Stars - The Map

Index

Introduction Characters Equipment Known Space
Setting Ship Combat/Flight Ship Gear Ship Plans
Government People Files

The Map of Known Space

Known Space

Legend

The United Systems Council maintains the Planetary Data Record as a standardized information source about all planetary systems. Records include information on port and base facilities, general population and technology, and local laws and customs. The PDR classifies systems as:

PDR updates are available in most class A to D ports, though data may not be up to date.


Agra in Birdun @ (12, 11) Core

Port: B Gate: C Skim: Yes

Tech: 5 Law: 7

Navy: United Systems Fleet Army: Local Commercial: Multiple

Population: Worldwide

Atmo: Standard / --

Hydro: Standard

Temperature: Temperate

PDR: Green

Agra is one of the lesser Core worlds. Blessed with a central location and excellent planetary resources, but a fallen native population, it is a curious mix of advanced technology and rather backwards culture. The system was originally colonized by a series of sleeper ships launched from the North American continent. The original settlers flourished and quickly spread across the planet, creating an idyllic, if somewhat primitive way of life. The isolationist policies of the original central government created a technology gulf between the settlers and the subsequent CL-Drive expansions driven by the rest of the Core planets. Agra now finds itself struggling to improve its own technological base, while retaining its independence and personal freedoms.

Agra has significant natural resources but lacks the technology to fully exploit them. It exports a great variety of raw materials in exchange for advanced machinery and technology to drive its technological progress.


Alpha in Helix @ (4, 9) Fringe

Port: C Gate: -- Skim: Yes

Tech: 6 Law: 3

Navy: Minor Army: Minor Commercial: Office

Population: Site

Atmo: Standard / --

Hydro: Standard

Temperature: Fiery

PDR: Yellow

PDR warning: Planetary conditions are extremely hostile. Use of local guides recommended.

Alpha is a difficult place to live, a brutally hot planet with revolution / rotation periods that keep one face of the planet in eternal burning daylight and the other face in chill black night. The sole habitation on the planet is a large harvesting / industrial base funded by corporations from Roswell and Straits. This facility is located on the terminator, using vast turbines to tap the endless winds that flow between the boiling hot day side and bitterly cold night side of the planet to generate power for deep core mining operations and remote operated harvester units that scour mineral deposits from the boiling hot side of the planet.


Alpha Site in Gatria @ (17, 2) Fringe

Port: F Gate: -- Skim: Yes

Tech: 7 Law: 2

Navy: -- Army: Office Commercial: Minor

Population: Team

Atmo: Thin / Tainted

Hydro: Dry

Temperature: Hot

PDR: Red


Angel Fire in Zeta Leonis @ (12, 7) Core

Port: A Gate: A Skim: No

Tech: 9 Law: 10

Navy: Minor Army: Major Commercial: Minor

Population: Worldwide

Atmo: Standard / --

Hydro: Standard

Temperature: Fiery

PDR: Green


Aquas (*) in Sinion @ (14, 9) Core

Port: A Gate: C Skim: Yes

Tech: 10 Law: 8

Navy: Interstellar Jump Commission

Army: Major (Local)

Commercial: Duvin Mining Consortium, Stone Point Industries, MIC

Population: Site

Atmo: Standard / --

Hydro: Major Water

Temperature: Temperate

PDR: Green

Aquas is a watery planet dotted with rocky islands hosting private shipyards and industrial complexes catering to the IJC. The sole non-military population center is a huge mining colony centered on a series of volcanic vents that produce rich deposits of gems, precious metals and rare earth elements in very pure form.

The civilian world is a fairly peaceful if straight-laced place, surrounded as it is by vast stretches of military complexes and secure industrial sites. It's a safe place, but rather stifling for anyone growing up there.


