberately locating a habitable system for them. Fortunately,
Advanced); Cities: Matok (40,000), New Sh’lan (15,000); Gov: they found themselves within a few months of sublight travel
Sh’lassan Empire (P2, D3, C9, S6); Orbital Pop: 1,000, Colonies: from what would become known as the Sh’lassa system.
None, Bases: 2 Military, 1 Trade
The settlers had found a suitable world via spectrographic
Not content with only one world, the Sh’lassan colonists used analysis and were fortunate that the planet was unclaimed. The
bartered jump point technology hastily transplanted onto the Sh’lassans were a political sect, drawing from many nationalities,
same ships which brought them to Sh’lassa to settle Akdor as well. that rejected many modern traditions and hearkened back to a
Akdor is a much harsher world than Sh’lassa but it was rich in structured, feudal society where every citizen had a defined role

Sh'lassan
certain minerals that Sh’lassa both lacked and needed. Conducting and a place in a strict hierarchy. Unable to live this lifestyle on
mining and transport with unreliable jump technology was Earth, they took to space.
difficult but not impossible and, over the course of a century
between the settlement of Akdor and the coming of the Earth Sh’lassa is a cool world of temperate forests and countless small
Alliance, the refitted cargo ships mad many jumps between the lakes, the result of a long-ago meteor bombardment that left the
two systems. world oddly cratered. There is only one large ocean. Life on Sh’lassa
had reached the equivalent of reptiles when Humans landed. The
Akdor is a small but dense world, with just enough water and air various species the colonists brought with them, mostly in the
to sustain life outside of a dome. By the time Akdor was settled, form of frozen eggs which could be grown in artificial wombs,
the Sh’lassans knew the universe had other, more powerful, races quickly dominated much of the ecosystem. Only a few forms of
living in it and took a defensive stance. The Akdor colony was native life could truly compete. The areas near to the landing sight
centred around a combination starport/fortress on the plateau of are now about 90% terrestrial; only far from the Human colonies
Matok, a fortress continually upgraded with the most advanced does the original ecosystem exist unchanged.
technology the Sh’lassans could manage.
Without tachyon communication or jump gates they built their
The first Earth Alliance ship to find the Sh’lassans reached Akdor settlements and set up an industrial infrastructure. It is believed
first. Fear and misunderstanding on the part of the Akdorian the Narn discovered them and traded with them at one point, as
colonists caused them to capture and kill the Earth ambassador, their colonisation of Akdor would have ben impossible without
then manage to hold off a ground assault on Matok. Over the next jump point technology. They remained isolated until 2248, when
decade, the schism in Sh’lassan society deepened, with the Akdor an Earth Alliance craft opened a jump point near Akdor.
rebellion growing stronger. Earth at first refused to intervene but
shifting political winds caused General Richard Franklin to lead When the Earth Alliance confronted the Sh’lassan rebels in
a massive assault in 2259, in what would become known as the 2259, they faced advanced weapons systems, not the primitive
Matok Massacre. The victory was pyrrhic but it was a victory and systems they expected. It is speculated the Narn may have been
with the rebels defeated and the fortress in ruins, the Sh’lassans smuggling advanced weapon components to the Sh’lassans to
rejoined the Earth Alliance. create a potential distraction to the Earth Alliance, should it come
to that. Sh’lassa today is considered to be a member of the Earth
Sh’lassa System Alliance, though it remains somewhat aloof, and still retains a
ceremonial ‘Emperor of Sh’lassa’ and handles its own defence.
Star: G5 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Hot), 2
There is considerable pride in being the only independent Human
Gas (Cold), 4 Icy (Cold); Features: Asteroid Belt (Light); Jump
settlement to colonise a second world without Earth Alliance
Gates: 1; Ownership: Sh’lassan Empire; Threat Level: Medium;
funding and Sh’lassans still feel they have a right to secede from
Security Level: Very High
the Alliance if they see fit.

113
Tal-kona’sha Pop: 100 million; Tech: Extremely Advanced; Cities:
Klonasha (100 million); Gov: Tal-kona’sha Linkage (P10,
D1, C10, S10); Orbital Pop: None, Colonies: None,

Virtuality Bases: 2 Military, 8 Monitor

No Human – or Narn, or Drazi, or Minbari, or anyone


Ohran’khi System else – has seen a Tal-kona’sha in person, or visited their
space. It is one of the most alien and unknown realms in
Star: G5 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas
the known galaxy, far more than Z’ha’dum and rivalling
(Cold), 1 Icy (Cold); Features: None; Jump Gates: 1;
the Vorlon homeworld. Indeed, people have at least seen
Ownership: Tal-kona’sha Existence; Threat Level: Very
Vorlons!
High; Security Level: Very High
The world of the Tal-kona’sha was once warmer and more
Ohran’khi III Earthlike but that was long ago, when the sun burned
Zone: Habitable; Size: Medium (8,500 miles); Grav: 1.1g; large and yellow in the sky. At this time, the Tal-kona’sha
Moons: 1 (900 miles); Atmo: Standard (1.0) Breathable; travelled the stars, built an empire, met other races… all
Geology: Standard; Volcanism: Stable; Hydro: Moist of whom are long vanished from history. Then, some fifty
(51%); Continents: Supercontinent; Climate: 90F/30V; millennia ago, their home star began to wither. Whether
Bio Density: Abundant; Bio Complexity: Advanced; due to natural processes or the acts of an unknown
Pop: None; Tech: Extremely Advanced; Cities: None; race, the star began to cool and the Tal-kona’sha, loathe
Gov: Tal-kona’sha Linkage (P10, D1, C10, S10); Orbital to move, simply… adapted. The seas turned to ice and
Pop: 1,000, Colonies: None, Bases: 2 Military oceans of methane came to replace them. The Tal-
kona’sha abandoned their old cities and constructed a
Few races achieve spaceflight without evolving some
Tal-kona'sha

single dwelling place above a deep core-tap, which draws


equivalent of the ‘do not keep all your eggs in one basket’ power from the still warm heart of the world. Within
philosophy and the Tal-kona’sha are no exception to this. this single complex, containing the entirety of their race,
They knew that placing their entire consciousness on one they joined their consciousness into the Linkage, a sort of
world would be dangerous and so prepared a backup plan. virtual reality – but more. Within the Linkage, each Tal-
On the world of Ohran’khi III sprawls a structure very kona’sha was both the god of his own private universe and
akin to the Klonasha complex on Tal-kona’sha – save that a cell in the body of the racial whole; the full satisfaction
it is uninhabited. It is in constant communication with of ego and super-ego was achieved.
the Linkage on the homeworld and, should the Linkage
order it, or should the connection be severed without They were, of course, aware of other races, slowly coming
cause, the complex will activate itself. Stored tissue will to light around them. They saw new races grow, flourish
grow to clones of the entire Tal-kona’sha population, and die and they knew their own world was somewhat
using tachyonic growth-acceleration and the memories of vulnerable. They grew ships to defend them, strange
that population, right up to the instant of activation, will vessels looking like cybernetic sea-shells and spaceborn
be played into the clones. It is estimated that the entire reefs formed of metal and plastic. No Tal-kona’sha were
population can be replicated in this manner within 12 aboard these ships but each was aware of them and could
hours. move their consciousness to and from the ship at will.

Tal-kona’sha System So long as no one bothers them, they will both no one.
They are mid-way between the Younger Races and the
Star: M9 VI; Planets: 5 Terrestrial (4 Cold, 1 Hab), 3
First Ones, hence their Extremely Advanced technology
Gas (Cold), 2 Icy (Cold); Features: None; Jump Gates:
rating. Whether they complete their ascension and
1; Ownership: Tal-kon’sha Existence; Threat Level: Very
move beyond the Rim or end up dying without fulfilling
High; Security Level: Very High
their racial destiny is unknown. Their orbital bases are
uninhabited but are controlled from the ground.
Tal-kona’sha IV
Zone: Cold; Size: Large (13,500 miles); Grav: 2.5g;
Moons: None; Atmo: Very Dense (2.0) Poisonous;
Geology: Rugged; Volcanism: Dead; Hydro: Wet
(81%); Continents: 2 Large, 4 Small; Climate: Cold; Bio
Density: Scarce; Bio Complexity: Native Intelligence;

114
Tikar first contact. Terrified, they retreated to their own space and locked
their outgoing jump gates.

This isolation, broken only by a few minor incursions, lasted for


Tikan System a hundred years, until the Agamemnon, an Earth Alliance ship
Star: K6 V; Planets: 5 Terrestrial (3 Cold, 1 Hab, 1 Hot), commanded by John Sheridan, formed its own jump point into
2 Gas (Cold), 3 Icy (Cold); Features: None; Jump Gates: their system. Realising that they could not be alone forever, not
1; Ownership: Tikar; Threat Level: High; Security Level: when enemies could appear on top of them at will, the Tikar tried
Very High to communicate. This went better than it had with the Krindarren
and a tenuous understanding, leading to hopeful alliance, was
Tikan V (Tikar) reached.
Zone: Cold; Size: Medium (10,700 miles); Grav: 1.2g; Moons: Tikar today is a world of half-frozen seas and strange cities half-
None; Atmo: Dense (1.3) Poisonous; Geology: Rugged; floating on top of them. The Tikarrans build using organic
Volcanism: Active; Hydro: Wet (80%); Continents: 1 Large, 4 materials, growing cities as if they were coral. Metalworking is
Small; Climate: Cold; Bio Density: Abundant; Bio Complexity: difficult for them and they use metals only rarely, relying on a mix
Native Intelligence; Pop: 2 billion; Tech: Advanced; Cities: Kittik of semi-organic components and crystals. Their ‘organic’ machines
(8 million), Vaktat (6 million); Gov: Tikar Agreement (P9, D1, are not alive; rather, they grow the structures they need and then
C5, S9); Orbital Pop: 10,000, Colonies: None, Bases: 4 Military, 2 harvest them.
Monitor, 1 Trade
The Tikar have a very complex language, one which is still only
Tikar is a large, frozen world, a so-called ‘rocky snowball’ and not barely understood. Tenses and even words shift around depending
the sort of world which is likely to give rise to any life, much less a on intricate arrangements of circumstance; the way a Tikar greets
starfaring race. Nonetheless, the universe is a wondrous place and someone standing to his left differs from the way he greets someone
the strange occurs with regularity. Deep inside the frozen mantle standing to his right. The Tikar use humanoid-shaped pressure
of Tikar V, geothermal pressure and collections of complex organic suits, which act something like a robotic shell, when travelling
molecules frozen into the subsurface ice combined to form ever throughout the Known Galaxy; it enables them to deal with the
more complex molecules, then self-replicating ones, then DNA and existing tools and items more easily. A few seconds exposure to
then life. Throughout the ice, shielded from the stars, life grew, standard heat and atmosphere is fatal to them.
mutated and evolved, eventually becoming aware of itself and of the

Tikar
universe. The Tikar, a race of wormlike beings with thick, chitinous
scales and a dozen agile psuedopods, roamed the icy caverns of their
world, learned to chip rock into tools and to shape thoughts into
Uthum System
Star: K2 V; Planets: 5 Terrestrial (2 Cold, 1 Hab, 2 Hot), 3 Gas
sounds and tried to grasp the nature of reality and their place in it. (Cold), 3 Icy (Cold); Features: None; Jump Gates: 1; Ownership:
Tikar; Threat Level: High; Security Level: Very High
The constrained nature of their world shaped their culture.
Resources and living space were always scarce and the fragile forms
of the Tikar could not withstand much violence. To avoid battles, Uthum VI
rituals were formed to deal with everything and anything, from Zone: Cold; Size: Medium (9,200 miles); Grav: 1.1g; Moons: 1
who could pass first through a narrow tunnel to which velkor spawn (1,200 miles); Atmo: Dense (1.2) Poisonous; Geology: Rugged;
could be harvested on a given day. They would have remained a Volcanism: Dead; Hydro: Moist (60%); Continents: 2 Large, 5
stagnant, ritual-bound people forever, had not the sky fallen in. Small; Climate: Cold; Bio Density: None; Bio Complexity: None;
Pop: 5 million; Tech: Advanced; Cities: Tikutham (400,000),
A meteor strike smashed through the icy crust of the world and Kivkit (300,000); Gov: Tikar Agreement (P9, D1, C5, S9); Orbital
exposed, for the first time, the sky full of stars. The world of the Pop: 10,000, Colonies: None, Bases: 1 Military, 1 Monitor, 1 Trade
Tikar shattered like the ice; all of their rituals did not prepare them
for this. Something like a racial madness took them, and most fled Uthum was the first world found by the Tikar and the only world
back to the caverns below. However, the curiosity which is part and they have colonised. Ignoring the lush, Earthlike world of Uthum
parcel of being self-aware eventually gripped them and, after over a III, they settled on the icy outer planet of Uthum VI, a world much
century of debate, they formed all the new rites needed to venture like Tikar was in its earlier days. Indeed, Uthum VI is the target of
outside. a long-term project designed to replicate, as much as possible, pre-
industrial Tikar. Technology, especially heat-generating technology,
From there followed the usual course of exploration, advancement is strictly controlled and the settlers are expected to live in accordance
and technological growth, with the added difficulty that industrial with the most ancient rites and practices. Uthum is not seen as a
waste heat caused severe environmental damage to the ice-caves. By source for resources but a destination for them; the recreation of the
the time the Tikar had gained the knowledge to understand how ‘proper’ world for their species has a powerful allure.
complex an ecosystem was, their world had become one of slushy
oceans, not frozen caves. Above the world a large garrison fleet sits, as the tempting world of
Uthum III might prompt a race to attempt to seize the system.
The Tikar moved to the stars, finding a jump gate in-system,
settling Uthum and making contact with the Krindarren. This did
not go well, as nothing prepared them for the total alienness of

115
Tokati Realm outskirts of it and careful scouting is being done to
find an optimal location for a second major city.

Lliesta System Tokat System


Star: F4 V; Planets: 4 Terrestrial (2 Hab, 2 Hot), Star: G5 V; Planets: 2 Terrestrial (1 Hab, 1 Hot),
1 Gas (Cold), 1 Icy (Cold); Features: None; Jump 3 Gas (Cold), 3 Icy (Cold); Features: None; Jump
Gates: 1; Ownership: Tokati Council; Threat Gates: 1; Ownership: Tokati Council; Threat
Level: Medium; Security Level: High Level: Medium; Security Level: Very High

Lliesta III Tokat II


Zone: Habitable; Size: Medium (7,300 miles); Zone: Habitable; Size: Medium (8,400 miles); Grav:
Grav: 1.0g; Moons: None; Atmo: Standard (1.1) 1.0g; Moons: None; Atmo: Thin (0.8) Breathable;
Breathable; Geology: Flat; Volcanism: Active; Geology: Standard; Volcanism: Active; Hydro: Wet
Hydro: Wet (86%); Continents: Supercontinent; (72%); Continents: 2 Large; Climate: 70F/30V;
Climate: 80F/30V; Bio Density: Standard; Bio Bio Density: Standard; Bio Complexity: Native
Complexity: Advanced; Pop: 800,000; Tech: Intelligence; Pop: 2 billion; Tech: Advanced; Cities:
Advanced; Cities: Motaki (60,000); Gov: Tokati Cloksta (6 million), Kato (5 million); Gov: Tokati
Council (P4, D5, C6, S7); Orbital Pop: 5,000, Council (P4, D5, C6, S7); Orbital Pop: 15,000,
Colonies: None, Bases: 3 Military, 1 Trade Colonies: 1 Major, Bases: 3 Military, 2 Monitor, 1
Trade
Lliesta was scouted by the Toulani but never settled.
They placed monitors around it to alert them to any Half a million years ago, Tokat was sweltering jungle
intruders in the system. When these were triggered, world, probably on the verge of a runaway greenhouse
Tokati

Toulani ships scrambled to meet what they assumed effect which would have made it into a second
would be Thrakallans or Moradi, but instead, they Venus. Then, a rogue planetoid passed through
found the Tokati, who had just mastered their local the system, sucking away large portions of Tokat’s
jump gate. A few shots were fired and the Tokati fled atmosphere and triggering massive tectonic shifts.
– to return somewhat later with the best warships they Evolution kicked into high gear as long-established
could muster. Naturally skilled in flight, they used species were extinguished and new niches opened.
small single-person fighters to lethal advantage and A race of batlike creatures who flew above the dense
seized the system after a brief series of skirmishes. jungles found that the thinner atmosphere could not
support their flight and that the jungles themselves
Lliesta turned out to be a valuable prize, strongly were rapidly dying. A mix of circumstances shaped
resembling Tokat in its youth. Something about them to live in the new realm. Their wings shrank,
it awoke ancient memories in the Tokati and they leaving thin arms tipped with bony spikes. Their
quickly colonised it. While ancestral longing was a brains, quite large to perform the complex pattern
partial factor, the desire to have a world of their own, matching needed to spot prey hiding in the jungles
to establish themselves as a power in a hostile galaxy, below, turned their excess neural capacity to more
was the driving factor. Though the Tokati colonies abstract thought. The keening shrieks they used to
are barely two decades old, they are already self call the flock together began to vary in tone and carry
sustaining and the garrison fleet at Lliesta is enough ever more complex meanings. A dozen offshoots
to discourage casual testing of boundaries. settled into various places on the tree of life but
one clambered to the top branch and realised, quite
Lliesta is flat and humid, except for the ‘Burning suddenly, that it was aware of itself.
Wing’, a V-shaped region of heavy volcanic activity
in the western ocean. There is only one major Life on Tokat proceeded from there. The savannah-
colony but there are several small settlements on the dwelling flocks of former flyers used their brains
to dominate the local lifeforms, then began to

116
outgrow their environment. They spread across the ship which penetrated their space and did not leave
world, discovered agriculture, worked metal. Their immediately. Only after constant monitoring of the
ultrasonic chirping tongue carried very far, allowing tachyon networks had taught them more about the
civilisation to remain coherent over longer distances; galaxy did they dare to face it again.
this created more social cohesion and led to fewer
wars; society simply had to spread farther to begin Tokati look something like birds, with long,
to fragment out of control. This is not to say there beaked faces, but they are mammals. They have an
were no wars but there were fewer and the Tokati exceptionally keen sense of smell and have found
varied less over the breadth of their planet than some employment in industries where sensitivity to
many similar species. In the end, six great nations one part in a million of a contaminant is helpful.
controlled the world and warred neither more nor This also means that they cannot abide the Pak’ma’ra;
less viciously than was typical. where most races find them noisome, the Tokati
are often overcome and collapse in their presence,
The Tokati had reached the late Industrial Age leading to some interesting diplomatic situations at
when their first radio telescopes began to pick up League meetings (the Tokati have Observer status
unexplained signals from the fifth world in their with the League).
system. At first, they believed they had found an
unexplained natural phenomenon, but prolonged The Tokati are governed by a united council, whose
study showed the signals to be artificial, a coded members are drawn from all six of the former great
beacon. This discovery, which might have triggered nations. With each passing year, national borders
unity in some species, sent the normally somewhat become more and more a convenience than a fact
reasonable Tokati into a flurry of competition. Each and full planetary unification is likely inside of a
nation raced to be the first to launch probes to generation.

Tokati
locate and claim the signal; each engaged in vicious
competition to stop the others. While not capable
of natural flight for hundreds of thousands of year,
the Tokati brain remained ‘wired’ for the air and
Tokati warfare tended to concentrate on airpower.
The skies above Tokat were abuzz with countless
warring planes, while the race to build and launch a
spacecraft occupied the ground.

The ‘winner’ of the race, the Republic of Koti,


received nothing for their trouble but a vaporised
ship. The jump gate was programmed to launch
weapons against any ship approaching without the
proper signals. When two other ships met the same
fate, the warring nations decided to work together.
It took a generation but the code was finally cracked
and hyperspace opened to the Tokati.

Unfortunately, they entered the universe at the


height of the Dilgar War and, furthermore, they
were located adjacent to the xenophobic Koulani.
Convinced the entire galaxy was filled with hostile
forces, they seized the only nearby world they could,
Lleista, to use as a buffer. It took a decade before
they accepted any incoming communications,
keeping their jump gates shut and firing on any

117
Torta Asteroid Belt (Standard), Oort Cloud; Jump Gates:
1; Ownership: Torta Regency; Threat Level: High;
Security Level: Very High
Regency Torat III (Torata)
Zone: Habitable; Size: Medium (8,200 miles);
Jodan System Grav: 1.0g; Moons: None; Atmo: Standard (0.9)
Star: K3 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1 Breathable; Geology: Rugged; Volcanism: Active;
Hot), 4 Gas (Cold), 1 Icy (Cold); Features: None; Hydro: Very Wet (95%); Continents: Island
Jump Gates: 1; Ownership: Torta Regency; Threat Chains; Climate: 50F/21V; Bio Density: Standard;
Level: High; Security Level: Very High Bio Complexity: Native Intelligence; Pop: 2.8
billion; Tech: Advanced; Cities: Klivan (3 million),
Jodan II Crova (2.5 million); Gov: Torta Regency (P2, D8,
Zone: Habitable; Size: Medium (7,500 miles); C9, S8); Orbital Pop: 15,000, Colonies: 1 Major/2
Grav: 1.0g; Moons: 2 (600 & 400 miles); Atmo: Minor, Bases: 3 Military, 4 Monitor, 1 Trade
Standard (1.0) Breathable; Geology: Very Flat;
Volcanism: Dead; Hydro: Wet (75%); Continents: Torat III was a pure water world with a thick
2 Large; Climate: 90F/33V; Bio Density: Standard; atmosphere and no meaningful land surface, until
Bio Complexity: Advanced; Pop: 45,000; Tech: an asteroid collision blasted water into space and
Advanced; Cities: Grata (12,000), Tortanka changed the planet’s orbit. In the global deep-
(10,000); Gov: Torta Regency (P2, D8, C9, S8); freeze that followed, only the strong or the cunning
Orbital Pop: 200, Colonies: None, Bases: 1 Military survived… and the proto-Torta were the latter. They
clung to oceanic rifts where the water was warmed,
Jodan was the first world the Torta colonised. To
Torta

and as they waited out the ice age, they grew ever
them, it is practically a desert world, though most smarter in order to deal with predators. When the
races would call it quite verdant. The planet’s ice cracked and new islands were revealed, the proto-
almost non-existent tectonic system has produced Torta adapted to the air and emerged onto land, their
two continents, barely more than rounded mounds brains growing ever more complex until, millions of
emerging from the water. Despite having almost the years after the planetary catastrophe, intelligence
same land area as Earth, Jodan is singularly lacking awoke on Torat.
in geography. One Earth Alliance officer, on seeing
scans of the world, commented that ‘It’s Kansas, on With intelligence, of course, came aggression.
a planetary scale’. The islands settled by the Torta could not contain
their growing numbers, so war began and with
Such a world would seem ideal for agriculture and war, technological progress. The Torta learned to
a colony there would be quickly self-sustaining but shape flint and bronze and steel; learned to make
this is not the case. The subsurface caste of the Torta gunpowder; learned to harness steam and electricity.
is not allowed off-world and they do all the farming. Thousands of island domains became hundreds of
Thus, the colonists are struggling to learn skills they small nations, then dozens of larger ones.
have long since forgotten and Torat III continually
supplies food to the struggling colonies on Jodan. Ultimately, dozens became one – the Gorath. This
The colonies are slowly becoming self-sufficient, ruthless and powerful nation seized control of the
however, and it is considered vital to the Regency surface lands and also the subsurface regions, where
that the Torta have worlds to call their own. many of the Torta still dwelled. This subsurface
population, denied access to technology, soon
Torat System became slaves. The land-dwellers, with limited
space, needed the underwater cities to grow food.
Star: G6 V; Planets: 4 Terrestrial (1 Cold, 1 Hab,
2 Hot), 1 Gas (Cold), 2 Icy (Cold); Features: These caste divisions persist to the present.

118
The Torta are a fishlike people, with stubby legs, Gov: Torta Regency (P2, D8, C9, S8); Orbital Pop:
similar to lobe-fins, which they use when on land 200, Colonies: None, Bases: 1 Military, 1 Trade
and longer, much more agile fins which serve as
hands. Despite their piscine appearance, they can Trogoh II is the second colony world of the Torta
survive out of water indefinitely, though a moist and it is just barely holding on. A frozen, almost
environment is necessary. waterless world (all the planet’s water is locked into
the south polar ocean and a massive engineering
Government of the Torta is by a single elite ruling project is underway to link that to the equatorial
family, with the head of government being a Regent. colony), it is horribly alien to the Torta. They are
The Regent rules for a period of several years and only there because it was the best world in the area
then nominates a successor. and because it has jump beacons leading to several
of the neighbouring worlds, making a valuable
The Torta developed orbital technology by buffer world. Trogoh II is slightly more welcoming
themselves and then discovered a jump gate in their to travellers than the other worlds of the Regency
outer system. Given their history of war, it is not and a small amount of trading actually gets done
surprising their brief sojourn among the stars has here, mostly the purchase of synthetic foods from
been marked by constant violence, against the Earth the Vree.
Alliance, the Ch’lon, the Vree and the Kor-Lyan, not
to mention the Dilgar. While currently not in a state
of active war, their system is ‘off limits’ to outsiders
and ships entering it for any purpose other than to
use the jump gate and be gone will be fired upon if
they deviate from the specified spacelanes.

Torta
All Torta encountered by other races have been of the
ruling, surface-dwelling caste. The existence of the
subsurface slave caste, many times more numerous,
is a racial secret. The fact that only the ruling class
is permitted to serve in the military severely limits
its size; the Torta are thus very constrained in how
much pressure they can exert on other races and are
hesitant to conduct more than swift attacks, fearing
to leave their home systems undefended.

Trogoh System
Star: K5 V; Planets: 3 Terrestrial (2 Hab, 1 Hot),
3 Gas (Cold), 3 Icy (Cold); Features: None; Jump
Gates: 1; Ownership: Torta Regency; Threat Level:
Medium; Security Level: High

Trogoh II
Zone: Habitable; Size: Medium (6,400 miles);
Grav: 0.7g; Moons: None; Atmo: Thin (0.7) Inert;
Geology: Standard; Volcanism: Active; Hydro: Very
Dry (5%); Oceans: 1 Ocean; Climate: 30F/33V;
Bio Density: Standard; Bio Complexity: Advanced;
Pop: 5,000; Tech: Advanced; Cities: Morat (5,000);

119
Vree Photikar System
Star: G6 V; Planets: 6 Terrestrial (1 Cold, 2 Hab, 3

Conglomerate
Hot), 3 Gas (Cold), 1 Icy (Cold); Features: None; Jump
Gates: 1; Ownership: Vree Conglomerate; Threat
Level: Medium; Security Level: Very High

Alzeral System Photikar V


Star: K5 V; Planets: 3 Terrestrial (1 Cold, 2 Hab), 2 Zone: Habitable; Size: Medium (10,700 miles); Grav:
Gas (Cold), 1 Icy (Cold); Features: None; Jump Gates: 1.2g; Moons: 1 (900 miles); Atmo: Standard (1.0)
1; Ownership: Vree Conglomerate; Threat Level: Breathable; Geology: Standard; Volcanism: Dead;
Medium; Security Level: Very High Hydro: Very Wet (90%); Continents: Supercontinent;
Climate: 20F/30V; Bio Density: Scarce; Bio Complexity:
Alzeral II Simple; Pop: 90,000; Tech: Very Advanced; Cities: Ice
Zone: Habitable; Size: Medium (9,000 miles); Grav: 1.0g; Base Tua (30,000), Ice Base Tama (30,000); Gov: Vree
Moons: 1 (600 miles); Atmo: Standard (1.0) Breathable; Conglomerate (P8, D1, C8, S9); Orbital Pop: 1,000,
Geology: Standard; Volcanism: Active; Hydro: Wet Colonies: None, Bases: 1 Military, 1 Trade
(78%); Continents: Supercontinent; Climate: 60F/30V;
Bio Density: Standard; Bio Complexity: Advanced; Photikar is world whose prehistory was similar to that
Pop: 22.5 million; Tech: Very Advanced; Cities: Anta’ai of Vreetan but unlike the homeworld it never recovered
(15 million), Kas’ki (6 million); Gov: Vree Conglomerate from its glacial era. Now, life beyond some extremophile
(P8, D1, C8, S9); Orbital Pop: 5,000, Colonies: None, microbes is non-existent; an entire ecosystem lies
Bases: 3 Military, 1 Trade preserved under hundreds of feet of glacial ice, ice
which is exceptionally pure. For this reason, the Vree
Alzeral is a world of brilliant fire at night, due to its have established ice mines on the planet and Photikar
unusual magnetosphere. It is controlled by the Vree and provides the Conglomerate with most of its needed water.
Vree

is their most populous colony. The world is very similar Furthermore, additional operations have uncovered
to Vreetan but somewhat less geologically active. It has greater treasures beneath the ice, including valuable
three large oceans, each cut off from the others by thin mineral and ore resources.
strips of land. The world is somewhat cool, but not frigid,
and has a healthy and widespread ecosystem. The Vree Because of the value of Photikar to the Vree, the mining
are well aware of the value of a world like this, especially bases also serve as fully functional military compounds
to the Humans, and guard it well, often downplaying its and a large garrison fleet patrols the world.
value even as its population swells Resources on Alzeral
are easy to access and the world is hospitable to the Vree,
so the population continues
to soar. The two large
cities of Anta’ai and Kas’ki
are reaching the limits of
growth, and a third major
settlement is planned.

Alzeral also serves as a


military outpost for the
Vree, providing a listening
post on the edges of Earth
Alliance space, as well as
base from which to launch
whatever operations may
be required.

120
Vreetan
System
Star: K5 V; Planets: 3
Terrestrial (1 Hab, 2
Hot), 2 Gas (Cold), 2 Icy
(Cold); Features: Asteroid
Belt (Standard); Jump
Gates: 1; Ownership: Vree
Conglomerate; Threat
Level: Medium; Security
Level: Very High

Vreetan III
Zone: Habitable; Size:
Medium (7,100 miles);
Grav: 0.8g; Moons: None; No Vree dwell in outposts or live alone. There are a small
Atmo: Standard (1.0) Breathable; Geology: Standard; number of remote stations scattered around the world for
Volcanism: Dead; Hydro: Dry (30%); Oceans: 1 Ocean, monitoring and security purposes but there are occupied
3 Seas; Climate: 70F/30V; Bio Density: Standard; Bio only during working shifts; no one dwells in them or
Complexity: Native Intelligence; Pop: 2.3 billion; Tech: near them.
Very Advanced; Cities: Viros Oma (2.3 billion); Gov:
Vree Conglomerate (P8, D1, C8, S9); Orbital Pop: The Vree are organised into guilds, with all functions
10,000, Colonies: None, Bases: 4 Military, 4 Monitor, 1 of society being handled by an appropriate guild, from
Scientific, 1 Trade defence to research to law to trade with other races. Some

Vree
would say this makes them as mercantile as the Brakiri
The homeworld of one of the galaxies more enigmatic but this is not the case; the guilds use the exchange of
races, Vreetan is a planet which has seen much change. payment as a means of setting priorities and determining
An early ecological catastrophe froze the world and drove value, not as a source of personal profit.
the Stone Age Vree underground; thousands of years
later, they emerged to a world utterly different from the The Vree moved into space via their own efforts and there
one in which they had first evolved. However, as has discovered a jump gate left behind by beings unknown.
been demonstrated on other worlds with sapient life; Once they had mastered using it, they met the Abbai
‘Non-intelligent beings adapt to the their environment; and others who would form the League of Non-Aligned
intelligent beings adapt their environment to themselves’. Worlds. They also began exploring nearby systems and
The Vree were and are exceptionally intelligent. have been confirmed as having visited Sol during the
mid–20th century.
Vreetan today is a world mostly restored to its former
glory, a warm but somewhat dry world whose landmasses Aliens are not welcome on Vreetan, except under very
show the scars of ancient glaciation – but not those of special circumstances, such as League meetings. Fewer
war or ecological destruction, perhaps the only major than a dozen Humans have set foot on the surface.
race homeworld to escape both fates. The first Vree war
was also the last – the telepathic Vree could not endure
war with each other. They were also spared the mixture
of greed and desperation which cause most sentient
races to decimate their own homeworld in pursuit of
short-sighted goals. The Vree achieved industrialisation
without excess, a remarkable feat.

The Vree population is entirely contained in a single


complex of cities located in the northern hemisphere.

121
Yolu tenacious ecosystem could tolerate considerable
abuse without meaningful harm.

Theocracy Pa’rl System


Star: K5 V; Planets: 5 Terrestrial (3 Cold, 1 Hab, 1
Kitab System Hot), 2 Gas (Cold), 2 Icy (Cold); Features: Debris;
Star: G5 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), Jump Gates: 1; Ownership: Yolu Theocracy;
2 Gas (Cold), 2 Icy (Cold); Features: None; Jump Threat Level: High; Security Level: Very High
Gates: 1; Ownership: Yolu Theocracy; Threat
Level: High; Security Level: Very High Pa’rl II
Zone: Habitable; Size: Medium (9,000 miles);
Kitab III Grav: 1.1g; Moons: 1 (550 miles); Atmo: Standard
Zone: Habitable; Size: Medium (6,000 miles); (1.1) Breathable; Geology: Standard; Volcanism:
Grav: 0.7g; Moons: 2 (500 & 450 miles); Very Active; Hydro: Wet (75%); Continents: 1
Atmo: Standard (0.9) Breathable (Tainted – Low Large, 1 Small; Climate: 60F/36V; Bio Density:
Oxygen); Geology: Standard; Volcanism: Stable; Standard; Bio Complexity: Native Intelligence;
Hydro: Dry (22%); Oceans: Scattered Lakes; Pop: 2 billion; Tech: Advanced; Cities: I’yla (3
Climate: 90F/18V; Bio Density: Standard; Bio million), Yl’iu (4 million); Gov: Yolu Theocracy
Complexity: Moderate; Pop: 25,000; Tech: (P3, D2, C8, S9); Orbital Pop: 50,000, Colonies:
Advanced; Cities: To’yli (12,000), Klatai (10,000); 2 Major/4 Minor, Bases: 6 Military, 6 Monitor, 1
Gov: Yolu Theocracy (P3, D2, C8, S9); Orbital Scientific, 1 Trade
Pop: 1,000, Colonies: None, Bases: 3 Military
Pa’rl is a harsh world, with most of the water
Yolu

Kitab III was settled early in the Yolu’s starfaring tainted with poisons and ash. Only inland on
history, when they had just begun to leave their the largest continent is there fresh water and the
home system. It was not a promising world but Yolu learned early, as a race, that life was difficult.
neither was it beyond hope. Yolu science was Continual tribal fighting kept pushing the race to
capable of easily building settlements which could the verge of extinction, until, at roughly the Iron
sustain life on the world. Age for the species, a philosopher known as Ilya’yol
rose to offer a new way of life to her species. She
Kitab is a world of muddy swamps during the rainy preached iron discipline and strict self-control
season and baked clay during the dry season and of and these philosophies were embodied in the new
endless barren rock outside of the small wet zone form of conflict resolution she had devised – the
in the south. Life exists here, burrowing into the Mutai. Under the rules of the Mutai, issues were
drying mud during the winter and waiting out the settled between tribes or nations by a contest of
blistering summers. The Yolu like it; the starkness of champions. This philosophy quickly took hold
the sun against the obsidian outcroppings appeals and the Yolu (naming themselves after their
to their sense of discipline and duty. philosophical founder) united, developing rapidly
and looking to space.
Prior to the Dilgar War, Kitab was home to 100,000
Yolu; while the Dilgar did not scour the planet Space, however, came looking for them. It was the
(fearing what the Yolu might do if truly provoked), time of the Shadow War – not that of the 2260s
they did demand a full evacuation. After the Dilgar but the one prior, the war of Valen. The Yolu saw
were driven off, the Yolu returned, but the colony no purpose in this battle and refused to become
has not yet reached its original population. involved. The Shadows could not rouse them to
fight but neither could Valen and his allies. This led
The primary focus of the colony was on mining to a great tragedy, where a race called the Tak’cha,
and industrial development, as the world’s allies of the Minbari, assaulted the Yolu for their

122
failure to help, angering and saddening Valen, Yolu Theocracy (P3, D2, C8, S9); Orbital Pop:
who had of course taught a philosophy directly 1,000, Colonies: None, Bases: 2 Military, 1 Trade
opposed to this. The Yolu retreated to their worlds
and refused to leave again for a thousand years. Trotaka is the second Yolu colony world and it
Empire rose, empires fell. Occasional trading ships is far harsher than Kitab. It is an unstable, high-
did some dealings with the isolated Yolu and the gravity, sweltering world, where the only life forms
tradition of the Mutai left the world, to become a are walking-leaves, ambulatory vines which engulf
popular blood sport among the League worlds. Yolu anything which stands still long enough to be
Mutai masters also left, to bring their knowledge to engulfed, including the Yolu mining complexes
others, but the Yolu as a race stayed locked away, which haul weapon-grade crystals and Quantium–
rebuking attackers and diplomats alike. 40 out of the rough-hewn, blistering ground. Life at
the Klay’ia complex is hard and the fact that families
Until the Dilgar came. The Dilgar did not conquer there can date themselves to first settlers, over
the Yolu homeworld but kept them cowed and 1,000 years ago, says much about Yolu endurance.
frightened. Only when the Earth Alliance and their As with Kitab, the colony was abandoned during
allies pushed the Dilgar back did the Yolu become the Dilgar War but, unlike Kitab, almost all the
aware of how much the galaxy had changed and how original inhabitants have returned. A millennia of
much risk they faced by hiding themselves from it. existence on Trotaka has made Pa’rl an inhospitable
They joined the League and Yolu ambassadors now and alien place and the colonists could barely wait
sit in council on Babylon 5. to re-colonise Trotaka.

The Yolu are governed by their religious leaders, a


group of 15 men and women who have attained
spiritual perfection. Once appointed, rulership is

Yolu
for life.

The Yolu as a species are not cowards but they


do not fight unless they think they have a clear
edge. They often have trouble understanding
other species and can easily be bluffed by shows
of apparent strength, a fact known to many casino
regulars on Babylon 5, who enjoy seeing a Yolu sit
down at the card tables.