Arcturus V in Arcturus @ (16, 8) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Asimov in Alpha Pavonis @ (21, 10) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Azul in Vigo @ (12, 6) Cluster

Port: C Gate: C Skim: Yes

Tech: 7 Law: 6

Navy: Minor Army: Minor Commercial: Minor

Population: Team

Atmo: Thin / --

Hydro: Minor Land

Temperature: Temperate

PDR: Green


Bad Night in Epsilon Leporis @ (5, 17) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Badlands in Azha @ (18, 8) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Black Moors in Antares @ (16, 11) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Black Tree in 23 Tauri @ (12, 4) Fringe

Port: E Gate: C Skim: Yes

Tech: 8 Law: 5

Navy: -- Army: Minor Commercial: Minor

Population: Site

Atmo: Standard / --

Hydro: Standard

Temperature: Fiery

PDR: Green


Blue Waters (*) in Deneb IV @ (8, 10) Cluster

Port: B Gate: A Skim: Yes

Tech: 10 Law: 10

Navy: -- Army: Minor Commercial: Major

Population: Multiple Sites

Atmo: Thin / Tainted

Hydro: Dessicated

Temperature: Temperate

PDR: Yellow

Blue Waters is a dessicated world which takes its name from an early astronomy mistake. It is a poor world with little to offer, and the inhabitants are both isolationist and hostile, enforcing a rigid religious code of laws. The only attraction the planet offers is a rich supply of hydrocarbons, the legacy of a bygone era when the planet's surface was covered in water.


Burdy in Epsilon Draconis @ (14, 5) Independent

Port: C Gate: C Skim: Yes

Tech: 6 Law: 7

Navy: Minor Army: Office Commercial: --

Population: Complex

Atmo: Standard / --

Hydro: Minor Water

Temperature: Temperate

PDR: Green


Burned Air in Delta Scorpii @ (12, 16) Fringe

Port: E Gate: -- Skim: Yes

Tech: 2 Law: 4

Navy: -- Army: -- Commercial: --

Population: Site

Atmo: V Dense / Corrosive

Hydro: Standard

Temperature: Hot

PDR: Yellow

Burned Air is a crashed colony, the remnant of Zhanbobek's attempt to establish a second deep space, low gravity colony in another system. The attempt was an abject failure, and most of the colonial population was evacuated over 100 years ago. The remnants refused to depart, and somehow have managed to survive the slow decay of the station's infrastructure, infrastructure the failing technological capabilities of the populace can no longer maintain.

Burned Air orbits Delta Scorpii IV, a hot world with a dense, corrosive atmosphere.


Catfish in Mu Lyrae @ (16, 6) Cluster

Port: A Gate: A Skim: Yes

Tech: 8 Law: 10

Navy: Minor Army: Minor Commercial: Minor

Population: Worldwide

Atmo: Standard / --

Hydro: Minor Land

Temperature: Hot

PDR: Green


Charon in Hades @ (12, 9) Blackness

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Red


Chipley in Decrux @ (17, 3) Fringe

Port: F Gate: C Skim: Yes

Tech: 8 Law: 4

Navy: -- Army: -- Commercial: Minor

Population: Outpost

Atmo: Dense / Insidious

Hydro: Standard

Temperature: Cool

PDR: Yellow


Chipwi in Kachin @ (4, 12) Fringe

Port: E Gate: -- Skim: Yes

Tech: 3 Law: 8

Navy: Office Army: Office Commercial: Office

Population: Team

Atmo: Standard / --

Hydro: Dry

Temperature: Warm

PDR: Green

Chipwi represents Patera's first effort at off-world colonization. The current occupants of the system represent an advanced colony survey team based on one of the smaller continents near the northern pole.

Chipwi itself is a warm and pleasant planet, with a varied ecosystem and rich mineral resources that have not yet been exploited.


Clarke in Rama @ (19, 12) Fringe

Port: D Gate: -- Skim: Yes

Tech: 7 Law: 3

Navy: -- Army: Minor Commercial: --

Population: Team

Atmo: Standard / Toxic

Hydro: Minor Water

Temperature: Cold

PDR: Yellow


Cold Sweat in Beta Serpentis @ (15, 3) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Constance in Cryer @ (4, 14) Fringe

Port: D Gate: -- Skim: Yes

Tech: 7 Law: 6

Navy: -- Army: Minor Commercial: Office

Population: Complex

Atmo: Thin / Tainted

Hydro: Islands

Temperature: Temperate

PDR: Green

Constance is a minor and not particularly successful terraforming project run by a conglomerate of corporate and government interests from David's Hell. The tainted atmosphere of Constance has proven to be quite resistant to change, and the terraforming team is still trying to understand why.