Trotaka System
Star: F1 V; Planets: 4 Terrestrial (1 Hab, 3 Hot),
2 Gas (Cold), 1 Icy (Cold); Features: None; Jump
Gates: 1; Ownership: Yolu Theocracy; Threat
Level: Medium; Security Level: High

Trotaka IV
Zone: Habitable; Size: Medium (9,400 miles);
Grav: 1.2g; Moons: None; Atmo: Dense (1.2)
Breathable; Geology: Very Rugged; Volcanism:
Very Active; Hydro: Very Dry (6%); Oceans:
Scattered Lakes; Climate: 120F/42V; Bio Density:
Scarce; Bio Complexity: Moderate; Pop: 15,000;
Tech: Advanced; Cities: Klay’ia (15,000); Gov:

123
Minor were forgiven, if never truly forgotten. The breakthroughs
made in the pursuit of death were turned to exploration
and the Alacans took their first steps into space, where

Systems they encountered the Abbai and began to trade with them
peacefully, including purchasing some outdated weapons
systems – not enough to threaten anyone, just enough to
Alaca System avoid seeming like an easy target to the many predatory
species they now knew existed.
Star: K5 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas
(Cold), 1 Icy (Cold); Features: Debris; Jump Gates:
Unfortunately for them, the Dilgar were not dissuaded by
1; Ownership: Alacan Republic; Threat Level: Low;
ancient laser or missile weapons, nor by a fighting spirit
Security Level: Medium
rekindled from the ashes of peace into a blazing, reborn
fury. The Alacans threw everything they had against
Alaca III [pre–2230] the Dilgar invasion and were slaughtered. As the Earth
Zone: Habitable; Size: Medium (6,500 miles); Grav: Alliance debated joining the Dilgar War, this image was
0.9g; Moons: 1 moonlet (80 miles); Atmo: Standard (0.9) brought up and compared to the Poles in World War II
Breathable; Geology: Flat; Volcanism: Stable; Hydro: riding their horse cavalry against the German blitzkrieg,
Damp (36%); Oceans: 2 Oceans, 3 Seas; Climate: an image of doomed courage. It might not have swung
80F/27V; Bio Density: Standard; Bio Complexity: the vote in itself but it certainly helped.
Native Intelligence; Pop: 2 billion; Tech: Fusion; Cities:
Growor (2 million), Vlaca (1.5 million); Gov: Alacan This did not save the Alacans. Their world was shredded,
Republic (P8, D5, C5, S8); Orbital Pop: 5,000, Colonies: their race all but exterminated. Of the billions who once
1 Major, Bases: 2 Military, 1 Trade
Minor Systems

lived on Alaca, barely 10,000 remain alive, scattered


among a half-dozen tiny outposts, mostly heavily shielded
Alaca III [post–2230] military bases. Even worse, there considerable gender
Zone: Habitable; Size: Medium (6,500 miles); Grav: dimorphism among the Alaca led to the military being
0.9g; Moons: 1 moonlet (80 miles); Atmo: Standard (0.9) overwhelmingly male; less than 10% of the survivors
Breathable; Geology: Flat; Volcanism: Stable; Hydro: were females of breeding age. It is not certain if the
Damp (36%); Oceans: 2 Oceans, 3 Seas; Climate: species has enough genetic diversity to restore itself; nor
82F/28V; Bio Density: Infrequent; Bio Complexity: is it certain the ravaged planet can sustain life for long.
Native Intelligence; Pop: 10,000; Tech: Fusion; Cities: Almost forty years after the Dilgar War, the population is
Saygar Base (2,500); Gov: Alacan Republic (P8, D5, C5, still in decline, with stillbirths and fatal birth defects very
S8); Orbital Pop: None, Colonies: None, Bases: None common, a legacy of radiation and biogenetic weapons.
It is possible that the Interstellar Alliance may find a new,
The galaxy is full of the corpses of worlds. Despite safe homeworld for the few survivors.
the many thriving colonies and homeworlds, there
are countless reminders of how thin the line between Alaca today is a blasted wasteland. The fertile veldt is
survival and extinction can be. Many species can be held burned away. The small seas are choked with ash, the
accountable for their own destruction but many more are same ash which blocks the sun and freezes what plant and
guilty of nothing more than being in the wrong place at animal life remains. The majority of surviving animal life
the wrong time. Such was the case with the Alacans. falls into the ‘rat and roach’ categories; most food species,
animal and plant alike, are extinct.
Alaca III is a slightly dry world, not a desert planet,
but given more to plains and prairie than swamps and
rainforests. Fresh water is still rare enough to be valuable Antra System
and the early Alacans, a race of people best described as Star: G5 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), 4
‘catlike’, warred over it constantly. Warfare led, as it often Gas (3 Cold, 1 Hab), 2 Icy (Cold); Features: Debris;
does, to technological advancement, and, over millennia, Jump Gates: 1; Ownership: None; Threat Level: Low;
the Alacans moved from flint to bronze to iron to Security Level: Open
gunpowder to atoms… and then, unlike many other races,
stopped. Given the prospect of global annihilation… Antra IV
they chose peace. Warring nations set down their arms Zone: Habitable; Size: Medium (7,300 miles); Grav:
and forged treaties. With difficulty, past sins and wrong 1.0g; Moons: None; Atmo: Standard (1.0) Poisonous;

124
Geology: Flat; Volcanism: Active; Hydro: Moist (66%);
Continents: 1 Large, 6 Small; Climate: 40F/33V; Bio
Arisia System
Star: K5 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 2 Gas
Density: Scarce; Bio Complexity: Basic; Pop: None; (Cold), 1 Icy (Cold); Features: Debris; Jump Gates: 1;
Tech: (ruins of ) Fusion; Cities: None; Gov: None; Ownership: None; Threat Level: Low; Security Level:
Orbital Pop: None, Colonies: None, Bases: None Open
Antra is one of the many dead worlds which litter the
rim, marking the coreward end of the ‘death crescent’
Arisia III
Zone: Hot; Size: Large (16,500 miles); Grav: 2.5g;
that terminates at Ikarra. Unlike many of those worlds,
Moons: None; Atmo: Dense (3.0) Corrosive; Geology:
however, the Shadows had nothing to do with the fate
Very Rugged; Volcanism: Very Active; Hydro: None;
of Antra.
Climate: Hot; Bio Density: None; Bio Complexity:
None; Pop: None; Tech: (abandoned) Advanced; Cities:
Antra is a frozen and toxic wasteland of a world, though ice
None; Gov: None; Orbital Pop: None, Colonies: None,
cores show it was once lush and green and, furthermore,
Bases: None
that the shift took place in decades rather than aeons. The
planet once held a squidlike, semi-amphibious (much
Arisia is a hellish and uninhabitable world – twice as
like the Abbai) sentient species which had evolved in
massive as Earth, a dense and instantly toxic atmosphere
the thick jungles and steamy swamps that once defined
and tectonically ‘less stable than a drunken Centauri on
the planet’s landscape. They were at home in the murky,
a rowboat’. It is, however, rich in Quantium–40, which
chemical-laden atmosphere which would char the lungs
is why the Arisia Mining Company built an orbital
of most races. They developed industry and early space
platform and undertook the expense of building mining
travel and began to explore their system. However, they
and processing facilities on the surface.
had accidentally set in motion their own extinction, an

Minor Systems
extinction which might have been prevented if not for
No one lived on the surface; a few dozen people would
two fatal errors.
work in the scattered, mostly automated, mining sites for
brief periods and were then shuttled to orbit where the
Their first was ignoring the fact that their planetary lift
Arisia Mining Company maintained its headquarters. At
systems were breaking down a layer of their atmosphere,
the peak of its operations, the Arisia Mining Company
a layer which kept heat trapped in the planet, warming
maintained 9 facilities on the planet and employed 150
it considerably. When this was discovered, it was
people. It had an active trading post in orbit and would
dismissed, ignored or tabled ‘for further study’. It was
sell Quantium–40 to any legitimate buyer and was often
felt that by the time the consequences became noticeable,
visited by Minbari trading vessels.
alternate technologies could be developed. However, the
breakdown turned out to be exponential, not linear, and
The Arisia Mining Company, owned and operated by the
quickly passed a point of no return.
Coles, was one of the last family-owned companies to do
planetary mining and be able to secure exclusive licence
Their second mistake was to try to find a new home
to unclaimed worlds, a holdout against the rise of the
and, in so doing, to blaze a path to Nochtal. Nochtal was
faceless conglomerates which dominated most industry
habitable to them, one of the few worlds which was, and
in the Earth Alliance. While the Arisia Colony was not a
they were determined to seize it for themselves.
member of the Earth Alliance, the company charter which
secured the rights to mine the world required payments
The Nochtal set aside their internal squabbles and rose, as
of exorbitant taxes back to Earth, leading to some degree
one, to the fight. centuries of underhanded dealings with
of resentment.
the rest of the galaxy had given the world a selection of
doomsday weapons, from burrowing bombs to nanoviral
The Minbari have written volumes on the power of a
plagues, and all were turned on the hapless Antrans.
single individual to change the universe or, in this case,
Their fleet was shredded but the Nochtal did not want a
the fate of a colony. William Cole was a dreamer who
surrender which might only be a prelude to attack. They
abandoned his families mining business to run off and
moved against Antra, the only time their defensive fleet
become a Ranger, and he returned to Arisia to secure
has left the borders of their system, and they cleansed it
a supply of Quantium–40 for the cause. The Shadows
of all life.
found out and the colony was scoured, leaving only one
survivor – Marcus Cole, William’s brother. As of 2262,
Arisia III is abandoned and suspended in a legal limbo,

125
as Marcus Cole has never sold or passed on the mining the Brakiri but with supplied by Human contractors.
rights to the world. Beta 4 is where G’kar went to find the trail of Michael
Garibaldi in 2260.

Beta 4 System
Star: G6 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 3 Gas Bricarn System
(2 Cold, 1 Hot), 1 Icy (Cold); Features: Trade Hub, Star: G5 V; Planets: 5 Terrestrial (3 Cold, 1 Hab, 1
Asteroid Belt (Dense); Jump Gates: 1; Ownership: Beta Hot), 3 Gas (2 Cold, 1 Hot), 1 Icy (Cold); Features:
4 Commerce Guild; Threat Level: Medium; Security Asteroid Belt (Light); Jump Gates: 1; Ownership: None
Level: Medium (technically Bricarin Elders); Threat Level: Low; Security
Level: Low
Beta 4/III
Zone: Habitable; Size: Medium (6,200 miles); Grav: Bricarn III
0.8g; Moons: 2 (400 miles & 350 miles); Atmo: Standard Zone: Hot; Size: Medium (7,100 miles); Grav: 0.9g;
(0.9) Breathable (Tainted – Diseased); Geology: Standard; Moons: 1 (450 miles); Atmo: Standard (1.0) Breathable;
Volcanism: Stable; Hydro: Very Dry (15%); Oceans: 1 Geology: Rugged; Volcanism: Active; Hydro: Damp
Ocean; Climate: 110F/27V; Bio Density: Scarce; Bio (45%); Oceans: 2 Oceans, 3 Seas; Climate: 60F/33V;
Complexity: Moderate; Pop: 16,000; Tech: Advanced; Bio Density: Standard; Bio Complexity: Native
Cities: Trade Base 1 (10,000), Trade Base 2 (4,000); Gov: Intelligence; Pop: 100 million; Tech: Iron Age (some
Beta 4 Commerce Guild (P5, D3, C7, S6); Orbital Pop: Steam Age and Advanced relics); Cities: Vothak (30,000),
500, Colonies: None, Bases: 1 Military, 1 Trade Morkan (25,000); Gov: Elders of Bricarin (P2, D5, C8,
S4); Orbital Pop: None, Colonies: None, Bases: None
Minor Systems

Beta 4 is a sweltering world, given to ‘forests’ of mould


and crawling bugs where the planet is wet and to blasted Bricarn III is a former Centauri colony which was
rocks canyons where it is not. The only ‘wet’ parts are at abandoned some sixty years ago. Physically, the world is
the north pole, where a single polar ocean and a handful slightly dry but habitable, with the northern hemisphere
of tiny lakes plays host to large trading bases. Beta 4 has well-spotted with small ocean and seas and the southern
nothing going for it but location – at the junction of four hemisphere an arid wasteland, except for an area near the
jump routes, it is too convenient not to be inhabited. south pole which blooms once a year when the permafrost
melts to fertile slush and an explosion of colour ripples
The world was claimed by the Centauri originally but across the land. The natives were at the point of early
they had been having considerable difficulty protecting industrialisation when the Centauri found them. The
their trade bases there from constant raider attacks, to the Centauri quickly conquered them and replaced their native
point where, as one noble put it: ‘The problem will soon industrial infrastructure with their own. When they left,
take care of itself; no one will come here to trade and the generations later, they took most of their machines with
raiders will then leave. I do not see why we need to fuss’. In them (having begun to learn harsh lessons about leaving
2253, a consortium of Human and Brakiri businessmen technology behind in the hands of ‘primitives’) and the
approached the Centauri with a deal – they would take Bricarans were left with nothing. Their own native tech
over running the planet. The Republic accepted the offer, was long gone; the advanced technology they could use
as even the meagre fees offered in exchange would be – but not make – was decaying and the infrastructure
better than the current loss they were incurring. needed to begin to restore their old civilisation was
destroyed. This left them in a state of spiralling decay,
Under new management, Beta 4 prospered and it grew rapidly losing what little knowledge they had left.
even more prosperous when the Babylon Station went
online just two jumps down. Rumour that the Humans Today, Bricarn is a world locked in a feudal era but filled
involved in the original proposal had seen the earliest with the ruins of greatness – both the early strides towards
Babylon proposals and took an immense gamble on the industry made by the Bricarn and the useless fragments
project succeeding have remained unproven. left behind by the Centauri. The planetary government,
the Elders of Bricarn (‘Elder’ is a title, not an indication
There are now two main ground-based trading of age), has been trying to maintain control using the
posts, collections of prefab warehouses, cheap hotels, failing remains of the old communications networks but
agricultural domes, brothels and a large orbital trading the breakdown of this system has accelerated recently and
station, accompanied by an orbital garrison managed by large swathes of the planet are out of touch. It is likely that
there will be no planetary government within a decade

126
and the planet will revert to war-torn feudalism, battling Prior to the events of 2261, Coriana was a backwater. The
over the handfuls of old Centauri tech still available. world is roughly technologically equivalent to Earth in
the mid–20th century, having just developed primitive
The Bricarn are a mostly humanoid people, mammalian, nuclear weapons. It was also a world filled with national
distinguished by having three eyes and four-jointed tension, making it appealing to the Shadows. They sent
arms. agents to investigate the various planetary governments
and eventually placed their influence behind the Craniz
Republic, which was already tilting to belligerent
Coriana System expansionism. Though the leaders of that Republic
Star: A3 IV; Planets: 6 Terrestrial (1 Hab, 5 Hot), 2 Gas suspected they were being manipulated, the aid was too
(Cold); Features: None; Jump Gates: 1; Ownership: good to pass up. When the Shadows began landing their
None (technically Bricarin Elders); Threat Level: Low; ships in order to protect them from the Vorlons, a protest
Security Level: Low was made, but the entirety of the Republic air force was
eliminated in a battle lasting under two minutes. The
Coriana VI government of the Republic kept the consequences of the
Zone: Habitable; Size: Medium (8,500 miles); Grav: Shadow landings from their citizens and waited, in terror,
1.0g; Moons: None; Atmo: Standard (1.0) Breathable; for the Vorlons to arrive.
Geology: Standard; Volcanism: Active; Hydro: Wet
(78%); Continents: 1 Large, 4 Small; Climate: 70F/33V; Prior to 2261, Coriana VI has had only the most limited
Bio Density: Standard; Bio Complexity: Native interstellar contact. While a jump gate linked the world
Intelligence; Pop: 6 billion; Tech: Oil Age; Cities: Klon to Janos, it was mostly considered a dead end, the jump
Havel (12 million), Voklan (10 million); Gov: Union of gate itself a relic of earlier starfaring cultures which had
States (P6, D5, C3, S5); Orbital Pop: None, Colonies: used the system as a waystation. It was of little interest to

Minor Systems
None, Bases: None traders or explorers and the inhabitants were too primitive
to be useful allies but too advanced to be easy conquests.
Coriana VI is known as ‘The Birthplace of the Alliance’, A few scouts and probes had scanned the system but that
‘The Graveyard of the Gods’, ‘The Place of Departure’ was all.
and many other titles, none of which have anything to
do with the actual actions taken by the inhabitants of the In 2264, a jump route to Beta 9 was added to the
planet. Much as with other places renowned for being Coriana system and the inhabitants learned of their
the sites of great battles, the fame of Coriana VI is based planet’s accidental role in galactic history, as well as their
entirely on what other people did there. leaders’ role in nearly destroying the world. The resulting
riots were short but effective and the Craniz Republic is
By 2261, the longstanding prohibition against direct effectively defunct. The Union of States, an international
action by the Vorlons and the Shadows had broken down. organisation which had previously held little real
Both races of near-gods were on the warpath, using world- power, has become the de facto voice of Coriana VI in
killing technologies to eliminate anyone with the slightest interplanetary matters.
hint of an alliance with their enemies. By means of a ruse,
Captain Sheridan managed to manoeuvre both sides into
bringing their fleets to the Coriana system, there to face Daltron System
the largest fleet ever assembled in galactic history. Though Star: F1 V; Planets: 7 Terrestrial (3 Hab, 4 Hot), 4 Gas
even that fleet was insufficient to battle the ships of the (Cold), 2 Icy (Cold); Features: None; Jump Gates: 1;
First Ones, it did provide enough time for Sheridan and Ownership: None; Threat Level: Very Low; Security
Delenn, abetted by Lorien, to convince the Vorlons and Level: Low
Shadows that their time was past, that it was time for
them to leave the galaxy and leave the Younger Races to Daltron VII
find their own destiny, free of interference. Zone: Habitable; Size: Medium (6,500 miles); Grav:
1.0g; Moons: 1 (550 miles); Atmo: Standard (1.0)
These events led directly to the formation of the Interstellar Breathable; Geology: Flat; Volcanism: Dead; Hydro:
Alliance and to many of the major historical moments Very Wet (90%); Continents: Supercontinent; Climate:
of the next few decades. As such, beings of all races 80F/27V; Bio Density: Standard; Bio Complexity:
descend on the Coriana system, seeking enlightenment, Advanced; Pop: 5,000; Tech: Fusion; Cities: Daltras
understanding or education. (2,000); Gov: None; Orbital Pop: 100, Colonies: None,
Bases: 1 Trade

127
Daltron VII was sort of an open secret to the rimward/ Dorac VII [pre–2261]
spinward races, a world of surpassing beauty and no Zone: Habitable; Size: Medium (4,500 miles); Grav:
commercial value. It had no minerals to speak of and 0.5g; Moons: None; Atmo: Thin (0.6) Inert; Geology:
the local soil and water were filled with odd chemicals Standard; Volcanism: Dead; Hydro: Dry (6%); Oceans:
making the world useless for agriculture for most races. It Scattered Lakes; Climate: 40F/36V; Bio Density: Scarce;
had some value as a trading post as it joined four worlds Bio Complexity: Simple; Pop: 10,000; Tech: Advanced;
but none of them were especially useful worlds. Cities: Dorac Dome (10,000); Gov: Dorac Provisional
Council (P8, D1, C4, S9); Orbital Pop: None, Colonies:
By unspoken decree, Daltron VII was left alone, left to None, Bases: None
serve as a place of relaxation and quiet business, where
beings in the region could freely meet, unofficially and Dorac VII [post–2261]
unnoticed, to work out what might need to be worked Zone: Habitable; Size: Medium (4,500 miles); Grav:
out. It was a small bit of peace in a region oft-torn by war. 0.5g; Moons: None; Atmo: Thin (0.6) Inert; Geology:
A small town, somewhere between a resort, a trading post Standard; Volcanism: Dead; Hydro: Dry (1%); Oceans:
and an embassy complex, provided services and shelter. Scattered Lakes; Climate: 30F/30V; Bio Density: None;
Traders brought in fresh food and water, since the local Bio Complexity: None; Pop: None; Tech: None; Cities:
supplies were unusable, albeit attractive. None; Gov: None; Orbital Pop: None, Colonies: None,
Bases: None

Dorac VII was offered, in 2258, to a small group of Mars


The Drakh War dissidents who simply wanted total separation from Earth.
The Drakh destroy Daltron VII in 2266, The offer, which included access to a transport vessel,
Minor Systems

because it was there and because they supplies for survival and a promise of total protection
could. They had a planet-killer to test from the Earth Alliance was made by a charming man who
and this was a planet they saw no reason introduced himself only as Mr Morden. The separatists
not to kill. Following its devastation, it were wary but after doing extensive checks, decided his
is a cratered, uninhabitable wasteland, offer was genuine. His price was only that they maintain
the planetary ocean mostly blasted a small monitor post on the world. They did not even
into space. What is left is a polluted have to do anything; they just needed to maintain the
mire. Post–2266, Daltron VII has the equipment and, every so often, adjust the direction of
following stat block: transmission according to instructions.

Daltron VII In 2261, Dorac VII was wiped out by the Vorlon
Zone: Habitable; Size: Medium (6,500 planetkiller as it left Vorlon territory; its last act,
miles); Grav: 1.0g; Moons: 1 (550 unbeknownst to the colonists, was to transmit this fact
miles); Atmo: Thin (0.7) Breathable to Z’ha’dum. The colony was set up as an early warning
(Tainted – Polluted); Geology: Flat; system; if the Vorlons were to act directly, this would be
Volcanism: Dead; Hydro: Very Dry the first world they would strike.
(10%); Continents: Scattered Lakes;
Climate: 60F/27V; Bio Density:
Scarce; Bio Complexity: Basic; Pop: Dura System
None; Tech: (ruins of ) Fusion; Cities: Star: M8 V; Planets: 1 Terrestrial (Cold) [Destroyed
None; Gov: None; Orbital Pop: None, in 2261], 4 Gas (Cold), 3 Icy (Cold); Features: Flares;
Colonies: None, Bases: None Jump Gates: 1; Ownership: Dura Oversight Committee
[None post–2261]; Threat Level: Medium; Security
Level: Open

Dorac System Dura VII [pre–2261]


Zone: Cold; Size: Medium (6,000 miles); Grav: 0.9g;
Star: F5 IV; Planets: 6 Terrestrial (2 Hab, 4 Hot), 4
Moons: 2 (450 & 300 miles); Atmo: Vacuum; Geology:
Gas (Hot), 1 Icy (Cold); Features: None; Jump Gates:
Very Flat; Volcanism: Dead; Hydro: None; Climate:
1; Ownership: Dorac Provisional Council [None post–
Cold; Bio Density: None; Bio Complexity: None; Pop:
2261]; Threat Level: Low; Security Level: Low
50,000; Tech: Fusion; Cities: Dura Ice Mining Facility

128
(30,000); Gov: Dura Oversight Committee (P4, D6, C4, Gov: None; Orbital Pop: 250,000, Colonies: 1 Major
S4); Orbital Pop: 500, Colonies: None, Bases: 1 Trade (Babylon 5), Bases: None

‘There’s always Dura.’ Very little is known about the third world of the Epsilon
system. Once a living world, as evidenced by the oxygen
Thus the saying went among many of the down-and- atmosphere, it showed no signs of even microbial life
out of the galaxy. If things got bad enough, really bad, when scanned and so was seen as a perfect place to build
excruciatingly bad… there was always Dura. A dark, the Babylon stations – no one would want the cold,
frozen world on the fringes of known space, it was the site lifeless world below.
of extensive ice mines under the control of no government
but an ad-hoc oversight committee. There was little pay Since then, it has been discovered that the world is home
and few luxuries but there was always work available, a to the Great Machine, a device of incredible power and
warm sleeping tube and enough food to get by on. The several purposes. Occupying vast cavern complexes
fact that Dura attracted a steady flow of people, year by beneath the surface of Epsilon III, it draws power from the
year, is a statement about the state of the galaxy. Dura was world’s still-active volcanic core, power which it can use
a rough, brutal world, but not a criminal one; if workers to open rifts in time, to peer across space and to broadcast
minded others’ business and did interfere, workers would messages to the galaxy. The Great Machine requires a
be left alone. sentient mind to operate it; it is currently controlled by
Draal, a religious caste Minbari with an unusually jovial
Such a laissez-faire attitude made the world perfect for disposition.
the Shadows. Far from the ice mines, their Drakh agents
had constructed some bases, which they used for various
research projects, occasionally removing some luckless

Minor Systems
miners if they needed subjects for their work. This, in
turn, attracted the Vorlons who, caring nothing for
the fate of the miners, obliterated the world in 2261.
Nothing but a small debris field maks its existence.

Epsilon Eridani
System
Star: K2 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1
Hot), 2 Gas (Cold), 4 Icy (Cold); Features: None;
Jump Gates: 1; Ownership: Earth Alliance; Threat
Level: Medium; Security Level: Very High

Caveat: While security around Babylon 5 is high,


the station periodically finds itself in the midst of a
shooting war. Further, ships of hostile forces often meet
when both sides seek to take advantage of the station’s
neutrality. As a consequence, the Threat Level has been
raised to reflect these brief, but very dangerous, periods
of violence. During normal operation, the Threat Level
should be considered Low.

Epsilon Eridani III Gamma 7/V


Zone: Habitable; Size: Medium (9,900 miles); Grav: Source: IPX/marford/ex.205
1.0g; Moons: None; Atmo: Thin (0.8) Breathable; Grade: Omega/Omega
Geology: Very Rugged; Volcanism: Stable; Hydro:
Notes: Lst rpt
Dry (15%); Oceans: 1 Ocean; Climate: Cold; Bio
Density: None; Bio Complexity: None; Pop: 11; Agt tmtd (Nn)
Tech: First One; Cities: The Great Machine (11);

129
In addition to Draal, the Great Machine is inhabited
by the family Zathras, of whom very little is known,
Gigmos System
Star: G5 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 3 Gas
save that no one ever listens to Zathras. Zathras is told (Cold), 3 Icy (Cold); Features: Debris; Jump Gates: 1;
to do, so Zathras does. A sad life. In 2260, one Zathras Ownership: None; Threat Level: Low; Security Level:
leaves the Great Machine and accompanies Sinclair back Open
through time. Sinclair’s life after this event is very well
documented but no one asks about Zathras. Zathras is
not sad. Zathras does not expect any better.
Gigmos III
Zone: Habitable; Size: Medium (8,100 miles); Grav: 1.1g;
Moons: 1 (400 miles); Atmo: Standard (1.0) Breathable
Gamma 7 System (Tainted – Diseased); Geology: Standard; Volcanism:
Star: K5 V; Planets: 3 Terrestrial (1 Cold, 1 Hab, 1 Active; Hydro: Wet (80%); Continents: 2 Large, 3
Hot), 2 Gas (Cold), 2 Icy (Cold); Features: Asteroid Belt Small; Climate: 80F/30V; Bio Density: Standard; Bio
(Standard), Flares; Jump Gates: 1; Ownership: Gamma Complexity: Very Advanced; Pop: 40,000; Tech: (ruins
7 Mining Syndicate; Threat Level: Medium; Security of ) Oil Age; Cities: None; Gov: None; Orbital Pop:
Level: Low None, Colonies: None, Bases: None

Gigmos is a charted but little-explored world, near to


Gamma 7/V
Moradi space. It has a functioning jump gate which is
Zone: Cold; Size: Medium (10,100 miles); Grav: 1.2g;
falling into disrepair but it is a ‘dead end’ world, with
Moons: 2 (300 & 250 miles); Atmo: Dense (1.4)
no major or minor jump-routes leading out-system. The
Poisonous; Geology: Rugged; Volcanism: Very Active;
planet has not been subject to intensive investigation, as
Hydro: None; Climate: Cold; Bio Density: None;
high levels of background radiation make it a poor choice
Minor Systems

Bio Complexity: None; Pop: 40,000; Tech: Advanced;


for settlement and preliminary spectrographic readings
Cities: Alpha Mine (3,000), Beta Mine (2,300); Ak-
show few resources of value.
Habil Centre (2,000); Gov: Gamma 7 Mining Syndicate
(P7, D5, C5, S4); Orbital Pop: 1,500, Colonies: None,
The world itself is a wasteland. A flyover will reveal the
Bases: 1 Military, 2 Trade
ruins of large cities, thousands of miles of dead and barren
forests and lifeless oceans slowly eroding the shorelines.
‘So much blood over so many rocks.’ — Minbari historian
Everywhere, there are signs of a world once lush, fallen
Molann commenting on the history of Gamma 7
fallow and dead.
Gamma 7/V is a neutral world located near Brakiri, Gaim,
Technologically, there is little to indicate what could have
Narn and Descari space and it has seen a tremendous
caused such destruction. The Gig were a humanoid race
amount of conflict for such a hellhole of a planet. A
who had reached the point of early space exploration,
lifeless wasteland which is generally lethally cold, except
having managed to reach the nearer of their two moons.
near the perpetual volcanoes which churn out burning
This turned out to be their undoing, as their landing at a
ash and gouts of lava, Gamma 7/V would be ignored by
site which optical telescopes revealed as showing signs of
all nearby races, save for the fact that it is rich in just
artificial construction brought back something they were
about everything other than life. Heavy metals, light
not meant to know.
metals, minerals, Quantium–40, exotic gasses – almost
any inorganic material can be found in quantity on this
The Drakh had a base on that moon during the Shadow
world. The Centauri had claimed it for a long time, and
War a thousand years ago and had left supplies behind. One
established, by dint of tragic empirical experimentation,
such was a viral generation system, capable of analysing
where the safest zones to build mines were located. When
biology and producing a lethal plague. However, the
they pulled back, the world became a war zone, as one
long years had damaged the system; rather than targeting
race after another tried to lay claim to it and failed. In the
the dominant sentient life, as it was programmed to, it
aftermath of the Dilgar War, Gamma 7/V was claimed
unleashed a swarm of lethal plagues, attacking every part
by the miners themselves, who managed to form a strong
of the planetary ecosystem. A month after it had been
syndicate to administer the wealth of the planet. The
returned to Gigmos and unintentionally activated, the
other races in the region saw this as a way to cease fighting
first plagues began. The resulting panic, riots and civil war
over the world without losing face. The one ‘non-union’
destroyed most of the infrastructure of the world, leaving
shop on Gamma 7/V is the Brakiri Ak-Habil Mining
it in ruins as the plagues continued to work, mutating
Complex.
and modifying themselves. Eventually, they destroyed

130
enough of the links in the chains of life that there was wholly subjective. Every individual contains minor
a total ecological collapse; the world is now dead. Some mutations and deviations – it is how species evolve, after
spore, seeds and the like are the only remnants of life. all. Without some level of variation, there is nothing but
rapid extinction. The weapons eliminated the invaders
Visitors to Gigmos who forgo bacteriological filtering and then turned on their creators, finding no one on
mechanisms are likely to inhale some of the dormant virii; Ikarra which met their programmed ideal of ‘purity’.
how likely they are to be affected is based on biological
similarity to the Gig. The viral spores will re-activate 1d4 This happened a long time ago and the world is considered
days after entering a living host. Resisting the plague ‘picked clean’. The processes of natural decay have worn
requires a Fortitude save; the DC is 18 for Minbari, 15 down many of the ruins and returned much of the planet
for Narn and 10 for Brakiri. No other known race is to a state of nature. The atmosphere is unusually low
susceptible. Once contracted, the plague will inflict 1d2 in oxygen, making breathing masks a requirement for
points of Strength and Constitution damage per day until extended exploration but it can be breathed for short
death. There is no simple cure; the virus alters itself in periods without ill effect – apply the hypoxia rules (see
response to vaccines or other treatments. Finding a cure page 194) after 1/2 hour of normal activity or ten minutes
is a DC 30 Medical check and requires at least a week of of vigorous activity.
work and samples from the infected patient, along with a
fully-equipped MedLab. Despite this reputation of ‘nothing there’, IPX sent an
expedition there in 2258, apparently knowing exactly
The plague maker itself is still on the moon, temporarily where to look for bioweapons which countless other
inert. While the medical facilities of advanced worlds scavengers had managed to miss. It is very likely they were
can probably contain and stop the plagues it produces, sent there via information leaked to them by Shadow
primitive worlds could be wiped out in months. At this agents, given the location of Ikarra near to Z’ha’dum. The

Minor Systems
point the existence of the device is unknown. endless cycles of invasion which the Ikarrans faced, and
their development of organic weapons, stem from their
unfortunate proximity to Shadow worlds. The Shadows
Ikarra System believed the race had tremendous potential and so,
Star: F8 V; Planets: 7 Terrestrial (2 Hab, 5 Hot), 4 Gas following their dictum of growth through conflict, kept
(Cold), 2 Icy (Cold); Features: Asteroid Belt (Very pounding at them (primarily through proxies) over and
Dense), Oort Cloud; Jump Gates: 1; Ownership: None; over, while at the same time giving them enough hints
Threat Level: Medium; Security Level: Open and aid to enable them to fight back. The Ikarrans finally
did so, and took the Shadow doctrine of conflict to its
Ikarra VII logical conclusion, dying in a war of ‘all against all’. The
Zone: Habitable; Size: Medium (7,160 miles); Grav: Shadows, naturally, took this as meaning one more weak
0.9g; Moons: 1 (1,000 miles); Atmo: Standard (0.9) race removed from the galaxy.
Breathable (Tainted – Low Oxygen); Geology: Standard;
Volcanism: Active; Hydro: Wet (77%); Continents: 2 Ikarra is a warm world but one with relatively little plant
Large, 2 Small; Climate: 80F/30V; Bio Density: Scarce; life. Its animal life is widespread and advanced and has
Bio Complexity: Advanced; Pop: None; Tech: (ruins evolved to use the oxygen-poor air with astounding
of ) Advanced; Cities: None; Gov: None; Orbital Pop: efficiency. The world might theoretically make a viable
None, Colonies: None, Bases: None colony for a race which could either adapt to the
atmosphere or terraform the world but its remote location
Ikarra VII is a dead world, one of far too many which fill and the taint of holding a dead race – not to mention the
the galaxy. The Ikarrans were regular victims of invasion, spectre of still-lurking bioweapons – makes it unappealing
their homeworld attacked a half-dozen times, with each so long as there are other worlds to settle. No one wishes
attempted conquest being more and more destructive. As to set up camp in the shadow of Z’ha’dum.
with the Narn (and many other races), their reaction to
the threat of subjugation was to fight back, as brutally Despite the fact the world is unlikely to be colonised,
as possible. To this end, they created techno-organic following the awakening of the Ikarran bioweapon on
warriors, lethal and unstoppable, imprinted with the brain Babylon 5, many different groups have begun to speculate
patterns of a leading scientist and coded to exterminate all that there may be other such devices present and, heedless
those who were not ‘pure Ikarran’. They felt this would of the obvious danger to themselves or the lesson the fate
keep the bioweapons from being tricked or confused. of the Ikarrans should have taught them, have begun
Unfortunately, they did not consider that ‘purity’ is new exploration of the planet. This has led the system to

131
become somewhat dangerous to travel, as various heavily man came from the sky wearing brown and bearing words
armed forces with few ethical limitations wish to make of hope. Their pleas had been heard, he said, and they
sure no one else can find something of value first. Raiders, would be protected.
in turn, have begun to lurk in the system’s asteroid belt,
hoping to capture any ship leaving with a valuable cargo. In 2262, one of the earliest acts of the nascent Interstellar
Alliance was to put a stop to the Drazi raids on Imphili
and to use these raids to shame the Drazi – and the
Imphil System other races of the Alliance – to agree to a Declaration of
Star: G5 V; Planets: 4 Terrestrial (1 Cold, 2 Hab, 1 Hot), Principles, by showing that no race lacked the blood of
2 Gas (Cold), 1 Icy (Cold); Features: None; Jump Gates: the helpless on their hands. The Imphili system is now
1; Ownership: Imphili Nations (protected by the ISA); routinely patrolled by the Interstellar Alliance.
Threat Level: Medium; Security Level: Open

Imphil III Janos System


Zone: Habitable; Size: Medium (7,800 miles); Grav: Star: F4 V; Planets: 5 Terrestrial (1 Hab, 4 Hot), 4 Gas
0.9g; Moons: None; Atmo: Standard (1.0) Breathable; (2 Cold, 2 Hot), 1 Icy (Cold); Features: None [pre–2251
Geology: Standard; Volcanism: Stable; Hydro: Wet Raider Haven]; Jump Gates: 1; Ownership: None
(75%); Continents: 2 Large, 4 Small; Climate: 80F/18V; (technically split between Gaim & Markab); Threat
Bio Density: Abundant; Bio Complexity: Native Level: Medium; Security Level: Open
Intelligence; Pop: 500 million; Tech: Steam Age; Cities:
Valipheen (100,000), Lovial (90,000); Gov: Multiple Janos VII [pre–2251]
Nations; Orbital Pop: None, Colonies: None, Bases: Zone: Habitable; Size: Medium (8,600 miles); Grav:
Minor Systems

None 1.0g; Moons: 1 (1,000 miles); Atmo: Standard (1.0)


Breathable; Geology: Standard; Volcanism: Very Active;
Imphil III is a lovely world, a world of green valleys, Hydro: Wet (88%); Continents: 6 Small; Climate:
tall mountains, broad and turbulent seas, lush jungles 80F/15V; Bio Density: Very Abundant; Bio Complexity:
and arid deserts. It is a world which, like many others, Very Advanced; Pop: 8,000; Tech: Advanced; Cities:
eventually gave rise to self-aware life, humanoids who Fortress L’gra (4,000); Gov: Raider Concord (P6, D2, C1,
looked to the stars, wondered and dreamed. These beings, S6); Orbital Pop: None, Colonies: None, Bases: None
in turn, found that while they were still dreaming of the
stars, other races walked among them like gods. Janos VII [post–2251]
Zone: Habitable; Size: Medium (8,600 miles); Grav:
In this case, the gods – or demons – were the Drazi, who 1.0g; Moons: 1 (1,000 miles); Atmo: Standard (1.0)
found the peaceful farming world of Imphil, a world Breathable; Geology: Standard; Volcanism: Very Active;
where the most advanced of the dozens of small nations Hydro: Wet (88%); Continents: 6 Small; Climate:
had just mastered the steam powered locomotive and the 80F/15V; Bio Density: Very Abundant; Bio Complexity:
telegraph, to be perfect as a place to work out aggressions Very Advanced; Pop: None [100 post–2261]; Tech:
and seize food, without the difficult bother of conquering Advanced; Cities: None [Lurfa Colony (100) post–
the planet and appointing a governor. The Drazi simply 2261]; Gov: None; Orbital Pop: None, Colonies: None,
raided the world on a regular basis, attacking first this Bases: None
nation, then that one, demanding large ‘taxes’ of food in
return for ‘protecting’ the world from all the evil races Janos VII is a neutral world located between Gaim and
out there. The Imphili learned of the cannibalistic Narn, Markab space. It bears signs of colonisation by both
the indescribably cruel Centauri and the oozing, squishy- powers, however, neither has any official claim to the
skinned Humans. Next to these horrors, the occasional world any longer. The twin colony sites, separated by a
Drazi raid was almost acceptable. thousand miles and a century of time, are both overgrown
and ruined.
Almost. The Imphili were primitive, not stupid, and the
Drazi were not the only ones to find the world. Traders Janos VII is a hell world, a planet astoundingly hostile to
sometimes came by, offering to bargain rather than take. life. It is a world of predatory life, virulent plagues and
They provided more information on the larger universe climactic extremes. It is an ancient world and life on it has
and the Imphili began to learn. They managed to barter had a very long time to evolve.
for a tachyon transmitter and sent a cry for help on a
frequency they were given and, to their amazement, a

132
The planet is fairly wet but not overwhelmingly so, with home have settled in the relatively placid sub-polar region
few deserts. Twisted scrublands cover the cooler poles, to attempt to establish a farming community. It remains
blossoming into thick forests and then into jungle and to be seen how well this works.
swamp. The seas are mostly shallow and teem with all
manner of creatures, many of whom are surprisingly
good at surviving out of water. The leaping shark, the K064
montgolfier jellyfish and the spitting manta are among Star: M4 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2
the many creatures responsible for the deaths of those Hot), 2 Gas (Cold), 2 Icy (Cold); Features: None; Jump
who felt being in a boat would keep them safe from Gates: 1; Ownership: None (secretly Drakh); Threat
oceangoing predators. Level: Low (Very High); Security Level: Very High

Even the deserts, few as they are, teem with life. Many K064/III
of the desert animals are liquivores, who will kill prey Zone: Habitable; Size: Medium (7,600 miles); Grav: 1.0g;
and then liquefy it with powerful enzymes, drinking the Moons: None; Atmo: Thin (0.6) Poisonous; Geology:
entirety of the body other than the bones. The desert Standard; Volcanism: Very Active; Hydro: Very Dry
plants secrete fast-acting poisons which kill those who (5%); Oceans: Scattered Lakes; Climate: 40F/33V; Bio
try to eat them; the bodies then become fertiliser for the Density: Scarce; Bio Complexity: Simple; Pop: None;
plants. Tech: None; Cities: None; Gov: None; Orbital Pop:
None, Colonies: None, Bases: None
In the year 2251, Janos VII became a sort of gathering
place for a variety of criminals. Raiders, renegade Dilgar A world so obscure it does not even have a name, just
and others managed to form a rough truce, similar to that a system designation in the Centauri catalogues. These
of the pirates of Port Royal. They seized control of an dismissed it as worthless and preliminary scans by other

Minor Systems
old Drazi fortress and, with better technology than the explorers showed this description to be accurate. It
Drazi had been able to bring to bear, managed to secure is a wasted world of burned and barren rock, with no
it against the native life. From this base, they were able discernible resources, no life beyond the microscopic and
to strike at many targets, especially worlds of the Earth a foetid, foul atmosphere. The system itself is equally
Alliance whose defences had been weakened during the devoid of value.
recent Earth-Minbari War. Rumours that a few renegades
of the Warrior Caste, angered at how the war turned out, The Drakh War
had been funnelling supplies to Janos VII were never So long as ships seem fooled by the ‘nothing
confirmed. EarthGov was determined to not permit any here’ appearance of K064, the system can be seen
sign of weakness, lest some other race decide to exploit as having a Low Threat Level. The Drakh do not
it in a more direct manner and so ordered a strike force wish to call attention to the system by destroying
to Janos VII, commanded by General Richard Franklin. ships. However, if a ship seems to be aware of
Because EarthGov wanted intelligence on the raiders the value of this world, it will be destroyed with
and their allies, ‘nuke them from orbit’ was rejected as a impunity
strategy; a difficult and vicious ground battle was required.
Captain Jeffrey Sinclair was among those involved; he In 2266, however, the true importance of this
was providing low-orbit cover when his Starfury was shot remote world became know, at least to a few.
down by the fortress’ defences. He was very fortunate to It conceals a massive jump gate leading to a
survive the landing and ensuing encounter with a grylok secret Shadow base, Xha’dum. The Shadows had
and was able to rejoin the Earth forces. The battle for this base as a ‘back up’, in case Z’ha’dum was
the fortress was brutal, with nearly as many troops lost to destroyed; they left the galaxy without using it
the local wildlife as to the enemy’s guns, but in the end but the Drakh knew of it and manipulated the
the fortress was seized and the very public trials of the Centauri into uncovering the gate. The base is
raiders served to dissuade others from trying the Earth capable of manufacturing almost any Shadow
Alliance’s defences, as well as showing the weakness of technology, including the planetkilling death
‘pirate kingdoms’. General Franklin added ‘scourge of clouds.
Janos VII’ to his already impressive resume.
Those exploring the world prior to this and
In 2262, an attempt was made to civilise Janos VII yet without Shadow permission or authorisation,
again. Protected by a sonic dome and a variety of other will find nothing of value or note; those who
technologies, a small group of colonists looking for a

133
remain longer than a few days will find themselves to win their place in the larger galaxy and were gifted with
stalked and killed by the Drakh, who defend the jump gate technology and a target – Ikarra.
world for their Shadow masters.
Ikarra had already faced three invasions; this was the
fourth. In many ways, Kandar was nothing more than
Kandar System another hammer beating the sword of Ikarra; the Ikarrans
Star: G4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 4 Gas had always been one of the Shadows’ favourite races. This
(Cold), 1 Icy (Cold); Features: None; Jump Gates: 1; fourth invasion was met with new weapons, biological
Ownership: None; Threat Level: Low; Security Level: ones. The invaders were torn apart by a dozen plagues,
Open each one agonising and virulent. The survivors, fleeing
home, took the plagues with them. While the Kandarrans
Kandar III had mastered much of war, their medical knowledge was
Zone: Habitable; Size: Medium (8,700 miles); Grav: poor, limited primarily to dealing with wartime injuries
1.0g; Moons: 2 (800 & 600 miles); Atmo: Standard and simple infections. A year after the fleet had moved
(0.9) Breathable; Geology: Standard; Volcanism: Stable; to Ikarra, Kandar was dead. The bones of the world
Hydro: Dry (25%); Oceans: Scattered Lakes; Climate: have been picked clean since then and nothing remains
90F/18V; Bio Density: Standard; Bio Complexity: Very but outlines of cities. Rumours that there are caches of
Advanced; Pop: None; Tech: (ruins of ) Advanced; Cities: Shadow technology still hidden in obscure places, such
None; Gov: None; Orbital Pop: None, Colonies: None, as the twisting canyons near the south pole, have never
Bases: None borne fruit.

Some worlds destroy themselves directly; others are


Kazomi System
Minor Systems

destroyed by the actions of others; in some cases, it is


both. Kandar III was a harsh but habitable world near the Star: G4 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 3 Gas
Rim, located two jumps from Z’ha’dum, which turned (Cold), 3 Icy (Cold); Features: Dark Companion; Jump
out to be its ultimate downfall. Gates: 1; Ownership: Kazomi Colonial Board; Threat
Level: Medium; Security Level: Low
A thousand years ago, Kandarran civilisation was
flourishing. A strong, disciplined people, the Kandarrans Kazomi III
took lessons from the desert wastelands of their world. Zone: Habitable; Size: Medium (8,600 miles); Grav:
They believed in endurance, focus and principles. In 1.1g; Moons: 1 (400 miles); Atmo: Standard (1.0)
many ways, they would have been perfect disciples of the Breathable; Geology: Rugged; Volcanism: Stable; Hydro:
Vorlons… but the Shadows had been with them from the Dry (34%); Oceans: 1 Ocean, 2 Seas; Climate: 80F/39V;
beginning. Bio Density: Infrequent; Bio Complexity: Moderate;
Pop: 12,000; Tech: Steam Age (with some Advanced);
Kandarran civilisation was based around the oasis, with Cities: Kazomi Colony (4,000), Lakemeet (3,000); Gov:
each major watering hole or small lake claimed by a tribe. Kazomi Colonial Board (P8, D3, C4, S6); Orbital Pop:
During their early history, the tribes would respect each None, Colonies: None, Bases: None
other’s territory and often trade with each other, running
caravans across the forbidding wastes. Shadow influence Kazomi III is one of the newest worlds settled by the Earth
whispered dreams of Empire, however, and peaceful Alliance, with the first colony ships landing there in 2257.
coexistence fell to bloody war, with one tribe ultimately Dangerously situated between the Torta Regency and
seizing dominion over the planet. This took centuries, of the Ch’lon Hunting Grounds, the colony plays on both
course, and when the last independent state fell, it was to species’ fear of reprisal from Earth, even though Kazomi
nuclear missiles, not the hand-thrown spears which had III is not considered a member of the Earth Alliance.
initiated the long climb to unity.
Kazomi III is a rough, harsh world, with the potential
The Shadows played a large role in the social for greatness, a potential which will have to be forced
development of the Kandarrans, guiding them from early out of the rough and unforgiving land. Even in the most
industrialisation into spaceflight and subtly turning them lush regions (the ‘Three Lakes’ area of the planet), life is
xenophobic and hostile by sending the occasional small sparse and only the tough survive. Small wonder, then,
alien fleet into their system to probe their defences. A that Kazomi was settled by a mixed bag of colonists who
thousand years ago, the Kandarrans were deemed ready yearned for a chance to pit themselves against a world and
tame it. The impetus to settle Kazomi came from it being

134
a world where life was hard, but where the environment just because they had silly ideas, as long as they were not
was not inherently lethal, where the colonists could live spreading them around locally – which they no longer
and work in the open air. While the colony craft supplies were.
power and many high-tech conveniences, local industry is
still very low-tech and likely to remain so; the colonists are Korel is a cold world and the Koulani renegades were
bootstrappers and do not want prefab factories dumped joined only by a longing for a different lifestyle. They were
on them. This strong independent streak is part of what not selected for special skills or knowledge; the colony is
led them to accept refugees during the Vorlon rampages; a mishmash of intellectuals, the young, the old and the
they had little patience for bullies or anyone else who slightly mad. Survival is hard and philosophical disputes
tried to force others to obey, making them also strongly continually undermine long-term planning. A single bad
opposed to the Clark regime. harvest or unexpected event could doom the colony.

Korel System Krich System


Star: K6 V; Planets: 2 Terrestrial (2 Hab, 1 Hot), 3 Gas Star: K4 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 3 Gas
(1 Cold, 1 Hab), 1 Icy (Cold); Features: None; Jump (Cold), 2 Icy (Cold); Features: Asteroid Belt (Dense),
Gates: 1; Ownership: Koulani Renegades; Threat Level: Oort Cloud; Jump Gates: 1; Ownership: None; Threat
Medium; Security Level: Low Level: Low; Security Level: Open

Korel IV Krich II
Zone: Habitable; Size: Medium (6,100 miles); Grav: Zone: Habitable; Size: Medium (8,600 miles); Grav: 1.0g;
0.8g; Moons: 2 (300 & 200 miles); Atmo: Standard Moons: 1 (700 miles); Atmo: Standard (1.0) Breathable;
(1.0) Breathable; Geology: Standard; Volcanism: Stable; Geology: Standard; Volcanism: Stable; Hydro: Wet

Minor Systems
Hydro: Dry (20%); Oceans: 1 Ocean, 1 Sea; Climate: (85%); Continents: 2 Large, 4 Small; Climate: 70F/30V;
60F/39V; Bio Density: Standard; Bio Complexity: Bio Density: Standard; Bio Complexity: Very Advanced;
Moderate; Pop: 8,000; Tech: Fusion; Cities: Okalain Pop: None; Tech: (ruins of Fusion); Cities: None; Gov:
(8,000); Gov: Koulani Renegades (P4, D4, C6, S7); None; Orbital Pop: None, Colonies: None, Bases: None
Orbital Pop: None, Colonies: None, Bases: None
Strings of dead worlds line the Rim, testaments to the
No species is uniform. There are humble Centauri, ability of intelligence to destroy itself. Krich is one such.
generous Brakiri and even hedonistic Minbari. The The Krich system is connected only to Daltron and has
Koulani also breed renegades, individuals who have more few visitors. Krich is a verdant world, one which would
concept of empathy than is typical for the race. When the be considered suitable for colonisation were it not for its
Koulani moved into space, they encountered many new remote location. There are lush jungles covering most of
worlds and new ideas; most of the populace found nothing the planet’s land surface, so lush, in fact, that detailed scans
in them worth bothering with but a small minority of are needed to realise they have engulfed the remnants of a
xenophiles took to the strange and alien concepts and an thriving civilisation.
underground movement began. Some Koulani attempted
to mimic mammalian parenting techniques, keeping their 1,500 years ago, the Krich reached out from their world
own eggs separate from the communal nests and raising and discovered an abandoned jump gate at the rim of their
the hatchlings themselves; others attempted to inculcate system. A clever people, they deduced the principles of its
in themselves concepts of empathy and altruism, with operation and learned the protocols needed to activate it.
varying degrees of success. These various groups had little They sent ships to nearby worlds and were on the brink of
in common except a dissatisfaction with Koulani life becoming a minor, but solid, spacefaring power.
and an interest in alien philosophies but they also had in
common persecution and oppression. In 2150, a ragtag Unfortunately for the Krich, they moved too fast. A small,
collection of such dissidents stole a transport vessel and but vocal, anti-expansionist minority began to drum up
made for the uninhabited world of Korel. fear among the populace. The fear that reaching out into
space would attract powerful enemies – someone, after
The Koulani could not be bothered to retrieve such a small all, built the jump gate – played well. Furthermore, the
number of colonists, especially when a coded electronic first true colony ship built suffered a catastrophic engine
signal sent after launch transferred twice the value of the failure when entering the jump gate; it exploded just after
stolen ship into the account of the owners. Koulani self- entry into hyperspace, killing all aboard. This shocked the
interest meant there was no reason to hunt people down

135
pro-expansionist factions and opened the door to a major agile; their brains, which had to process a wide range of
power gain by the isolationists. sounds and signals to enable the species to work together,
became larger and more complex. Sapience came, and
This would have been a temporary setback, save that with it, tool-making and advancement. The Krish spread
the anti-space movement was motivated primarily by across their world but never lost their communal nature
religious concerns. Once in power, they began to impose a or love of each other’s company. A solitary Krish might
theocratic regime which was unacceptable to the majority. not literally die from loneliness but it would often wish
Civil war ensued and the resulting nuclear exchanges it were dead.
devastated the world. A chain reaction of ecological
damage wiped the remaining Krich out within a century. Ancient instincts gave the Krish a love of the air and
The world recovered but sentient life is vanished. they developed flying technologies early in their history,
building gliders and hot air balloons and ornithopters
Krich has little to offer the xenoarcheologist but it can before moving to propellers, jets and rockets. They moved
provide shelter for those seeking a place to hide. Many to orbit and then to the other worlds of their system and
of the smaller cities were spared the nuclear exchange then to the jump gate which seemed to have been placed
and while they have fallen into ruin since the death of there by a benevolent god. Their ships had no weapons
the population, there are many sections suitable for – none. They had a history without war; they knew that
surreptitious habitation. Traffickers in obscure art and animals preyed on each other but the Krish did not.
cultural relics may find Krich art to have a small market.
They became friends with the Mitoc, who were less naïve
but not hostile and the Vree, who bore them no ill-will…
Krish System and then they met the Dilgar. The slaughter was brief and
Star: G4 V; Planets: 3 Terrestrial (2 Hab, 1 Hot), 2 Gas
Minor Systems

total. The entire world of Krish was scoured from pole


(Cold); Features: None; Jump Gates: 1; Ownership: to pole. Several captured Dilgar reported that the word
Krishtoc Alliance; Threat Level: Low; Security Level: ‘Krish’ had begun to be used as slang for ‘target’; ‘attacking
Medium Krish’ was a Dilgar idiom translated to ‘shooting fish in
a barrel’.
Krish II
Zone: Habitable; Size: Medium (6,000 miles); Grav: The few Krish who survived were those who were on scout
0.8g; Moons: None; Atmo: Standard (1.1) Breathable fleets and managed to avoid the slaughter. They found the
(Tainted – Radioactive); Geology: Standard; Volcanism: few surviving Mitoc and both races returned to Krish, the
Stable; Hydro: Wet (65%); Continents: 1 Large, 4 slightly-less-ravaged of their two worlds, to try to rebuild
Small; Climate: 80F/33V; Bio Density: Scarce; Bio both the world and their respective peoples. As far as most
Complexity: Native Intelligence; Pop: 6,000 Krish/4,000 of the galaxy is concerned, both races are dead.
Mitoc; Tech: Fusion; Cities: Place of Rebirth (10,000);
Gov: Krishtoc Alliance (P8, D4, C3, S9); Orbital Pop:
100, Colonies: None, Bases: 1 Trade Kokkar System
Star: G6 V; Planets: 4 Terrestrial (2 Hab, 2 Hot), 3 Gas
The Krish are often used as iconic victims, perfect (Cold), 1 Icy (Cold); Features: None; Jump Gates: 1;
examples of the evil of the Dilgar. The fate of the Krish is Ownership: Centaurum Kokkar; Threat Level: Low;
mentioned as a justification for almost any war, sometimes Security Level: Medium
with merit, sometimes without.
Kokkar IV
Krish was a world where evolution followed a surprisingly Zone: Habitable; Size: Medium (8,000 miles); Grav:
similar course to that of Earth, save for one thing – the 0.9g; Moons: None; Atmo: Standard (1.0) Breathable;
mammals never rose. Following the end of Krish’s ‘age of Geology: Standard; Volcanism: Very Active; Hydro: Wet
reptiles’, it was avian species who took over most niches, (65%); Continents: 2 Large, 2 Small; Climate: 40F/39V;
leaving mammals as egg-layers. One species, flightless Bio Density: Standard; Bio Complexity: Advanced;
seed-eaters who dwelled in communal nests, found that Pop: 120,000; Tech: Industrial Age (with some Very
their gift for co-operation and communication gave them Advanced); Cities: Korkaro (20,000), Morian (18,000);
an edge over the many predators who would devour Gov: Centaurum Kokkar (P4, D3, C6, S8); Orbital Pop:
them. Their forewings, adapted to pull down branches None, Colonies: None, Bases: None
to enable them to grab fruit, became more and more

136
At one point, the mighty Centauri Republic stretched the one noble house to remain in full strength. House
across almost a fourth of what is called the known galaxy; Denalano was a minor House on Centauri centuries ago
today, it is but a fraction of that size. While many former but that branch of the family was wiped out due to poor
worlds of the Republic were simply abandoned, a few choices in politics and gambling.
hung on, hoping for a return of the glory days or because
they were far too populous to move. One such world is The only export Kokkar has is agriculture. Several fruits
Kokkar. in the valley have narcotic properties for Drazi and
occasionally traders will stop buy to pick some up, usually
Kokkar was settled almost 200 years ago and the Centauri bringing in electronics and industrial components.
population expanded rapidly. While the planet is mostly Without this trickle of trade, Kokkar would fall back to a
encrusted with glaciers and permafrost, a long volcanic pre-industrial state inside of a decade; with it, the decline
belt provide a region of substantial warmth. In this long is likely to take a generation.
valley, Centauri settlements were planted and they began
to grow. The people of Kokkar were loyal, served the
Emperor well, as diligent in their duty as any Centauri Krindar System
could reasonably be expected to be… and were told, a Star: F9 V; Planets: 4 Terrestrial (Hot), 2 Gas (1 Cold, 1
century ago, that they were no longer part of the Republic. Hab), 3 Icy (Cold); Features: Asteroid Belt (Dense), Dark
Technically, they were classified as ‘Remote Protectorate’, Companion; Jump Gates: 1; Ownership: Krindarren
a term usually applied to low-tech worlds the Centauri did Alliance; Threat Level: Low; Security Level: Very High
not wish to govern directly but also wanted an excuse to
defend if some other race tried to claim them. The official Krindar V-Alpha (Greater Krindar)
order simply noted that if ‘circumstances should change Zone: Habitable; Size: Medium (4,000 miles); Grav:
to permit it’, the borders of the Republic would once 0.9g; Atmo: Standard (0.9) Breathable; Geology:

Minor Systems
again expand to engulf Kokkar but, for now, they were Standard; Volcanism: Active; Hydro: Wet (70%);
expected to conduct themselves in a manner befitting the Continents: Supercontinent; Climate: 50F/33V; Bio
Centauri. Density: Standard; Bio Complexity: Native Intelligence;
Pop: 1.8 billion; Tech: Fusion; Cities: Gru’grandim (4
Many on Kokkar were quite content to simply leave, million), Karindarn (3 million); Gov: Krindarren Alliance
most especially the nobility. The commoners though, and (P8, D4, C5, S8); Orbital Pop: 5,000, Colonies: 1 Major,
a small percentage of the nobles, were attached to their Bases: 2 Monitor, 1 Trade
homes and lives and they were determined to survive, as
part of the Republic or not. Greater Krindar is one of two habitable moons orbiting
Krindar V (known locally as Grakindar, or ‘World Father’).
Today, Kokkar is a world struggling to hold on. They It is a large, cold but eminently habitable moon. The
have few trade goods and so have to rely on what they can equatorial regions are ice-free year-round and a variety of
make locally. Bit by bit, high-tech equipment is failing hardy plants have adapted to growing in the permafrost.
and what remains is being held together primarily by The ‘frozen jungles’ of Greater Krindar, hundreds of
prayers to the Great Maker. The Kokkarians have tapped thousands of square miles of twisting thornbushes (some
into a reserve of determination which most Centauri of which grow to three dozen feet high) is a mildly popular
have long abandoned and are either holding or learning attraction for xenobotanists who do not mind a long trek
to do without. Ancient skills, long forgotten, are coming off the beaten path. During the brief summer season, the
to the fore. Kokkarians are re-mastering metalworking, forests explode with colour. The flowering time is very
carpentry, primitive agriculture – everything needed to short – a week or two, Earth time – but spectacular.
survive. The few offworlders who visit Kokkar are amazed
but also begin to understand how the Centauri built an The Krindar system is home to a minor race, known to
empire in the first place. On Kokkar, the ancient Centauri the rest of the galaxy as Krindarren. They are a squat,
pride and unwillingness to admit defeat, no matter what, heavy-set race, covered with thick fur. Surrounded on all
is apparent. sides by more advanced species, including the Tikar, the
Torta and the Ch’lon, they have never had an opportunity
With most of the nobility gone, Kokkar has adopted a to build an empire and their moon has little to offer. A
more democratic system of government. There are no few half-hearted attempts at conquest by their neighbours
slaves anymore and most decisions are accomplished were roundly rebuffed; the Krindarren are not warlike
through the Centaurum Kokkar, though the titular head but are very good and resolute fighters. Given the general
of government is always the Patriarch of House Denalano,

137
poverty of the moon, they were left alone, contained and Lesser Krindar was the first Krindarren colony. For nine
mostly forgotten. months (Terran time), it is a moon of frozen seas broken
by countless sharp-peaked mountains – it resembles ‘a flat
They are not without the urge to expand and explore plane of white, pierced continually by shafts of obsidian’,
that infects so many sentient beings, however, and denied in the words of a visiting Brakiri. For a single month,
an empire beyond their system, they have engaged in though, a combination of axial tilt, tidal heat from Krindar
considerable settling within it. Their greatest colony is V and nearness to the system’s sun produce a dramatic
Lesser Krindar (a slight mistranslation; to their language, shift. The seas crack open, the solid sheets of ice fragment
the moon is ‘Second Krindar’). and melt and horrendous winds spring up, turning the
planet into a tempest. Despite this, life has evolved here
Greater Krindar is ruled by the Krindarren Alliance of and the Krindarren have settled, with large underwater
Republics, a loose planetary union similar to the Earth colonies located throughout the moon. During the long
Alliance in many ways. Each of the dozen Krindarren cold, they are connected to the surface by tubes which
Republics maintains control over its internal affairs but pierce the ice and lead to landing platforms on the largest
the Alliance Council serves to speak for the planet. It was islands; during storm season, the colonists are protected
this council which, by a narrow vote, declared both Lesser from the tempests by the depths. Few shuttles will risk
and Greater Krindar to be open to refugees from the landing through the perennial hurricanes during these
Vorlon planet-killer in 2261. This was an act of courage times and surface installations tend to be scoured clean,
and calculation. Courage, in that worlds accepting the leading to a period of effective blackout.
fleeing populaces were both likely targets of the Vorlons
and risked the economic and political danger of a flood of As one might guess, Lesser Krindar attracts fairly
alien refugees; calculating in that such an action brought idiosyncratic colonists. Scientists often arrive as transients,
Minor Systems

Krindar to the attention of the forces of Sheridan. The to study the fascinating ecosystem which has evolved to
Krindarren are big and slow moving – but not stupid. survive the planet’s climactic shifts but the permanent
They saw a great future for Sheridan and his allies and inhabitants (drawn from most of the Krindarren republics)
took a chance on moving to his side in the expanding war. are a much more random lot, an odd mix of artistic types
It paid off. By 2263, Krindar was in the process of joining who value the isolation, far below the moon’s surface, and
the Interstellar Alliance. more ‘rugged’ sorts, who spend more of their time up on
the surface during the frozen months, in sprawling (albeit
Krindar is eager for any income and welcomes what few temporary) camps and landing ports and who sit out the
visitors may come. The two largest Republics, Grandim time trapped below in ill humour.
and Mrkanir, both have ‘Cultural Centres’ which are set
up to handle offworlders. Further, both Republics now While Lesser Krindar accepted refugees during the
have active (if small) ‘xenotowns’, inhabited by a few Shadow War, none chose to stay once the war ended;
thousand refugees of various species who either had no some migrated to Greater Krindar.
world to go home to or decided to remain on Krindar for
various reasons once the Shadow War was over.
L–213
Krindar V-Theta (Lesser Krindar) Star: G4 V; Planets: 1 Terrestrial (Hab); Features:
Zone: Habitable; Size: Medium (3,500 miles); Grav: Asteroid Belt (Dense), Debris, Flares; Jump Gates: 1;
0.9g; Atmo: Standard (0.9) Breathable; Geology: Very Ownership: None; Threat Level: High; Security Level:
Rugged; Volcanism: Active; Hydro: Very Wet (99%); Open
Continents: Island Chains; Climate: 20F/42V; Bio
Density: Infrequent; Bio Complexity: Moderate; Pop: L–213/I
10,000; Tech: Fusion; Cities: Morkrin (6,000), Gramkirn Zone: Habitable; Size: Medium (8,500 miles); Grav:
(2,000); Gov: Krindarren Alliance (P8, D4, C5, S8); 1.1g; Moons: 1 (200 miles); Atmo: Vacuum; Geology:
Orbital Pop: 500, Colonies: None, Bases: 1 Monitor Very Rugged; Volcanism: Very Active; Hydro: None;
Climate: 50F/60V; Bio Density: None; Bio Complexity:
Lesser Krindar (more properly translated as ‘Second None; Pop: None; Tech: (rumours of ) First One; Cities:
Krindar’ but the name has stuck throughout the larger None; Gov: None; Orbital Pop: None, Colonies: None,
galaxy) is a moon with a very dynamic climate. As with Bases: None
Greater Krindar, it is a moon of the gas giant Krindar V.
‘Go here if you wish to die.’

138
This is the only entry for L–213 in the legendarily million); Gov: Mitoc Consortium (P8, D6, C4, S7);
completist Minbari Archives. L–213 is a cursed world. Orbital Pop: 15,000, Colonies: 2 Major/2 Minor, Bases: :
Long distance scans show the outlines of continents and 1 Military, 2 Monitor, 1 Trade
dead seas and patterns of ruin which seem to be those
of large cities. The entire world has been blasted into Mitoc II [post–2230]
ruin, however, with the ecosystem completely and totally Zone: Habitable; Size: Medium (6,200 miles); Grav:
destroyed. At least, that is current speculation; no ships 0.7g; Moons: 2 (1,200 & 800 miles); Atmo: Standard
which land on L–213 to take samples return. Humans, (1.0) Poisonous; Geology: Standard; Volcanism: Stable;
Narn, Drazi, Centauri, Minbari… none of them can Hydro: Dry (5%); Oceans: Scattered Lakes; Climate:
make a dent on this planet. 75F/28V; Bio Density: Scarce; Bio Complexity: Basic;
Pop: None; Tech: (ruins of ) Fusion; Cities: None; Gov:
Telepaths who approach L–213 begin to get headaches None; Orbital Pop: None, Colonies: None, Bases: None
as soon as the craft they are on exits hyperspace. After
an hour in the system, all telepathic abilities cease The Dilgar, it is said, turned half the galaxy into a
functioning, as the telepath’s mind is overwhelmed with graveyard. If this is so, Mitoc is one more tombstone.
mental static. After two hours, the telepath begins to
suffer brain haemorrhages, taking 1 point of damage per Mitoc was, prior to the Dilgar, a cool but arboreal world,
hour until dead or until the telepath has left the system. with a low gravity that allowed the trees in its many forests
No medical treatment can stop or reverse this while to reach prodigious heights. It sports no vast oceans,
in-system; one doctor noted it was akin to ‘microscale but countless small seas and lakes, distributed evenly
telekinesis suddenly manifesting in the brain, tearing it over the surface of the world, leaving few deserts. Mitoc
apart from within’. is not dense with metals but neither does it lack them

Minor Systems
completely; enough existed that technology and industry
Ships which remain in the system begin suffering random could develop. The polar caps are large, especially the
and unexplained breakdowns. Each day, a random system southern cap, leaving most life to the equatorial regions
will suffer a critical of random severity, continuing until and the northern hemisphere.
the ship leaves or is destroyed. No universally-accepted
explanation for this phenomenon has been found. Today, it is a cinder, a burned and shattered ruin which
holds almost no multicellular life, except for a few hardy
Mitoc System insects. Even those are likely to perish as the ecosystem
continues to collapse.
Star: M4 VI; Planets: 4
Terrestrial (2 Cold, 2 Hab).
3 Gas (Cold), 3 Icy (Cold);
Features: None; Jump Gates: 1;
Ownership: Mitoc Consortium
[None post–2230]; Threat
Level: Low [Very Low post–
2230]; Security Level: High
[Open post–2230]

Mitoc II [pre–2230]
Zone: Habitable; Size: Medium
(6,200 miles); Grav: 0.7g;
Moons: 2 (1,200 & 800
miles); Atmo: Standard (1.0)
Breathable; Geology: Standard;
Volcanism: Stable; Hydro:
Damp (45%); Oceans: 8 Seas;
Climate: 70F/27V; Bio Density: Mitoc II
Standard; Bio Complexity: Source: IPX/Kyven/px.49
Native Intelligence; Pop: 2.4 Grade: Omega/Tau
billion; Tech: Fusion; Cities:
Vallitoc (4 million), Bokole (3

139
The sentient race which evolved on Mitoc is primarily Nacambad III
tree-dwelling, with many individuals bragging their feet Zone: Habitable; Size: Medium (8,400 miles); Grav:
had never touched the ground. The Mitoc have been 1.0g; Moons: 1 (1,000 miles); Atmo: Standard (1.0)
described as ‘opossumlike’ and this is true in a rough sense. Breathable; Geology: Flat; Volcanism: Active; Hydro:
Four feet high, with long, prehensile, tails and a marsupial Very Dry (1%); Oceans: Scattered Lakes; Climate:
reproductive system, they do bear a certain resemblance 90F/33V; Bio Density: Scarce; Bio Complexity: Simple;
to the terrestrial opossum. They have a somewhat flatter Pop: 2,000; Tech: Fusion; Cities: Oshan (2,000); Gov:
face, however, and a much larger braincase relative to Nacambad Colony (P8, D1, C8, S9); Orbital Pop: None,
their body. They are quick of body and mind and, while Colonies: None, Bases: None
not hostile, they are suitably cautious. Males and females
are very similar to outsiders; the race has very little sexual Nacambad III is a barely habitable but unclaimed world
dimorphism and both males and females have pouches; nestled precariously between the Vree and the Kor-Lyan,
whether it is the father or the mother who carries the both of whom often patrol the system looking for signs
children from birth until they are ready to leave the pouch of incursion by the other. It was during one such mutual
is determined by the parents as a private matter. game of ‘chicken’ in 2250 that they noticed new energy
signatures coming from the third planet.
Mitoc society and government is centred on family. The
complete lineage of each Mitoc could be determined by Orbital scans showed that an Earth Alliance transport had
another based on scent; this caused it to be possible for the either landed or crashed on the planet. The Vree, eager
Mitoc to build social structures based on hugely extended to curry some favour with the Humans, sent down a
families, with a single ‘line’ encompassing thousands rescue party, only to find the inhabitants were very happy
of individuals. Each such ‘uber-family’ determined a to be on the sand-strewn plains and had no intention of
Minor Systems

spokesman via their own means, be they democratic, leaving. Followers of a religious sect, they wanted a world
random lot or contests of skill or intelligence, and the where they could live according to their own laws and
collective of spokesmen formed a planetary congress. dogma, and selected one which no one else was likely to
During their earlier days, ‘family’ and ‘nation’ became one want. The sect practised extreme asceticism, the denial
and the same. The Mitoc were not free of wars but they of almost all bodily urges, with special dispensation for
were closer to feuds than national battles, albeit no less essential acts of reproduction.
vicious in tone.
While planning to monitor the world for any signs of
Their first forays into space caused them to gain friends weapons construction, listening posts or other such
but they knew: ‘Where a friend sits on one branch, a things, both the Vree and the Kor-Lyan felt leaving the
hunter may sit on another!’. They began to prepare their crazy Humans alone would not harm them and would
defences but these plans were barely underway when the give each of them an excuse to act if the other side chose
Dilgar came. Their small fleet fled to hyperspace, hoping to increase operations in-system.
to return to strike back at the invaders. When they did
so, though, they found their world surrounded by a fleet In 2260, the colonists of Nacambad opened their doors
bombarding the planet into ruin. In days, the work of to refugees fleeing the Vorlon planetkiller, provided such
two billion years of evolution was undone and a verdant refugees agreed to follow all of the colony’s very strict
world was burned black and lifeless. rules. A small number agreed to this, though all left once
it was safe to do so, even those with nowhere else to go.
The Mitoc fleet, now holding the entire population
of the race, fled to Descari space, where they were
uncharacteristically sheltered. After the Dilgar War, with Nochtal System
their homeworld gone, the Mitoc survivors took up Star: M4 VI; Planets: 2 Terrestrial (1 Hab, 1 Hot);
residence on Krish. Features: None; Jump Gates: 1; Ownership: Nochtal;
Threat Level: Medium; Security Level: Very High

Nacambad System Nochtal II


Star: G5 V; Planets: 4 Terrestrial (1 Cold, 1 Hab, 2 Zone: Habitable; Size: Medium (8,200 miles); Grav: 1.0g;
Hot), 2 Gas (Cold); Features: None; Jump Gates: 1; Moons: 1 (600 miles); Atmo: Dense (1.3) Poisonous;
Ownership: Nacambad Colony; Threat Level: Medium; Geology: Standard; Volcanism: Very Active; Hydro:
Security Level: Medium Very Wet (95%); Continents: Island Chains; Climate:

140
90F/27V; Bio Density: Abundant; Bio Complexity: their world and have managed to funnel enough wealth
Native Intelligence; Pop: 1.5 billion; Tech: Fusion (with and resources to Nochtal to construct a small but effective
some Advanced); Cities: Trochar (4 million), Kratale (3 defence fleet. They do not seek extensive contact with
million); Gov: Nochtal (P5, D9, C1, S4); Orbital Pop: other races and simply tell all passing through their system
None, Colonies: None, Bases: None to avoid their world. This does not take much; few races
wish to risk picking up a shape-changing hitchhiker and
‘I have never before seen a people who so hated their live, the Nochtal have little to offer in trade.
and yet, who clung to them so strongly.’ — Sh’la Malenn,
Minbari xenoanthropologist The desire to protect their own kind is about the only
common desire the Nochtal have; beyond that, they
Nochtal is a world of small island chains and shallow seas, are a bitter, squabbling people. That they managed to
churned by volcanic eruptions which have turned the attain the native industry needed to exploit what their
air into an unbreathable miasma of gasses. Unbreathable agents brought back from the stars is a tribute to their
to most of the galaxies races, that is – the Nochtal’la are overwhelming survival instinct.
quite happy on their world. It is, perhaps, the only thing
they are ever happy about.
Praxis System
The Nochtal are widely considered to be the most Star: G5 V; Planets: 6 Terrestrial (1 Cold, 1 Hab, 4 Hot),
unhappy race in the galaxy, a not inconsiderable feat 3 Gas (Cold), 2 Icy (Cold); Features: Raider Haven;
when one considers the amount of misery which exists. Jump Gates: 1; Ownership: Praxis Guild; Threat Level:
Xenobiologists have found the race has the neurological Very High; Security Level: Low
desire for happiness but lacks the capacity to feel it.
Nonetheless, they have the same urges to survive, Praxis IX

Minor Systems
reproduce and expand as any other sentient species. This Zone: Cold; Size: Medium (8,300 miles); Grav: 1.0g;
paradox has prompted some to theorise that their fate was Moons: 1 (600 miles); Atmo: Dense(1.5) Poisonous;
forced upon them, possibly as a punishment for some Geology: Standard; Volcanism: Dead; Hydro: None;
crime against one of the First Ones. Climate: Cold; Bio Density: None; Bio Complexity:
None; Pop: 25,000; Tech: Advanced; Cities: Praxis
The Nochtal have one unique gift which seems to Dome (25,000); Gov: Praxis Guild (P2, D9, C2, S2);
counterbalance their racial misery; they are shapeshifters, Orbital Pop: None, Colonies: None, Bases: None
the only sentient ones known in the galaxy. Contrary
to myth (and the horrid tri-vid ‘The Chameleon The Praxis Colony has its origins in a long-vanished race
Conspiracy’, produced under the auspices of the Clarke which established a mining dome on the surface of this
Administration’s Ministry of Truth), this process is not poisonous world and then abandoned it. The dome, still
instantaneous. A sample of genetic material allows the functional, was found by Centauri renegades two centuries
Nochtal to form a cocoon and rebuild himself into an ago, who seized and expand the base. Since then, the
exact duplicate of the individual from whom the material world has become a semi-secret criminal hideout, a place
came, even to the point of changing mass by up to 10%. where the professional scum of the galaxy can congregate.
This process takes 1d4 days. The primitive Nochtal used Every vice, mentionable and unmentionable, is practised
it for hunting purposes but after they attained sentience, and paid for here. Drugs, prostitution, slavery and worse
it began to be used for other purposes. When the Minbari occur with regularity. Only its distance – and the fact every
landed on Nochtal, they did not realise they had taken government has some need for the services available here
a Nochtal aboard with them when their scout ship left; – keep it from being wiped off the map. The destruction
the hidden spy was eventually found out and returned of the raider base on Janos VII only made Praxis more
to his world but by then, the Nochtal knew about the prosperous, as it was widely seen as being secure due to
stars. When a Centauri ship found them decades later, distance.
they were ready.
Entry into the Praxis dome is managed via several external
Quite secretly, the Nochtal have infiltrated much of gates which are locked with one of several security codes;
galactic society, never as rulers or power-brokers, but these codes are passed around the underworld like a
always hiding in the shadows. Their racial depression treasure. The codes are, perhaps foolishly, changed only
keeps their ambitions small and petty but they include rarely; old codes are often found to work. Michael
the protection of their world and their people. They have Garibaldi once commented that if criminals followed
stolen all manner of weapons systems to use in defending

141
standard password security protocols, his job would be a while the first harvests were sparse, there was no famine
whole lot harder. and, after a few years, the colony attained stability.

The Minbari found the colony, sent down a fighter


Quadrant 15 squadron to blast the central fusion core of the colon ship
Star: K5 V; Planets: 4 Terrestrial (2 Cold, 1 Hab, 1 Hot), to molten slag and left again, seeing no other threat to be
1 Gas (Cold), 1 Icy (Cold); Features: Dark Companion, dealt with. The fusion core was not being used; it was in
Raider Haven; Jump Gates: 1; Ownership: People’s standby mode in case of emergency. The destruction was
Council of New Promise; Threat Level: Medium; more devastation for the thousand or so people killed than
Security Level: Low for any loss of power. When a rescue team from Earth, led
by Minbari records of ‘military targets destroyed’, arrived
Quadrant 15/II and told them what had happened, the colonists were
Zone: Habitable; Size: Medium (7,100 miles); Grav: 0.9g; furious at Earth for ‘bringing your wars to us’ and offered
Moons: 1 (300 miles); Atmo: Standard(1.05) Breathable; a statement of ‘solidarity with the Minbari in grievance
Geology: Very Flat; Volcanism: Dead; Hydro: Moist for the loss of your great leader at the blood-stained hands
(65%); Continents: Supercontinent; Climate: 70F/33V; of humanity’.
Bio Density: Standard; Bio Complexity: Moderate;
Pop: 10,000; Tech: Steam Age (with some Advanced); Quadrant 15 today remains happily isolated. Traders who
Cities: New Promise (10,000); Gov: People’s Council try to land there are politely but firmly told to leave. Both
(P9, D8, C3, S7); Orbital Pop: None, Colonies: None, the Earth Alliance and the Minbari Federation have let
Bases: None the other local powers know Quadrant 15 is not open for
colonisation. This has not stopped several raider factions
Minor Systems

Quadrant 15 was charted by Earth in the early 22nd from using the far side of the continent for a base. The
century, noted and forgotten. A slightly small, slightly cool colonists suspect something is occurring there, due to the
and very flat world, it showed no rich mineral deposits occasional overflights, but they lack the ability to cross the
and, while it had a reasonably developed ecosphere, cost continent to find out what. The raiders, for the most part,
analysis showed it would take two centuries of exports leave the colony alone – it has nothing worth stealing and
before the world could repay the cost of colonisation. they know an open attack could bring EarthForce down
Furthermore, there were violent distortions in local on their heads.
hyperspace, making travel riskier than it might otherwise
be. With so many better worlds available for colonisation
closer to home, there was little reason to develop it. Regula System
Star: G5 V; Planets: 4 Terrestrial (2 Hab, 2 Hot), 1 Gas
But, as the Brakiri know, there is nothing which someone (Cold), 1 Icy (Cold); Features: Asteroid Belt (Light);
will not find valuable. In the late 2240s, as Earth was Jump Gates: 1; Ownership: Centauri Republic/Earth
focused on the Dilgar, a group of political dissidents, Alliance; Threat Level: Low; Security Level: Low
similar to those which settled Regula, purchased a transport
ship and set out for the unclaimed world. Ardent pacifists Regula IV
and agrarian anarchists, the increasingly militant stance of Zone: Habitable; Size: Medium (6,780 miles); Grav: 1.0g;
the Earth Alliance and the focus on expansionism greatly Moons: 1 (800 miles); Atmo: Standard(1.0) Breathable;
troubled them. To them, the Dilgar War was simply Geology: Standard; Volcanism: Stable; Hydro: Wet
another trumped-up excuse for military adventurism, the (79%); Continents: 2 Large; Climate: 90F/33V; Bio
tales of atrocities just wartime propaganda. They wanted Density: Abundant; Bio Complexity: Advanced; Pop:
no part of the ‘Earth Empire’ and so fled. 15,000; Tech: Iron Age (with some Advanced); Cities:
Regula Colony (15,000); Gov: Regulan Council (P8,
Quadrant 15/II was their target world. The sole continent, D2, C3, S9); Orbital Pop: None, Colonies: None, Bases:
a virtually endless flat expanse, offered soil fertile enough None
to support a small farming colony and nothing else of
value anyone would want. They landed their colony ship The Regula system is nestled between Earth Alliance and
and began disassembling it for the raw materials needed to Centauri space and is somewhat claimed by both sides.
survive. Idealists, but not idiots, their numbers included The Centauri have vacated the world but have not fully
skilled farmers and biologists, who were capable of dealing relinquished all claim to it; the Earth Alliance claims it
with the expected unexpected problems, so that even but has not yet officially begun colonisation, pending
settlement with the Centauri. Neither side is in much of a

142
rush to get things done, possibly because Regula can be a more out of pride at this point. A treaty gives both races
useful bargaining chip in other negotiations. joint ownership of the world, but forbids ‘permanent’
colonisation until one side or other cedes control. The
Despite this, Regula is home to small and unusual Human term ‘permanent’ has become something of a word of art,
colony, a Luddite enclave which settled the world in an as no definition has yet satisfied both sides.
effort to free themselves from the corrupting influence
of technology. Arrangements were made with a trader ‘What is permanent in this universe? The stars? No, they
to deposit the colonists and their pre-industrial tools on flare and die, in time. Life? No, all living things must
the world; there are no colony vessels on-planet. There is perish, according to their span. Existence itself? No, not
sporadic contact with the greater galaxy via traders who even that, for even the simplest particles will eventually
occasionally stop by to trade a few vital supplies such as decay! So I say to you our colony is not permanent,
medicine for the handcrafted goods the colony produces for nothing truly can be!’ (Ambassador G’kar, 2258,
but there is no regular trade. Such visits occur only responding to claims by the League that the Narn were in
once every few years and the locals endure, rather than violation of the Roth Accords.)
welcome, them.

The world itself is one which is currently habitable Sector 49


but whose environment was degraded by centuries of Star: M2 VI; Planets: 1 Terrestrial (Cold); Features:
Centauri exploitation. Mild radioactivity taints the air None; Jump Gates: 1; Ownership: Earth Alliance;
(the Regula colony is situated so as to be protected from Threat Level: Medium; Security Level: Medium [Very
the worst of it) and the planet is prone to extreme swings High 2259 to 2261]
of temperature over the course of its year.
Sector 49/I

Minor Systems
Zone: Cold; Size: Small (1,500 miles); Grav: 0.25g;
Roth System Moons: None; Atmo: Standard (0.9) Breathable;
Star: G3 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 1 Gas Geology: Rugged; Volcanism: Dead; Hydro: None;
(Cold), 1 Icy (Cold); Features: Asteroid Belt (Light); Climate: Cold; Bio Density: None; Bio Complexity:
Jump Gates: 1; Ownership: Hyach Gerontocracy/Narn None; Pop: None; Tech: Advanced; Cities: None; Gov:
Regime; Threat Level: High; Security Level: Very High Earth Alliance (P7, D4, C5, S8) [2259 to 2261: P4, D8,
C9, S4]; Orbital Pop: 1,000, Colonies: None, Bases: 1
Roth III Military
Zone: Habitable; Size: Medium (7,200 miles); Grav:
1.0g; Moons: None; Atmo: Standard (0.9) Breathable; Sector 49 contains a jump gate and a single frozen rock.
Geology: Very Flat; Volcanism: Dead; Hydro: Damp Stellar archaeology indicates that, long ago, the central sun
(32%); Oceans: 2 Oceans; Climate: 80F/39V; Bio of the system had expanded to red giant stage, devouring
Density: Infrequent; Bio Complexity: Moderate; Pop: the inner worlds. The sole remaining world was, and still
15,000 Narn/25,000 Hyach; Tech: Advanced; Cities: is, very far from the sun.
K’lohn (12,000 Narn), Lachi (10,000 Hyach); Gov:
Hyach Gerontocracy(P3, D2, C7, S8)/Narn Regime (P3, Despite the lack of anything of value, Sector 49 is on
D6, C6, S5); Orbital Pop: 2,000 Hyach/1,000 Narn, a direct jump route from the Earth Alliance to Epsilon
Colonies: None, Bases: 2 Military (Hyach) & 2 Military Eridani and thus to most of the galaxy. Prior to the
(Narn) Babylon Project, Sector 49 was claimed as an Earth
Alliance military base, a way to monitor traffic which
Roth would make someone a major colony world someday, might be coming in from the Epsilon system. Being
once ownership is settled. The original inhabitants of this stationed at the lone base in the system is generally seen as
dryish, but habitable, world were Abbai of an isolationist a ‘dull but safe’ detail; so dull, in fact, that few individuals
religious sect who wanted nothing to do with the League are stationed here for longer than six months.
and all that it implied, so they settled on a world no Abbai
would ever want. They were wiped out by the Dilgar and During the Clark era, after the secession of Babylon 5, the
the Abbai relinquished all claim to the world. When the garrison in Sector 49 was greatly expanded but only after
dust of the Dilgar War settled, both the Hyach and the Clark first attempted to frame Babylon 5 for an attack on
Narn laid claim to the world, and each set down bases to the existing garrison.
prove their point. The skies over Roth have occasionally
flared with battles, but neither side is giving an inch,

143
Sector 83 Shandukan’s popularity has seen it grow to its current
population in a fairly recent population explosion. It
Sector 83 contains nothing but an anomalous asteroid
field. There is speculation that a rogue planet was shattered is now one of the primary centres of commerce in the
in this sector, long ago. Clearly, something existed here, as coreward regions and continues to grow.
a jump gate – an unusual, five-pronged gate, the only one
of its kind known – was built here.
Sin’talith System
Star: K5 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 2 Gas
Sector 83 was the site of one of the first strikes against the
(1 Cold, 1 Hot), 3 Icy (Cold); Features: None; Jump
Shadows, when the White Star fleet ambushed them as
Gates: 1; Ownership: League of Non-Aligned Worlds;
they were preparing to slaughter a horde of refugee ships.
Threat Level: Low; Security Level: High
It was, perhaps, this fact which caused Captain Sheridan
to select this area as the site of his ‘attack on nothing’,
which triggered fear among the League worlds of an Sin’talith III
‘invisible enemy’. Zone: Habitable; Size: Medium (7,500 miles); Grav:
0.9g; Moons: None; Atmo: Standard (0.9) Poisonous;
Geology: Standard; Volcanism: Stable; Hydro: Very Dry
Shandukan System (6%); Oceans: 1 Ocean; Climate: 40F/18V; Bio Density:
Star: G5 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 1 Gas Infrequent; Bio Complexity: Basic; Pop: None; Tech:
(Cold), 1 Icy (Cold); Features: Raider Haven, Trade Hub; Advanced; Cities: None; Gov: League of Non-Aligned
Jump Gates: 1; Ownership: Shandukan Trader’s Guild; Worlds (P8, D9, C5, S6); Orbital Pop: 100, Colonies:
Threat Level: Low; Security Level: High None, Bases: 1 Military, 1 Scientific
Minor Systems

Shandukan II Sin’talith is an inhospitable world in a strategic location.