Aside from the terraforming team and their families and a small mercenary guard force, the planet is uninhabited.


Cross Eyed in Gamma Crucis @ (13, 11) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Crystal Lakes in Altair @ (16, 10) Cluster

Port: B Gate: B Skim: Yes

Tech: 5 Law: 1

Navy: Office Army: Minor Commercial: Office

Population: Team

Atmo: Thin / --

Hydro: Standard

Temperature: Temperate

PDR: Yellow


Cyclops X (*) in Cyclops @ (7, 11) Fringe

Port: E Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: Outpost

Atmo: Dense / --

Hydro: Dessicated

Temperature: Icy

PDR: Yellow

The population of this planet is a failed colony that has reverted to pre-industrial technology. The only civilized locale is an orbital observation outpost studying the resulting culture. The outpost, law level 7, allows personal weapons, but restricted weapons will earn a visit from the outpost's marshal.

The outpost, Big Eye Station, is supported by trade with the local populace for certain unusual biological specimens, animal and plant, and the occasional relic of the original colony.

Big Eye is operated by the Institute for Human Understanding, a joint research corporation managed by the Seven Suns Coalition.


Dalos in Margul @ (9, 9) Blackness

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Red


Darling (*) in Avril @ (9, 10) Independent

Port: A Gate: -- Skim: Yes

Tech: 7 Law: 5

Navy: Major Army: Major Commercial: Major

Population: Outpost

Atmo: Standard / --

Hydro: Major Water

Temperature: Temperate

PDR: Green

Darling, the only habitable system in Avril, has a pleasant climate and a small population, all based on a single isolated continent in the southern seas. The colony was originally founded by a group of free traders prior to the solar tap disasters that created the Blackness. It has remained true to its founding principles of free trade and profit, and serves as one of the least regulated ports among the known worlds. Most any cargo can be bought or sold here, as long as Darling's executive board gets a cut. With such an open trade policy some would call Darling a lawless place, but strict rules concerning weaponry and violence are enforced with a ruthless efficiency by the well trained army-like police force.

Space-side security for Avril is provided by Matari Prime, a treaty arrangement that provides Darling with system security, and Matari Prime with a Naval base protecting their border. It also brings numerous commercial opportunities to Avril as a collective of Matari corporations maintain an excellent orbital shipyard here.

Along with the significant Matari presence, numerous other corporations maintain offices here to take advantage of the liberal trade policies and to keep an eye on the Blackness and those who traverse its depths. There's also a significant tourist trade, as the many islands of Darling provide superb opportunities for water sports of all kinds. In short, Darling is a crossroads, where people from all walks meet and mingle.


David's Hell (*) in Seti IV @ (4, 16) Independent

Port: A Gate: -- Skim: Yes

Tech: 10 Law: 5

Navy: Minor Army: -- Commercial: Major

Population: Site

Atmo: Standard / --

Hydro: Standard

Temperature: Molten

PDR: Green

The molten surface of David's Hell is broken by vast granite spires at widely scattered points, where huge climate controlled arcologies have been built to provide habitats for the inhabitants. The free energy of the so-called hot-zones serves as a powerful engine for industry, while huge factory harvesters collect raw materials from the seas of burning rock that cover most of the planet's surface.


Dead Spring in Beta Pegasai @ (5, 11) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow

USC Warning: No skim point and no alternate fuel sources.

Dead Spring is unusual in that there are only two planets in orbit around the orange star. Neither is more than a rock, making the system almost completely useless. The only reason one of the rocks was named is that it served as a temporary base for the survey team that first mapped the system.