Zone: Habitable; Size: Medium (6,400 miles); Grav: The Descari had claimed it as a colony world, going so
0.8g; Moons: None; Atmo: Thin (0.8) Breathable; far as to set up a dome and make a pretence at mining
Geology: Flat; Volcanism: Stable; Hydro: Moist (51%); operations; the Gaim drove them from it, then retreated.
Continents: Supercontinent; Climate: 50F/33V; Bio Several other races have made claims for it but, ultimately,
Density: Infrequent; Bio Complexity: Moderate; it was decided that control would be shared among the
Pop: 15,000; Tech: Advanced; Cities: Port Shandukan League worlds, with a single military outpost run in
(10,000); Gov: Shandukan Trader’s Guild (P4, D3, C2, rotation. The Sin’talith base serves to monitor traffic
S7); Orbital Pop: 100, Colonies: None, Bases: 1 Trade through the system and report back to the League.

‘Location, location, location.’ The atmosphere of Sin’talith consists mostly of methane


and carbon monoxide. Despite this, life has appeared,
Shandukan was a barely habitable world playing host to sporting an extremely alien biochemistry. A scientific base,
a few dozen isolated hermits in personal survival domes also shared by the League, was built in 2256 to conduct
until the birth of the Interstellar Alliance. The jump route research for mutual gain, with the findings published
opened from Shandukan to Lumati space provided access to all League worlds simultaneously. So far, no major
to the Lumati, the Antareans and the Golians and the route breakthroughs have occurred, but such shared projects are
to Jux Prime connected the Centauri Republic, as well. A rare and even a minor one is an important step towards
world easily accessible by no fewer than four starfaring interspecies co-operation.
races was a prime location for trade and a consortium of
free traders, corporate representatives and others secured
the world and declared it open for business.
Soom System
Star: F5 V; Planets: 5 Terrestrial (2 Hab, 3 Hot), 1 Gas
(Cold), 2 Icy (Cold); Features: Asteroid Belt (Light);
Prior to 2262, Shandukan was officially claimed by the
Jump Gates: 1; Ownership: None; Threat Level: Low;
Centauri but they did not enforce this claim and anyone
Security Level: Open [Very High pre–2261]
could land there. Raiders often used the system as a
hiding place or a rest & refuelling stop and many of the
‘hermits’ were former raider captains marooned there by Soom V [pre–2261]
their crews Zone: Habitable; Size: Medium (7,780 miles); Grav:
1.0g; Moons: 1 (800 miles); Atmo: Standard (1.0)
Breathable; Geology: Standard; Volcanism: Stable;
Hydro: Wet (79%); Continents: 3 Large; Climate:

144
70F/33V; Bio Density: Abundant; Bio Complexity: Soom was also the lair of the Technomage Elric and his
Native Intelligence; Pop: 400 million; Tech: Iron Age apprentice Galen. This fact ultimately led to great disaster;
(with very little Fusion and Advanced); Cities: Tain in 2261, a Shadow fleet scoured the planet, killing most
(40,000), Drel (35,000); Gov: Non-unified; Orbital of the population, especially those in the region where
Pop: None, Colonies: None, Bases: None Elric lived. Because the fact that Soom was a Technomage
retreat is generally unknown, many have wondered what
Soom V [post–2261] made the world worth the Shadows’ attention and distant,
Zone: Habitable; Size: Medium (7,780 miles); Grav: quiet and battle-scarred Soom is now often visited by
1.0g; Moons: 1 (800 miles); Atmo: Standard (1.0) treasure hunters seeking some great prize which, they feel,
Breathable; Geology: Standard; Volcanism: Stable; must be buried here.
Hydro: Wet (79%); Continents: 3 Large; Climate:
70F/33V; Bio Density: Abundant; Bio Complexity:
Native Intelligence; Pop: 4 million; Tech: Iron Age (with Thenothk System
very little Fusion and Advanced); Cities: Tain (10,000), Star: F4 V; Planets: 4 Terrestrial (1 Hab, 3 Hot), 2 Gas
Drel (5,000); Gov: Non-unified; Orbital Pop: None, (Cold), 1 Icy (Cold); Features: Asteroid Belt (Dense),
Colonies: None, Bases: None Oort Cloud; Jump Gates: 1; Ownership: Drakh; Threat
Level: Very High; Security Level: Very High
Soom is a world very far off the beaten path; it is at the
end of a long, slow arc of minor jump routes which take Thenothk IV
a traveller through the territories of several minor races Zone: Habitable; Size: Medium (8,400 miles); Grav:
and offers very little in return for the long trip. It is a 1.0g; Moons: 1 (1,000 miles); Atmo: Standard (1.0)
peaceful, agrarian world with little advanced technology Breathable; Geology: Standard; Volcanism: Dead; Hydro:
Damp (35%); Oceans: 1 Ocean; Climate: 70F/30V;

Minor Systems
and inhabitants which have no special skills, abilities or
talents. In short, it is a perfect retreat for those who do Bio Density: Scarce; Bio Complexity: Moderate; Pop:
not wish to be disturbed and who also do not wish to 75,000; Tech: Advanced; Cities: Thenothk City (40,000);
spend their lives hiding in a ruined wasteland or in an Gov: Drakh; Orbital Pop: 5,000, Colonies: None, Bases:
asteroid belt. There is a small spaceport in the city of Tain, 2 Military, 4 Monitor, 2 Scientific, 1 Trade
home to the occasional traders who come this far out.
‘Gateway to Z’ha’dum’ is not exactly the most sterling
Soom is unremarkable physically. The atmosphere is recommendation for a world but, during the Shadow
breathable; the planet is somewhat wetter than Earth, but War, this is what Thenothk IV became. Terraformed by
not much; there are many advanced lifeforms but none the Drakh to provide a base where they could meet and
which are extremely impressive, though the semi-benign work with other races without taking them to Z’ha’dum,
parasitic reproduction favoured by one group of animals Thenothk in the late 2250s and early 2260s was a sort
is of mild interest to xenobiologists. It would make a very of Casablanca of darkness, a world where Drakh, Streib
nice colony world for most races, were it better situated, and others could walk freely. A large city suitable for
but its isolation saves it from such exploitation. inhabitation by Humans and others was constructed on
the world, complete with hotels, bars, warehouses and
Soom has three major continents. All three are inhabited more.
by the local race but only one, Clafio, has several advanced
civilisations. Advanced, in this case, means Iron Age. The world of Thenothk is one which has undergone
The inhabitants of Soom are humanoid, with the most radical transformation in a very short time. It has no
obvious distinguishing trait being a reversed knee joint. native life but an ecosystem bioengineered by the Drakh
They tend to white or very pale hair and show affection was put in place to provide a self-sustaining atmosphere.
or friendship by a quick lick on a cheek. At this stage in Water was brought in from the system’s Oort cloud,
their development they are primarily agrarian but they creating a somewhat shallow planetary ocean. The city was
have some small cities scattered around the world. The constructed to serve the needs of the Shadows’ servants,
others hold only primitives. Clafio has a smattering of while also being comfortable to many other races.
nation-states in various stages of war and peace – mostly
peace. The Soom are somewhat argumentative but tend The world is disconcerting. A living, inhabited world,
to be more shy about lethal force than many races. They with signs written in Interlac, hotels which accept Earth
are overall brawlers, not killers. Alliance credits and bars serving fine Centauri wines does
not belong out on the Rim, far from all other worlds. It
would be akin to opening a rusting hatch in the most

145
decrepit part of Downbelow and suddenly finding to doing so. For this reason, despite the age of their world,
oneself in a beautiful sunlit garden, with no hint of walls they are at the same level of advancement that Earth was
or ceiling, surrounded by individuals of refinement and in the mid–21st century. They learned to use the local
wealth, all acting as if the place they were in was perfectly jump gate centuries before but found few worlds which
normal and had always been here. were useful to them and few species with whom they
could comfortably interact.
Thenothk exists for one purpose – to serve the Shadows.
Those who live and work there have a single bleak agenda Thrakalla itself is a world of jungles and volcanoes, with
– universal chaos and war. It draws hollow souls like a the seas mostly shallow mires broken by countless ragged
magnet. The trader who does not care what his cargo is or island chains. Thrakallan cities are hives – originally made
what it will be used for, the politician lusting for power for of purely organic matter but long since replaced with
the sake of power, the mercenary, the thug, the sociopath. advanced materials. Rather than being ruled by a single
Through whispered passphrases and hidden conduits of queen, however, each hive is composed of thousands
knowledge, word of Thenothk spread. or millions of small family groups, each with their own
queen. Each group is in constant competition with other
Outside of the central city, there is little of value – just groups and, within each group, with the other members,
barren wasteland. The Drakh maintain a number of as only one member of the family will be selected to
laboratories, bases and facilities here and do not welcome breed and propagate the next generation. Thus, there
visitors. Those who leave the city are rarely seen again, is a compulsive drive to prove one’s worth, as well as
unless they possess exceptional power or luck. an amazing skill in playing one being against another
and one faction against another, which serves those few
Nochtal who leave the planet very well.
Thrakalla System
Minor Systems

Star: M7 VI; Planets: 1 Terrestrial (Hab), 1 Gas (Cold); The Thrakallans are a purely carnivorous race and they
Features: Raider Haven; Jump Gates: 1; Ownership: maintain vast farms where the creatures they feed upon
Thrakallan Hives; Threat Level: High; Security Level: – mostly parasitic insects – are provided with host animals
Low in which to breed. When the host animals die, the parasites
are harvested from them.
Thrakalla I (Tr’kl)
Zone: Habitable; Size: Medium (6,700 miles); Grav: The Thrakallans have no planetary government but
0.8g; Moons: 1 moonlet (90 miles); Atmo: Standard (1.0) each hive has an oligarchy formed by the queens of the
Poisonous; Geology: Rugged; Volcanism: Stable; Hydro: most powerful family groups and these oligarchs are
Wet (81%); Continents: 3 Large, 2 Small; Climate: empowered to deal with other races. The orbital stations
40F/27V; Bio Density: Standard; Bio Complexity: which surround Thrakalla and allow it to trade with the
Native Intelligence; Pop: 1.7 billion; Tech: Fusion; rest of the galaxy were each built by a different species and
Cities: Vkt’h (800 million), K’th’k (300 million); Gov: then taken over, via various means, by the Thrakallans.
Thrakallan Hives (P2, D4, C8, S4); Orbital Pop: None,
Colonies: None, Bases: None The major exports from Thrakalla are exotic drugs,
chemicals and life-forms but its main business offering is
Very few aliens have ever seen the surface of Thrakalla. It is sanctuary. The Thrakallans have no treaties of extradition
a cold world circling a dim red star, an ancient and dying with other races (and any ship is free to hide among the
place. Its atmosphere is a noxious morass of sulphurous moons of its one gas giant or dock at a spaceport for as
gasses and other poisons and is nearly impossible for most long as it wants… and so long as it continues to pay).
other races of the galaxy to see through. It has a tendency While the Thrakallans do not permit unprovoked attacks
to clog respiratory systems as well, making extended stays, on vessels entering their system, so many of those who
even in a pressure suit, risky. The world is home to race of visit have longstanding grudges against other ships or
mantis-like beings who have only occasional contact with races that some violence is inevitable and ships entering
the larger galaxy and do not do much to incite a desire for the system had better be prepared to find themselves in
increased contact. the middle of a shootout.

N’grath is a native of Thrakalla, one of the few to leave


his world for any length of time and he is sadly typical. Tirrith System
The Thrakallans are manipulative and grasping by nature, Star: G5 V; Planets: 3 Terrestrial (1 Hab, 2 Hot), 4 Gas
working together only for so long as there is a clear benefit (3 Cold, 1 Hot), 3 Icy (Cold); Features: Raider Haven,

146
Trade Hub; Jump Gates: 1; Ownership: Tirrith Free Tirrith itself is home to dozens of small colonies. It is
State; Threat Level: Low; Security Level: Low considered one of the last true frontiers in an increasingly
controlled galaxy, a place where anyone can settle in and
Tirrith IV homestead.
Zone: Habitable; Size: Medium (8,500 miles); Grav: 1.3g;
Moons: 1 (800 miles); Atmo: Standard (1.0) Breathable;
Geology: Rugged; Volcanism: Active; Hydro: Dry Vinzin System
(28%); Oceans: 1 Ocean, 2 Seas; Climate: 70F/24V; Bio Star: G5 V; Planets: 4 Terrestrial (1 Cold, 2 Hab, 1
Density: Standard; Bio Complexity: Moderate; Pop: Hot), 3 Gas (Cold), 2 Icy (Cold); Features: Debris, Oort
500,000; Tech: Advanced; Cities: Anzakar (10,000), Cloud; Jump Gates: 1; Ownership: Violet Hierarchy;
N’thral (8,000), New Botany Bay (6,000); Gov: Tirrith Threat Level: Low; Security Level: Open
Free State (P4, D8, C1, S5); Orbital Pop: 5,000, Colonies:
1 Major/6 Minor, Bases: 1 Monitor, 2 Trade Vinzin II
Zone: Habitable; Size: Medium (8,500 miles); Grav:
Tirrith is a world at the crossroads of six jump routes, 1.0g; Moons: None; Atmo: Standard (1.0) Breathable;
making it a place of vital strategic importance. As with Geology: Standard; Volcanism: Stable; Hydro: Dry
several other such worlds, it was so valuable to so many (25%); Oceans: 1 Ocean, 5 Seas; Climate: 80F/33V; Bio
races that none could hold it for long; as soon as one Density: Standard; Bio Complexity: Native Intelligence;
government got a firm grip on the world, others would Pop: 500 million; Tech: Industrial Age (with some
unite to keep them from having it. During the Dilgar Advanced); Cities: Nonzan (75,000), Cloz (60,000);
War, the Dilgar succeeded in seizing it and holding it Gov: Violet Hierarchy (P3, D4, C9, S4); Orbital Pop:
for a time, building several mining colonies and massive None, Colonies: None, Bases: None

Minor Systems
orbital defences.
They came, they saw, they conquered… and they left. As
When the world was liberated and the Dilgar defeated, a the Centauri Republic pulled back during its long, slow
rare moment of sanity – perhaps sparked by the realisation contraction, it left worlds in its wake, much as a receding
of the ultimate cost of incessant conflict – caused the local tide decorates the shoreline with random bits of flotsam.
races to sign the Tirrith Accords, which placed the planet Vinzin II was found by the Centauri when the local
in a free zone, with no race claiming dominion. The inhabitants were just beginning to master steam power.
predictions that this would just lead to further warfare The Centauri saw a race with an industrial infrastructure,
proved false, because of the arrival of the so-called Tirrith as well as a governmental system conducive to their
Free State. needs, and moved in. They promised, of course, to bring
knowledge, technology, a better life and, for a privileged
Several raider bands had seized control of an abandoned few among the Vinzin, the Centauri delivered. For most,
Earth Alliance orbital platform and renamed it Freedom. though, the consequence of the Centauri conquest was
It became a free port of sorts, a home to countless raiders that they worked in Centauri factories instead of Vinzin
and others, with the extremely important caveat that no ones, they built goods for the Centauri instead of for
violence was to occur in the Tirrith system. The Tirrith themselves, their planet was mined to feed the Centauri
Free State enforced this simple dictate with ruthless war machine and little, if any, technology or science was
efficiency, with each band of raiders realising they had given to them.
more to gain from having a safe zone than from any pillage
they might find in-system. In addition, the Tirrith Free Then they left. They could not afford to defend the
State mandated protection for civilian transports bearing borders of their old empire and someone back on Centauri
goods to or from Tirrith, in exchange for ‘duties’ which Prime crunched some numbers, ran some calculations
were no more onerous than most planetary taxes. The and determined that the cost of running and securing
raiders heeded these orders too and runs from Tirrith are Vinzin was more than could be justified – not that it was
very rarely attacked by pirates. The net result has been the unprofitable but that scarce resources needed to be moved
peaceful development of Tirrith and the slow transition elsewhere. The Centauri and most of the colonists left.
of the Tirrith Free State from a pirate stronghold to a A small number of Centauri, those born and raised on
legitimate, multi-racial government – although Freedom Vinzin and who knew no other home, remained behind.
Station is still a very rough-and-tumble place which Used to lives of privilege merely due to their species
makes Downbelow look positively civilised at times, there – even lowborn Centauri had rights the natives did not
is some sense of rough justice and social order evolving. – they expected to continue living as they had. When the
Vinzin realised both that they were free and that they had

147
been left a ravaged and polluted world, they turned on the those cities, many of which were not reachable over land,
only targets they had. A year after the Centauri declared without regard for the thousands of workers left behind.
Vinzin to be free, there were no more Centauri left alive Most of them perished when the food supplies ran out but
on the planet. Desperate pleas from the local-born for the a few managed to survive, causing the outback of Vinzin
Republic to send a ship, any ship, were ignored. Mention to be home to several nomadic and often vicious tribes.
‘The Vinzin Massacre’ to those few Centauri who even
know of it and the subject will be changed so quickly that The Vinzini are an anthropoidal race with eight legs
there is a visible Doppler shift. and compound eyes. They are physiologically incapable
of controlling the physical expression of their emotions,
When a similar thing happened to the Narn, they turned making them the galaxy’s worst poker players – provided
their rage into determination and went out and became their opponents understand Vinzini body language.
an empire in their own right. The Vinzin, however, had
not fought Centauri domination, merely endured it.
They lacked the unifying fire which drove the Narn. They Zander System
quickly fell to squabbling over the scraps of Centauri Star: G5 V; Planets: 2 Terrestrial (1 Hab, 1 Hot), 3 Gas
technology remaining to them. (Cold), 2 Icy (Cold); Features: Oort Cloud; Jump Gates:
1; Ownership: None; Threat Level: Low; Security Level:
Eventually, one faction succeeded in cowing or Low [Open post–2261]
exterminating the others. They called themselves the
Violet Hierarchy, after the colour of the pre-Centauri Zander II (Zander Prime) [pre–2261]
flag their nation had used, and set about trying to govern Zone: Habitable; Size: Medium (8,200 miles); Grav:
their world. The first order of business was to attempt to 1.0g; Moons: None; Atmo: Standard (1.05) Breathable;
Minor Systems

understand the fragments of technology left behind. The Geology: Rugged; Volcanism: Stable; Hydro: Wet (85%);
Centauri had wanted labourers, not scientists; serfs, not Continents: 2 Large; Climate: 70F/30V; Bio Density:
technicians. Very little documentation remained. Puzzling Standard; Bio Complexity: Native Intelligence; Pop:
out the equipment took decades. 750 million; Tech: Industrial Age (with some Advanced);
Cities: Colreen (1 million), Novlaon (800,000); Gov:
The Vinzin have still not mastered the technology left Zander Confederation (P2, D6, C9, S5); Orbital Pop:
behind. They have learned, at most, how to scavenge None, Colonies: None, Bases: None
and maintain it. Their world has orbital satellites built
using the most advanced technology they can manage Zander II (Zander Prime) [post–2261]
(equivalent to the early atomic age on Earth), lifted to Zone: Habitable; Size: Medium (8,200 miles); Grav:
orbit by a small fleet of still-functioning shuttles. Planetary 1.0g; Moons: None; Atmo: Standard (1.05) Breathable
telecommunication is a mix of advanced Centauri (Tainted – Radioactive); Geology: Rugged; Volcanism:
technology and local systems, no better than telephones Stable; Hydro: Wet (81%); Continents: 2 Large; Climate:
and in a few areas telegraphs. The Vinzin are desperate 65F/25V; Bio Density: Scarce; Bio Complexity: Simple;
to construct a ship which can survive hyperspace, in the Pop: 750 million; Tech: (ruins of ) Industrial Age; Cities:
hopes of proving themselves a ‘spacefaring’ people and None; Gov: None; Orbital Pop: None, Colonies: None,
gaining membership in the League but this remains an Bases: None
idle dream. They might well win sympathy from the
Narn but they are too far from Narn space to hope to Zander Prime is typical of the worlds which had interstellar
benefit from it. contact forced upon them not by conquerors but by
traders. A relatively average planet just entering the late
The world of Vinzin II is drier than most, with indications steam age, it was found by merchants exploring rimward
of more extensive surface water in the past. Much of the jump routes a century ago. They had little interest in
surface is intricately carved with dried water channels. conquest (and the Zanderians would fight back quite
Civilisation clusters around the south polar ocean and the well) but they had every interest in a world just advanced
scattered inland seas. A few small forests remain, mostly enough to appreciate modern machines and too primitive
because there was nothing beneath them the Centauri to have a hope in hell of reverse engineering them.
needed. The surface of the planet is pitted with strip
mines, and much of the subsurface water has been tainted Synthetic cloths displaced woven fibres. Genetically
with chemical runoff. Large numbers of rusting industrial engineered grains with ‘terminator’ seeds displaced
complex dot the landscape, entire cities once dedicated local crops. Engines requiring radioactive fuels ran the
to the extraction of resources. The Centauri abandoned

148
factories and imports of entertainment from the stars warehouses, hotels and every luxury or vice a spacefarer
proved more captivating than local arts. In a short period might wish. The world did not exactly prosper but neither
of time, Zander was wholly dependant on interstellar did it fail and the Wychand are, if not pleased with their
trade to survive. As the bills became due – especially place in things, not displeased either.
those incurred by governments interested in purchasing
advanced weapons – the inability of the primitive planet Port City is a blend of technologies and architectures,
to pay became apparent. mixing Earth Alliance construction techniques with
Brakiri architecture, where restaurants serve Breen and
It was not surprising then that desperation forced the flarn on the same plate, where Pak’ma’ra rub shoulders
planet’s inhabitants to begin to sell their own people into with Narn – who later wash their shoulders thoroughly.
slavery to pay debts. Sometimes, this was done by private Prior to 2260, it was the home of a Technomage, who
individuals, often to their own children – it was seen as found the world’s blend of openness to trade and obscurity
preferable to sell off one child in order to support three from galactic events served her needs perfectly.
others. Other times, large numbers of individuals where
shipped to slave worlds en masse.

The world held another secret, though. Long ago, the


Vorlons had established a base there, a hidden outpost
where they could observe this distant portion of the
galaxy. Though none of the natives were aware of it,
the Shadows were and, in 2261, they came to destroy
the world. Dureena Nafeel is the only known surviving
native Zanderian.

Minor Systems
Zafran System
Star: G5 V; Planets: 10 Terrestrial (1 Cold, 3 Hab, 6
Hot), 1 Gas (Cold), 1 Icy (Cold); Features: None; Jump
Gates: 1; Ownership: Wychand Elect; Threat Level:
Medium; Security Level: Low [Very High pre–2260]

Zafran VIII
Zone: Habitable; Size: Medium (6,300 miles); Grav:
1.0g; Moons: 1 (1,200 miles); Atmo: Standard (1.0)
Breathable; Geology: Rugged; Volcanism: Active; Hydro:
Wet (83%); Continents: 2 Large; Climate: 90F/36V; Bio
Density: Standard; Bio Complexity: Native Intelligence;
Pop: 900 million; Tech: Oil Age (with some Advanced);
Cities: Frachan (900,000), Port City (40,000); Gov:
Wychand Elect (P5, D4, C3, S4); Orbital Pop: 1,000,
Colonies: None, Bases: 1 Trade

Zafran is typical of backwater worlds who, on the edge of


space travel, found out the universe was already claimed.
They had just managed to send their first feeble rockets
to their world’s moon when they were visited by an
Earth Alliance scout ship in 2190. Suddenly, their world
expanded and contracted at the same time. On the one
hand, the vastness of a civilised galaxy opened up to them;
on the other hand, they realised they were never going to
have much of a part in it.

Zafran became a waystation, investing heavily in a port


city designed to attract traders of all sorts, with large

149
Travelling the The Sol System Distances table lists the perihelion and
aphelion of every planet that orbits the sun. Perihelion
and Aphelion are the planet’s closest and furthest distances

Galaxy from the Sun.

Sol System Distances


Realspace Perihelion Aphelion Zone
Very often, travel in realspace over any distance is ignored. 2NCPGV(AU) (AU)
Ships leave Babylon 5 or Centauri Prime and head to the /GTEWT[
0.31 0.47 Hot
jump gate, or emerge from hyperspace near to a target 8GPWU0.72 0.73 Habitable
world. This occurs often in the series because the characters 'CTVJ 0.98 1.02 Habitable
are either stationed near a jump gate or travel in ships /CTU 1.38 1.67 Habitable
capable of forming their own jump points. Characters in
,WRKVGT
4.95 5.45 Cold
the Babylon 5 roleplaying game, may have neither of these
luxuries and may often be required to spend considerable 5CVWTP9.01 10.07 Cold
time in realspace. Nearly all private transit in Sol system, 7TCPWU18.28 20.09 Cold
for example, goes through the jump gate on Io. This is a 0GRVWPG
29.8 30.32 Cold
long haul from Mars or Earth and while individuals may 2NWVQ 29.6 49.3 Cold
use intersystem shuttles, free traders or others flying their
own non-jump capable ships must travel a long time to get The closest two planets can possibly be to one another is
to where they are going. the perihelion of the furthest planet from the sun minus the
aphelion of the closest planet to the sun.
A ship in realspace and not in a combat situation (in other
words, one which does not need to make sudden turns) The furthest two planets can possibly be away from one
Travelling

can reach considerable speed by simply accelerating. Ships another is the aphelion of the furthest planet from the sun
should not travel faster than Speed 20 when exiting a jump plus the aphelion of the closest planet to the sun.
gate, though some do, especially if fleeing a hostile ship.
This can be risky if the jump gate is in a busy sector of space, These minimum and maximum distances between planets
as the craft may not be able to stop or turn in time to avoid in a solar system are summarised on the Minimum/
a potentially fatal collision. Once in realspace, however, Maximum Distances in AU between Planets table. So Mars
navigation is simpler (at the least, it can detect other ships at its closest to Earth is (1.38 perihelion – 1.02 aphelion)
well in advance) and great speeds can be achieved. 0.36 AU. The furthest it will be is (1.67 aphelion + 1.02
aphelion) 2.6 AU.
There is another side to the equation, however. Most ships
reach a ‘cruising speed’ and then turn off the engines, If a Games Master requires a quick average distance between
allowing them to continue at the same speed with no two planets, he can add these two figures (closest distance
wear and tear. This also makes it easier to decelerate or and furthest distance) together and divide by 2. However,
manoeuvre; the faster a ship is going, the more energy must a Games Master is also free to simply pluck any number
be expended to change direction. This applies primarily from between these two figures.
to Earth Alliance and Narn ships, less so for Centauri
and even less for Minbari. First One ships can manoeuvre So should a ship wish to travel from Earth to Mars, a Games
without restriction, unless severely damaged. Master can either assume a distance of 1.48 AU (the mean
average) or choose any value between 0.36 and 2.6 AU.
Realspace travel involves determining how far a ship has
to travel between two points. These points are usually Systems other than Sol will obviously have planets orbiting
planets and as such these distances change every moment at different distances. The Games Master is free to come
(as each planet is either moving towards or away from each up with a perihelion/aphelion chart and then work out a
other as they follow their separate orbits around the sun). minimum/maximum distance table for such systems… but
The examples given below use the Sol system and use AU to be honest, we recommend this only for systems where
(Astronomical Units) as a distance measure. One AU = Players are going to be spending a lot of time shuttling
92,960,116.8473 miles or 149,597,870.691 kilometres. between planets. Otherwise, simply use the Sol system
figures – if they want to get from a Hot Zone planet to a

150
Minimum/Maximum Distances in AU between Planets
2NCPGV
Mercury Venus Earth Mars Jupiter Saturn Uranus Neptune Pluto
/GTEWT[ — 0.25/1.2 0.51/1.49 0.91/2.14 4.48/5.92 8.54/10.54 17.81/20.56 29.33/30.79 29.13/49.77
8GPWU
0.25/1.2 — 0.25/1.75 0.65/2.4 4.22/6.18 8.28/10.8 17.55/20.82 29.07/31.05 28.87/50.03
'CTVJ0.51/1.49 0.25/1.75 — 0.36/2.6 3.93/6.47 7.99/11.09 17.26/21.11 28.78/31.34 28.58/50.32
/CTU 0.91/2.14 0.65/2.4 0.36/2.6 — 3.28/7.12 7.34/11.74 16.61/21.76 28.13/31.99 27.93/50.97
,WRKVGT
4.48/5.92 4.22/6.18 3.93/6.47 3.28/7.12 — 3.56/15.52 12.83/25.54 24.35/35.77 24.15/54.75
5CVWTP
8.54/10.54 8.28/10.8 7.99/11.09 7.34/11.74 3.56/15.52 — 8.21/30.16 19.73/40.39 19.53/59.37
7TCPWU
17.81/20.56 17.55/20.82 17.26/21.11 16.61/21.76 12.83/25.54 8.21/30.16 — 9.71/50.41 9.51/69.39
0GRVWPG
29.33/30.79 29.07/31.05 28.78/31.34 28.13/31.99 24.35/35.77 19.73/40.39 9.71/50.41 — 0.72/79.62
2NWVQ29.13/49.77 28.87/50.03 28.58/50.32 27.93/50.97 24.15/54.75 19.53/59.37 9.51/69.39 0.72/79.62 —

Cold Zone planet, use the statistics given for a Mercury to Racing in Realspace
Neptune trip or a Mercury to Jupiter trip. Sometimes, two ships will try and race each other through
realspace to a destination. As has been noted, since
Maximum Safe Speed Maximum Safe Speed is determined by their construction,
Maximum speed does exist in realspace but it is not based two Earth ships racing to Mars would arrive at precisely the
on a ship’s short-range speed. Even a ship with a painfully same time, assuming they left Earth orbit at the same time.
slow acceleration score can still reach the same top speed In these cases, one of the ships will probably try and push
as most other ships in the universe. The problem is one of its safe maximum speed beyond its limits… with possibly
physical construction – ships can only travel so fast before disastrous results.
the stress imposed on the ship’s superstructure becomes
intolerable and the vessel literally starts to break apart. The A ship can voluntarily attempt to surpass its Maximum

Travelling
maximum safe speed for a ship is determined by its creator Safe Speed in increments of 0.1 AU per 24 hours. This
race, as shown on the Maximum Safe Speed table. requires a Technical (space travel) check – the Breakneck
Speed table gives the DC. This check is made either by
the pilot or the chief engineer; one can provide the other
Maximum Safe Speed with an aid another bonus in the usual manner if both are
present and active on a ship.
%TGCVQT4CEG
Maximum Safe Speed
Dilgar 0.9 AU per 24 hours
Earth/Narn 1.0 AU per 24 hours
Breakneck Speed
Centauri 1.2 AU per 24 hours 5RGGF+PETGCUG
Technical (space travel) DC
Minbari 1.5 AU per 24 hours 0.1 20
First One 3.0 AU per 24 hours 0.2 25
0.3 30
0.4 35
For League worlds and other races, use whichever is closest 0.5 40
in general technological level. Races with no gravitic control
should use the Earth/Narn column.
There is a reason why this is called Breakneck Speed. A
Using the Earth to Mars trip as an example once again, it successful check produces the required speed boost for the
would take an Earth Alliance ship anywhere between 8.64 duration of the journey but inflicts one Light critical hit on
hours (minimum Earth-Mars distance) and 62.4 hours the ship’s superstructure for every AU travelled. If Damage
(maximum Earth-Mars distance) to travel between the two Reduction is reduced to 0 in this way, the ship literally
planets. A Minbari ship, on the other hand, would make breaks apart and is destroyed – most pilots will obviously
the same trip in 5.76 hours to 41.6 hours. Note – it is often not allow this to happen and they are free to drop back
quickest and easiest to figure out the time it would take an to normal speed at any point in the journey to stop the
Earth ship to get from A to B and then divide the result Damage Reduction loss.
by another race’s Maximum Safe Speed to find their times.
A failed check is quite possibly the end of the line for fragile
ships and reckless captains. 1d3 AU into the journey (or

151
1d6 x 0.1 AU for journeys of three AU or less), the ship the ship in question must roll on the Slipping Off Beacon
shudders abominably and begins to break apart. The ship table. The Signal Chance column represents the chance
suffers a Moderate critical hit to its superstructure every that an active beacon’s signal is still in range; the second
round from the excess stress that has been placed upon number is the chance of being able to lock onto that signal
it by the speed. The only way to stop this damage is by before the ship begins to drift. If there is no beacon in
slowing down… which temporarily increases the stress range or if the Technical (space travel) check fails, the ship
upon the ship. Slowing the ship does not take a check and has slipped off beacon. You may not take 10 or 20 on
automatically reduces the speed of the ship by 0.1 AU per Technical (space travel) checks made to avoid slipping off
round. For each round the ship slows, it incurs a Heavy beacon.
critical hit to its superstructure.
Slipping Off Beacon
When slowing down after a failed Breakneck Speed check,
Signal DC of Technical
the pilot or captain has no choice but to do the best he can
Region of Space Chance (space travel) Check
with his crippled vessel. He drops to the safest speed for
Well Travelled 80% 15
his now damaged ship. This new Maximum Safe Speed is
equal to his usual speed minus (1d6 X 0.1). Travelling at Somewhat Travelled 60% 20
this reduced speed will not incur any additional damage Lightly Travelled 40% 30
to the ship and the whole journey is simply recalculated Untravelled 10% 40
according to this new cost. Engineers onboard may make
the usual repair checks to remove the critical hits but Beacon Destruction: Destroying a jump gate or a
the ship’s Maximum Safe Speed remains impaired until hyperspace beacon is an act so intolerable that even the
all damage suffered due to the failed Breakneck Speed is Shadows are loathe to do it under normal circumstances;
repaired. the destruction of the Markab gate by Sheridan was an
exceptional phenomenon, justified by humanitarian
Travelling

concerns as well as by a struggle for survival. If a hyperspace


Hyperspace beacon is destroyed, any ship which was using it to navigate
The swirling red shades of hyperspace are a familiar sight by may become lost – roll on the Slipping Off Beacon table
to all those who travel through space. While the first jump as normal.
gates were built eons ago by the First Ones, their design has
been copied and recopied over the millennia, until, there Combat and Manoeuvring: The signals sent by the
were hundreds throughout the galaxy, making galactic hyperspace beacon network are narrow-beamed, not
trade, communication and warfare possible. While larger broadcast. This means that manoeuvring too dramatically
ships do not need the gates, it is unlikely any race would while in hyperspace can put a ship off beam; it is also why
develop such technology without the gates to study. ships regularly cross each other’s paths in hyperspace- there
simply is not much room to manoeuvre. It helps to think of
Hyperspace does not map one-to-one with realspace; while the beacons as roads; in some areas, the roads are very wide
within hyperspace it is not possible to know your realspace and there is ample room to manoeuvre without risking
location without reference to the navigational beacons. The heading off the path. In other areas, the roads are single-
continual pull of forces in hyperspace makes navigation lane and it is relatively simple to accidentally drive off. The
without those reference points impossible; even trying to only problem is, once a ship is ‘off the road’, returning to it
stay perfectly still requires precise control and advanced is difficult or impossible.
technology. Once a ship is off the beaten path, its chances
of survival are very small indeed. If combat is engaged in while in hyperspace, the normal
twists, turns and dives of battle may move a ship off the
Slipping Off Beacon beacons. Roll on the Slipping Off Beacon table every
‘Lost in hyperspace.’ round of combat. If a ship has an agility bonus to Defence
Value, the pilot may voluntarily reduce this bonus by 1 to
These words are a death sentence to almost any crew. Even grant a +1 bonus to the Technical (space travel) checks he
the Minbari, the most advanced of the Major Races and the makes in combat. This reflects the pilot deliberately trying
most familiar with hyperspace, cannot navigate without to stay on beacon, even if this means exposing his ship to
beacons, though they can travel further from them than attack.
other races can. Any of the possibilities noted below can
cause a ship to slip off beacon – when a condition does so, Fortunately, the nature of hyperspace is not conducive to
weapons fire, making combat in hyperspace rare. It has

152
been shown that Shadow weapons work in hyperspace, Locate Nearest Beacon: This is the last-ditch option for
however, so the possibility cannot be ruled out. non-jump capable ships or ships too far from any inhabited
system to be able to make it in realspace. Simply put,
Engine Failure: Travelling in hyperspace is much like the ship tries to locate a beacon – any beacon – and flies
traversing a physical ocean, one with many winds, currents towards it. Roll on the DC to locate nearest Hyperspace
and tides. So long as the engines work, the ship can easily Beacon column; if the ship has not been able to find its
ignore the effects of the hyperspace ‘sea’ but, if they fail, the realspace position then the DC in parentheses. This is
powerless ship will quickly be moved at random, quickly what Lieutenant Keffer did in the television series after his
leaving known waters behind. first encounter with the Shadows.