Dead Tree in Cursa @ (14, 10) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Deadeye (*) in Chyron @ (4, 4) Fringe

Port: D Gate: C Skim: Yes

Tech: 9 Law: 8

Navy: Imperial Navy of the Seven Suns

Army: Imperial Army of the Seven Suns

Commercial: Various minor corporations

Population: Outpost

Atmo: Standard / Tainted

Hydro: Standard

Temperature: Warm

PDR: Green

Deadeye is a Fringe world beyond the Eastern Dawn Hegemony's borders in the Chyron system. It is a hot and dank place with a methane tainted atmosphere. Nothing recommends this planet other than an abundance of plant and animal life capable of seemingly endless medical wonders. Realizing the value of this foul world, EDH quickly moved in and established a research complex under an atmospheric dome. Packed with researchers, administrative staff and the ever-present EDH military and corporate watchdogs, the complex is an unhappy place.


Diversion (*) in Inyo @ (9, 12) Cluster

Port: B Gate: C Skim: Yes

Tech: 8 Law: 6

Navy: Minor Army: Office Commercial: Major

Population: Outpost

Atmo: Thin / --

Hydro: Standard

Temperature: Temperate

PDR: Green

Diversion is a gigantic agricultural resource, a garden world producing vast amounts of common foodstuffs for its neighboring planets. Despite the relatively small population, the relatively mild climate and endless growing seasons make the planet ideal for almost any form of agriculture.

The planet nominally falls under USC jurisdiction, but a local democratic government is in place. Space-side security is managed by Matari Prime, though the military presence is relatively minor. The jump gate and star port are operated by a conglomerate of Matari and Seven Suns corporations.

While the star port and surrounding city of La Paz are fairly safe, venturing beyond these areas is not recommended. Diversion has a significant population of predatory species, including a large number of venomous beasts. To those unfamiliar with the local wildlife, it can be a dangerous place. Wilderness tours and hunting trips are a common form of entertainment for visitors to the planet, and La Paz features a major zoo as one of its attractions.

Carrying projectile and bladed weapons is allowed on Diversion due to the potential encounters with hostile creatures.


Doris in Mu Bootis @ (14, 14) Cluster

Port: B Gate: C Skim: Yes

Tech: 6 Law: 6

Navy: Major Army: Major Commercial: Major

Population: Team

Atmo: Thin / --

Hydro: Minor Land

Temperature: Temperate

PDR: Green


Douglas in Alpha Corvi @ (16, 12) Cluster

Port: D Gate: C Skim: Yes

Tech: 6 Law: 10

Navy: Minor Army: Minor Commercial: Major

Population: Outpost

Atmo: Dense / --

Hydro: Minor Water

Temperature: Cool

PDR: Green


Earth in Sol @ (10, 8) Blackness

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Red


Eden in Avalon @ (9, 6) Blackness

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Red


Enterprise in Delta Orionis @ (8, 14) Independent

Port: B Gate: C Skim: Yes

Tech: 7 Law: 5

Navy: Office Army: Minor Commercial: Office

Population: Site

Atmo: Thin / --

Hydro: Standard

Temperature: Cool

PDR: Green

Enterprise is a member of the [[Seven Suns Coalition]]. The planet is a difficult environment, the thin atmosphere making the planet untenable without life support in most areas. The only major habitation is a huge domed city nestled in a massive crater near the planet's equator, the remnant of a collision with some celestial body in the distant past.

Enterprise would be little more than another low-value planet if it were not for the vast quantities of rare ores and radioactive minerals left exposed by the impact event.


Exeter in Circe @ (11, 6) Core

Port: A Gate: C Skim: Yes

Tech: 8 Law: 10

Navy: Major Army: Minor Commercial: Office

Population: Worldwide

Atmo: Standard / --

Hydro: Minor Water

Temperature: Cool

PDR: Green


Furnace in Epsilon Herculis @ (20, 5) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Gaki in Fujin @ (11, 9) Blackness

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Red


Gallup in 22 Tauri @ (5, 4) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Gilles in Avalon I @ (8, 6) Cluster

Port: B Gate: B Skim: No

Tech: 7 Law: 7

Navy: Minor Army: -- Commercial: Minor

Population: Site

Atmo: Standard / --

Hydro: Minor Water

Temperature: Temperate

PDR: Green


Glacier in Beta Octanis @ (22, 14) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow


Goodlands in Ceti Alpha @ (10, 14) Independent

Port: B Gate: B Skim: No

Tech: 5 Law: 9

Navy: INSS base

Army: Seven Suns Expeditionary Forces HQ

Commercial: Multiple minor commercial interests

Population: Worldwide

Atmo: Thin / --

Hydro: Minor Water

Temperature: Temperate

PDR: Green

The 1.2 G gravity of Goodlands makes it a less than attractive world for the average colonist or traveler. Despite this, the planet has a large population, mostly descendants from four separate sleeper expeditions that ended up on the planet.