For each minute that a ship is powerless, it must roll on A successful check means that the ship has managed
the Signal Chance percentage column of the Slipping Off the near-impossible – it has picked up the tight-band
Beacon table but do make a Technical (space travel) check transmission of the nearest hyperspace beacon (almost
until engine power is restored. If these percentage chances certainly located in the nearest inhabited system). The
succeed until the ship regains engine power, then make the ship may fly there as per normal hyperspace travel. Note
Technical (space travel) check as normal, increasing the that the system may only have a beacon (though this is
DC by +1 for every minute the ship was without engine unlikely, given the prevalence of jump gates) – in this case,
power. Any Signal Chance failures or Technical (space a non-jump capable ship will probably have to plot its own
travel) check failures result in the ship slipping off beacon. hyperspace course from the beacon to a jump gate… but at
least it is no longer lost.
Natural Phenomenon: Several of the natural hazards of
hyperspace, such as a vortex, can pull a ship off-beacon. For A failed check means that no beacon has been found. The
this reason, unmanned probes regularly traverse hyperspace ship may attempt to fly wildly through hyperspace but that
and broadcast alerts of such phenomenon; even so, there will mean that tomorrow’s checks are automatically made

Travelling
is always the chance of one occurring without detection. as if the ship has moved through Untravelled hyperspace.
Depending on the severity of the disturbance, natural Alternately, the ship can attempt to maintain its position.
hyperspace phenomena may increase the DC of Technical If it stays in hyperspace, subsequent checks are made as
(space travel) checks to maintain a beacon lock or simply if the ship has moved through Untravelled hyperspace
force a ship off beacon automatically. (Starfury pilots refer to the identical choices of moving or
not moving as the Double-Damned Decision) but at least
Navigating Off The Beacons there is the infinitely thin chance that a rescue ship could
‘No ship lost in hyperspace has ever been found.’ find them by plotting their last known course. If it stays in
realspace, the Chance of a Nearby Inhabited System is not
This is a common statement but it is a bit extreme. While re-rolled – after all, the ship has not moved – and the DC
getting off-beacon is never good, it is not an absolute to locate any kind of beacon is raised by +1.
death sentence – just near-absolute for those without the
capability to create jump points. A lot of skill and even more Realspace Position: A ship which is not severely damaged
luck might return a ship to the main routes. The following and which can form its own jump point can leave hyperspace
options and the Finding Your Bearings table contain all the and find its position in realspace. It is possible that they may
relative game information needed to determine whether a be within range of a known star system or jump point. Even
ship can wend its way back to civilisation. All DCs in the if they are not, taking bearings in realspace can give them
table refer to Technical (space travel) checks. Only one some idea of a direction to proceed within hyperspace. If a
Technical (space travel) check may be made per day and ship uses this tactic, it will automatically use its starcharts
you may not take 10 or 20 on these checks. to locate the nearest inhabited system. The reason for this
is that the nearest inhabited system will invariably have

Finding Your Bearings


Chance of Nearby DC to locate nearest DC to relocate destination
Ship was travelling through Inhabited System Hyperspace Beacon Hyperspace Beacon
Well Travelled Hyperspace 50% 30 (35) 35 (40)
Somewhat Travelled Hyperspace 25% 35 (40) 40 (45)
Lightly Travelled Hyperspace 10% 40 (45) 45 (50)
Untravelled Hyperspace 1% 50 (55) 55 (60)

153
a jump gate (or at least a hyperspace beacon) – once this Firstly, in order to set up a hyperspace lifeline, an organiser
beacon has been reached by the ship, they can return to must have at least a vague idea of what to look for and where
travelling hyperspace normally. to look for it. Since this is only ever really done to find ships
lost in hyperspace, this is harder than it seems. If a lost pilot
Discovering a ship’s realspace position has two benefits. has followed standard operating procedures (and this is
Firstly, there is a chance that the ship is close to an inhabited true across most civil and military ships), he has attempted
system of some kind. Even if the ship cannot locate that as best as possible to maintain his hyperspace position and
system’s hyperspace beacon, it may be able to fly through is activating his emergency beacon. Nevertheless, this still
realspace and find aid or reinitiate a jump point from the means the ship is likely to have moved significantly and the
beacon in this way. If the percentage roll is successful, there distance an emergency beacon can be heard in hyperspace
is an inhabited system 1d10 X 10 AU away. This is not us erratic at best. If the ship has attempted to move in any
immensely helpful for smaller ships with limited oxygen way from its hyperspace position, it is lost and must make
or supplies as they will probably starve or asphyxiate before its own way home. If the ship has tried its best to stay
reaching the system but larger ships may be more than stationary, the Games Master must make a Technical (space
willing to spend weeks or days in realspace as long as they travel) check for the organiser of the search – failure means
can be guaranteed a jump gate or aid at the destination. the organiser has misinterpreted the original flight plans or
the ship has simply drifted too far off. By all means roleplay
Secondly, finding one’s bearings does have a beneficial the lifeline search – but it is automatically a failure.
effect on attempts to find beacons in hyperspace – at least a
rough orientation is possible now as opposed to the random Secondly, the line must be made. The ‘anchor’ of a lifeline
guessing of those stuck in hyperspace. Ships which have is always a beacon or jump gate and it must be one that the
discovered their realspace co-ordinates use the normal DCs lost ship used most recently to either enter hyperspace or
to locate beacons, rather than the DCs in parentheses. log its relative position. The 1st search ship then flies out to
the edge of his sensor range. The 2nd search ship then flies
Travelling

Relocate Destination Beacon: The choice of idiots. out to the edge of the 1st ship’s sensor range, the 3rd search
There is a far greater chance of staying alive if you simply ship to the edge of the 2nd ship’s sensor range and so on.
try to find any beacon – trying to find that one beacon you
already lost is simply suicide. Successful and unsuccessful For as long as the line lasts, every ship may make a sensor
checks are handled as per Locate Nearest Beacon, except check every minute. The DC for this check is 25 and the
for the higher DCs. This has never been successfully sensor operator may not Take 10 or 20 on this check. A
performed by any of the Younger Races. Anyone who failure results in nothing being found. A successful roll
actually managed this feat would be lauded as a hero and by any one ship means that something has been found by
mindnumbing dimwit in equal measures. the lifeline. Roll on the Random Artefacts table (note that
only one roll is made, regardless of the number of ships in
First One Technology: It seems likely that Vorlons, the lifeline).
Shadows and others of their ilk have learned to navigate
through hyperspace without recourse to beacons. There Every minute, every ship in the lifeline must make a Pilot
may well be artefacts left behind which can serve the same check (DC 10) for which they may not Take 10 or 20.
purpose. As with all technology of such power, artefacts of Failure means that the line has snapped, usually because a
this nature are likely to be dangerous, unpredictable and pilot has veered too far out of another ship’s sensor range.
three-edged but desperation may justify experimentation. The pilot that failed the check has one chance to avoid
slipping off beacon (this is treated as a Slipping Off Beacon
Hyperspace Lifelines check where the ship always counts as being in Somewhat
Hyperspace lifelines are an exceptionally rare occurrence – a Travelled space). Should this check fail, this ship and every
string of ships in hyperspace, each just within sensor range ship further down the line have slipped off beacon.
of one ship behind it and one ship ahead of it. This is the
only method known to the Younger Races of searching for Jump Point Backwash
things within hyperspace. It is normally only performed It is rare, though possible, for a ship which is near to a
under exceptional circumstances, for three reasons. Firstly, suddenly-opened jump point to be sucked into it. Mr
at least four ships must be willing to take part. Secondly, Garibaldi speculated this is what happened to him during
it is normally ordered only to retrieve a vitally important the battle surrounding Babylon 5 in ‘Z’ha’dum’. If a ship of
ship (or something of equal importance on said ship) or as Large size or smaller is near a ship forming its own jump
a humanitarian effort. Thirdly, it rarely works. point, there is a chance of being caught in the energy flow

154
and drawn inwards, possibly losing all control and taking Dropping a buoy requires half an hour and a Technical
heavy damage in the process. Consult the Jump Point (space travel) check (DC 20). This is required to align the
Backlash table. buoy with the beacon network and verify it is functioning
properly. Most ships will wait at least half an hour after
Jump Point Backlash dropping a buoy to verify that it is functioning properly.
See page 192 for prices and statistics for navigational
Ship size Minimum Safe Distance
buoys.
Gargantuan 250 ft.
Colossal 500 ft.
Colossal II 750 ft. Features of
Colossal III and above 1,000 ft.
Hyperspace
If a ship is in the ‘backwash’ region, the pilot must make Most beings who are not pilots or physicists know
a Pilot check (DC 10, +1 for every 50 feet below the hyperspace as, essentially, ‘the place between jump gates’.
minimum safe distance) or be caught in the jump point Few ships dare veer from the established beacons and
vortex. If this occurs, the ship will take 5+1d10 points of those which do progress in slow, cautious hops, coming
damage (Damage Reduction is ignored) and risks being out every few light years to get their bearings in realspace,
pulled directly into hyperspace. The chance of being leaving beacons behind them so they can find their way
pulled into hyperspace is 5%, +1% for every 50 feet below back. Thus, it is not commonly known that the crimson
the minimum safe distance, making it a rare but not emptiness of hyperspace is not quite so empty. Beyond the
unknown event. If this occurs, the ship is not always ‘fully’ beacons and the ships, there are other things. Hyperspace
in hyperspace; it is riding a distortion in space-time and is an entire universe, after all, and it is filled with unknown
may be ejected fairly quickly when the instability collapses. wonders and terrible dangers. While it is a vacuum, it is
There is a flat 25% chance the ship will be carried along a vacuum rent by strange forces. Realspace mass tugs and
distorts hyperspace, very slightly, but, over time, the forces

Travelling
by hyperspatial eddies and then tossed out 3d6 AU in a
random direction from where it entered. Otherwise, the which build up are dramatic. There are forms of ‘weather’
ship is now in hyperspace. in hyperspace – huge, slow ‘winds’ which traverse light
years, sudden vortexes, unexpected surges of energy. While
If the beleaguered ship does not have the capability to form these are very rare, and the beacons are placed so as to avoid
a jump point, it is in trouble. It must make immediately areas known to be dangerous or unstable, it is still possible
make a Locate Nearest Beacon check. Unlike most such for a ship to encounter danger. Hyperspace has also been
checks, this one only takes a round – the pilot is basically used for transit by sentient beings since the First Ones were
checking to see if a beacon is immediately next to him; this young and possibly even before that. As a consequence,
sometimes happens if there is a jump gate in the system he there is a lot of junk in there, from fragments of jump gates
was swept away from. destroyed in wars (though this is considered an abominable
crime, it does happen) to lost ships, secret installations and
huge constructions of unknown origin.
Navigational Buoys
Some ships, primarily explorers, carry navigational buoys
which can be dropped. These are relatively short-lived and Burst
will drift with time (becoming useless when they do so) Hyperspace bursts are a mystery even to such advanced
but can be used to allow a ship to find its way back without races as the Minbari. It is generally theorised that they are
much difficulty. Of course, the first buoy must be dropped a form of naturally occurring rift between realspace and
close enough to the main network that it can get a fix on it; hyperspace, akin to the artificial rifts which are created by
if a ship is lost before a buoy can be dropped, dropping one jump gates, but which are wholly uncontrolled. They occur
after the fact is nearly useless. A buoy will be useful for 1d4 rarely but they can be catastrophic if a ship is caught in
days before hyperspatial drift pulls it off target. one. There is no random chance of one occurring; if one
happens, it is by Games Master fiat. If it were even so
The range of a buoy is approximately three hours of rare as 1%, hyperspace would be too dangerous to be used
hyperspace travel; that is, a ship can drop a buoy and fly casually. The damage done depends on the severity of the
through hyperspace for three hours before losing the signal. burst, see the Hyperspace Bursts table for details.
How far this is in realspace is indeterminate; it can be
anywhere from half a light year to several light years.

155
Hyperspace Bursts Hyperspace Bubbles
Increase to Technical Many of the First Ones possess the ability to create
(space travel) checks to ‘pockets’ or ‘bubbles’ in hyperspace, areas where things can
Burst Size Damage1 avoid Slipping Off Beacon be hidden. These folded regions of space are not normally
Small 1d4 X 10 +5 discernible. However, White Star class ships, and other
ships built with Vorlon (and, presumably, Shadow or other
Moderate 3d6 X 10 +10
First One) technology can detect them and enter them.
Large 5d8 X 10 Automatic2 Locating such a bubble is a DC 30 sensor check but such
Cataclysmic 10d10 X 10 Automatic2 a check can only be made if the sensors incorporate First
1
Damage bypasses Damage Reduction. One technology. Ships built wholly with the technology
2
The ship has no chance to stay on beacon. of the Younger Races, even the Minbari, will slip right by
them.
Directional Ripple
These are the ‘winds’ or possibly ‘waves’ of hyperspace. Once a bubble is found, it can be entered easily enough.
They are distortions in the fabric of hyperspace which Doing so without knowing what is inside can be risky.
move in a single direction. A ship travelling against the Such bubbles are created by powerful races for their own
direction of the ripples is slowed, as hyperspace itself resists purposes – during the final days of the Shadow War, the
the progress of the vessel – all travel times are increased Vorlons used them to hide their fleet of planetkillers. Many
by up to 20%. Contrariwise, a ship travelling in the same such bubbles may be scattered throughout hyperspace,
direction as the ripple gains a small boost to speed, reducing holding lost and forgotten artefacts, lurking fleets of
travel time by as much as 10%. These numbers represent Shadow ships waiting to be activated or terrifying creatures
the maximum speed loss or gain; it is rare for a ripple to or entities locked away for good reason.
be moving directly towards or away from a specific gate.
Thus, if its determined that a ripple is encountered, roll Random Artefacts
Travelling

1d6 to determine the general direction of the ripple – 1–3 The ‘space’ of hyperspace is infinite, and without stars or
indicates it is generally moving against the direction of other major gravity wells, items can drift forever with no
travel, 4–6 indicates it is moving generally towards it and tendency to cluster in particular spots. To some extent,
then roll 1d20 to determine the percentage of time increase gravitational inclines and other factors mitigate this,
or 1d10 to determine the percentage of time decrease. resulting in definite directions of drift. However, such things
generally occur well off the beacons, which are placed so as
The chance of a ripple existing between any two gates to lead ships around known hazards. This helps create the
is 1% per week. Ripples will exist for 1d4 days before illusion of emptiness. Given the risks of leaving the beacon
dissipating. network, the odds of simply stumbling across anything in
hyperspace which did not originate there are pretty slim.
Gravitational Incline Nonetheless, if some form of chance discovery is desired,
This is one of the most common features of hyperspace. the following system can be used.
Indeed, all of hyperspace can be seen as a series of inclines,
some so shallow as to be almost unnoticeable, others so Every ten days (cumulative) of travel off the major jump
sharp as to seem like cliffs. The tug of stars and planets warp routes has a 5% chance of a discovery being made. Because
hyperspace into something like an endless series of rolling the main routes are so well-travelled, any items on them
hills, albeit in three dimensions. Ships propel themselves will most likely have been found and removed long ago.
against or through these inclines when travelling from gate Only off the beaten trail are there still any items to find. If
to gate. Even a momentary loss of motive power can send such a discovery occurs, roll d% on the Random Artefacts
a ship tumbling along one, taking it far off the beacons in table.
seconds.

Jump gates and beacons are generally stationed so as to take


maximum advantage of the ‘terrain’ of hyperspace; it is not
generally possible for even a very skilled navigator to find a
faster route between long-established gates.

156
Random Artefacts and such ships, if stationary, are de facto bases. A true base,
Roll Result without motive power, is unlikely to be built in hyperspace.
It would quickly drift away and be lost. Furthermore, it
01-05 Junk, Interesting
is sometimes necessary for a ship to re-enter realspace.
06-07 Escape Pod Stumbling on such a base is very dangerous, even if the base
08–16 Goal is run by the same government which the discovering vessel
17–18 Abandoned ship, known Major Race serves. The very existence of such bases even in theory is
19–21 Abandoned ship, known Minor Race a secret; to discover one in actuality is akin to coming
22 Abandoned ship, unknown race. upon an alien vessel on a 21st century Terran military base.
23 First One relic The discoverer, if not authorised to be there, is likely to
24 Active base, major race be silenced out of hand unless the controlling government
is extremely ethical, the discoverer is known to be very
25–30 Junk, Dangerous
trustworthy or there is some other compelling reason to
31–100 Junk, Boring not follow the dictum that dead men tell no tales.
Abandoned Ship, Known Major Race: A ship belonging
Escape Pod: Often, ships become lost in hyperspace
to one of the major races has been abandoned here. This
due to damage, perhaps caused by some of the natural
is most likely a badly damaged vessel, one where the crew
phenomenon documented above. Once it is obvious that
fled prior to its expected destruction. The ship could be on
the ship is crippled, the crew may seek to leave, taking
the verge of exploding or it could be a dead hulk. Alerting
the infinitely slim chance of rescue over certain death. In
the owning government to its location would probably be
most cases (99%) the escape pod will contain only a long-
the best course of action, unless the ship belongs to race
dead corpse. In 1% of the cases, however, the pod will
currently at war with the species which controls the ship
either contain a sleeper system (which will most likely be of
which made the discovery, in which case, the ship can
Human origin, although, in theory, it could be a very old
be claimed as a prize of war. Alternately, in the case of

Travelling
Centauri or Minbari pod), or it will contain very, very lucky
hyperspace lifelines and other search ships, it means that
living being, who will most likely need immediate medical
the missing vessel may have been actually been located
attention and then some form of transit home. Alternately,
(30% chance but only if the missing ship is of the correct
in the case of hyperspace lifelines and other search ships, it
race).
means that the escape pod is from the missing vessel and
the chance of finding someone alive inside is much higher
Abandoned Ship, Known Minor Race: As above, except
(35% chance). If the missing vessel did not have escape
the ship belongs to one of the member races of the League
pods, then this will obviously not be the case.
of Non-aligned Worlds or a similar ‘bit player’ in galactic
politics.
Goal: The ship has managed to find something it was
specifically looking for. In the case of hyperspace lifelines
Abandoned Ship, Unknown Race: The species which
and other search ships, it means that the missing vessel has
built this vessel is a mystery but their technology is not on
actually been located. In other cases, a clue in an ongoing
a par with the First Ones. The ship will contain clues to
investigation or a vital piece of evidence has been picked
the race’s location and biology and as such is an incredible
up.
treasure, as whoever finds it will be able to make a well-
informed first contact after suitable study. Of course, a ship
First One Relic: This is about as dangerous – and as
built by an unknown race may well contain a variety of
potentially rewarding – as a random find can get. The ship
dangers; exploring it can be risky, due either to different
has stumbled on something left behind, abandoned or lost
environmental tolerances (perhaps they breathe corrosive
by one of the elder races of the galaxy – by the Vorlons,
gasses) or due to traps left behind by the original owners,
the Shadows or some other unknown and ineffably ancient
who do not want aliens wandering onboard their ship.
species. The artefact could be anything – a weapon, a
scientific experiment, a collection of music – but it will be
Active Base, Major Race: Psi Corps maintains bases in
strange, incomprehensible and, even if benign in original
hyperspace, ultra-secret research facilities located on vessels
design, very dangerous to those who find it and do not take
which are capable of maintaining position within the
every possible precaution. Even the hypothetical music
turbulent realm. It can be assumed that there are other such
collection could be lethal; perhaps the music of the First
places, extremely secret, run by EarthGov and by the other
Ones causes insanity or the vibrations turn Human cells to
Major Races. Centauri, Narn and Minbari all have reason
mush. The introduction of such a relic can easily spawn
to keep large ships permanently stationed in hyperspace
several scenarios or, if it is sufficiently dangerous, end a

157
campaign... and leave another pile of junk drifting through starships; now, they move randomly. A starshard literally
hyperspace. Indeed, if the relic is found adrift in a cloud of tears hyperspace apart as it travels through it, leaving a trail
fragments identified as being from a recently-constructed of realspace behind, something like a comet’s tail. It also
ship, this ought to be considered an important clue... creates a storm front of hyperspace distortion in front of it.
The shards move in vast arcs, the curve so slight that they
Junk, Boring: More or less exactly what it says. Odd bits of seem to be moving in straight lines to most observers. Once
worked metal of no value, empty cargo pods, fragments of a starshard is mapped and charted, it is easy to avoid until it
an old jump gate which contain no valuable minerals and travels off the beacons; the danger is when one first enters
so on. A total waste of time and effort retrieving it; it has travelled space.
no monetary, historical or military value.
A ship which encounters a starshard is likely doomed. A
Junk, Interesting: This is junk of the same general type sensors check (DC 20) will detect the phenomenon before
as Boring Junk, except that, as the name implies, it is not it hits but starshards storm fronts are very big and move
boring. The interest may be historical – a fragment of a ship deceptively fast. A ship that has detected one has two
known to have been lost decades ago. It may be military choices – it can either try and ride the storm or fly off
– a portion of a Narn encryption system, which Centauri beacon. The latter choice is far from easy – it requires a
intelligence officials would love to get their hands on. It Pilot check (DC 25 to avoid the storm front) and it will be
may be information – a fragment of a destroyed ship from necessary to make Slipping Off Beacon checks as normal.
an unknown race with the information needed to find them
and contact them. It may be monetary – a cargo pod which The storm front will inflict 1d6 Severe critical hits on any
is stocked with valuable seeds or metals. Or it might be ship it touches for 2d4 rounds; after this time the ship has
plot-dependant, a clue the characters have been searching passed the front and is now entering the tail. Should the
for. No matter what, the junk was worth stopping and ship still be in one piece, it is likely to be violently ejected
collecting. It is almost impossible to distinguish interesting from hyperspace as the tail brushes it. A Technical (space
Travelling

junk from boring junk without actually bringing it travel) check (DC 30) must be made to avoid this and this
onboard for examination, however. Alternately, in the case presumes the ship’s engines are still functioning. The sudden
of hyperspace lifelines and other search ships, it means that transition to realspace inflicts an additional Cataclysmic
the missing vessel may have been actually been located critical hit and the navigator will need to use the Find Your
(30% chance). Bearings table to find out wear it has ended up…

Junk, Dangerous: Generally indistinguishable from Vortex


Boring or Interesting junk but a lot riskier to have onboard. A hyperspace vortex is formed by the same forces which
A missile warhead whose arming mechanism is triggered by create directional ripples, only it takes much longer for one
the warmth of the ship’s hold. A cargo pod containing dead to form. A vortex is a swirling, powerful distortion which
food animals which are infected with a lethal virus which is can pick up even the largest ship like a leaf in a hurricane
still virulent. A tracking beacon which leads hostile forces and carry it far off course. As with bursts, these are so rare
to the ship. Dangerously radioactive or toxic waste. The that they should not be checked for randomly; they should
possibilities are limited only by the sadism of the Games be introduced as plot elements only. A ship caught in a
Master, which is to say, they are without limit. Alternately, vortex will take 4d6 damage per turn (ignoring Damage
in the case of hyperspace lifelines and other search ships, it Reduction) and the difficulty of the Technical (space travel)
means that the missing vessel may have been actually been checks to avoid slipping off beacon are increased by +2. A
located (30% chance) but the danger of the find is still ship will remain within the vortex for 2d10 turns before
there… it is flung free; trying to exit the ship before this time is a
Pilot check (DC 30). Failure by more than 10 results in an
Starshard additional 4d6 damage (ignoring Damage Reduction).
This is, thankfully, an extremely rare phenomenon. They
are reported about once per decade and alerts are generally
posted to all starfaring races. Starshards are relics of a long- Commercial Transit
ago war, involving either very advanced Younger Races or Moving people and goods through space is big business and
unknown species of First Ones. A starshard is a small piece every one of the Major Races has some form of commercial
of neutronium which has been moved into hyperspace via space travel. Commercial transit ranges from tiny one-man
unthinkable technology. Presumably, at the time of the freighters hauling small-volume, high-profit goods to vast
war, they were aimed along the travel routes used by enemy bulk haulers, from chartered shuttles capable of holding

158
a handful of passengers in cramped accommodations to Chance of Available Transport
Centauri luxury cruisers which make the most decadent Base Percentage
cruise ships of Terran history look like rusty tramp steamers. Chance of
This section discusses types of ships, costs of transit, general Available
procedures and life onboard ship. Destination Transport
Major Race homeworld 70%
Travel Details Major Race colony 50%
Most of the existing sourcebooks focus, understandably, League Race homeworld 50%
on military and government vessels. This section discusses
League Race colony 30%
some features more common to civilian and commercial
craft, including everything from checking in to the quality Minor Race homeworld 15%
of in-flight meals. Minor Race colony 5%
Uninhabited/unowned world 1%
Percentage
Commercial Passage Increase/
It is generally impossible to simply wander onto a ship,
Adjustments Decrease
hand someone 500 credits and subsequently board. There
are several steps involved in securing passage between the Destination is of same race/ +25%
stars though it is generally a simple process. A traveller government as origin
figures out where he wants to go and instructs a computer Destination system has no jump gate –35%
to find him transit there. It will take 1d6 minutes for an Destination is Fusion Age inhabited –5%
optimal price to be located, unless the destination is well off world
the main trade routes. If it is, a little work may be required. Destination is Pre-Fusion Age –10%
The chance of passage being available can be determined inhabited world
on the Chance of Available Transport table. If there are no

Travelling
Destination is a Trade Hub +10%
scheduled flights, an additional try can be made each week. Origin is a Trade Hub +10%
Note that these probabilities refer only to scheduled flights
Origin is Major Race homeworld +10%
– chartering a ship is also possible, also diplomats or those
Origin is League Race homeworld +5%
acting on government business can expect to have ships
assigned to them. Origin is Minor Race homeworld –10%
Each restricted jump route involved –20%
Example Each new government entered1 –5%
An Earth businessman on Nar’shal realises, to his disgust, that Searching for passage in more than +5% per day
he must travel to Melat next week. Melat is a League Race one week’s time2
homeworld so the base chance of being able to book passage Searching for passage in less than –10% per day
on a scheduled flight is 50%. Reaching Melat will involve one week’s time2
entering both Drazi and Pak’ma’ra government space (–10%) Willing to accept changeover points3 +5%
but fortunately Nar’shal is both a Major Race homeworld Insist on Adequate travel –5%
(+10%) and a Trade Hub (+10%). This leads to a total Insist on Excellent travel –15%
percentage chance of 60%. The businessman rolls 34, a success
Insist on Exceptional travel –25%
– there is a trade ship leaving which is also taking on passengers
leaving for Melat in a week’s time. It will cost the businessman Insist on Imperial travel –40%
(or rather, his company) 6,000 cr. for the journey in Adequate
1
Generally speaking, transports tend to stick ‘close to home’.
Trips to neighbouring governments are fairly common but the
accommodation as it consists of five minor jump routes (Narn
more territories a ship must cross, the more likely it is that the
to Sorith to T’il to Hilak to Shambah to Melat). trip is not worth it.
2
The table’s calculations assume a week’s notice. For each day
Once on Melat, he concludes his business (very, very quickly) less, reduce the chance by 10%, also, increase the cost by 10% for
and immediately prepares to depart for Earth. Earth is a each day less than a week. For each day in advance the passenger
Major Race homeworld so the base chance of being able to is willing to book ahead, increase his chances by 5% (maximum
book passage on a scheduled flight is 70%. In addition, Earth of +20%).
is a Trade Hub (+10%), Melat is a League Race homeworld
3
This reflects transfers, changing ships and so on. A computer can
(+5%) and the businessman has no problem accepting analyse schedule routes and find a sequence of ships which will
take a passenger to his destination. By being willing to not travel
changeover points as long as he can get home quickly (+5%).
directly, the odds of finding some passage increase.
Unfortunately, the journey is convoluted to say the least and

159
Flight Costs Arrival and Boarding
Accommodation It is generally good to arrive at the departure
Quality Cost point at least one hour prior to departure for
intragovernment flights and three hours prior to
Very Poor Often Free (see description) – if not:
departure for extragovernment flights. Failure to
280 cr. per person per jump on major routes
do so can mean a chance of not getting through
470 cr. per person per jump minor
the necessary paperwork and security measures
675 cr. per person per jump on dangerous routes
prior to the ship leaving dock.
Poor 560 cr. per person per jump on major routes
937 cr. per person per jump minor Identity
1,350 cr. per person per jump on dangerous routes A valid identicard recognised by the government
Adequate 750 cr. person per jump on major routes controlling the point of debarkation is required
1,250 cr. per person per jump minor to board any flight. It is also a good idea to have
1,800 cr. per person per jump on dangerous routes similar documentation recognised at the point
Excellent 1,500 cr. per person per jump on major routes of departure. One of the many achievements
2,500 cr. per person per jump minor of the Babylon Treaty was the creation of a
3,600 cr. per person per jump on dangerous routes standard data protocol for personal identification
Exceptional 3,000 cr. per person per jump on major routes recognised by all of the major races and the
5,000 cr. per person per jump on minor routes League of Non-Aligned Worlds. Campaigns set
Unavailable on dangerous routes prior to this time period, or which involve travel
Imperial 6,000 cr. per person per jump on major routes to civilisations which are not signatories of the
10,000 cr. per person per jump on minor routes treaty, may need to deal with minor bureaucratic
Unavailable on dangerous routes difficulties in acquiring an acceptable ID.
Travelling

will take the businessman through Centauri and Earth space As a general rule, travel outside or through
(–10%) and the businessman wants to leave now (–35% as governmental borders requires the permission of all
there is no seven days advance period). The final percentage governments involved. Citizens of nations at war with
chance is 45% – the businessman rolls a 96. That route is each other will not be allowed to board transports heading
not being serviced this week. The frustrated businessman can into their enemies space. This becomes an issue when at
either wait a week or try to charter a ship. If it had been neutral ports, such as Babylon 5 – a Narn seeking passage
available, the transit would have cost a lot of money as nearly on a commercial liner to Centauri Prime during the War of
a dozen jumps are involved and prices would be bumped by Retribution will be denied access to the liner.
+70% due to his urgency.
Security
Freighters Security varies wildly based on starting and ending
The assumption above is that passage will be on ships destination. Some races will not blink if characters carry
dedicated to carrying passengers. However, it is generally a heavy plasma rifle on board with them, while others will
true that people and cargo go on the same routes. Corporate look askance at even a dull knitting needle. Whatever the
freighters almost never take on passengers (too much risk laws might be, there will always be those who seek to break
of a lawsuit), though they may offer a working passage (see them. Sneaking contraband onto a craft is difficult but not
Working Passage, below). Civilian traders often take on impossible. If the item is hidden on someone’s person, a
passengers to make ends meet, trusting to their general Search check against a DC determined by the Games
poverty to defray any risk of liability. If a percentage roll Master is required. If the item is being handled by the
for a transport fails by 10% or less, then no passenger passenger, a contest of the security personnel’s Spot check
transports are available – but a freighter is. Travelling on against the passenger’s Sleight of Hand check is required.
a freighter reduces travel expenses by 25% but increases
travel time by 50% – freighters are slow and often make Remember to factor in the general state of security. During
additional stops en route. Such passage will be spent in times of war or great tension, more attention is paid to
staterooms, of a sort – freight travellers travel in the cargo security; during times of peace, security checks are often
hold (Poor) and those working passage bunk with the rest perfunctory. Destination or point of origin is also a factor.
of the crew (Adequate).
It is also possible to attempt to hide items in luggage. This
has advantages and disadvantages. The advantage is that,

160
since luggage is not immediately accessible to passengers, Technical: There is often a need for an extra set of hands
there is less concern about weapons other than timed and eyes on the machines. While security considerations
explosives and thus searches are generally less rigorous. The keep ‘pick up’ crewmen away from the more sensitive
disadvantage is that there is nothing the passenger can do controls, there are countless lesser tasks which they can do,
to influence the search and the searcher has unrestricted from updating the stockpile database to running diagnostic
access to the luggage. checks and physical maintenance of components. Anyone
with Technical skills will need to demonstrate them in
Customs Violations on Babylon 5 order to gain a working passage; this will normally take
On Babylon 5, minor customs violations involving personal about an hour and will be scaled to the character’s claimed
quantities of items of Legality Class 1 or 2 (see page 180) level of competence. The DC will be 14 for those claiming
goods incur a fine of 350 to 500 credits and the confiscation Novice skill, 18 for those claiming Journeyman status and
of the item. Weapons infractions will incur a 1,200 credit 20 for those claiming Expert skills. It is possible to take 10
fine. Other locations are likely to have more severe fines, as on this check.
well as the possibility of imprisonment.
Warm Body: Sometimes, a simple willingness to do what
Working Passage one is told to do – often involving dirty, exhausting,
Another possibility for those without money but with vital physical labour, even in the high-tech era of Babylon 5
skills (or just a strong back) is working passage. Working – can be enough. A character with a decent physique and a
passage first requires a ship to be going where the character willingness to work hard may find a few ships willing to take
wishes to go; use the standard rules above to determine them on. The base chance is 5%, plus 1% for each point of
that. Then, it must be determined if there is a need for Strength and Constitution bonus. Thus, a character with a
the character’s skills. The following section describes skills Strength of 14 and a Constitution of 12 has an 8% chance
commonly needed aboard starships, and the chances of of securing passage as brute labour.
finding passage with them. For purposes of this section, 4

Travelling
or fewer ranks in a skill (but a minimum of 1 rank) mark the Chartering a Flight
character as a Novice; 5 to 8 ranks denote a Journeyman and A businessman on Melat who desperately needs transit
9 or more ranks denote an Expert. If a character succeeds to Earth may find himself out of luck when it comes to
in gaining working passage on a ship, he can assume it costs a commercial flight. Thus, he may begin the process of
him no credits to travel to his destination though it is very chartering a flight. Most major stellar destinations have a
likely the character has been worked extremely hard during small coterie of freelance pilots or freighter captains who
the passage to make up for this. are willing to take passengers to a specific destination,
usually at a price which can only be described as ranging
Medical: Doctors and other health-care specialists are often from ‘exorbitant’ to ‘usurious’ to ‘were you not informed
welcome on ships, especially freighters which normally that piracy is outlawed in this part of the galaxy?’
cannot afford a full-time employee in that role. To secure
such passage, a Diplomacy check is needed, along with The chance of finding a charter ship is dependant on
some proof of medical training – this is usually trivial if the how busy the local world’s starports are. Worlds which are
character is travelling under their legal identity; if they are centres of trade and commerce often attract freelancers, or
not, a Bluff check (DC 25) may be called for to convince create them accidentally when a promising trade deal goes
someone of their missing credentials. Characters may add sour or expected payment or cargo does not arrive. Worlds
their ranks of Medical to this check. The Diplomacy check with few regular visitors, obviously, will attract few pilots
has a DC of 20 for Novices, 15 for Journeymen and 10 for hoping to find passengers. The chance of a charter ship
Experts. being available is determined on the Chance of a Charter
Flight table – checks can be made daily to see if charter
Profession: A wide range of professions may be useful on flights are available.
a ship; cooks, porters, mechanics and others may all find
work, though such mundane jobs are usually filled by the
regular crew with little need for an extra hand. Finding an
open position is as much luck as it is skill and diplomacy;
there is a base 5% chance, +5% for each skill rank in any
Profession skill a character possesses, of a spot being open.

161
Intrasystem Flights 1
The table’s calculations assume 24 hours notice. For each hour
Intrasystem flights – those which begin and end in one less, reduce the chance by 2%, also, increase the cost by 2% for
each hour less than 24. For each 24 hour period in advance the
system, commonly referred to as shuttle services – are dealt
passenger is willing to book ahead, increase his chances by 5%
with slightly differently from intersystem flights. The
(maximum of +30%).
specific destination in-system only really factors into the
cost of the trip, not the availability (unless it is a known
off-limits or dangerous area). It is not possible to gain Chartered Flights
working passage on intrasystem flights as they are too short For chartered flights, there is the same chance of being
in duration to get any amount of decent labour out of a able to acquire one as noted in the Chance of Available
worker. The time it takes these flights to get to a destination Intrasystem Transport table. The cost, however, is equal to
can be calculated using the Realspace rules on page 150. ten times the normal given in the Intrasystem Flight Costs
table.
Intrasystem Flight Costs
Short-Term Accommodations
Accommodation
Short-term accommodations differ from long haul
Quality Cost
transportation. Basically, passengers get a seat. They come
Third-Class 100 + (10 X AU distance) cr. per in various classes:
person
Second-Class 200 + (20 X AU distance) cr. per Third-Class: Third-class accommodations are basically
person ‘standing room’ or on ships without gravity ‘floating room’.
First-Class 300 + (30 X AU distance) cr. per Often, low-gravity areas on ships with rotating sections
person are given over to this level of accommodation. Passengers
are herded into a central area and stand or sit on the floor
Chance of Available Intrasystem Transport during travel. If there is no gravity, straps are provided.
Travelling

Base Percentage Storage is limited to one cubic foot of space and whatever
Chance of characters are carrying.
Available
System Details Transport Second-Class (Business Class): This is where the majority
Major Race home system 90% of passengers will be. Second class seats are designed by the
finest engineers, biologists and ergonomic experts of each
Major Race colony system 80%
race to be equally uncomfortable to all travellers and in all
League Race home system 80% positions. Students of industrial design often spend months
League Race colony system 70% studying this achievement and marvel at how universal it
Minor Race home system 50% is. There are rumours that seats found in xenoarcheological
Minor Race colony system 30% digs dating back to the rise of the First Ones still meet these
Uninhabited/unowned system No chance exacting requirements. Storage consists of two cubic feet
Percentage of space and carry-on goods. Seats are often equipped with
Increase/ a small computer screen, which can be used for a usurious
Adjustments Decrease surcharge (5 credits/minute). On flights of longer than six
Highest system technology is Fusion –10% hours, a meal consisting of several unidentifiable lumps of
Age shaped semi-organic mush will be served.
Highest system technology is Oil No chance
First-Class: Seats in first class tend to be comfortable and
Age
large. While not entirely without flaws, a protracted flight
System is a Trade Hub +20% spent in one is mildly annoying, rather than bordering on
Searching for passage in more than +5% per hour torture. Decent food is provided, though few will consider
24 hours time1 either the portions or the quality highly noteworthy.
Searching for passage in less than 24 –2% per hour Computer access is provided. Many such seats include
hours time1 alpha-wave induction fields to provide restful sleep on
Insist on Second-Class travel –5% longer voyages.
Insist on First-Class travel –10%
Destination area/planet/moon is off- –20%
limits or dangerous

162
Chance of Charter Flight Available take on passengers to fund his habit of touring the galaxy.
Base Percentage A few eccentrics (some would say ‘lunatics’) have refitted
Chance of shuttlecraft and other short-distance ships to be capable of
Charter Flight surviving (barely) the rigours of hyperspace and to sustain
Starting World Available life support for several days – just long enough to make
it from one jump gate to the next and refuel. The Games
Major Race homeworld 90%
Master should select a craft appropriate to the starting
Major Race colony 60% world – there will be no idle Centauri nobles on Narn in
League Race homeworld 60% 2262, for example. This is an opportunity to introduce a
League Race colony 40% Non-Player Character from a little-used race; many citizens
Minor Race homeworld 30% of the League of Non-Aligned Worlds find their best
Minor Race colony 10% chance to see the larger galaxy is through freelance work. If
Uninhabited/unowned world No chance stymied for ideas as to who might be willing to offer transit,
Percentage a Games Master may use the following concepts: a down-
Increase/ on-his-luck free trader, a corporate freighter with a captain
Adjustments Decrease willing to bend the rules, a pirate or criminal (who will
attempt to ransom or rob the passengers once in space),
Starting system is only on minor –10%
a Brakiri merchant who was heading that way anyway, a
jump routes
professional charter pilot, a minor Centauri noble with
Starting system is only on restricted –25% time to kill and a ship to spare, a smuggler, a Minbari on
jump routes a spiritual journey or a courier whose employer failed to
Starting system has no jump gate –30% show up.
Starting world is Fusion Age –5%
Starting world is pre-Fusion Age No chance The cost of passage is, as noted, extreme. The chartered

Travelling
Destination system is a Trade Hub +15% pilot, though, has to meet considerable operating expenses,
Destination system is in hostile space –20% as well as endure certain risks. It may be difficult or
Destination system has no jump gate –30% impossible to get a return flight or the destination may lack
essential repair and maintenance facilities. Many charter
Spreading the word & greasing variable
flights go to dangerous or unexplored systems and there
palms1
are often cases where ‘desperate’ passengers turn out to be
1
It is also possible to spread a little money around or track down
pirates, killing the owner of the ship and seizing his craft
rumours, or both, to speed up the search. Some potential charter
pilots may not be openly advertising or seeking work but can be
minutes after entering hyperspace.
turned up with a little digging. A Gather Information check can
be made. For every full five points of the rolled result, increase Charter travel costs (10+2d4) X 1,000 credits per passenger
the odds of finding a pilot increase by 2%, to a maximum of per jump route. Add 1d4 X 1,000 credits per passenger
+20%. This check can be made once a week and the bonus lasts per jump route to systems without jump gates. This price
for a week. Using Gather Information in this manner costs a assumes Adequate accommodations – it may be increased
number of credits equal to the rolled result multiplied by 100 and further if the chartered ship is well-appointed or luxurious,
represents small bribes, drinks bought in seedy bars, money paid though it will not be commensurately decreased even if
to agents and so on). Spending twice this amount results in an
the ship is an ore-hauler with some sleeping tubes attached
extra +5% to the percentage bonus for the week.
to the walls. If the ship is expected to ‘wait around’ for
the passengers, the passengers will be expected to pay all
The Games Master must apply some degree of common
docking fees, plus 10%.
sense – there will be no itinerant pilots waiting around
Z’ha’dum for passengers, even if it is technically a ‘Major
The advantages of a chartered ship are that it will take
Race homeworld’.
characters where they are going by the fastest and most
direct route and the individuals chartering the craft are
The type of craft taking on passengers can be widely varied.
generally the only passengers aboard. Many of the pilots
Freighters may have room for a few paying customers.
who accept charters are known for being circumspect and
Courier ships, capable of forming their own jump points,
do not ask questions. They are also often willing to risk
are sometimes available for hire, especially if planned travel
forging or falsifying manifests and flight plans and are
arrangements fell through. Some businesses make a habit
generally ‘open minded’ about the contents of luggage,
of purchasing decommissioned warships and refitting them
provided they do not sense a risk of hijack.
as passenger or cargo craft. A wealthy Centauri noble may

163
Accommodations by ten feet) with access to outdated computer terminals,
badly worn couches (if there is gravity) and simple games.
Long haul accommodations are used on intersytem (jump
route) trips. Some voyages can last several days or even several
weeks. On the most luxurious ships, travel is often slightly Adequate Accommodations
extended, as the trip itself is considered to be enjoyable, but The majority of working and middle class folk travelling on
most star craft are not sufficiently well-appointed to entice their own credits will settle for Adequate accommodations.
passengers to take longer than is absolutely necessary to get Adequate accommodations include a bunk, tube or sleeping
where they are going. hammock in a semi-private room (generally, from two to
four people) and the rooms include small terminals over
The Zocalo sourcebook includes details on a wide variety each bunk and, if there is gravity, two small chairs and a
of goods services, many of which may be purchased aboard table. The rooms are about ten feet by five feet. If there are
passenger vessels. As a general rule, the costs when onboard more than 10 passengers, a smallish lounge will be provided,
ship should be increased by 25% to 100%, depending on consisting of seating, computer terminals and some games.
the avariciousness of the captain or owner and the general Food is synthetics but decent synthetics, with a variety of
quality of the vessel. options. Alcohol will be served at obscene prices. If there are
more than 50 passengers, there will be a larger lounge with
Very Poor Accommodations several forms of entertainment, including gambling if it is
This describes conditions generally found only on refugee appropriate to the culture owning the vessel. Furthermore,
ships or ships which are carrying fugitives, prisoners with more than 50 passengers, a small restaurant or snack
or slaves. Basically, there are no accommodations, just a bar will be available, offering slightly better food than is
pressurised, air-filled hold, in which all those travelling at standard but again at outrageous prices. The lounge or
this level congregate. If there is no gravity, they float freely. lobby will also contain a communicator from which calls
Most will tie themselves to whatever is handy with strips can be made on the tachyon network, at an outrageous
of cloth. There are no showers or other hygiene facilities mark-up. As a general rule of thumb, passengers paying
Travelling

and bodily waste is disposed of in sealable containers. No for ‘tolerable’ accommodations end up paying 25 to 50
commercial carrier sells ‘tickets’ for this style of travel; this percent more than the base rate as they sample various
describes the arrangements made between the desperate ‘supplementary’ services.
or the hopeless and those who wish to deal with them.
Sometimes, this is the only way to get large numbers of Excellent Accommodations
people out of a bad situation (such as ferrying thousands of Business travellers star-hopping on company expense
Narn covertly across space in the hull of a bulk transport) accounts, the upper-middle class travelling on vacation,
but, most often, such ‘accommodations’ are the result of semi-important dignitaries and minor celebrities tend
cruel exploitation of desperation. In a worst case scenario, to make up the bulk of passengers enjoying transit at
the cargo container or similar holding the passengers this level. Rooms are either private or shared between
may even be jettisoned in hyperspace, giving the owners passengers travelling together and each room has its own
of the ship their pay while exposing them to little risk of shower and bathroom facilities, as well as individual
transporting fugitives. thermostat controls, full computer access and a desk and
chair. A self-serve bar is often included, though use of it
Poor Accommodations is billed at exorbitant prices. Food is included in the cost
Only the most desperate would voluntarily travel under of travel and it is decent enough, though bland. If there
these conditions. Poor accommodations grant a sleeping are ten or more passengers at this level, there will also be a
tube or sleeping web and two cubic feet of storage (no well-appointed lounge area with several different options
more than 50 lbs. of gear). There are no private or semi- for entertainment. If there are more than 50 passengers
private cabins; passengers are placed in a single large hold travelling at this level, there will specialised recreational
or bay. There is one bathroom/shower area shared among areas, including such things as a small casino, exercise
all passengers and water use is strictly rationed. There are rooms, small restaurants or food stands and observation
no water showers; sonics are used instead. Privacy, outside decks. Private rooms include interstellar communications,
of the washroom facilities, is non-existent. Minimal food though there is still an obscene surcharge for it. For every
is provided, usually tasteless synthetics and distilled water. ten passengers, there will be one crewmember whose sole
No entertainment or other services are provided. If there job is attending to them in some capacity.
are Poor accommodations for ten or more people, there
will usually be a small common area (no more than ten feet Exceptional Accommodations
This represents the best the ‘average’ sentient is likely
to afford as anything other than as a once-in-a-lifetime

164
experience. Business executives, celebrities, diplomats and Cultural Variations
the idle rich all travel at this level. Rooms are spacious (200 The above descriptions are generic, and apply more-or-less
square feet), usually including both sleeping quarters and to all starfaring races which have any sort of commercial
a small anteroom. There is a tiny but functional kitchen travel. Some cultural notes:
and ingredients can be ordered at the usual insane mark-
up. There is a computer screen in the bedroom and a Centauri
full terminal in the anteroom, which grants interstellar Centauri accommodations are, as can be expected,
communications at an extra fee. Gravity permitting, there decadently luxurious. If there is a bar, it is overflowing with
is a bath as well as a water shower. A well-stocked self-serve all manner of intoxicating beverages. Furnishings are as
bar is standard. The bed features a range of options, such opulent as possible and personal attendants are much more
as massage, adjustable tension or, on Centauri ships only, common – double the number of crew devoted to seeing to
variable gravity. The Minbari also have this technology passengers needs. Lounges are the site of continual parties,
but see no need to use it for personal luxury. There is balls and performances, with live entertainers providing
at least one crewmember per ten passengers at this level all manner of distraction. Larger Centauri vessels also
dedicated to providing support and services. High quality provide small but very secure meeting rooms, where private
meals are included in the cost of travel but there is also business can be discussed. However, there is another side
a wide range of foods available via room service. If there to the equation. The slaves, working and middle classes
are more than ten passengers travelling at this level, there do not travel among the stars, except on business, and
will be a luxurious passenger lounge or meeting area, with then their conditions are Poor or Very Poor. There are no
many amenities and often a good deal of decoration, such Adequate or Excellent quarters on Centauri commercial
as holographic artwork, statuary or a fountain. If there are liners; those who cannot afford Exceptional or Imperial
more than 50 passengers at this level, there will be several accommodations travel in Poor ones. Armed guards keep
high-quality recreational options ranging from casinos to the rabble out of the regions occupied by the nobility,
holographic suites. unless one has proper business being there. Non-Centauri

Travelling
rarely travel on Centauri craft unless they can afford the
Imperial Accommodations best quarters; if they can, the trip is likely to be extremely
This style of travel always has some name associated with pleasant.
it; Platinum Class, Elite, Luxury, Full Enlightenment (the
Minbari term) and so on. It is used by corporate CEOs, the Earth Alliance
heads of Centauri Great Houses, high-ranking politicians, Earth Alliance ships often have quarters in lower-gravity
diplomats and dignitaries, the most famous celebrities, areas, as many passengers enjoy the feeling of being lighter,
the scions of wealthy families and so on. It is the best any though not weightless. Accommodations tend to be slightly
private citizen can expect; only heads of state are likely to smaller than described, though this can vary. Socialising on
travel between the stars in any more comfort than this. trips is important to Humans and this reflected in larger
lounge and meeting areas, as well as many scheduled
Rooms consist of a large living room/meeting/kitchen area activities on longer trips. Food is often of a lower quality,
and from one to three bedrooms. All the luxuries which the due to a need to preserve space. The fact that spinning
local technology can provide are present and special requests sections must sometimes cease rotation during manoeuvres
for specific items can be made in advance of launch. Even or if there is a mechanical issue which needs to be attended
the largest private liners do not have the space for many to limits the design possibilities of the living areas and
rooms of this size, so reservations must be made well in passengers are usually given a quick orientation and training
advance. Everything noted for Exceptional accommodations session on how to deal with ‘G-outs’.
is applicable here, enhanced to the finest degrees of luxury
that the culture permits or can afford. The shower facilities Minbari
will be of whatever materials signify decadent opulence The Minbari have very few ‘civilian’ ships. The nature of
in the culture. There is a personal steward for every five Minbari society and its focus on service means that most of
guests. Even the colour and style of furnishings can be those who travel do so because it is part of their job or role
changed prior to departure. All aspects of the room, from in society. Whether it is workers going to a colony world in
temperature to humidity, are controllable by the passenger. order to construct shelters or members of the religious caste
Luxurious meals, cooked to the passengers’ preferences, are on a pilgrimage, most travel occurs because it needs to.
delivered to the cabins or served in private rooms off the
main lounge area. Direct access to officers of the ship is There are exceptions. Some Minbari desire to visit worlds
usually available. Interstellar communications services are for their own enlightenment and education. Musicians,
included in the room charges.

165
poets and other artists seek inspiration among the stars. be overlooked If the crimes are against a Centauri, the
Long years of toiling in the same place can fill even the perpetrator might well be given free transit!
most contented worker with a desire to be somewhere else,
if only for a short time. Furthermore, the increased contact
with other races which followed the end of the Shadow Onboard Security
War and the forging of the Interstellar Alliance increased It seems inevitable that, sooner or later, someone will
the number of non-Minbari who simply wished to tour consider how much a starship is worth, then tally up
one of the most ancient and beautiful civilisations in the the crew onboard, do a little cold-blooded calculus and
galaxy. decided that stealing a starship is a good way to begin a
life of raiding and pillaging, or at least secure enough funds
Minbari ships focus on the spiritual, rather than the physical. to retire to a small rim world for a few decades. That few
Rooms are designed to encourage quiet meditation. They ever seem to have succeeded in this is often not enough to
have fewer class or social distinctions and accommodations discourage the occasional fool. Further, some people (very
are usually provided based on need rather than on ability to often, Player Characters) have a mix of desperation, skill
pay. Most ships have quarters which would be considered and gross overconfidence that leads them to attempt, if not
the equivalent of Adequate or Excellent. Room decorations the impossible, the remarkably difficult.
often include candles, religious symbols and other aids to
relaxation. There are few organised entertainment activities, The threat of losing control of a ship – to hijackers,
but there are many rituals which passengers are encouraged mutineers or boarding parties – is always on the minds of
or expected to attend, including Fi’han Sho (the rite of starship captains, military planners and starship insurers. As
leave-taking), Taler’jha (the Blessing of the First Meal) a consequence, the security arrangements on most starships
and Volan (The Ceremony of the Void). Non-Minbari are are very good, often better than the systems designed to
generally not expected to participate but they can if they preserve the health and life of the crew. Indeed, the actuarial
wish, provided doing so does not disrupt the ceremony. figures often show that it is cheaper to replace a skilled crew
Travelling

than a starship. Shipboard security can be categorised as:


Some Humans find travel on a Minbari cruiser to be
infinitely relaxing; others, and nearly all Centauri, describe Low
it as: ‘A wonderful way to ensure that even the most tedious This is rarely seen. Even a ship traversing a wholly safe
daily job is an orgy of excitement by comparison. You will route – such as a shuttle ferrying passengers from Babylon
return loving whatever it is you must do for a living, if only 5 to a waiting transport ship – could become a dangerous
because it is something to do!’ weapon if hijacked and piloted at full throttle towards a
powered-down warship, the station or the jump gate. Even
Narn so, a small number of ships have no security other than
Narn ships have technology close to that of the Centauri basic password locks (Computer check (DC 20)) on the
(from whom nearly all of it was copied) but they are much control systems and possibly sidearms on the crew. This
more spartan in nature and little effort is made to make is sometimes the case on raider vessels, as security systems
the craft hospitable to non-Narn. Furthermore, Narn are often destroyed when the ship is seized. Extremely old
vessels lack both artificial gravity and rotating sections. As or poorly maintained transport ships may also have Low
a consequence, the sight of a non-Narn civilian booking security.
passage on a Narn ship for personal or recreational reasons
is rare; most travel in the Narn Regime by non-Narn is done Standard
aboard transports belonging to other races. Conditions on This is typical of most commercial ships running safe
a Narn ship can best be described as ‘functional’. Only the routes. The focus is on nonlethal containment of potential
most perfunctory of luxuries are present. Non-Narn will hijackers. The security features will stop most attempts at
only choose such ships if other races are forbidden to travel piracy or mutiny and include:
to a destination, as is often the case with Narn colonies,
many of which serve military or industrial functions. Biometric scans: All primary control systems, such as
navigation, engineering or weapons, require both password
However, Narn traders are notably cavalier in regards to access and biometric scans. Fooling a biometric scanner
both customs laws and the fugitive status of individuals requires specialised equipment (see the Equipment
seeking transport ‘no questions asked’, especially if they are appendix) and a Technical (electronics) check at a DC of
willing to pay well. This does not apply to anyone who 20. Failure by more than 5 will activate a security alert on
may have harmed a Narn or otherwise acted against the the ship.
interests of the Narn Regime but most other crimes will

166
Bridge Shutoff: The bridge and other control areas can Biometric scans are as precise as possible. The DC to disable
be sealed behind reinforced doors. These have a Damage them is 30.
Reduction of 20, 80 hit points and a Break DC of 35. Once
activated, a security alert is begun. Bulkheads are reinforced, with a Damage Reduction of 22
and a Break DC of 37.
Knockout Gas: On a command from the bridge, any room
or corridor can be flooded with gas designed to cause Lethal Countermeasures are in place. At critical junctions
rapid unconsciousness in most lifeforms. Often, passenger throughout the ship, drop down weapon emplacements
manifests are used when the ship is being resupplied to can be activated. These will fire at anyone not broadcasting
change the gas mix to affect any beings on board. The gas an appropriate IFF signal. These emplacements will first
requires a Fortitude save (DC 18) each round of exposure acquire a target (a ranged touch attack – remember to
or unconsciousness results. This feature also triggers a add the emplacement’s +5 attack bonus), representing
security alert. their limited AI computer brain ‘locking on’ to a target.
A target may add a +4 bonus to his Defence Value if he
High spends a standard action trying to avoid the lock-on (+6 if
This level of security is found on passenger ships which he has 5 or more ranks in Tumble). Any devices the target
routinely travel through hyperspace, non-combat military possesses that cloud perception may add a +1 to +5 bonus
craft and high-end corporate craft. It has the same features to Defence Value as well (Games Master’s judgement). If
as Standard security, with the following exceptions/ an emplacement locks on to a target, it will fire at that
additions: target every round until the target stops moving or removes
itself from its range (generally 60 feet). Every round of fire
Biometric Scans are more refined. The DC to disable them from an emplacement requires four attack rolls against the
is 25. target, all adding the emplacement’s +5 attack bonus. Each
successful roll inflicts 2d6 damage to the target as the PPG

Travelling
Life Support can be selectively controlled. Air, heat and blasts hit.
light can be cut off to various areas of the ships, trapping
potential hijackers in the cold and dark. On Minbari or Security Alert
Centauri ships, gravity can be selectively deactivated as Most ships have a set of automatic actions which are
well. performed in the event of a security alert. These include:
Electrical fields: Bulkheads can be charged with electricity, Armament: Most ships with security level of Standard or
dealing 1d8 points of electrical damage to anyone touching above will maintain a small cache of sidearms in secure
them, with a Fortitude save (DC 14) for half damage. If areas, such as the bridge and engineering. These will be
that save fails, a second Fortitude save (DC 14) must be opened automatically, allowing the crew access to weapons,
made to avoid unconsciousness for 2d4 rounds. if the ship is under threat and if the controlling AI senses
the areas are still under crew control.
Scanners: Theoretically, all passengers are searched for
weapons before coming aboard and weapons are confiscated Broadcast Alert: An alert that a hijacking or take-over
or deactivated as need be. However, some passengers can attempt is in progress will immediately be broadcast. Since
succeed in slipping weapons past security – both Centauri many races have suffered from raiders, and since most
and Narn are skilled in this regard and few scanners can raiders get their start via stealing ships, there is a vested
identify a Minbari fighting pike as a weapon in the first interest in stopping such take-overs. Naturally, there is a
place. To compensate for this, vessels with High security matter of perspective – Narn prisoners who successfully
have additional weapon scanners placed on approaches to manage to take over a Melano transport do not consider
all sensitive areas. Upon detecting an unauthorised weapon, themselves to be ‘hijackers’ and races which have had bad
personnel will be dispatched to intercept the weapon- dealings with the Centauri may be unduly slow to respond
bearer. to a distress call from such a craft.
Very High Interlocks: On ships with a security level of High or better,
This level of security is found on military ships and a security alert activates a series of interlocks. All of the
diplomatic couriers, as well as exceptionally important ships systems continue to poll each other on the state of
ships such as EarthForce One. It has all the features of High their security and correct any inconsistencies introduced by
security, with the following exceptions and additions: attempts to manipulate or override the system. This adds

167
5 to the DC of all Computer or Technical checks made to Safety Levels
defeat security. Not all ships, or even all areas on a ship, are equally well-
equipped to deal with an emergency. EarthForce One
Engine Shutdown: If this ship is in realspace, the engines contains enough redundant systems that any emergency
are shut down. Note that this is controlled by an advanced short of the ship itself being blown up can be safely
neural net which is usually capable of determining if doing contained. Old tramp freighters, on the other hand, often
this will place the ship in worse danger – such as being in the rely on improvising solutions to shipboard crisis. While
middle of a combat zone. If there is doubt as to the ability every conceivable combination of threat and response
of the ship’s computer to make such a decision wisely, roll cannot be catalogued, the following safety levels should
1d20; on a roll of 1, it fails to make the ‘intelligent’ choice. serve as a guide for the Games Master when asked ‘Is there
This is done so as to prevent the ship from being used as a fire extinguisher here?’ or ‘How much room is there in
a weapon, a lesson which dates back to the start of the the lifepods?’
Terrorist War at the dawn of the 21st century on Terra and
from similar incidents on most other worlds. In hyperspace, Areas which are ‘adjacent to vacuum’ are those which have
engine shutdown would cast the ship dangerously adrift, so at least one wall directly in contact with space. These areas
the ship enters holding station, with only the minimum will generally have the best structural support or, at least,
engine power being used. some capacity to be sealed or even ejected (as in the case of
cargo pods).
Section Seal: Much as with a hull breach, the ship will seal
off individual sections. Unlike a hull breach, however, Unsafe
all section bulkheads close, isolating everyone until the The ship, or area of the ship, is grossly unprepared for disaster.
emergency is over. Authorised crewmembers can open Only a single wall separates the interior compartments
individual bulkheads on a case-by-case basis. from the harsh emptiness of space. Emergency supplies are
non-existent. No sensors exist to alert occupants to hull
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♦ Sabotaging a bulkhead: Some would-be hijackers breaches, dangerous levels of radiation or other hazards.
will try, prior to the hijack attempt, to override or There are no fire prevention or suppression mechanisms.
block bulkheads, so they cannot be contained. This There are no alarms which can be activated to signal a
is a Technical (engineering) check with a DC of 20. disaster. The ship itself will have no lifepods.
Failure will sound an alert. If the check is successful, the
bulkhead will not close properly when commanded to Low
do so. Note that in the event of a hull breach, this could The ship, or area of the ship, is unprepared. Walls will
be very hazardous indeed. be either a thick single wall or a thin double wall. There
is a 25% chance of emergency supplies being present.
Transport Lockdown: All internal transit, such as lifts, will Sensors for hull breaches exist but nothing else. There are
shut down. This can be overridden by someone with the manual alarm systems but no automated ones. A basic fire
correct authorisation (subject to biometric scan) or the lift suppression system may be present (25% chance). Lifepods
can be ‘hotwired’, requiring a Technical (electronics) check sufficient for half the normal complement of passengers
at a DC of 20. will be available. There is a 25% chance of a single survival
bubble being in any area which typically contains passengers
and which is adjacent to vacuum.
Emergencies
Space travel is dangerous, though not so dangerous as Typical
adventure stories make it out to be. It is safe enough that The ship, or area of the ship, meets the most minimal
refusing to travel between the stars (astronautiphobia) is guidelines for disaster preparedness. A strong double hull
considered a mild mental illness, one which can hinder full with sensors to detect breaches lines the area. Emergency
success in life. The odds of a calamity during normal travel, bulkheads will seal the area in the event of a serious breach.
due to something other than targeted aggressions are very Fire detection and suppression systems exist. In addition
small – but not infinitely so. Furthermore, while accidents to hull breaches, sensors will detect radiation and sudden
are rare, they tend to be major. On a spaceship, either temperature changes. Manual alarms exist, as do automated
everything goes right or something goes catastrophically ones hooked into the sensors. There will be lifeboats
wrong. sufficient for normal crew and passengers but no extras.
1d4 survival bubbles will be found in any area which is

168
likely to contain passengers and which is on the outer edge bulkheads will begin sliding into place to seal off the affected
of the ship. area. It will take 4+1d6 rounds for the bulkheads to fully
close; this is due to the need to allow people to evacuate.
Good If sensors show no life forms in the affected area (this can
The ship, or area of the ship, is very secure. Double walls be a problem if stowaways have deliberately disrupted the
with self-sealing mechanisms to handle minor breaches sensors to show precisely that), then the bulkheads will
line the outer areas and a complex sensor web detects even close after only 1 round. All life support to the area is then
pinhole breaks. Emergency bulkheads with rudimentary cut off, until the breach can be patched.
‘self awareness’ evaluate conditions second by second and
can both closed and opened as needed. Advanced fire All passengers and crew on a ship will be instructed as to
detection systems which pick up incipient flame exist, as standard procedure in the event of decompression. Said
do fire suppression systems with self-aiming capability. procedure is to move immediately towards the nearest
Sensors for temperature, radiation, air pressure and air emergency exit and not to panic. If the breach is Tiny or
composition changes regularly monitor the environment. smaller, crew in the area (if any) try to patch the holes.
Manual and automated alarms exist. Lifepods for the Most ships will carry a selection of emergency hull patches
expected compliment of crew and passengers, plus a 10% woven of lightweight but strong metal and backed with
surplus, are present. There will be 2d6 survival bubbles in powerful adhesive. These patches have Damage Reduction
all vacuum-adjacent areas and one in each non-vacuum- 10 and 5 hit points. Applying one requires a Technical
adjacent area. (space travel) check (DC 5) and will take 1d4 rounds. It
is possible, though risky, to try to seal a larger breach with
Excellent multiple patches.
This level of safety is generally found only on top-line
governmental vessels, and even then, only in special areas. Many ships are equipped with survival bubbles as well.
The hull is as noted above, as are the bulkheads. Fire Long-time space travellers, especially hitchhikers and

Travelling
detections systems can pinpoint even small irregularities in others who tend to travel surreptitiously or outside of
heat flow and the fire suppression systems contain adaptive normal passenger compartments, often carry them as part
mechanisms to use the best techniques to eliminate fire of their gear.
while doing the minimal possible damage to anything else in
the room. Sensors include biological filters as well as being Oxygen Deprivation
able to detect even trace airborne toxins. In addition, the The good thing about sealing off a fire on a starship is
life signs of all within the area are monitored, with medical that, if it cannot spread out of the compartment, it will
personnel being alerted if there is any kind of significant consume all the oxygen in the compartment and die. The
deviation from the norm. The ship sports sufficient lifepods bad thing is that, without oxygen, most life forms in the
to handle 120% of the expected passengers and crew and compartment will die as well. Standard policy is to leave a
at least 20% of these will be advanced lifepods. Survival sealed chamber closed for a full hour after the last traces of
bubbles are distributed as per a safety level of Good. flame have vanished, which is very bad for those in the area
who might have survived the flame itself. Deliberate arson
Breaches on a starship is a capital offence in most societies (death of
The most common type of accident is a hull breach. personality in the Earth Alliance).
Contrary to the standard myths, a pinhole-size breach does
not cause a sudden, catastrophic drop in pressure resulting As the fire burns, oxygen is removed. Once an area is sealed,
in a hurricane-like wind. Small breaches are often only the time until those in the area begin to feel the effects
noticeable on very precise scanners measuring air pressure of the fire is dependant on the size of the fire. For every
and can be patched in a few minutes. Even large breaches, time period that elapses noted on the Oxygen Deprivation
such as those a few inches across, can be dealt with. Only table, the atmosphere is reduced by 0.1. This will bring
exceptional holes pose a serious threat. The Babylon 5 into effect the Hypoxia rules noted on page 194.
Roleplaying Game and Fact Book contains details on the
effects of explosive decompression.

If a serious breach occurs, it will be detected by various


automated systems (only the most primitive of starships
lack these). Alerts will sound throughout the ship and

169
Oxygen Deprivation Smoke
Size Time to Atmosphere Reduction Fires often produce smoke. For game purposes, smoke
can be considered either normal or toxic. ‘Normal’ smoke
Tiny n/a1
comes from burning material which does not produce
Small 2 hours poisonous gasses – at least, no more poisonous than smoke
Medium 1 hour normally is. ‘Toxic’ smoke usually occurs when such things
Large 1/2 hour as plastics, electronic components and exotic materials
Huge 10 minutes catch fire.
Gargantuan 5 minutes
Colossal 1 minute Thick smoke, normal or otherwise, makes it hard to
1
While in theory even a small flame could eventually consume both see and breathe. A character who breathes heavy
all the oxygen in a sealed area, it is difficult to imagine such smoke must make a Fortitude save each round (DC 15,
a fire continuing long enough to do so. It will either grow +1 per previous check) or spend that round nauseated. A
or be extinguished long before anyone notices the oxygen character who chokes for two consecutive rounds takes 1d6
consumption. subdual damage. Also, smoke obscures vision, providing
concealment (20% miss chance) to characters within it.
This will mean that even a Small fire will begin to drop the
air pressure relatively quickly and Huge or larger fires will Toxic smoke has additional affects. The Games Master must
cause hypoxia within a matter of minutes. Unlike normal determine if the smoke is mildly, seriously or severely toxic.
Hypoxia rules, an additional Hypoxia check must be made Consult the Toxic Smoke table for details of the deleterious
every time the atmosphere drops by 0.1 as more and more effects of toxic smoke.
oxygen is eaten up by the fire.
Toxic Smoke
These rules assume that the sealed area is about 2,000 cubic
Fort Save Required
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feet. Treat the fire to be one size smaller if the sealed area
Toxicity DC Con Damage Every…
is 4,000 cubic feet, two sizes smaller if it is 8,000 cubic feet
and so forth. The opposite is also true; treat the fire to be Mild 14 1d3 Con 10 minutes
one size larger if the sealed area is 1,000 cubic feet, two sizes Serious 18 1d4 Con Minute
larger if it is 500 cubic feet and so forth. Note the oxygen Severe 22 1d6 Con Round
deprivation rules do not include the effects of smoke.
Smoke may also have other effects. At the Games Masters
discretion, smoke can cause damage to the eyes or other
Fire organs. Particularly toxic gasses could cause skin to dissolve
Fire in space is exceptionally dangerous, as it consumes or bones to become brittle and break (adding hit point
oxygen. The smoke can strain life support and air recycling damage to the Constitution damage).
systems and many of the components of a spaceship produce
toxic fumes when burnt. Nonetheless, fires do happen. Holding one’s breath to avoid the effects of smoke inhalation
is possible. See the rules on Suffocation and Drowning in
Most ships are designed to reduce the risk of fire, using the Babylon 5 Roleplaying Game and Fact Book.
non-flammable components wherever possible. As a
consequence, a fire on a ship will spread slowly, increasing
in size every 1d10+20 minutes, unless some flammable Evacuation
substance (such as fuel) is readily available to burn. It is sometimes the case that a ship must be evacuated.
Ideally, at the first sign of crisis, all passengers and non-
Standard procedure for fire is to evacuate the affected area, essential crew would be moved to the outer sections of the
seal it off and flood it with fire-retardant chemicals. If a ship, where the lifepods are kept. Sometimes, however, a
fire is spreading fast, or if the fire extinguishing system crisis comes too quickly, and the order to evacuate is given
is somehow offline, the area may be sealed and then while many of those on board are far from safety.
exposed to space. Small fires can be dealt with via small fire
extinguishers placed throughout the ship; most craft have This has led to one of the great debates in ship design. If
such an extinguisher every 100 feet or so. It will be capable the ship is designed to seal off any damaged areas in order
of dousing any fire covering less than 10 square feet. to contain the damage, crew and passengers are likely to
be trapped and die. On the other hand, keeping passages
open allows for fire, poison gas or hull breaches to spread

170
rapidly, likewise risking lives. Furthermore, during a crisis to a stateroom during transit can involve three or more
situation, internal controls may be damaged or offline, so interstellar governments. While treaties ending genocidal
the crew may not be able to control such things manually. wars or forging great alliances are the ones studied in civics
and history classes, the treaties between species governing
The final result is that most races have adopted the following the mundane details of who has to pay when a Centauri
protocol. Each set of bulkhead doors is equipped with nobleman spills hot j’hala on an irreplaceable piece of
a small computer, an array of sensors and an emergency Minbari weaving which was on display in the lounge of an
power supply. Furthermore, these units form a general Earth Alliance starliner travelling within Brakiri territory
network throughout the ship and can determine, via the are what make interstellar society possible. Resolving issues
number of broken connections, if the ship has entered a of law involves first answering one key question:
state of emergency. Once it is determined that it has, each
bulkhead will scan conditions on both sides of itself. If both Where did the crime occur and was it a crime there? In
sides are safe, it will lock itself open; if either side is seen as general, each government enforces only its own laws and
dangerous, it will lock itself closed. The locks are designed does not attempt to impose the laws of other governments,
to remain effective even when the power is out. even if that government views its laws as transcending local
authority. This means, for example, that a Narn on Babylon
Once this is done, the ship will attempt to find safe passages 5 in 2260 has little to fear of the Centauri Republic’s
from all connected points to any remaining lifepods and repressive laws, since he is on an Earth Alliance station.
broadcast instructions on how to get there, routing crew However, Centauri agents may note his actions and have
and passengers around damaged sectors and through safe him arrested as soon as he leaves that protection.
ones.
There are exceptions, often handled on a case-by-case basis.
When loading lifepods, the ancient tradition of ‘women A Narn who murders another Narn on Babylon 5 may be
and children first’ remains, at least on non-military vessels. tried under Earth Alliance law or the Narn government

Travelling
Nearly all races have adopted it, albeit with some species may request his extradition to Nar’shal, to be tried there.
and culture specific variants. Among the Centauri, for Since both murderer and victim were subjects of the
example, rank is also a factor; it is not considered a matter same government, such a request is likely to be granted,
of honour or pride for a highborn Centauri male to die in unless there were extenuating circumstances. However, if
order that a slave child may live. the murderer had been Human and the victim Narn, the
issue may be much more complex. The Human will most
likely prefer to be tried under Earth Alliance rules, while
Transport Law the Narn regime may feel the trial will be biased or the
Throughout this section, ‘race’ and ‘government’ are often punishment unlikely to satisfy. This can lead to long and
used interchangeably. Generally, the governments of the protracted negotiations.
Babylon 5 universe are tied to species; there is the Centauri
Republic, the Minbari Federation, the Narn Regime and As a general rule, though, most treaties hold that the laws
so on. While all of these governments include other races governing the territory where the crime is committed hold
within their borders, these races have so little influence on sway. Treaties may contain explicit provisions overriding
interstellar affairs and law that, for all practical purposes, this. This becomes relevant in space travel, as a ship
the various governments are basically monoracial. The in free space – that is, between worlds or in hyperspace
League of Non-Aligned Worlds is a ‘League’ in name only, – is considered to be ‘of ’ the government to which it is
with its members fighting among themselves on a regular registered. See ‘Registration’ on page 178.
basis. Only with the birth of the Interstellar Alliance does
a truly multiracial government appear in the Babylon 5
universe. Race Relations
One important thing about interstellar law is – it does not
It is impossible for trade to occur outside of the rule of exist. That is, there is no body or force powerful enough to
law, except in the most primitive and risky fashion. The enforce its dictates on unwilling parties, at least prior to the
sophisticated interstellar economies of the Babylon 5 formation of the Interstellar Alliance. There are countless
universe rest on a mountain of laws, regulations, treaties, treaties, agreements and reciprocal arrangements but they
guidelines and precedents, many of which evolved from the are only as good as the force used to back them and the
various races’ earliest years. Further, these laws often interact strong tend to use such laws as a cudgel against the weak.
in ways in which their authors could never have imagined. The Narn can enforce the terms of their trade agreements
Even something as simple as a dispute over damage done with the Drazi but the reverse is not entirely true and so,

171
when push comes to shove, a Narn in Drazi space is likely crimes, regulations governing health, safety and worker’s
to be able to get away with a little bit more than a Drazi in rights, the rights of the accused in criminal cases, security
Narn space, because the Narn can push harder on the Drazi of foreign-owned property from arbitrary seizure and so on.
than vice-versa. If two races have an alliance, it is nigh-impossible to escape
the laws of one by fleeing into the territory of another.
This is not to say that there is no sense of responsibility
or honour, or that all treaties are worthless. If this were Military Treaty
so, interstellar trade and diplomacy would be impossible. The two races have agreed to share their defences, signing
Rather, there is the letter of the law, the spirit of the law and pacts signifying that one will aid the other if attacked and
the actual practice of the law, all of which vary greatly. often that neither will initiate a war without the other’s
approval. While many such pacts are often of convenience,
Severity of offence matters, as does whether or not both with one or both parties hoping never to be called on
parties consider something to be a crime. Most government it, they are powerful symbols of trust and often serve to
feel an obligation to protect their own citizens when prevent minor wars by raising the stakes to the point where
they enter foreign lands – up to a point. The religiously no one dares initiate them. This logic, however, can have
devout Markab, for instance, have many prohibitions a nasty turn when one side finally decides that war is called
against ‘spreading heresy’. This has sometimes led to them for; masses of entangling alliances can bring a half-dozen
arresting overzealous Earth Alliance evangelists, preaching governments into sudden, violent conflict, as happened on
Christianity, Islam or Neoshintoism to the Markab masses. Earth in the second decade of the 20th century. The terms
The Earth Alliance does not recognise that peaceful of a military treaty can vary greatly but they often include
preaching is a crime, and would not be pleased with having the right of unimpeded passage of warships through
its citizens jailed for 20 or more years for ‘spreading false another race’s territory, the right to use military repair
doctrines’. However, it does issue missionary licenses, in and resupply bases and a limited sharing of technology
order to keep tabs on who is preaching and to control the and intelligence. Few races ever give up all of their secrets,
Travelling

spread of purely political ideas under the guise of religion. even to their closest friends. The treaties also often include
EarthGov will not protect those advocating violence against acknowledging a partners enemies as enemies, denying
a minority or revolution against a legitimate government, their ships access to territory and resources and treating
even if the advocates claim it is done for ‘religions reasons’. incursions as acts of war.
On the other hand, the Markab are not going to pretend
their laws do not apply to non-Markab in Markab space. Trade Treaty
Ultimately, the Earth Alliance established a set of fines The most common arrangement between governments
(generally 500 credits per offence) for violating other race’s are treaties controlling and regulating trade. Trade is often
religious or political speech limitations but also mandate much more complex than war. Without it, nations grow
that those found in violation be merely deported, not isolated and weak, yet too much of it can also be risky. A
jailed, tortured or executed. Every year (until the events of corporation or consortium wants to sell its goods to other
‘Confessions and Lamentations’), the Markab would ship nations but it does not want the goods of other nations
a dozen or so would-be saviours of the benighted home to flooding its home market. A government wants access to
Earth and then file formal complaints with EarthGov. On new technology yet it does not want to give up its own
the other hand, Yolu missionaries often found themselves technological secrets – or become dependent on imports
imprisoned, as the Yolu lacked the clout of EarthGov when which may be cut off at any time. Cheap imported goods
it came to influencing the Markab. Conditions between will please the citizens who buy them but anger those who
governments can be summed up as: used to work in local industry. As such, trade agreements
tend to devolve into incredible levels of detail and month-
Alliance long quibblings over a tenth of a percentage point on a
The two races are closely allied and accord each other many tariff.
rights and privileges. Laws are harmonised as much as
possible while allowing for racial and cultural differences. If two governments have trade treaties, there are generally
Many times, this leads to a ‘when in Rome’ situation, well-known rules and procedures in place for most
where all the laws of one government apply fully within its commercial transactions. Merchant craft are allowed to
territory, even to citizens of the other government and such use starbases and can expect emergency aid and protection
citizens are expected to know, and obey, the law. Specific from raiders. Formal systems to deal with disputes over
exceptions are often carved out during long and arduous goods, currency exchanges, terms of employment and so
treaty negotiations. Areas commonly agreed upon include forth are in place. If the treaty has been in force for any
contraband materials, the definition of capital and major

172
length of time, a reasonable body of precedent and case law Narn space in 2258, for example, would most likely be shot
will exist to provide a framework to resolve most disputes. down on site or at the very least boarded, searched and
In addition, there are likely to be sold rules regarding seized, with the crew and passengers returned to Centauri
smuggling and contraband, with both parties agreeing to space via a neutral world after interrogation as ‘spies’. The
acknowledge the other’s rules when within each other’s same would be true of a Narn ship in Centauri space.
territory. Even requests for emergency aid are ignored, though this
tends to violate the most basic of interstellar agreements;
Non-Aggression Pact if pressed, it will be claimed the requests were not received
This is a basic treaty indicating an acceptance of formally or that rescuing vessels arrived too late to do anything.
stated borders and an agreement to not initiate war. It is Governments which are hostile to each other will shelter
often the first step towards more advanced diplomatic enemies of the other freely and will often ignore any
relations. Such pacts are easy to enter into – few governments requests for the extradition of criminals or demands for
formally declare they plan to attack another, after all – but restitution. Governments in this state are finely balanced
can lead to entangling alliances. between détente and war; an enlightened ruler can try to
reduce tensions, while a more militaristic one can easily
A non-aggression pact basically means that ships entering turn simmering hostility into boiling war.
the territory of one of the parties to the agreement will
be allowed safe passage within accepted limits. Few races War
allow foreign ships to enter too near to their homeworld’s This may be either declared or undeclared and is often
territory, for example, and many systems of military or called anything but war – but everyone knows it when they
strategic importance will likewise be off-limits to alien see it. During times of war, warships in another’s territory
vessels. Access to public or civilian facilities such as trading are shot down immediately; transports are either destroyed
outposts and starbases is permitted, though if there are or seized and civilian ships may be targeted as well.
no formal trading treaties, business will be conducted Depending on the level of aggression, even unarmed ships

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haphazardly and the rules governing trade may be made claiming nothing but civilian passengers may be considered
up on the spot. legitimate targets; at best, such craft will be seized and the
passengers deported. Active incursions into enemy space
Neutrality with the purpose of targeting and destroying ships and
This is not a formal state but is the ‘default’ state in the facilities are common. All trade is suspended. If war occurs
absence of either treaties or cause for war. Most first suddenly, individuals of one government who are located
contact situations occur under these conditions. Without in the territory of another may find themselves deported
good reason, a race will generally not casually destroy an or arrested; if they are lucky, they will be given a few hours
intruding starship from an unknown species, though a lot to clear out under a limited promise of safe passage. If they
of this depends on its apparent intent. A heavily armed are very lucky, they will be allowed to keep their ships and
warship appearing above a homeworld with weapons cargo, unless they are deemed ‘necessary for the war effort’
armed and ready is likely to be greeted with direct fire; a or considered to be useful to the enemy.
trading or scout vessel appearing far from any target and
bearing no obvious weapons is more likely to be met with There are only a few rules of war which are regularly observed.
guarded caution. Generally speaking, governments with no Destruction of jump gates is considered anathema, as all
formal relations have only limited intercourse with each spacefarers rely on the strength of the network. There are
other. Emergency aid is usually given if requested but that standards for the treatment of prisoners of war that most
is about it. Ships which enter non-sensitive areas of space governments adhere to, if only because there is a strong
are firmly but politely asked to leave and are fired upon if sense of tit-for-tat when it comes to the mistreatment of
they do not do so and do not have some compelling reason prisoners. Such standards do not apply to ‘spies’, however,
to be there. There may well be free ports or open starbases and the definition of a ‘spy’ is often as simple as ‘anyone
near the borders of the territory which allow for open trade, caught where he does not belong’ – something smugglers
but that is about it. and mercenaries need to be aware of when travelling in war-
torn space. The exchange of bodies under a flag of truce
Hostility is an extremely ancient tradition which few governments
This is not a formal state but it is a ‘recognised’ one. Hostile will ignore.
races are not actively attacking each other but consider
any intrusion into their territory by the other party to be Other rules of engagement are as often as not seen only in
sufficient cause for aggression. A Centauri civilian ship in the breach. The Earth Alliance (other than during the Clark

173
years) and the Minbari tend to respect them, while other
races do so primarily to the degree to which they fear the
Policies of the Major
condemnation of other powers. There is a certain level of Races
atrocity which is met with Sternly Worded Condemnation
and then there are acts which will move fence-sitters to take Centauri
sides, due to a mix of genuine moral outrage and fear that Centauri law is ancient, complicated, steeped in tradition
any race so willing to ignore the ‘ground rules’ may come and heavily biased. Family power is everything – ‘objectivity’
after them next. Such rules include: is non-existent. This has led to many conflicts which have
had to be resolved via diplomatic action, as non-Centauri
Respect surrender: A ship which has signalled surrender and seen as being wronged in Centauri courts have demanded
which has powered down weapons is not to be fired upon, redress via their own governments. After wasting enough
unless it attempts to flee. time on this, the Centaurum has simply ceased prosecuting
crimes which occur between non-Centauri, passing both
Do not fire on unarmed or civilian ships: This is often difficult accused and defendant on to whichever government is
to enforce, as many races will use civilian ships as ‘cover’ for currently most in favour with the Royal Court. When
transporting war supplies or even soldiers. This rule is also Centauri are involved, though, the Republic is very
only considered to apply to civilian ships encountered in insistent on running the trials themselves, almost always to
their own territory; it is assumed any such ship in hostile the detriment of the non-Centauri involved. It takes a great
territory is a legitimate target. deal of evidence (plus bribes and threats) for a Centauri
court to convict a Centauri of a crime against a non-
The use of weapons of mass destruction is forbidden: The Centauri. Exceptions do occur, especially if the accused has
term ‘weapon of mass destruction’ is a recurrent phrase little influence or if the plaintiff has a great deal of it. It
and often means whatever the speakers wishes it to mean. is likewise difficult for a non-Centauri to defend himself
In the most commonly agreed on definition, it refers to against charges of a crime committed against a Centauri.
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weapons which cannot be aimed or controlled and which


indiscriminately destroy military and non-military targets On issues of interest to space travellers:
alike. The mass driver bombardment of Narn in 2259 Captains have near-total authority over their ships but
is the most dramatic example of this ‘rule of war’ being they may be over-ridden by a high ranking member of the
ignored and the ecologically devastated wasteland that is Centaurum. Failure to obey lawful orders is a capital crime.
the Narn homeworld in the 2260s serves as a poignant Centaurum members who commandeer ships for trivial
reminder of why the rule exists. Had the galaxy not already or treasonous reasons will be censured, fined or punished.
been enmeshed in multiple Shadow-influenced wars, the Lower-ranking Centauri on a ship which has been
response to the Centauri bombing would have been much diverted by the orders of a noble are expected to accept the
more severe; as it was, the Earth Alliance was Shadow- inconvenience as part of their duty to the Republic.
controlled, the Minbari did not care and the League worlds
were too fractured to mount any kind of meaningful Stowaways may be spaced or imprisoned. If the stowaway
response – besides which, the longstanding Narn feuds is a Centauri, his family should be contacted before any
with many League worlds meant that they were seen as action is taken.
‘getting what they deserved’ to many observers.
Centauri vessels are expected to answer distress calls from
Inhumane weapons are forbidden: This is another very other Centauri. Distress calls from non-Centauri ships may
vague ruling and often devolves into hundreds of pages be honoured at the discretion of the captain. A captain who
of legalese in treaty documents. Many of the more cynical delays an important noble’s trip by hours or even days in
have quipped there is no ‘humane’ way to kill someone. order to help some Drazi merchants will almost certainly
In general, though, weapons whose function is to maim be fired and his entire family may lose tremendous status.
rather than kill (such as blinding lasers) or which kill in a Criminal charges are also possible.
particularly painful way (such as flamethrowers) are banned
from battlefield use. Weapons which inflict lethal pain, It is acceptable for powerful Centauri to ‘bump’ the less
such as agony whips, are also banned, even if they have powerful, provided that funds for alternative transport are
nonlethal setting. They are often used in POW camps, provided. The timing or utility of such transport is not an
though, despite protests. issue.