The planet's relatively low technology base makes it unattractive to corporate interests, and the lack of a skim point further detracts from its appeal. The Seven Suns Expeditionary Forces use it as a headquarters, using the jump gate to move the huge troop transports and resupply vessels required to manage an interstellar army.

Goodlands main commercial exports are basic chemicals, raw minerals and some agricultural products. They large planetary population creates a constant demand for finished goods and advanced products unavailable from local sources.

This system is a member of the Seven Suns Coalition.


Granger in Rho Persei @ (17, 7) Fringe

Port: F Gate: -- Skim: Yes

Tech: 4 Law: 5

Navy: -- Army: -- Commercial: Office

Population: Outpost

Atmo: Dense / Corrosive

Hydro: Standard

Temperature: Cool

PDR: Green


Grove in Circle @ (4, 10) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Halet in Norrie @ (10, 5) Cluster

Port: D Gate: -- Skim: Yes

Tech: 2 Law: 6

Navy: -- Army: Major Commercial: Office

Population: Outpost

Atmo: Thin / --

Hydro: Desert

Temperature: Warm

PDR: Yellow


Halo in Kuma @ (18, 9) Fringe

Port: D Gate: -- Skim: Yes

Tech: 5 Law: 4

Navy: -- Army: -- Commercial: Office

Population: Multiple Sites

Atmo: Standard / Tainted

Hydro: Standard

Temperature: Warm

PDR: Yellow


Hansa in Alpha Leonis @ (21, 15) Fringe

Port: E Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: Team

Atmo: Thin / --

Hydro: Minor Water

Temperature: Cool

PDR: Yellow


Heinlein in Iota Ceti @ (16, 3) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Hellas A in Hellas @ (13, 9) Core

Port: A Gate: A Skim: Yes

Tech: 10 Law: 8

Navy: Office Army: Major Commercial: Major

Population: Multiple Sites

Atmo: Standard / --

Hydro: Major Water

Temperature: Icy

PDR: Green

Hellas A is a powerful economic force in the Core systems, with significant planetary resources, an efficient, high tech industrial base, and a near constant seat on the USC Senior Council.


Henson Bay in Errai @ (14, 2) Fringe

Port: F Gate: -- Skim: Yes

Tech: 6 Law: 2

Navy: -- Army: -- Commercial: Minor

Population: Outpost

Atmo: Dense / --

Hydro: Minor Land

Temperature: Temperate

PDR: Yellow


Homast A (*) in Homast @ (10, 13) Independent

Port: A Gate: C Skim: Yes

Tech: 9 Law: 10

Navy: Imperial Navy of the Seven Suns

Army: Minor

Commercial: EDH trade hub

Population: Worldwide

Atmo: Standard / --

Hydro: Major Water

Temperature: Temperate

PDR: Green

Homast A is a well developed world, with a worldwide population scattered over numerous small continents and islands. A huge initial colonization effort established a powerful colonial government run on a strict system of bureaucratic hierarchies. The Eastern Dawn Hegemony (EDH) controls most of the commercial and industrial organizations on the planet, blending the entire system into a well run, if somewhat homogenized world. Though not particularly innovative, EDH organizations are very efficient.

Homast A is a reasonably rich world, and most industry is involved in advanced manufacturing of commercial goods, including advanced electronics and high quality medical products. The waters of Homast A's many oceans are a cornucopia of biological wonders and several off-world corporations have established advanced research facilities here to exploit these unique creatures (in conjunction with EDH of course).