174
In the case of Centauri ships, smuggled goods and the All Earth Alliance vessels are expected to divert and aid any
ship used to smuggle them will be treated according to the ship, of any species, issuing a distress call, unless there is
politics of the situation. Being caught with smuggled goods overwhelming evidence that the call is fake or that the ship
can be anything from embarrassing to suicidal to a Great will be placed in equal danger. Individuals rescued from
House, depending on the nature of the goods. Large bribes such a craft are to be accommodated if at all possible, even
often change hands to avoid the exposure of such a crime. if this requires the jettisoning of cargo. Exceptions are few
Ships of non-Centauri origin may be returned to their and usually only allowed when a more pressing emergency
government of registration after a ‘complete inspection’ has is present (i.e. the ship is carrying perishable vaccine or
passed. Often, there is a demand for payment of ‘holding patients in need of emergency medical case).
fees’. The time a ship is held and the amount of the ‘holding
fee’ is heavily based on how much influence the owner, or Earth Alliance vessels used for smuggling will be held until
his government, can exert. the charges can be pressed. At the least, smuggled goods will
be impounded and fines imposed. The captain and crew
The Centauri almost never recognise pleas for political will be detained until evidence of their knowledge of the
asylum, unless there is some powerful overriding smuggled goods can be determined. Non-Earth Alliance
circumstance – for example, a wealthy Earth Alliance vessels in Earth space will have the illegal goods impounded
businessman fleeing an investigation into corrupt business if they are Legality Class 4 or 5 and the ship may also be
practices may find that the Centauri will shelter him as impounded. Whether or not the ship is impounded or
political fugitive, especially if he had the good sense to returned depends on treaties with the government with
convert his holdings to ducats before fleeing Earth Alliance which the ship is registered. In 2260, the Earth Alliance
space. would impound Centauri, Gaim, Brakiri and Drazi cargo
and return, under armed escort, Minbari or Narn craft. In
Nobles and their families are entitled to personal safety, the cases of Legality Class 1, 2 or 3 goods, the cargo will
advanced medical care and a wide range of luxuries and be impounded but the ships will generally be free to go, as

Travelling
personal comforts. Crewmen are entitled to their promised long as the captain pays any relevant fines.
pay.
Gambling, prostitution, consumption of mild narcotics and
Earth Alliance other ‘vice’ laws generally do not apply on Earth Alliance
Other than during the notable exception of the Clark years, ships which are not currently in Earth Alliance space.
the Earth Alliance strives to meet high standards of fairness, Generally speaking, facilities offering such entertainments
tolerance and justice, believing in a system of objective law open after entry into hyperspace and begin shutting
which no one is above. This is, of course, subject to the usual down operations one hour prior to scheduled exit from
limitations of corruption, self-interest and contradictory hyperspace. While in port, all local laws apply.
directives, but it is not a bad baseline from which to start.
Of course, to the Centauri, a legal system which takes Individuals who claim to be travelling under duress may
little accounting of status borders on insanity, while the petition the captain of an Earth Alliance vessel for sanctuary;
Minbari consider the system to be lacking in proper ritual whether or not this is granted depends on treaties. Centauri
and concern for spiritual, as well as temporal, matters. slavery of other Centauri is recognised by Earth Alliance
Narn sometimes sneer at Earthen hypocrisy – for example, treaty as a fundamental part of their social order but the
EarthGov was happy to buy advanced weapons from the Earth Alliance does grant some requests for asylum by non-
Narn to use against the Minbari but now complains when Centauri serving as slaves to the Republic. In other cases,
the Narn sell weapons to other warring powers. it is often required for the captain to hear statements and
make a snap judgement.
On issues of interest to space travellers:
Captains have near-total authority over their ships when in The captain and crew of a ship are responsible for keeping
space. Defiance of lawful orders by officers or crew is mutiny. order; if a crime occurs due to negligence in this regard,
Mutiny is one of the few offences permitting spacing under they may be held liable.
Earth Alliance law, in part because detention of mutineers
onboard ship can lead to the mutiny spreading. All passengers and crew on a ship are entitled to certain
minimum levels of safety; reckless disregard for the lives or
Stowaways may not be killed (unless they are actively health of passengers and crew or failure to have adequate
threatening the ship or crew) but they can be held without facilities, may be a civil or criminal offence, depending on
trial until the ship reaches port. the severity of the violations and of the consequences of the
negligence. For example, no one expects a passenger ship

175
to have state-of-the-art medical facilities. However, basic Minbari take a dim view of personal vices but will ignore
medical care and equipment for dealing with common those which do not harm others. No Minbari ship offers
emergencies is expected. A passenger liner which lacked gambling, prostitution or similar facilities but personal use
the facilities to deal with a heart attack or an inflamed of drugs will generally be overlooked, being viewed as a
appendix would be negligent and, if someone died due personal failing which the individual must overcome on his
to this negligence, the owner or operator might well face path towards enlightenment.
criminal charges. All ships which carry passengers must
have at least Good safety levels in passenger areas. All cargo Warrior caste Minbari will usually ignore distress signals
and transport ships must have at least Typical safety features from non-Minbari, feeling that the needs of other races
in areas accessed by the crew ‘under normal operating are not their concern. Religious and worker caste ships are
conditions’ – this explicitly excludes the interiors of cargo more likely to respond but neither feels an overwhelming
pods. obligation to do so and will often not do so if the service
they are performing takes precedence. Treaties which
Minbari would oblige such behaviour are often written to subtly
The Minbari have very few criminals among themselves. permit the Minbari great latitude in interpretation of when
Minbari do not kill Minbari and very few of them are such aid is ‘required’. The Anla’shok, however, are strongly
prone to other crimes. Furthermore, the Minbari view inclined to render whatever aid is needed, unless on a truly
crime as a spiritual failing, a sign of great personal shame urgent mission.
and weakness, and consider criminals to be very ill people
in desperate need of healing, rather than punishment. Smugglers are generally ignored, provided they do not
Nonetheless, their experiences with other races over their seem to have any intention of violating Minbari law. Again,
long history has left them with a good understanding of what other races do is of little concern. Smuggling arms
the fact that they are somewhat atypical among sentient to enemies during wartime – for example, running guns
beings. to Human colony worlds during the Earth-Minbari war
Travelling

– is of course a different matter. The Minbari themselves


Minbari do not have jails or other systems which are designed have so few inherent vices that there are few illegal goods.
to hold non-Minbari for any length of time. Criminals are Nonetheless, this does mean that those few smugglers
captured or killed as quickly as possible. If captured, they operating in Minbari space are in high demand, usually
are returned to their own race for punishment, unless it is running stolen technology, weapons and information
felt that there will be no justice done, in which case, they for resale elsewhere. Such individuals, when caught, are
usually given a sentence of labour. Non-Minbari stand punished as noted above. Minbari who need access to
out so much on Minbari worlds that there is little fear of illegal goods – for example, a changeling net – usually have
escape and the Minbari feel that 10 or 20 years of work to travel outside their own space to find someone to sell it
may help to eliminate criminal tendencies and teach the to them.
former criminal the value of service to others. There are no
forms of labour reserved solely for criminals, though they Narn
are usually assigned to difficult and unpleasant work. The The Narn are not, in general, known for their kindness or
ice mines of Davala Than are a ‘popular’ destination. tolerance, at least prior to the Book of G’kar being written.
Within the timeframe of Babylon 5 (the late 2250s to the
On issues of interest to space travellers: early 2260s), the words of G’kar had not had sufficient
The Minbari dedication to service means the authority of influence to dramatically change Narn culture. As such, the
commanders is so rarely questioned that mutiny is not an Narn deal with infractions of law aboard their vessels with
issue. simple efficiency – the Centauri would say ‘with typical
brutality’.
Minbari are often very open to pleas for sanctuary, especially
from those who describe their needs as primarily spiritual. On issues of interest to space travellers:
Victims of religious persecution often find welcome on Captains generally have total authority on their ships,
Minbar and the Minbari tend to view contracts and laws of subject to the orders of the Kha’ri. However, mutiny is
other races as subordinate to the need for spiritual growth. sometimes considered justified, more often than among
Again, treaties are written so as to grant the Minbari more other races, as the Narn have learned to question those who
leeway in such decisions than the other side may have give orders without explanation or justification.
intended.

176
Non-Narn stowaways are generally spaced out of hand, feel that other races will know they received them. Narn
especially if they are Centauri or allied with the Centauri. will rush to aid other Narn in distress without hesitation.
Humans and other races which the Narn are friendly with
will be clapped in irons and forced to work for the remainder Narn have some inherent sympathies to pleas for political
of their passage, then ignominiously abandoned wherever asylum but they also have to consider the needs of their
it is convenient. Narn stowaways are likewise put to work, own race first. They feel that taking on anyone who pleads
but they can expect to be returned to their homeworld. oppression could turn the Regime into a dumping ground
for all of the galaxy’s detritus and so they tend to politely
Because the Narn have benefited from smugglers in the but firmly deny such requests. Even other victims of the
past, they tend to be relatively tolerant to ships carrying Centauri are likely to find their pleas turned down; a
contraband passing through their space – they do not wish Narn might inform them that they need to drive off the
to anger people whose skills they may need in the future. Centauri, just as the Narn did. There are a few exceptions,
However, this applies only if the smuggled goods do not of course. The Narn would welcome blips, for example,
threaten the Narn Regime – someone carrying viruses but few of those fleeing the Psi Corps will trust the Narn to
bioengineered to kill Narn, or information to the Centauri, respect their rights, knowing how desperate the Narn are to
will be lucky to escape with his cargo seized and only a reintroduce the gene for telepathy into their race.
few bones broken. Quite often, such people simply vanish,
their ships eventually reported destroyed by unexpected
natural phenomenon. Registry
All ships which ply the spacelanes legally are registered to
Narn would prefer to ignore most distress calls from other a recognised government, almost always the one to which
races but they are signatories to many treaties of mutual aid. the craft’s owner pledges allegiance. Rarely, this can result
They will grudgingly honour such calls, especially if they in a ship built by one race being registered to another, such
as may occur if a Centauri corporation acquires title to

Travelling

177
some Narn transports seized as spoils during the war and ships. Military or government ships do not need to pay for
chooses to use them as auxiliary shipping. A ship’s registry registration, though they must still be registered.
is important. The government to whom it is registered is a
primary determinant of what laws are in effect when the Annual Cost: Ships must be re-registered every year, but this
ship is in unclaimed space. It is also the agency to whom can be done remotely – no additional inspection is required,
those wronged by the ship or its crew may turn to for redress. provided the owner of the ship transmits all information
This can make a dramatic difference in the consequences of on any design changes or modifications. Because of the
being caught breaking the law. The Drazi may not hesitate sometimes chaotic nature of space travel, there is a 30 day
to attack, cripple and board a ship flying Brakiri colours ‘grace’ period after the expiration of registration in which a
but they will think twice about doing so against an Earth ship can be re-registered without penalty. Should the ship
Alliance ship. miss this grace period, it must be re-registered at full initial
cost.
Registration is usually to both a specific government and to
some sub-unit within that government. Earth Alliance ships Armament License: Most governments do not like it when
are usually registered to a specific country or colony world. civilian ships carry heavy weapons; this makes them capable
Minbari ships are registered to the appropriate shere, fane of turning to piracy or of being able to pass through
or gale. Centauri vessels are registered to a Great House blockades or customs checkpoints. Acquiring an armament
– even corporate vessels usually seek House sponsorship. license requires proving a legitimate need for a civilian
Brakiri vessels are registered to a particular clan. ship to carry significant firepower. Such needs include
courier duty in high-risk zones, travel into areas known to
Registering a ship costs credits, as does renewing be infested with raiders, exploration into unknown space
registration. When a ship is registered, extensive data on and so on. Ships whose stated purpose is routine cargo
the ship is collected, including its basic design, armament, or personnel transport are rarely allowed to legally sport
crew complement and any modifications which may have weapons. This has not proven to be too significant a barrier;
Travelling

been made to the design. If any of those modifications are many ships covertly add them and find ingenious ways to
illegal, the ship may be impounded on the spot. disguise them during casual inspections.

Initial inspection and registration takes one day for ships In game terms, an armament license is required for
of Large or smaller size, two days for Gargantuan ships, anything heavier than ‘light’ weaponry on a civilian ship.
four days for Colossal ships and two additional days for This is generally up to the Games Master and depends a
each size step above Colossal (six days for Colossal II, eight lot on the ship in question. An Earth Alliance space liner
days for Colossal III and so on). Costs are shown on the (Colossal V size) as described in the Babylon 5 Roleplaying
Registration Costs table. Game and Fact Book may sport four particle beams but is
still considered only lightly armed and does not require an
Registration Costs armament license as its offensive capability is extremely
limited compared to other Colossal V ships. In comparison,
Initial Annual Armament
a Starfury only sports twin-linked uni-pulse cannon that
Size Cost Cost License
actually inflict less damage than the space liner’s particle
Medium or smaller 1,000 cr. 200 cr. 5,000 cr.
beams – but for a Huge craft this is more than enough to
Large 2,500 cr. 500 cr. 10,000 cr. require an armament license if owned by a civilian (not
Huge 5,000 cr. 1,000 cr. 15,000 cr. to mention a lot of paperwork explaining how a civilian
Gargantuan 7,500 cr. 1,500 cr. 20,000 cr. legally acquired a Starfury in the first place).
Colossal I 10,000 cr. 2,000 cr. 40,000 cr.
Colossal II 16,000 cr. 3,200 cr. 75,000 cr. General Exceptions
Colossal III 25,000 cr. 5,000 cr. 100,000 cr. Cargo and Escape Pods: These do not require registry; they
only need to be programmed with the registry of the ship
Colossal IV 50,000 cr. 10,000 cr. 150,000 cr.
upon which they are berthed.
Colossal V 100,000 cr. 20,000 cr. 200,000 cr.
Colossal VI 250,000 cr. 50,000 cr. 500,000 cr. Military Ships: As can be surmised, military ships do not
require payment of registration fees or armament costs.
Initial Cost: The cost to register the ship. This includes Such costs are either waived by the government that
the cost of inspection but not the cost of any docking fees. supports the military or are paid by the military body itself
These costs apply only to privately owned commercial (usually the former).

178
Shuttles and Fighters: These and other subordinate craft saving it from some disaster; if a ship is more than 24 hours
require registry but are generally permanently registered late for arrival, a general alarm is issued and, if possible,
along with their parent craft. Add their costs on to the ships are dispatched along its projected travel route.
costs of the parent craft. This includes the cost for arming
them, in the case of fighters. If a ship is carrying armed Commercial travel companies usually make their flight
fighters, it must have an armament license itself. plans public; finding the location of such a craft is a simple
matter of looking it up on a terminal. Other vessels, such
Racial Exceptions as free traders, have a great interest in their competitors not
Abbai, Gaim, Minbari and Pak’ma’ra: These governments knowing where they are heading to or what cargo they are
do not charge their civilian populace registry fees. They carrying and so only file their data with the appropriate
must still be registered – there is simply no fee attached. government offices, which normally have treaties in place
Similarly, they offer no surcharge for armament of a civilian to seal it unless authorised to release it.
ship.
Locating such data can be done via computer hacking
Centauri: The bearing of arms is considered standard or good old fashioned ‘social engineering’. A Technical
for Centauri vessels, a holdover from the old days when (electronics) check (DC 20) will reveal a commercial
the Great Houses regularly battled each other. As a transport’s flight plan. Getting passenger lists or cargo
consequence, there is no Armament fee imposed for manifests is more difficult (DC 25). Failure by more than
Centauri spacecraft. 5 indicates the hacking attempt has been noticed.

Narn: The Narn government is not as draconian in its Social engineering is also commonly used. A passenger list
registration fees as the Brakiri or EarthGov. Halve the will not be revealed to any random stranger but someone
registration and armament costs for Narn vessels. having proof they are a close relation or have a vital message
which must be delivered can sometimes get a transport

Travelling
Flight Plans and Manifests employee company to ‘bend the rules’ a bit. This is a
Registration is not used solely to identify ships. Ships flying Bluff check (DC 20) if no such relation truly exists and
in governed space are usually required to file their flight a Diplomacy (DC 15) check if is genuine. If documents
plans, passenger lists and cargo manifests. This is done for a (forged or genuine) showing proof of relation or a close
variety of reasons. Simple recordkeeping of interstellar trade business connection (‘He is my partner and if I do not
requires tallying of how many loads of spoo are exported get his approval for this contract, we’re both ruined!’) can
from Centauri Prime to Zhabar and how much cloth is be provided, a +5 circumstance bonus is granted to the
moved from Brakos to Earth. Locating individuals who check.
are travelling, in order to
relay messages to them,
is also a vital concern
– it is not possible to
randomly broadcast a
request for a specific
individual who may be
anywhere in hyperspace
to ‘phone home’. The
general location and
direction of travel must
be known. Governments
pursuing fugitives or
tracking suspected
criminals also need to
know this information,
although few planning
illegal acts fly under their
own names. Lastly, the
knowledge that a ship is
overdue can be vital in

179
Government officials have it easier. In most cases, extradition being intercepted, all of which leads to a need to have solid
and other treaties will allow any ‘legitimate’ representative rules on what characters can and can not cart around and
of the government or of civilian law enforcement (but not what happens if and when they are caught.
private security firms) to request such information.
Legality Class
Consequences of Non- In order to boil down the hundreds of thousands of pages
Registration of interstellar law into a few simple game rules, the concept
A ship which is out of registration, or which has never been of Legality Class is introduced. The Legality Class of an
registered or which is flying false colours (i.e, claiming false item indicates if it is legal to own or transport and what
registration or registered improperly) is generally breaking rules, if any, are associated with it.
interstellar law.
Note that Legality Class is often contextual. A licensed
If a ship is out of registration for more than 30 days and doctor has the right to own, buy or use many restricted
enters the territory in which it was formerly registered, pharmaceuticals; a typical lurker does not. A licensed
it is subject to seizure and the owner and captain subject weapon dealer may have the right to hold a stockpile of
to arrest. Most often, though, this occurs only if the ship guns and to show samples to legitimate clients, while a
has been stolen, which the owner will presumably have known felon does not. Some entities may arrange for special
reported long before the registration period expires. It is permission to own otherwise forbidden items; IPX has
possible to plead extenuating circumstances but while the an exclusive right to own, investigate and transport alien
plea is being evaluated, the ship will be impounded and all technology which other private corporations are forbidden
officers will be detained. Usually, non-registration simply to own.
imposes heavy fines.
Class 5
Forbidden: The item is not legal to possess in any way. Even
Travelling

Outside of its ‘home territory’, non-registered ships are


generally left alone, as one race does not often concern bringing it into the controlling government’s space is a
itself with the details of another race’s bureaucracy. This crime. The item will absolutely be seized and the owners or
changes, of course, if the ship is involved in a criminal crew of the ship will be subject to criminal charges, ranging
act. ‘Travelling under false colours’ is usually tacked on to from fines to imprisonment and impounding of the ship.
whatever other charges might be made. A ship will rarely, if ever, openly declare the possession of
such an item; it will do so only if it is not known how
Generally speaking, fines will usually be 1d4% of the cost criminal the item is in the current territory. Depending on
of the ship, plus an additional 1% for each month out of the relationships between the government controlling the
registration. territory and the government owning the ship, they may
open fire out of hand. Examples would include genetically
Filing a false travel plan, passenger list or cargo manifesto tailored viruses targeted at the species which controls the
is fined at 0.5% of the cost of the ship, unless doing so territory, Shadow or Vorlon weapons technology (which
was ‘for criminal purposes’ or ‘to harbour known fugitives’. the government would seize for its own purposes or just to
In such cases, fines will 2+1d4% of the cost of the ship keep out of the hands of other species) and similar items too
and, if the fugitives were wanted for capital crimes, prison dangerous for a government to permit to remain controlled
terms of 1d6 months. This is a baseline and will vary from by anyone else.
government to government.
Class 4
Illegal: The item is illegal to own, buy, sell or transport
Smuggling and but it is possible to negotiate. Most often, a ship carrying
such an item which declares it will be asked to leave or
Contraband to provide proof the item is legal at both the ships origin
Perhaps the crime most likely to involve Player Characters and destination and that it is ‘just passing through’. Even if
is smuggling. Player Characters are always trying to get such proof is provided, the ship will be watched closely and
around, under or through the law and tend to feel naked there may be surprise inspections or the like to make sure
without enough personal armament and milspec gear to that all relevant laws are being obeyed. If the item is not
outfit a small mercenary unit. Furthermore, many of the declared and is found later, it will be treated as Class 5. This
activities in which Player Characters are involved tend to category also includes dealing in or knowingly possessing
involve moving items from point ‘A’ to point ‘B’ without

180
stolen goods, though this requires that the government coffers) are commonplace. Furthermore, some goods
recognise them as stolen. require more government regulation and oversight to keep
safe, and tariffs pay for these. Smuggling Class I items
Class 3 usually involves trying to duck the tariffs. This can be done
Illegal to Transport, Buy or Sell: This applies to items which in order to undermine a competitor on prices or to make
may be legally possessed but not bought, sold or transported an otherwise unprofitable trip profitable by cutting out an
within the territory. A good example is powerful weapons expense. The higher the tariffs, the more likely it will be
systems. A Narn ship carrying fusion bombs for delivery to that smugglers will seek to avoid them, and the more effort
a Narn military outpost, but which has stopped at Babylon will be spent to catch them. Generally, smuggling tariffed
5 for resupply, has every right to carry the weapons – but goods results only in seizure of the goods and a hefty fine
not to sell them. It is often the case that this category applies (usually several times what the tariff would have been).
to information as much as to goods; many governments
strictly regulate what books, films, works of art and so on Declaring Items
may be bought or sold in their territory but understandably It is generally the case that a ship not currently docked at
do not apply these laws to members of other species merely a starbase or landed on a planet is considered to be in the
‘passing through’. The pre- and post-Clark Administration territory of the government under which it is registered.
Earth Alliance had very few such laws, making Babylon 5 a That being the case, it is usually customary to declare a full
haven for the exchange of information. cargo manifest upon entering a star system or approaching
a starbase for docking. If the cargo is illegal or restricted,
Class 2 the ship will be informed of this and may take appropriate
Regulated: The item is not out-and-out illegal, but there steps, as follows:
are regulations on its use. Smuggling, in this case, does
not involve possession of the item, but violation of the Turn and Leave: Unless the item declared is Legality Class
regulations associated with its ownership or use. Medical 5, a ship carrying it will be permitted to leave the system

Travelling
drugs, personal weapons, code breaking or communication unharmed, provided it does so by the most direct possible
interception tools, and so on, are items typical of Class 2. route.
Misuse of a regulated item is usually met with fines, with
criminal charges only against the actual person misusing it, Abandon Goods: A ship may be willing to simply dump
not the transporter or dealer, unless there is evidence they illegal cargo into space. This is likely to be done if they
knowingly violated laws (such as selling weapons without were unaware it was illegal or if they are desperate to dock
performing background checks). or land.
Quarantine: An important subcategory of regulated goods Lockdown: Goods of Legality Class 3 or less may be
is quarantined goods. Many governments rightfully fear declared to be ‘Secured’. They will not leave the ship and
the introduction of organisms that can be harmful to their no one other than the ships crew will have access to them.
ecosystem, from diseases against which local lifeforms lack Inspections of the storage facilities and careful monitoring
immunity to herbivore species with no natural predators of the ship is assumed but the less illegal the goods are, the
to fast-growing plants which can choke native agriculture. lighter the observation or security requirements will be.
Often, specimens need to be held for some time before
they can be released for sale. In many systems, goods to Compliance: For Legality Class 1 or 2 goods, the ship may
be quarantined are offloaded and stored by the buyer, with simply choose to comply with all regulations – paying the
payment pending on the end of quarantine. However, if a tariffs, obeying restrictions on sale and so on. The simple
quarantine is newly imposed the shipper may be responsible declaration of an intent to obey the law and a legally-binding
for storage: ‘Didn’t you hear? All plant life from Beta Durani statement that the laws are both known and understood is
is being tested for Netter’s Syndrome. You can’t unload that usually enough.
until it has been cleared by the inspectors.’

Class 1 Smuggling
Tariffed: The item is not illegal to buy, possess, transport Of course, there are times when the legal route is not
or sell… but there is a price. Governments often wish the one chosen. The motives for smuggling are nearly as
to protect local businesses from foreign competition or numerous as the goods which can be smuggled and the line
simply get a piece of the action when goods cross into between hero and villain is very thin. The same smuggler
their territory. ‘Sin taxes’ which are designed to discourage who runs arms to Narn rebels fighting the Centauri may
self-destructive behaviour (or simply fatten government also carry guns to Homeguard terrorists or to simple thugs

181
in Downbelow. A Brakiri merchant may simply chafe at sensors. This is usually done via either blocking the sensors
high tariff rates and wish to avoid them for his own profit, or designing packaging to emit false traces. Note that
while the Drazi may deliberately run around Hurr border sensor-screening techniques are often illegal and are always
patrols in order to flood the markets of their neighbours viewed with suspicion; if they are detected, a detailed search
with cheap goods as a form of economic warfare. of the craft will most likely be called for.

Avoiding Detection Detection is a Search check performed by the customs


The first thing to do, of course, is to avoid anyone knowing agent, against a DC determined by the nature of the
characters have the goods – though sometimes, for relatively screening. The cost of sensor-shielded or false-reading
legal items, this is not necessary. Legality Class 3 and below containers is based on the degree of security and the size
items will not, in and of themselves, cause a ship to be of the container, as shown on the Screening and Screening
seized or items confiscated (usually) and it might be best to Modifiers tables.
declare them, if the heightened awareness caused by such
a declaration will not undermine plans for smuggling. For Thus, a Large shielded cargo compartment with a base
example, a Brakiri ship is hauling a hundred pounds of Search DC of 16 would cost 7,000 credits to install on a
refined plutonium, a Legality Class 3 substance in Earth ship. The actual DC will 15, due to the container’s size.
Alliance space (and even then, only with a mountain of
paperwork on file authorising the transport ship to be To set up a compartment or container to emit false traces
carrying it and documenting the safety protocols being requires somewhat more work. This will triple the final cost
followed). The radiation is hard to mask, so it declares it of the container but it requires two successful checks to
upon exit from the Babylon 5 jump gate. Once the ship detect the subterfuge. The second check is made with a
is docked, the captain begins the complex problem of +4 circumstance bonus but only those with a very strong
removing a pound or two of the material and getting it suspicions are likely to scan a container twice.
into the hands of a Human who claims he needs it for
Travelling

‘humanitarian purposes’. Screening


Search DC Cost
Generally, though, it is best for a would-be smuggler to not 12 1,000 cr.
let anyone know he has any goods they may be concerned
14 2,000 cr.
about. Sensors in the Babylon 5 era are very sophisticated.
Across the void of space, they can sense the number of 16 3,500 cr.
life forms on a ship, the use of active power sources and a 18 5,500 cr.
wide range of energy emissions. A decent sensor scan can 20 7,000 cr.
identify the size, class and tech level of a ship with ease. 22 10,000 cr.
Avoiding these sensors takes considerable effort. Here are 24 13,500 cr.
some common methods: 26 17,500 cr.
28 22,000 cr.
Screening: If the goods being smuggled leave even small
traces, such as low levels of radiation leaking into space or
traces of biological residue, it is best to screen them from

Scanning Modifiers
Circumstances Search Check Modifiers
Centauri technology +2
Minbari technology +4
Military base or exceptionally secure station (this includes the Babylon 5 station) +2
Backwater or colony world/system –2
No jump gate in-system –2
Time of heightened alert (War or Hostility) +2
Inbound ship is government or military ship under the command of the system’s controller –2 to manual scans only
Each separate shielded or false-reading compartment or area +1

182
Screening Modifiers The automated scan has a total +14 bonus but only rolls a 2,
Size Cost Modifier DC Adjustment for a total of 16 – not enough to detect the contraband. The
manual scan is performed as the Aeolus comes in to dock with
Tiny X 1/4 +2
the station; this has a total bonus of +16 and rolls a 10 – not
Small X 1/2 +1 quite enough to detect the contraband. Dallas breathes a sigh
Medium X1 0 of relief and docks without triggering a security alert.
Large X2 –1
Huge X4 –2 Hands-on Searches
Gargantuan X8 –4 Hands-on searches of ships generally occur only if the ship
is extremely likely to be smuggling or if very few ships pass
Performing A Scan through a region of high security. They are not like the
Scans can be remote or hands-on, performed by automated manual scans discussed in the Performing a Scan section
sensors as a ship passes out of a jump gate or by a team of – true searches involve a lot more than simply waving a
specialists prowling the cargo holds with advanced tools. scanners over a cargo hold. Most trading ports, such as
The general protocol is determined by the Security Level of Babylon 5, conduct some ‘random’ searches, in order to
the system (see page 5). Also apply any relevant modifiers keep ships on their toes. A trader can never be 100% sure
from the Scanning Modifiers table. his ship will not come up for such a search. Much like
the ‘random’ audits used by the Internal Revenue Service
Open: Automated scans will be performed if the ship of Earth during the 20th and 21st centuries, though the
approaches a starbase on an intercept course or asks for randomness is minor. Every security worker has his own
docking or landing clearance at a space station or city. The personal set of ‘suspicious traits’ that he keeps an eye out
base Search bonus of the scan is +6. for. Typical things which may trigger a hands-on inspection
are:
Low: Automated scans will be performed when a ship exits

Travelling
the jump gate or when it approaches an inhabited world or G Missing or out-of-date registration.
space station, as well as under the conditions noted above. G A flight plan leading from worlds known for their lax
The base Search bonus of the scan is at +8 security or which are sources of illegal materials.
G Strange gaps in a ship’s recorded travel history.
Medium: As for Low, but manual scans will be performed G Prior convictions for smuggling.
when the ship approaches for docking. The base Search G An out-of-place cargo (‘So, you're carrying 5,000
bonus is +8 for automated systems and +10 for manual gallons of pure mineral water you picked up cheap on
scans. Quadrant 7 in the Narn Regime? Right. Didn’t your
contact tell you that’s a desert world?’).
High: As for Medium, but patrol ships with crews manning G An out-of-character cargo (‘You're an ore hauler,
sensor suites regularly criss-cross the region and will run always have been… so what made you go into the
scans on ships which have already ‘passed’, in case someone spoo business?’). Reticence to undergo routine security
missed something. The base Search bonus is +10 for scans.
automated systems and +12 for manual scans. G Exceptional eagerness to permit searches (‘Anyone that
eager to have me check the ship out has to be hiding
Very High: As for High, except that manual scans of all ships something – he wants me to look and not find it so I
are performed immediately upon a ship being detected in- don’t think about him when it shows up onboard the
system and the Search bonuses are +12 for automated and station.’)
+14 for manual.
Undergoing a search is a tedious process, as is performing
Example it. While traditionally only cargo areas are searched, if
Dallas Luchenko, captain of the Earth Alliance registered trader there is ‘reasonable suspicion’ of smuggling, then crew
Aeolus, enters the Epsilon Eridani system through Babylon 5’s quarters, control rooms and even access passages may be
jump gate. He is carrying a Small container of stolen theta- searched. Of course, 'reasonable suspicion' is something
grade crystal resonators, normally restricted to purely military which varies greatly from one government or system to the
use (these are Legality Class 4). Dallas has paid handsomely for next; a Centauri commissioner in charge of Transportation
the container which has a Search DC of 27 (at a cost of 8,750 Security will invariably declare all Narn vessels as suspicious.
credits). Epsilon Eridani has a Security Level of Very High and Searching a ship takes time; this can prove vexing to ships
gains a +2 bonus for being an exceptionally secure station. on a tight schedule.

183
The Hands-on Search Times table assumes a search staff of Exacting searches are every smuggler’s nightmare. The ship
four people for a Cursory search, six for a full search and 12 is practically turned upside down as every square inch of
for an Exacting search; doubling the number of search staff the ship is checked for contraband. Crew are not permitted
will halve the time it takes to complete the search. Ships on to leave the ship except for medical emergencies. All cargo
a tight schedule may plead to have more people assigned or containers are opened and scanned. Crew quarters and
to have the search reduced in detail; this is normally a DC personal belongings are searched. This level of search occurs
20 Diplomacy check and should be heavily modified by only when there is a high degree of certainty that easily-
the relationship of the ship's captain or owner to whomever hidden contraband is on board the ship, such as Dust.
is overseeing the search. Searches are performed in one of
three levels of detail: Cursory, Full and Exacting Hands-on Search Times
Size Cursory Full Exacting
Cursory searches primarily involve the declared cargo of the
Large or smaller 1 hour 2 hours 3 hours
ship. Cargo pods are checked and scanned to make sure
they contain what they claim to. A few random containers Gargantuan 2 hours 4 hours 6 hours
will be opened to verify their contents. No searches of Colossal 4 hours 8 hours 12 hours
crew quarters, control rooms or non-cargo areas will be Colossal II 8 hours 16 hours 24 hours
performed unless something suspicious turns up. The Colossal III 16 hours 32 hours 48 hours
captain and crew are free to leave the ship during the search, Colossal IV or larger 32 hours 64 hours 96 hours
though most captains prefer to remain onboard to keep an
eye on the searchers. Dealing with Hands-on Searches
If a ship is carrying nothing illegal, then a search is a
Full searches are usually performed when there is suspicion ‘mere’ inconvenience, though a sufficiently long search
of criminal activity but no certainty. Cargo areas are can cripple a ship’s flight schedule, causing it to miss vital
thoroughly searched and several containers are opened to appointments and possibly void contracts. For this reason,
Travelling

verify the contents. Weight and mass of random containers some unscrupulous traders with connections among the
are checked for discrepancies. Public areas of the ship are security or customs staff at a port will spread rumours that
searched but private quarters are not, unless something has a particular ship is carrying contraband; while that ship is
turned up. The crew is generally permitted to leave the ship delayed, the other ship can speed ahead to secure a deal. If,
following a quick scan and ‘pat down’ style search.

Hands-on Searches Modifiers


Circumstances Search Check DC Modifier
Each searcher who has at least 5 ranks in Search (other than head searcher) –1 (max. –5)
Total size of contraband (the sum of all smuggled items)
Fine +8
Tiny +4
Small +1
Large –1
Huge –4
Gargantuan –8
Colossal –16
Centauri technology –2
Minbari technology –4
Military base or exceptionally secure station (this includes the Babylon 5 station) –2
Time of heightened alert (War or Hostility) –2
Result of smuggler’s Hide check to conceal contraband
5 or less –4
6 to 10 –2
11 to 20 +0
21 to 30 +2
31 or more +4

184
contraband is being carried, however, the captain and crew
are in trouble if it should turn up.
Determining a Bribe
The chance of such material coming to light during a
search depends on how in depth the search is and how well Step 1 – Legality Class of Typical Bribe
the material is hidden. A single vial of Dust hidden in a Contraband
false heel in a crewman’s shoe is very unlikely to be found 1 1d3 X 50 cr.
unless the searchers know precisely where to look; on the 2 1d3 X 100 cr.
other hand, two tons of weapon components shipped in 3 1d3 X 250 cr.
containers marked ‘Agricultural Supplies’ are very likely to 4 1d3 X 400 cr.
be found by any competent search team. 5 1d3 X 500 cr.
Bribe
At the end of a search period, a Search check is made, using Step 2 – Size of Contraband Multiplier
the searcher with the highest Search skill bonus. The base
Fine X 1/4
DC is 30 for a Cursory search, 25 for a Full search and 20
for an Exacting search. Apply any relevant modifiers from Tiny X 1/2
the Hands-on Searches Modifiers table. Small X1
Medium X2
It may be possible to distract or confuse the searchers. Huge X4
Doing this is risky, though, as the searchers will redouble Gargantuan X 10
their efforts if they suspect a deliberate effort is being Colossal X 20
made to hinder them. Depending on the seriousness of Steps 1 and 2 generate the ‘typical bribe’ amount
the suspected crime, criminal charges of interfering with a – compare this amount to the ‘bribe offered’ to see
lawful search may be filed. At best, the crew will be forcible how effective the bribe is.

Travelling
escorted off the ship and held until the search is complete.
Step 3 – Result of smuggler’s Bribe
Knowledge check1 Multiplier
Interfering with a hands-on search is a contested Bluff
versus Sense Motive check, made against the searcher with 10 or less X 1/4
the highest Search skill bonus. The check is contested 11 to 15 X 1/2
against this person as he is the individual co-ordinating 16 or more to 20 X1
the overall search; distracting him can ruin the search’s Step 4 – Result of smuggler’s Bribe
overall efficiency. Players should roleplay this process or Sense Motive check2 Multiplier
at least describe the actions taken to confound the search. 10 or less X 1/4
For every two points by which the Bluff result exceeds the 11 to 15 X 1/2
Sense Motive result, the DC of the Search check increases 16 or more to 20 X1
by +1 (maximum +5 increase). Failing the contested roll
Steps 3 and 4 generate the ‘bribe offered’ – the
normally means that the distracter has simply failed to
amount the smuggler offers the official.
suitable divert the lead searcher’s attention; however, if the
Sense Motive result exceeded the Bluff result by 10 or more
points, the search team immediately becomes suspicious of
1
Part of the smuggler’s art is knowing how much to bribe
the distracter and his cargo. This normally results in the a particular kind of official in a particular sector of space.
Knowledge (local) is the best skill to use. However, a
search being upgraded (from Cursory to Full, for example)
Knowledge (star system) check may be made instead with
and criminal charges may be pressed against the distracter, only a –2 penalty, or a Knowledge (sector) check with a –4
even if no contraband is discovered. penalty. A Profession (smuggler) check may be substituted
with no penalties. The smuggler can choose to Take 10 (but
Example not 20) if he wishes. This is how veteran smugglers always
The Aeolus may have docked safely but its troubles are not seem to know how to grease the right palm the right way.
over. Zack Allen pays attention to the wider galaxy and is
2
Smugglers have to judge the particular person they are
bribing very carefully; the result of their Sense Motive check
aware of the crystal resonator theft from Proxima IV – and
represents their evaluation of the customs official. The
the Aeolus is the first ship to pass through Babylon 5 that has
smuggler cannot choose to Take 10 or 20 on this check.
passed through the Proxima system since the reported theft. As
such, he orders six of his men to perform a Full search upon

185
Dallas’ ship –it will take four hours to complete this search would attempt to blast their way out of such a situation.
upon the Gargantuan craft. If the smugglers are caught in deep space, with the search
party boarding from another craft, the situation changes
The Search check DC is calculated normally: 25 – 2 (two of the somewhat.
customs officials have 5 ranks in Search) +1 (the contraband
is of Small size) – 2 (as Babylon 5 is an exceptionally secure Challenging the findings is the most common response: ‘It’s
station) = 22. Dallas’ Hide check to conceal the resonators is not mine!’, ‘I don’t know how that got there!’ and ‘I didn’t
27, raising the Search DC to 24. In addition, Dallas decides know that was illegal!’ are all common pleas. Depending
to try and distract the head searcher as much as possible, on the nature of the smuggled goods, such claims might
making a Bluff check with a result of 23 – compared to the even work, though seizure of the contraband is virtually
head searcher’s Sense Motive result of 16, Dallas manages to inevitable.
raise the DC of the Search check by a further +3, to a final
DC of 27. Capitulating with good grace to the authorities and paying
the fine is often the simplest choice, though this is generally
The head searcher only has a total Search bonus of +12 but done only if the fines are relatively low and the goods
rolls a 19 for a total of 31 – more than enough to spot the only marginally illegal (Legality Class 1 or 2). Otherwise,
hidden container masquerading as a comms console. Things fighting the charges in the hopes of scoring a plea bargain
do not look good for Dallas… is usually the preferred course of action. Of course, this in
turn depends on the nature of the law in the area in which
Suffering the Consequences the smuggler has been caught. It is said there is no Narn
If contraband is found, the smugglers must decide what word for ‘plea bargain’.
to do. Generally, combat is pointless. While it might be Bribery is a classic response. Customs officials are often
possible to kill a search team, the smuggler’s ship is most overworked and underpaid and many will take the
likely docked, with little chance of leaving before an job primarily in the hopes of under-the-table personal
Travelling

appropriate response to the assault is mounted. Even if the aggrandisement. While the security force on Babylon 5 was
ship can somehow leave dock following the killing of the hand-picked by Mr Garibaldi and has one of the lowest
customs agents, the firepower of the station will be brought records of corruption anywhere, it is still not entirely free of
to bear. Lastly, even if the ship manages, against all odds, those willing to look the other way for a few credits. Security
to enter hyperspace, its identity will be broadcast near forces in other ports of call are often ‘on the take’. Centauri,
and far. Not even the most foolish or desperate smugglers in particular, view bribery as part of their payment package

Bribery Modifiers
Circumstances Diplomacy check DC modifier
Bribe offered is less than typical bribe +2
Bribe offered is half of typical bribe or less +5
Bribe offered is one quarter of typical bribe or less Check automatically fails
Bribe is double or more the typical bribe –2
Bribe is triple or more the typical bribe –4
Official is stationed on a military base or exceptionally secure station (this includes
the Babylon 5 station) +2
Time of heightened alert (War or Hostility) +2
Official is:
Centauri –4
Brakiri –2
Drazi –1
Narn –2 unless working directly for
the Narn Regime or Babylon 5,
in which case +2
Minbari +8

186
and expect a few credits to not find problems even when the customs official or security officer to turn the smuggler
there is nothing to find. Minbari are nigh-incorruptible; in for bribery.
Narn are hard to bribe when they are working for the
Regime but are more likely to let some things pass when Example
working for other races, especially if the smuggler is also Dallas has been caught smuggling by a sharp-eyed
Narn. An exception are the Narn working for Babylon 5 Babylon 5 customs official. Rather than own up to the
security; they are committed to demonstrating their loyalty
crime and suffer under Earth Alliance law, the captain
and value and will even turn in their fellow Narn, often
lecturing them on the shame they are bringing to their own attempts to bribe the official. The Games Master rolls
people. 1D3 and multiplies the result by 400 credits, which
comes to a typical bribe figure of 800 credits. As the
A ‘typical bribe’ depends on the Legality Class of the item contraband is of Small size, the multiplier is only X1.
and the amount the shady character is trying to smuggle.
Steps 1 and 2 in the Determining a Bribe table generate the Now it is time to determine if Dallas knows the art of
typical bribe amount. Steps 3 and 4 determine whether a greasing palms as much thoroughly as he thinks he does.
smuggler misjudges this amount in practice and generates As a seasoned smuggler, Dallas takes 10 on a Knowledge
the ‘bribe offered’ – note that a smuggler must make the (Epsilon Eridani star system) check, for a final result of
Knowledge and Sense Motive checks designated. A natural
17. His Sense Motive check does not fare so well and his
1 rolled on either check results in a drastic overestimate on
the smuggler’s part – apply a X2 multiplier instead of the total result is only 14. By multiplying the typical bribe
listed multiplier. Note that it is possible for the smuggler by X 1/2, Dallas’ final bribe offered is 400 credits – half
to deliberately roll a natural 1, though this must be decided the typical bribe amount.
before a check is made. This represents a smuggler with
plenty of cash trying to ensure he gets his goods through The DC for the Diplomacy check is already a daunting

Travelling
customs by offering ludicrous amounts of money to the 35 as the resonators are Legality Class 4. By only offering
official. half the typical bribe and with Babylon 5 being an
exceptionally secure station, the DC rises to 42. Dallas
Comparing the typical bribe to the bribe offered is one has a total Diplomacy bonus of +16 and rolls an 18 for
of the key factors in determining how effective a bribe
a total of 34 – not enough to bribe the loyal Babylon
attempt is. The bribe attempt itself is a Diplomacy check.
The base DC is 15, plus the Legality Class of the smuggled 5 official. As he failed the check by more than 5, his
goods x 5. Apply any relevant modifiers from the Bribery cargo is confiscated, his ship is impounded and Dallas
Modifiers table. Luchenko is taken into custody on charges of smuggling
and attempted bribery.
The Games Master should
apply common sense. A
Centauri merchant would
almost never be able to
successfully bribe a Narn;
most likely, the Narn will
take the credits and report the
smuggled goods anyway. An
existing relationship between
the smuggler and the guard,
or a belief on the part of the
guard that the smuggled
goods should not be illegal,
may create a bonus to the
check. If the goods are things
the guard finds personally
offensive, there is likely to be
a penalty to the check. Failing
the roll by 5 or more causes

187
Equipment effort is spent on improving, modifying and perfecting
them. Veteran spacehands often have many superstitions
and rituals regarding their personal suits.

Appendix
Many of the items discussed below distinguish between Encounter Suit Rules
Earth Alliance, Narn, Centauri and Minbari versions, to These rules can be used in situations when time is of the
account for the differences in technology between the major essence or when they are dramatically appropriate and add
cultures of the galaxy. While these differences are generally tension or excitement. They should not be used when the
small for common items, they are useful for highlighting characters are performing routine work in non-stressful
the distinctions between societies, especially since such situations.
small enhancements are not widely known. For other
races, the Games Master should use equivalent technology. Generally, encounter suits are designed to be idiot proof
Most League worlds are close to Earth or Narn technology but they assume a small level of training and familiarity.
levels, though the Brakiri are on a par with the Centauri Anyone from a spacefaring culture will usually take a short
in some areas and the Vree are close to Minbari levels. course in basic suit operation; this is assumed to be the case
Some starfaring races fall below the tech level of the Earth for any Babylon 5 character whose career or life is likely to
Alliance and their equipment should be, in general, heavier take them off world. This includes all those with any levels
and less reliable. The Zocalo sourcebook has detailed rules in the Officer or Soldier class, all warrior caste Minbari,
for modelling items made by differing races. and any Worker or Scientist whose career puts him among
the stars. In the event that a character does not fall into
Some might ask why the Earth Alliance does not simply buy these categories, whether or not they have had any basic
Minbari or Centauri equipment, rather than use their own space training is up to the Player and should reflect the
slightly inferior technology. Certainly, some individuals do character’s background and history.
Equipment

make such purchases. However, bulk sales of technology


between governments are rare, for several reasons. Even with no training, common cultural information for
anyone from a starfaring culture allows them to know what
First, the delicate dance of interstellar politics has many an encounter suit is and the basics of what characters do
unexpected steps and changes of tune. The loyal ally of with it. The suits themselves contain computers which
today can be the hated enemy of tomorrow and it is a foolish will issue usage instructions when picked up, unless this
government which arms or equips a potential foe. Second, feature has been deactivated. In short, to fail to put a suit
governments do not wish to become dependent on foreign on properly when not under stressful conditions requires
suppliers. A race which purchases all of its technology either a total lack of familiarity with the concept of a space
from another becomes, in effect, a client of that race with suit or stupidity of such a degree that the species will be
no native industry. The dominant races of the galaxy are genetically enhanced by the character’s death.
those with their own native industrial and technological
infrastructures. For example, while the Narn learned most Encounter suits come in two pieces: A lower piece (which
of their science from stolen Centauri technology, they covers the legs and waist) and an upper piece (which covers
learned it – they did not merely seize and refit Centauri the head, arms and torso). The upper piece has gloves and a
ships, they studied them and learned to build their own helmet fastened to the sleeves and neck by default, though
and continually work to enhance their understanding. The these can be fully removed.
Earth Alliance bought weapons from the Narn but those
were emergency supplies, not a replacement for their own Encounter suits are self-sealing and aware of missing or
military R&D programs. improperly attached components. A suit will alert the
wearer if the seals are not secure.

Encounter (Pressure) Components of suits from different races are generally


not compatible with each other. A Technical (electronics
Suits or space travel) check (DC 15) can be made to attempt
Sooner or later, any regular space traveller will find himself to interface different technologies, such as a Narn lower
needing to walk into hard vacuum with nothing but a thin portion with an EarthForce upper portion. All suits made
layer of microweave alloys and advanced polymers between by the Interstellar Alliance are designed to inter-operate and
his body and the void. Searing heat, inconceivable cold, will fit and function efficiently for most oxygen-breathing
lethal radiation and the vast emptiness which is vacuum are humanoids.
all kept at bay by these suits. Small wonder that considerable

188
Minbari suits can patch
holes of up to four holes of
less than one inch.

Note that corrosive


atmospheres may damage
the wearer of a suit upon
even a brief exposure; in the
time it takes for the suit to
seal even a small hole, the
wearer will take 1d2 points
of damage.

If a rip or tear is beyond a


suits auto-seal capacity, the
wearer is in deep trouble.
Internal ballooning will slow
the leak but if the wearer
cannot manually patch it up
(see below) the suit will not
be able to function for long.
Putting on a Suit In 1d4 rounds (one round if
It takes two minutes to suit up under most circumstances. the leak is more than two inches in diameter), the character
This can be rushed but there are risks. Suiting up more will begin to suffer suffocation from vacuum exposure, as

Equipment
rapidly requires a Technical (space travel) check. The DC well as the effects of extreme cold. The suit will continue
is 15 to suit up in one minute or 25 to suit up faster (1d6 to protect him from radiation or heat as long as it is at least
rounds). Failure means the suit is improperly sealed; failure 90% intact.
by 10 or more indicates the suit was somehow damaged
during the process. Patching A Suit
Fortunately, all suits come with a few patches, stored in an
Removing a Suit external compartment, which can be applied quickly. These
Opening a helmet or unfastening the gloves is a standard patches will cover tears up to three inches in diameter.
action. Removing the suit entirely takes one minute. Again, Retrieving the patch and applying it will take 1d4 rounds.
this can be rushed but there are risks. Removing a suit more At the Games Master’s discretion, a Will save (DC 14) may
rapidly requires a Technical (space travel) check. The DC be required to remain calm in the face of this crisis; it takes
is 15 to remove a suit faster and it takes 1d6 rounds. Failure a certain degree of training and control for a character to
indicates the suit was somehow damaged during the process calmly find and apply a patch when his oxygen is leaking
of taking it off or the suit has become snagged or tangled into space.
and takes two minutes to remove.
Maintenance
Suit Damage Space is a hostile environment and keeping an encounter
Encounter suits are designed to resist minor damage. All of suit functioning takes some effort. In situations where a
them have a limited self-sealing capacity and have multiple technical staff or crew is present, there is no need for
layers of cloth and reinforcement. An encounter suit can Players to worry about suit maintenance; it is done in the
survive a realistic deep space work environment. As such, background. If the Player Characters have only themselves
damage to the suit should occur only under exceptional to rely on – such as the crew of a small freighter or a
conditions, such as combat, exposure to unusually sharp squadron of Narn mercenaries – then they must take care
shrapnel or deliberate attempts to rip or puncture the suit. of their suits. For every 24 hours of use, a DC 10 Technical
(engineering or space travel) check must be made to keep
EarthForce, Narn and Centauri suits can have sufficient the suit in perfect working order. If the check fails or
auto-seal capability that up to four holes of less than maintenance is not performed, the suit loses 25% of its life
1/4 inch in diameter will automatically seal themselves. support capacity due to minor leaks, clogged tubes, poorly
sealed joints and so on. The DC of the check increases by

189
Encounter Suits
Skill Defence Base Speed Operation
Government Suit Cost Weight DR1 Penalty Penalty Reduction Time2
Centauri Republic Basic 1,800 cr. 28 lb. 1 (2) –2 –2 –5 ft. 12 hours
Centauri Republic Advanced 3,000 cr. 18 lb. 1 (2) –1 –2 –10 ft. 24 hours
Earth Alliance Basic 950 cr. 32 lb. 1 (2) –3 –3 –10 ft. 12 hours
Earth Alliance Advanced 2,500 cr. 20 lb. 1 (2) –2 –2 –5 ft. 18 hours
Earth Alliance Long-Term 4,000 cr. 40 lb. 1 (2) –4 –4 –15 ft. 36 hours
Earth Alliance Combat 3,500 cr. 35 lb. 3 (4) –4 –1 –10 ft. 8 hours
Minbari Federation Basic 2,000 cr. 25 lb. 1 (2) –2 –2 — 24 hours
Minbari Federation Survival 4,500 cr. 18 lb. 3 (4) –2 –1 –5 ft. 48 hours
Minbari Federation Long-Term n/a 21 lb. 2 (3) –2 –2 –5 ft. 96 hours
Narn Regime Basic 1,200 cr. 30 lb. 2 (3) –3 –3 –10 ft. 8 hours
Narn Regime Boarding 4,000 cr. 35 lb. 4 (3) –3 –1 –5 ft. 4 hours
1
Encounter suits use the bracketed Damage Reduction against any kind of heat or cold damage, including PPG fire.
2
The duration that a suit can sustain life before needing to be recharged and resupplied (with fresh oxygen mix and so on).

+2 for each 24 hour period of use between maintenance. Furthermore, all encounter suits incur a penalty upon a
Maintaining a suit takes one hour and requires specific wearer’s Defence Value and base speed (apart from some
tools available in an encounter suit maintenance kit. Minbari versions).

Encounter Suit Modifiers Centauri Republic Encounter Suits


Basic: Centauri suits are efficient, functional and have been
Equipment

Encounter suits are the products of very advanced


made to a standard design for nearly a century.
engineering, but most of them are still bulky and clumsy to
wear, especially in normal gravity. This is reflected in the
Advanced: These suits are made to be worn by nobles or
optional skill penalty listed on the Encounter Suits table high-ranking military officers and are usually issued on a
– this penalty may be safely ignored if this level of detail is prestige basis rather than a need basis.
not required. The skill penalty is applied to the following
skills so long as the suit is worn: Balance, Climb, Jump, Earth Alliance Encounter Suits
Move Silently and Tumble. The skill penalty is also applied Basic: This encounter suit is identical to the pressure suit
to the following skills so long as gloves are worn: Forgery, described in the Babylon 5 Roleplaying Game and Fact Book.
Medical, Sleight of Hand and Technical (if the task requires This suit is standard issue for the Earth Alliance and is the
fine manipulation or control, not if it is
purely knowledge based). Removing
gloves in conditions where a suit is
necessary is not advised; the user will
take damage as if exposed to vacuum
for 1d4 rounds until safety features
seal the wrists of the suit. The sheer
agony of having one’s hands exposed
to vacuum will generally mean they
become useless for whatever task they
are required for in any case, though
a successful Will save (DC 20) may
allow a single action without penalty.
If the user remains ungloved for ten
rounds or longer, the damage to the
hands from capillary explosions, cold
and radiation will be so great that
amputation will be required.

190
most likely to be found on civilian ships or anywhere else a vacuum for days in order to slip through a sensor web. Prior
space suit is needed, unless there is an obvious special need to the dawn of the Interstellar Alliance, no non-Minbari
for a different type of suit. had ever seen one (short of briefly, in combat), much less
been issued one. Even in the 2260s, they are very rarely
Advanced: This suit contains more advanced engineering given to non-Minbari and they are never legally for sale.
than the basic suit and is much lighter. It is used where long-
term suit use is expected, such as deep space construction Narn Regime Encounter Suits
projects, airless colony worlds and other places where it is Basic: The Narn suit is based heavily on Centauri technology
likely that suits will need to be worn often and for extended but is bulkier and offers somewhat better combat protection,
periods. in exchange for a marked decrease in life support.

Long-Term: This suit is somewhat heavier than the basic Boarding: The Narn are masters of ship-to-ship combat, as
suit and much heavier than the advanced but it uses they prefer to capture ships intact for technological study.
advanced recycling technologies to drastically extend its It is no wonder that most of their soldiers are issued these
operation time. It is issued to explorers who must spend heavily armoured suits. Almost all life support is sacrificed
extended periods in airless terrain (such as those exploring on the altar of combat efficiency. Narn soldiers grimly note
deep in the ruins of a city on a world with an unbreathable that this encourages them to fight quickly.
atmosphere), deep space workers who have to perform
very long-term tasks in vacuum and so on. It is rarely seen Other Equipment
outside such specialised environments; it is too expensive
and difficult to maintain to use it as a general-purpose Item Cost Weight
survival suit. Survival Bubble, EA or Narn 100 10 lb.
Survival Bubble, Centauri 125 6 lb.
Combat: This suit is relatively weak on life support but Survival Bubble, Minbari 200 4 lb.
it is designed to keep the wearer alive during extreme Web Hammock 50 3 lb.

Equipment
circumstances, such as boarding actions or fighting on a
Encounter Suit Maintenance Kit 25 1 lb.
ship without an atmosphere.
Sealed Crate, Small 400 5 lb.
Minbari Federation Encounter Suits Sealed Crate, Medium 800 10 lb.
Basic: The default Minbari suit, used by most members of Sealed Crate, Tiny 300 2 lb.
all three castes when spacewalks are required. It will sustain Biometric Signature Emitter 1000 1 lb.
life as efficiently as the Earth Alliance suit but it is lighter
and more flexible. Many have found their way into the Encounter Suit Maintenance Kit: A vital part of any
hands of non-Minbari, though flaunting this in front of spacer’s travel bag, this small set of tools, chemicals and
members of the warrior caste is likely to lead to a violent sealants contains all the equipment required to keep an
beating and the suit being reclaimed, unless the wearer has encounter suit in prime working condition.
some good reason for having one. Following the formation
of the Interstellar Alliance, a variation of this design became Biometric Signature Emitters: Legality Class 3 or 4
the standard Anla’shok Ranger encounter suit. on most worlds, these devices can be used to store and
then transmit a biometric signature. The signature (be it
Survival: This suit is issued to Rangers and warrior fingerprint, DNA sample or retinal scan) to be used must be
caste members who are expected to be exposed to harsh acquired directly; it cannot be synthesised and fingerprints
conditions. It combines aspects of the long-term and left on a glass or a photograph of an eye do not contain
combat suits of the Earth Alliance but Minbari technology enough data to provide a working copy. Once captured, a
makes it lighter than either. signature may be replicated and transmitted by the emitter
like any other kind of data.
Long-Term: The Minbari have been in space for longer
than any of the other Younger Races and they have had the Sealed Crate: Sealed crates are storage units which are
opportunity to learn about what is necessary to sustain life designed to be perfectly secure – airtight, radiation resistant,
for the longest possible time in the smallest possible frame. and capable of blocking most forms of electromagnetic
These suits are works of art and are often handed down radiation. There are many valid uses for such crates but
from a master to an apprentice among the worker caste or there are also some shadier uses – namely smuggling. Most
given as a sign of great honour to a distinguished member of such crates are used to hold goods which cannot survive in
the warrior caste. Workers use these suits when performing a normal atmosphere – providing a perfect excuse to not
specialised feats of deep space engineering, while warriors open them to customs officials.
use them for more daring feats – such as drifting through

191
Survival Bubble: When folded,
a survival bubble is a block of clear
plastic approximately one foot by
one foot by three inches affixed to
a rectangular block of machinery
approximately six inches by six inches
by one inch. The entire assembly
weighs 10 lbs. When in use, it is a
bubble eight feet in diameter, capable
of holding one person comfortably or
two uncomfortably.

To use a survival bubble, it must be


shaken out, revealing something akin
to a large garbage bag. The user steps
inside and seals it. Once sealed, it is
activated and fills with air from the
attached tank. It is also heated to a
comfortable temperature. A short-
range homing beacon is also activated. Starship Equipment
A survival bubble is not a lifepod and is designed primarily
to keep people alive inside a damaged ship – for example, Hyperspace Buoys
the crew of a free trader might use them if a cargo container The ship is equipped with a number of hyperspace buoys,
they are working inside has been breached. which it can drop as it travels through hyperspace far off
Equipment

the main jump routes. This allows it to explore the galaxy


Survival bubbles have no food or water and only limited
and seek out strange new worlds. It is primarily exploration
air recycling. Earth Alliance and Narn bubbles can keep
ships that are equipped with these devices, though they
one occupant alive for 12 hours or two alive for six hours.
Centauri bubbles can keep one occupant alive for 18 hours might also serve to lead a larger, military fleet to an ambush
or two alive for nine hours and weigh 8 lbs. Minbari can point without using other signals that could theoretically
keep one occupant alive for 24 hours or two alive for 12 be intercepted. The beacons can be set to a preselected
hours and weigh 6 lbs. Survival bubbles cannot be reused. frequency that is not casually detectable.

Web Hammock: A web hammock is used when sleeping 50,000 credits per buoy; 25,000 credits to add launcher.
in microgravity. It is designed to attach to any convenient Each buoy is a Medium size item and occupies 200 lbs.
hooks or protrusions and it also comes with two powerful of cargo space. Buoys have a DR of 6, 20 hit points and a
electromagnets (each capable of supporting up to 300 lbs.) DV of 10.
which can be used to affix the hammock to bare metal walls,
provided the walls are contain some magnetic material. The
electromagnets have a 48 hour charge.

The hammock itself is made of very light but very strong


plastic fibres, which have a limited degree of shape memory.
The fibres are soft, so that jostling against them due to
acceleration will not wake the sleeper and are resilient
enough so that they do not cut into the skin, even in the
event of a sudden change in gravity. The hammock is
closed from inside by a fastening a few tabs. Skilled space
travellers can usually set up and enter a hammock in under
a minute; the inexperienced will usually fumble with it for
1d6 minutes before settling in. Exiting a hammock is a
full round action for the experienced and will take 1d4+1
rounds for the novice traveller.

192
Rules size or relative toughness of a ship matters little to this as
the constant grinding effect wears away all kinds of ship
equally, though those with living ships can repair this

Appendix
This section of the Galactic Guide contains rules related to
damage extremely quickly.

The chance of collision is the possibility of encountering a


character generation, environmental effects and expanded hunk of rock large enough to do meaningful damage but
guidelines for climates, asteroid belts and gravity diving. small enough that it will not be sensed and avoided long
before collision is imminent. Collision with larger rocks
Asteroid Belts should follow the normal collision rules and should only
occur as part of a planned encounter, not due to random
‘We’ll lose the Void-eaters in the asteroid belt! It’s only ten klicks
travel damage. For example, raiders may have a base in a
from here!’
large asteroid and fly out to attack a Starfury which has
‘Are you mad? No one can fly a Starfury through an asteroid
come too close; under such conditions, the Starfury may
belt! We’ll be killed!’
end up smashing into the rock, just as it might theoretically
‘Hey, don’t you trust me?’
smash into a large spaceship. However, if it is simply flying
‘No.’
through the region, it is almost impossible to hit the rock
except by deliberate action. There are simply too few large
from Furious Stars 2: Revenge of the Spacedemon, 2258
rocks in any belt, even the most dense, to have a chance of
an accidental collision.
Such scenes as the one above induce peals of laughter in
any spacer, especially those who dwell in the asteroid belts.
Asteroid belts are not dense fields of giant rocks, rolling
and tumbling past each other; nor are they demarcated by
Climactic Variability
Climactic variability is a combination of several factors –
precise boundaries. ‘Entering’ and ‘leaving’ an asteroid belt axial tilt, orbital eccentricity and so on. Rather than provide
is a matter of degrees, not absolutes. pages of formulae, this system abstracts everything into a

Rules
single number and allows the Games Master to provide a
This is not to say that there are no dangers whatsoever to a rationale if one is required.
belt, only that they are not as dramatic as often presented.
Belts are relatively dense with dust, pebbles and smaller To determine various temperature averages, use the
rocks – harmless in themselves but potentially lethal formulae given in the Seasonal Temperatures table, where
to small ships which move at high speeds. All of space AET = Average Equatorial Temperature and V = Variability.
contains some such debris but, in most cases, the density Note that ‘summer’ and ‘winter’ are used for convenience;
is so low that the odds of a collision are far below what any for these purposes, ‘summer’ means the hottest point as a
random system could meaningfully generate. combination of orbit, tilt and other factors while ‘winter’
means the lowest point as a combination of the same
Ships moving at full speed through an asteroid belt risk factors.
slow ablation of their hulls and, in extremely dense belts,
collision with larger rocks. ‘Larger’ in this case means Note that these are averages and can be greatly affected
roughly fist-sized. Furthermore, metal-rich belts can on a day-to-day basis by many factors. Worlds often have
interfere with some communications and sensors. warming or cooling ocean currents which make regions
unusually warm or cold; in addition, geothermal activity,
The superstructure damage column only applies to wind patterns, cloud cover and so on can all change
ships travelling faster than the maximum safe speed and temperature by tens of degrees. Temperature can vary by
represents the slow abrasion that can occur as microparticles tens of degrees from day to night, especially if there is
continually pound away at a ship’s hull in a belt. The no cloud cover and no bodies of water nearby to serve to
Travelling through Asteroid Belts
Maximum safe speed in Superstructure Collision Collision Sensor operation
Belt Density AU/24 hours Damage chance/hour damage penalty
Light 1.0 Light — — —
Average 0.8 Light — — —
Dense 0.6 Light 1% AU X 1d20 –1 to –2
Very Dense 0.5 Moderate 2% AU X 1d20 –3 to –5

193
Seasonal Temperatures Hypoxia
Season/Location Abbreviation Formula There are many gradients between ‘hard vacuum’ and
Average Temperate AT AET – V ‘standard air pressure’. There are many worlds where the
atmosphere is breathable but thin or low in oxygen. In
Average Cold AC AET – 2V
these atmospheres, characters do not suffocate instantly
Equatorial Summer ES AET + 1/2 V but slowly lose mental and physical abilities as the
Equatorial Winter EW AET – 1/2 V amount of oxygen reaching their bloodstream is too low
Cold Summer CS AP + V to sustain heath long term. Hypoxia occurs whenever
Cold Winter CW AP – V the atmospheric pressure becomes too low, such as when
Temperate Summer TS AT + V climbing mountains or taking a poorly pressurized aircraft
Temperate Winter TW AT – V too high. In Babylon 5, it is most likely to occur on worlds
Average Polar AP AET – 3V with a thin atmosphere to begin with, but adventures in the
high altitudes of normal atmosphere worlds are certainly
Polar Summer PS AP + V
possible. Even on the Babylon 5 station, there are some
Polar Winter PW AP – W alien sectors where the air is kept exceptionally thin. Also,
someone with access to the right computer protocols can
regulate temperature; assume temperature can decrease by
reduce atmospheric density in a section of the station at
1/2V to V during night-time on most worlds. This can be
will or change the composition to increase other gasses and
important if, for example, the average temperature is just
decrease oxygen.
above freezing during the day; delicate equipment may be
destroyed when the temperature dips at night.
Hypoxia has many symptoms, increasing in severity as
oxygen deprivation increases. Once the symptoms begin,
Extreme temperatures reflect the highest points reached at
the only cure is to increase oxygen supply, either via
‘ideal’ locations on the world – for example, the hottest
technology or by moving the character to an area where
deserts or the coldest polar regions. These will be V degrees
there is more oxygen to breathe. These rules can work for
above or below the averages.
Rules

any vital gas but since most races are oxygen breathers, the
term ‘oxygen’ is used throughout.
If it becomes important to determine the temperature on
any given day, determine the rough time of year (summer,
The Hypoxia table shows the atmospheric pressure, the time
winter or in-between) and the temperature zone (equatorial,
between Fortitude saves and the DC of the Fortitude save.
temperate, cold or polar) and roll 2d10 of different colours,
Apply any relevant modifiers from the Hypoxia Modifiers
designating one as ‘high’ and one as ‘low’. If the ‘high’ die
table. A failed save increases a character’s Hypoxia Level
has the lowest value of the pair, add that number to the
by one step. Once the character is at Hypoxia Level 1,
expected temperature; if the ‘low’ die has the lowest value,
successful saves only mean the character does not get any
subtract that number from the expected temperature.
worse; they will not improve his condition unless something
is done to increase their oxygen supply.
Environments
The Galactic Guide details a wide range of planetary Hypoxia
environments, exposing characters to thin atmospheres, Atmospheric
crushing pressure, blinding glares and corrosive gasses. Pressure Time Between Checks DC of Check
This section contains detailed rules for a variety of Thin Atmospheres
environmental hazards, building on the material in the
0.9 8 hours 10
Babylon 5 Roleplaying Game and Fact Book. These rules
0.8 4 hours 12
should be used only when the environment is key to play
and dealing with it is dramatically appropriate. Combat, 0.75 2 hours 15
high stress or sudden exposure to a hostile environment are 0.7 1 hour 18
such times; simply walking from one dome to another with 0.65 30 minutes 20
a rebreather on, on a thin atmosphere world, is not. The Very Thin Atmospheres
rules exist to aid and shape the story, not to turn an exciting 0.6 10 minutes 22
adventure into an endless series of die rolls. 0.5 1 minute 25

194
Hypoxia Modifiers This may result in mystical visions, harmless fantasies or
DC sudden bouts of violence.
Hypoxia Modifiers Modifier
Hypoxia Level 5
Rapid exposure (sudden depressurisation, for –2
Suffocation: The character begins to die of slow suffocation.
example
The character must make a Constitution check every
Slow exposure1 (initial acclimatisation is +2 minute; the DC starts at 15 and increases by +1 every
drawn out over a period time) minute. Failure at this check drops the character to 0 hit
Character possesses 5 or more ranks in +2 points. The following round, the character drops to –1 hit
Survival points and is dying. In the third round after the character
Character possesses the Endurance feat +4 failed his constitution check, he dies.
Native2 No check
required Microgravity
1
Slow acclimatisation takes one hour for every 0.1 atmosphere Space travellers, especially Humans, often find themselves
below 1.0.
in situations where there is no gravity. Most older or smaller
2
Natives of a planet with a thin atmosphere (0.61-0.9) need
not generally make Hypoxia checks, as they have acclimatised
Earth Alliance vessels have no spin sections and the crews
all their life to their environment. However, such natives will of transport craft or smaller military vessels spend weeks,
almost certainly find it harder to breathe standard (0.91 to 1.1) sometimes months, with no gravity. While larger passenger
atmospheres. GMs can easily adapt the Hypoxia rules to simulate craft do have spin sections, such craft are not always an
what happens when thin oxygen breathers encounter standard air option and, in addition, even routine combat is likely to
pressure. damage the complex mechanisms which keep sections
rotating, requiring protracted periods of no gravity while
Hypoxia Level 1 emergency repairs are effected. Further, shuttles and the
Headache: At this level, the character begins to suffer from like are also incapable of generating gravity, so almost any
severe headaches, enough that concentration is impaired. space trip will involve some time spent in zero-G.

Rules
Any Intelligence, Charisma or Wisdom based skills suffer a
–2 penalty, as do Will saves. Any telepathic skills also have Even among non-Humans, the chance of spending time
a –2 penalty. without the familiar tug of gravity is high. Artificial gravity
can be shut down due to damage to a ship or to conserve
Hypoxia Level 2 power in emergencies. Travelling in Earth Alliance space,
Dizziness: The character is dizzy and light-headed. or among some of the less technically advanced League
In addition to the effects noted above, balance and worlds, is also likely to expose spacefarers to prolonged
coordination suffer, imposing a –2 penalty on all Dexterity periods of weightlessness.
based skills.

Hypoxia Level 3
Nausea: All of the above effects
persist, with the modifier increasing
to –4. Furthermore, the character is
nauseated.

Hypoxia Level 4
Delusions: All of the above effects
persist and the character becomes
increasingly unfocused and deluded.
They will begin to see vision or react
to things which are not there. Each
round, the character must make a
DC 14 Will save (bear in mind the
modifiers to the save brought on
by other effects) or be effectively
incapacitated or uncontrollable,
unable to react properly to the world.

195
The Babylon 5 Roleplaying Game and Fact Book contains Health Effects
basic rules for the effects of microgravity on combat. These Long term travel spent in a microgravity environment can
rules enhance and expand on those. Use them if there is a have serious health risks. Muscles weaken, bones become
good roleplaying or plot-related reason, not simply to have brittle and the heart becomes used to a dramatically
more dice to toss. The sudden loss of gravity on an Earth reduced workload. While a few weeks of travel will have
Alliance battlecruiser during a boarding action by Centauri only minimal effects, extended journeys can produce
shock troops is exciting and fun; rolling Balance checks serious problems once gravity is returned.
every time a character stowing away on a Narn freighter
moves is not. Note that the ability score damage is cumulative and no
ability score may be reduced below 1 due to microgravity.
Nausea The effects of the Microgravity and Health table assume
A common effect of sudden exposure to microgravity the character is taking steps to minimise the effects of
is nausea. Anytime a character first enters a period of microgravity by engaging in recommended exercises while
weightlessness, a Fortitude save (DC 12) must be made or travelling. If this is not the case, increase all penalties by –1
the character becomes nauseated for 2d10 rounds. for periods over a week (–2 Strength and Constitution after
a month, for instance).
Eating and Drinking
Even such simple tasks as eating and drinking are difficult Recovery periods of longer than a few hours assume
in microgravity. Food floats off a fork and liquid becomes treatment at the hands of professionals, regular physical
bubbles in the air. Specialised drinking containers and therapy, appropriate drugs and so forth.
food designed to minimise the danger of losing bits and
pieces are part of every spacers travel kit (at least if they Microgravity and Health
come from a culture without artificial gravity). Using these
Length of Time Effect Recovery
is part of training for anyone in the military of all races
1 day to 1 week –1 Str 2 hours
but civilians often do not have such. A Dexterity check
(DC 10) is needed to avoid a harmless, but embarrassing, 1 week to 1 month –1 Str, –1 Con 2 days
Rules

accident the first few times that these are used. Similar rules 1 month to 2 months –2 Str, –1 Con 1 Week
and conditions apply to the use of zero-G toilet facilities. 2 months to 6 –2 Str, –2 Con, –1 Dex 2 Weeks
months
Skills
Many technical skills are more difficult to perform in
microgravity. Tools float off unexpectedly. Liquids, such Gravity Dive
as lubricants, do not seep into surfaces but instead form On rare occasions, a ship which is being pursued may
clouds of bubbles in the air. Even twisting a wrench without attempt to lose a pursuer in another world’s gravity well,
proper bracing can cause the technician, not the bolt, to go diving towards the surface and then pulling out, hopefully
spinning. The following skills are affected by microgravity leaving the other ship trapped and unable to escape. Only
– note that these penalties are in addition to any ability worlds with an Extreme gravity can be used for this,
penalties due being in microgravity (such as Dexterity as lesser gravities will not trap any ship used within the
penalties). Babylon 5 game. Extremely primitive craft, equivalent to
those of early 21st century Earth might have some problems
Escape Artist, Forgery, Move Silently, Perform (Dance, but any enemy craft which could pull off this manoeuvre
Juggling) and Survival are Lightly Affected by microgravity. would be able to dispatch such ships so easily as to make
These skills suffer a –2 penalty when used in microgravity. the matter moot.
Anyone with the Microgravity Conditioning feat may
ignore this penalty completely. To execute this dive, the lead ship must begin jetting
down towards the planet at a sharp angle. If the other ship
Medical (any use where tools and equipment are needed pursues, the lead ship must decide when it will begin to
or where the subject must be kept still) and Technical (any ascend. It is generally the case that it will take ten rounds
use regarding repairing, maintaining or modifying at item) for a ship to reach the ‘point of no return’, with each round
are Greatly Affected by microgravity. These skills suffer a taking the ship into a further stage towards the planet. For
–6 penalty when used in microgravity. Anyone with the a normal Extreme gravity planet, the point of no return is
Microgravity Conditioning feat may treat these skills as the edge of the ionosphere where gravity is great enough to
only Lightly Affected. continually drag the diving ship directly towards its surface,
resulting in an uncontrolled and terminal crash into the

196
planet’s surface. For
gas giants, the point
of no return is where a
ship is crushed by sheer
pressure.

A ship may safely return


without risk after five
rounds (stages) of
descent. Attempting to
gain altitude after the
fifth stage requires a
Pilot check (DC 20, +3
for each stage beyond
the fifth the ship is at).
Even if the Pilot check
is successful, the ship
will take a Moderate
Superstructure critical
hit from the immense
strain but elevates ‘up’
by one stage – once Benefit: You never need to make a nausea check due to
it reaches the fifth stage it may escape the gravity well microgravity. Furthermore, reduce any penalty to Dexterity
without trouble normally. If the check fails, the ship takes due to being in a low gravity by two and you gain a +2
the same amount of damage but drops a further stage. If bonus to all Balance checks required by the rules for ‘Zero
a ship reaches the tenth stage and fails a Pilot check, or if and Low Gravity’ in the Babylon 5 Roleplaying Game and

Rules
it takes enough Superstructure damage to reduce it to 0 Fact Book.
Damage Reduction, it is immediately destroyed.

Note that these rules still apply to ships capable of New Worker Class
atmospheric flight as a gravity dive is not the same as a
controlled descent. Type
Spacer
New Feats A spacer is one who regularly plies the starlanes, often
working in highly dangerous and unexpected conditions.
Born Smuggler They tend to be almost gypsy-like, taking on odd jobs
Characters are exceptionally good at hiding small objects on various ships, picking up all sorts of random technical
on their person, luggage or craft. knowledge as they travel. While many are qualified to hold
Prerequisite: Wis 13+. high-ranking positions, they prefer the freedom of working
Benefit: Whenever you have had more than five minutes to as they see fit.
work at it, you can hide any object of Small size or smaller
in such a way as to make them especially hard to find. All Worker Class: Blue Collar. Instead of gaining the normal
Search checks made to locate such hidden objects, whether blue collar class feature at 1st level, spacers may choose
they are hidden on yourself, your luggage or a ship, suffer either Spacecraft Proficiency or Microgravity Conditioning
a –4 penalty. You also gain a +2 bonus to any Profession as a bonus feat.
(smuggler) checks. Expert Level: Instead of gaining the normal worker class
feature at 6th level, a spacer may choose either Born Smuggler,
Microgravity Conditioning Skill Focus (Technical) or Microgravity Conditioning as a
Long experience with entering microgravity environments bonus feat.
mean you are nearly as comfortable in microgravity as you
are in normal gravity.
Prerequisite: Con 11+, Dex 11+.

197
Index Corilliani
Corillan System
Orillan System
53
53
53
Hyach Gerontocracy
Shra-bal System 81
81

Shri-shraba System 81
Abbai Matriarchy 30
Abba System 30 Cultural Drift 9 Yonog System 82
Tirolus System 31
Utriel System 31 Defining Worlds 2 Ipsha Baronies 83
Antares Sector 32 Deneth 54 Eklor System 83
Anasi System 32 Denova System 54 Elitria System 83
Antares System 32 Descara 55 Ipsha System 83
Holuva System 34 Bestine System 55
Asteroid Belts 8, 193 T’lad’tha 56 Kor-Lyan Kingdoms 85
Dilgar Imperium 57 Kor-Lya System 85
Balosian Territory 35 Innata System 57 Lotna System 86
Balos System 35 Omelos System 57 Oleng System 86
Brakiri Syndicracy 36 Rohric System 58 Koulani 86
Brakos System 36 Wahant System 58 Koulani System 86
Comac System 36 Drazi Freehold 59
Ekalta System 37 Drathun System 59 Llort 88
Lorka System 37 Fendamir System 59 Vartas System 88
Latig System 60 Lumati Dominion 89
Cascor Commonwealth 38 Mofaka System 61 Lumat System 89
Cascan System 38 Shambah System 61 Mollitra System 89
Zachai System 38 Zagros System 62 Xochat System 90
Centauri Republic 39 Zhabar 62
Ardun System 39 Markab 91
Earth Alliance 64 Markar System 91
Index

Batain System 39
Centauri Beta II System 39 Beta Durani System 64 Tiree System 92
Centauri Beta III System 40 Beta 7 System 64 Troth System 92
Bentat System 40 Beta 9 System 65 Minbari Federation 93
Centauri System 41 Ceti Gamma System 65 Davala System 93
Coutor System 42 Cyrus System 66 Drala System 93
Entat System 42 Deneb System 67 Eshar System 93
Gorash System 42 Jericho System 67 Minbar System 94
Heptharg 43 Orion System 68 Nocalo System 94
Immolan System 43 Proxima System 69 Pagatic System 95
Jux System 44 Sinzar System 70 Rafala System 95
Marigol System 44 Sol System 71 Shengol System 96
Mipas System 44 Theta System 74 Solta System 96
Morbis System 45 Vega System 75 Sorpigal System 96
Nakaleen System 45 Encounter (Pressure) Suits 188 Tala System 97
Nefua System 46 Environments 194 Tarellen System 97
Quadrant 1 46 Tavalan System 97
Quadrant 8 47 Gaim Intelligence 76 Thessin System 98
Quadrant 17 47 N’chak’fah System 76 Trigati System 99
Quadrant 32 48 Golians 77 Tro’kact System 99
Quadrant 37 48 Golia System 77 Valusha System 100
Raghesh System 49 Horuna System 77 Minbari Protectorate 101
Tolonius System 49 Thenavi System 78 Eudu System 101
Tumbar System 50 Gravity Drive 196 Iklath System 101
Ventari System 51 Grome Autocracy 79 Moga System 102
Ch’lon Hunting Grounds 52 Gromahk System 79 Norsa System 103
Ch’lon System 52 Tir System 103
Climactic Variability 193 Hurr Republic 80 Tychola System 103
Androma System 80 Zendamor System 104

198
Minor System 124 Shu System 109 Trogoh System 119
Alaca System 124 Sigma 957 System 110 Travelling the Galaxy 150
Antra System 124 Sorith System 110 Accomodations 164
Arisia System 125 T’ill System 110 Commercial Transit 158
Beta 4 System 126 Tachunq System 111 Emergencies 168
Bricarn System 126 New Feats 197 Features of Hyperspace 155
Coriana System 127 New Worker Class Type 197 Hyperspace 152
Daltron System 127 Onboard Security 166
Dorac System 128 Pak’ma’ra 112 Policies of the Major Races
Dura System 128 Melat System 112 174
Epsilon Eridant 129 Planets 6 Realspace 150
Gamma 7 System 130 Planet Generation 13 Registry 177
Gigmos System 130 Atmosphere 13 Smuggling and Contraband
Ikarra System 131 Biosphere 22 180
Imphil System 132 Cities 26 Transport Law 171
Janos System 132 Climate 21
KO64 133 Geology 16 Vree Congomerate 120
Kandar System 134 Government 26 Alzeral System 120
Kazomi System 134 Gravity 13 Photikar System 120
Kokkar System 136 Hydrosphere 18 Vreetan System 121
Korel System 135 Moons 16
Krich System 135 Oceans and Continents 18 Worldbuilding 9
Krindar System 137 Orbital Population 28
Krish System 136 Population 23 Yolu Theocracy 122
L-213 138 Technology 25 Kitab System 122
Mitoc System 139 Volcanism 18 Pa’rl System 122

Index
Nacambad System 140 Trotaka System 123
Nochtal System 140 Sh’lassan Empire 113
Praxis System 141 Akdor System 113
Quadrant 15 142 Sh’lassa System 113
Regula System 142 Star Systems 3
Roth System 143 System Generation 10
Sector 49 143 Features 12
Sector 83 144 Jump Gates 12
Shandukan System 144 Ownership 12
Sin’talith 144 Planets 10
Soom System 144 Security Level 13
Thenothk System 145 Stars 10
Thrakalla System 146 Threat Level 13
Tirrith System 146
Vinzin System 147 Tal-kon’sha Virtuality 114
Zander System 148 Ohran’khi System 114
Zafran System 149 Tal-kon’sha System 114
The Galaxy of 2262 8
Moradi Purity 105 The Nature of the Universe 2
Morad System 105 Tikar 115
Narn Regime 106 Tikan System 115
Dross System 106 Uthum System 115
Hilak System 106 Tokati Realm 116
Kotak System 107 Lliesta System 116
Narn System 107 Tokat System 116
Quadrant 7 108 Torta Regency 118
Quadrant 14 108 Jodan System 118
Quadrant 24 109 Torat System 118

199
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distribute; (d)’Open Game Content’ means the game mechanic and every copy of the Open Game Content You Distribute.
includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over 11. Use of Contributor Credits: You may not market or advertise the Open
the prior art and any additional content clearly identified as Open Game Game Content using the name of any Contributor unless You have written
Content by the Contributor, and means any work covered by this License, permission from the Contributor to do so.
including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) ‘Product Identity’ means product 12. Inability to Comply: If it is impossible for You to comply with any of
and product line names, logos and identifying marks including trade dress; the terms of this License with respect to some or all of the Open Game
artifacts; creatures characters; stories, storylines, plots, thematic elements, Content due to statute, judicial order or governmental regulation then You
dialogue, incidents, language, artwork, symbols, designs, depictions, may not Use any Open Game Material so affected.
likenesses, formats, poses, concepts, themes and graphic, photographic and 13. Termination: This License will terminate automatically if You fail to
other visual or audio representations; names and descriptions of characters, comply with all terms herein and fail to cure such breach within 30 days of
spells, enchantments, personalities, teams, personas, likenesses and special becoming aware of the breach. All sublicenses shall survive the termination
abilities; places, locations, environments, creatures, equipment, magical of this License.
or supernatural abilities or effects, logos, symbols or graphic designs; and
any other trademark or registered trademark clearly identified as Product 14. Reformation: If any provision of this License is held to be unenforceable,
identity by the owner of the Product Identity, and which specifically such provision shall be reformed only to the extent necessary to make it
excludes the Open Game Content; (f ) ‘Trademark’ means the logos, names, enforceable.
mark, sign, motto, designs that are used by a Contributor to identify
15 COPYRIGHT NOTICE
itself or its products or the associated products contributed to the Open
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
License

Game License by the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to


D20 System Rules & Content Copyright 2000, Wizards of the Coast, Inc.;
use, Distribute, copy, edit, format, modify, translate and otherwise create
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
Derivative Material of Open Game Content. (h) ‘You’ or ‘Your’ means the
material by E. Gary Gygax and Dave Arneson.
licensee in terms of this agreement.
Traps & Treachery Copyright 2001, Fantasy Flight Inc.
2. The License: This License applies to any Open Game Content that Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
contains a notice indicating that the Open Game Content may only be Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight Inc.
Used under and in terms of this License. You must affix such a notice to any Armageddon 2089 – Total War Copyright 2003, Mongoose Publishing
Open Game Content that you Use. No terms may be added to or subtracted Babylon 5 Roleplaying Game and Factbook Copyright 2003, Warner
from this License except as described by the License itself. No other terms Brothers
or conditions may be applied to any Open Game Content distributed using The Earth Alliance Fact Book Copyright 2003, Warner Brothers
this License. The Minbari Federation Fact Book Copyright 2003, Warner Brothers
The Coming of Shadows Copyright 2003, Warner Brothers
3. Offer and Acceptance: By Using the Open Game Content You indicate The Point of No Return Copyright 2003, Warner Brothers
Your acceptance of the terms of this License. No Surrender, No Retreat Copyright 2004, Warner Brothers
4. Grant and Consideration: In consideration for agreeing to use this The Narn Regime Fact Book Copyright 2004, Warner Brothers
License, the Contributors grant You a perpetual, worldwide, royalty-free, The Centauri Republic Fact Book Copyright 2004, Warner Brothers
non-exclusive license with the exact terms of this License to Use, the Open The League of Non-Aligned Worlds Fact Book Copyright 2004, Warner
Game Content. Brothers
The Fiery Trial Copyright 2003, Warner Brothers
5. Representation of Authority to Contribute: If You are contributing original The Techno-Mages Fact Book Copyright 2004, Warner Brothers
material as Open Game Content, You represent that Your Contributions are The Zocalo Copyright 2004, Warner Brothers
Your original creation and/or You have sufficient rights to grant the rights The Rangers Copyright 2004, Warner Brothers
conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT This printing of Galactic Guide is done under version 1.0 of the Open
NOTICE portion of this License to include the exact text of the Game Licence and the draft versions of the D20 System Trademark
COPYRIGHT NOTICE of any Open Game Content You are copying, Licence, D20 System Trademark Logo Guide and System Reference
modifying or distributing, and You must add the title, the copyright date, Document by permission from Wizards of the Coast ®. Dungeons
and the copyright holder’s name to the COPYRIGHT NOTICE of any & Dragons and Wizards of the Coast are trademarks of Wizards
original Open Game Content you Distribute. of the Coast, Inc. in the United States and other countries and are
used with permission.” ‘d20 System’ and the ‘d20 System’ logo are
7. Use of Product Identity: You agree not to Use any Product Identity, trademarks of Wizards of the Coast, Inc. and are used according
including as an indication as to compatibility, except as expressly licensed to the terms of the d20 System License version 5.0. A copy of this
in another, independent Agreement with the owner of each element of that License can be found at www.wizards.com/d20.
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work The mention of or reference to any company or product in these
containing Open Game Content except as expressly licensed in another, pages is not a challenge to the trademark or copyright concerned.
independent Agreement with the owner of such Trademark or Registered Portions of Galactic Guide are Open Game Content licensed with
Trademark. The use of any Product Identity in Open Game Content does version 1.0a of the Open Gaming Licence (see above).

200

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