This system is a member of the Seven Suns Coalition.


Honeybear in Epsilon Ceti @ (21, 5) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Hut in Jabbah @ (12, 2) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


John's Demise in Mu Leonis @ (8, 3) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Karanpur in Spica @ (9, 14) Independent

Port: A Gate: A Skim: Yes

Tech: 8 Law: 10

Naval: Imperial Navy of the Seven Suns minor base

Army: Seven Suns Expeditionary Forces secondary headquarters

Corporate: Minor commercial presence

Population: Worldwide

Atmo: Standard / Tainted

Hydro: Standard

Temperature: Temperate

PDR: Green

Karanpur is an unfriendly world, with little to recommend it to the casual visitor. Much like Goodlands, the planet's population grew from a number of sleeper ships. The local populace, governed by a number of independent nations, is a rather grudging participant in the Seven Suns Coalition, and the feeling is mutual on the part of most of the other Seven Suns members. Only Karanpur's close proximity to Goodlands and large deposits of rare earths and heavy metals keep it in the good graces of its neighboring planets.

The planet's tainted atmosphere makes broad scale agriculture impossible. Outdoor planetary travel is difficult and long term exposure to the atmosphere is deadly.

This system is a member of the Seven Suns Coalition.


Lagos in Xi Tauri @ (16, 7) Independent

Port: B Gate: A Skim: Yes

Tech: 10 Law: 10

Navy: Major Army: Office Commercial: Minor

Population: Multiple Sites

Atmo: Standard / --

Hydro: Standard

Temperature: Cool

PDR: Green


Lamda VI in Lamda Aurigae @ (20, 12) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Las Casas in Delta Librae @ (7, 9) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Yellow

USC warning: The surface conditions on Las Casas are extremely hazardous. Landing is not recommended.

Las Casas was originally a settled world, an Earth run multi-national project. Shortly after the destruction of Earth the various colonies on the planet engaged in a nuclear exchange that left the planet a frozen, radioactive wasteland. There are some signs of life on the planet, but few are willing to risk the dangers of a landing to see who or what remains of the original colonies.


Las Colonias in Furud @ (22, 13) Fringe

Port: C Gate: -- Skim: Yes

Tech: 3 Law: 7

Navy: Office Army: Major Commercial: Minor

Population: Site

Atmo: Standard / --

Hydro: Standard

Temperature: Hot

PDR: Green


Last Exit in Sulafat @ (7, 13) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Libertad in Eltanin @ (20, 8) Fringe

Port: F Gate: -- Skim: No

Tech: 5 Law: 3

Navy: -- Army: -- Commercial: Minor

Population: Outpost

Atmo: Dense / --

Hydro: Desert

Temperature: Frozen

PDR: Yellow


Limbo in Sarir @ (7, 14) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Little Bear in Gamma Tauri @ (19, 4) Fringe

Port: C Gate: -- Skim: Yes

Tech: 3 Law: 6

Navy: -- Army: Major Commercial: Office

Population: Outpost

Atmo: Thin / Tainted

Hydro: Minor Water

Temperature: Warm

PDR: Green


Loveland in La Superba @ (16, 16) Fringe

Port: E Gate: -- Skim: Yes

Tech: 4 Law: 3

Navy: -- Army: Minor Commercial: Major

Population: --

Atmo: Standard / --

Hydro: Dry

Temperature: Temperate

PDR: Yellow


Makit in Gamma IV @ (10, 3) Independent

Port: B Gate: A Skim: Yes

Tech: 7 Law: 10

Navy: Office Army: Minor Commercial: Minor

Population: Outpost

Atmo: Standard / --

Hydro: Standard

Temperature: Temperate

PDR: Green


Mangrove in Kraz @ (15, 14) Independent

Port: A Gate: B Skim: Yes

Tech: 5 Law: 9

Navy: Office Army: -- Commercial: Major

Population: Site

Atmo: Standard / --

Hydro: Dessicated

Temperature: Temperate

PDR: Green


Masku in Polaris @ (16, 5) Independent

Port: A Gate: B Skim: Yes

Tech: 6 Law: 10

Navy: Major Army: Minor Commercial: Office

Population: Worldwide

Atmo: Standard / --

Hydro: Minor Water

Temperature: Temperate

PDR: Green


Matari Prime (*) in Matari @ (11, 11) Core

Port: A Gate: A Skim: Yes

Tech: 10 Law: 10

Navy: Minor Army: Office Commercial: MIC trade hub

Population: Multiple Sites

Atmo: Standard / --

Hydro: Standard

Temperature: Icy

PDR: Green

The icy surface of Matari Prime is dotted with domed cities and factories, keeping the icy surface conditions at bay. The densely populated cities are hives of activity, driven by the constant churn of cash and industry.

Matari Industrial Conglomerates produce many of the ships used by the various Core Naval forces as well as components for jump gates and solar techs. Matari Prime is one of the most technologically advanced planets in the Core, and one of the most rigorously guarded. Corporate paranoia drives a relentless security machine that has little regard for privacy or individual rights.


Matta in Beta Librae @ (11, 13) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Moonlight in Capricorni @ (17, 12) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Morning in Al Niyat @ (15, 8) Cluster

Port: A Gate: B Skim: Yes

Tech: 5 Law: 8

Navy: Minor Army: Major Commercial: Major

Population: Worldwide

Atmo: Thin / --

Hydro: Standard

Temperature: Cold

PDR: Green


Muerte in Markab @ (11, 3) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Murtaugh in Mu Velorum @ (22, 6) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


New Berlin in Gamma I @ (15, 6) Cluster

Port: D Gate: C Skim: Yes

Tech: 6 Law: 2

Navy: -- Army: Office Commercial: Minor

Population: Team

Atmo: Standard / --

Hydro: Minor Land

Temperature: Temperate

PDR: Yellow


New Caney in Heka @ (17, 15) Fringe

Port: F Gate: C Skim: Yes

Tech: 3 Law: 2

Navy: -- Army: -- Commercial: Office

Population: Outpost

Atmo: V Thin / Insidious

Hydro: Minor Water

Temperature: Temperate

PDR: Yellow


New Earth (*) in Argus @ (7, 2) Independent

Port: B Gate: -- Skim: Yes

Tech: 4 Law: 4

Navy: -- Army: Major Commercial: Minor

Population: Worldwide

Atmo: Thin / --

Hydro: Minor Water

Temperature: Cool

PDR: Yellow

A rough and wild world in the Argus system. New Earth was settled by a series of Sleeper and early CL-Drive ships. Unable to maintain their technology at a stellar level they have managed to maintain a stable world government, albeit one with very few laws.

New Earth is fairly self-sustaining, though the demand for advanced technology is constant. New Earthers have a strong martial tradition and regularly hire out well-trained mercenary ground forces to anyone willing to pay in technology or cold hard cash.


New Eden in Avalon II @ (9, 5) Core

Port: B Gate: C Skim: Yes

Tech: 8 Law: 8

Navy: Office Army: Minor Commercial: Major

Population: Worldwide

Atmo: Dense / --

Hydro: Islands

Temperature: Cool

PDR: Green


New Georgia in Gamma III @ (13, 2) Fringe

Port: C Gate: -- Skim: No

Tech: 5 Law: 8

Navy: Minor Army: Office Commercial: Minor

Population: Outpost

Atmo: V Thin / Tainted

Hydro: Desert

Temperature: Temperate

PDR: Green


New Havana in Rigel @ (19, 14) Independent

Port: A Gate: B Skim: Yes

Tech: 8 Law: 9

Navy: -- Army: Major Commercial: Minor

Population: Worldwide

Atmo: Standard / --

Hydro: Standard

Temperature: Cold

PDR: Green


New India in Jih @ (19, 5) Independent

Port: C Gate: C Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: Major

Population: Team

Atmo: Thin / --

Hydro: Dry

Temperature: Temperate

PDR: Yellow


New Monaco in Acrux @ (9, 1) Fringe

Port: D Gate: -- Skim: Yes

Tech: 6 Law: 7

Navy: Office Army: Office Commercial: Major

Population: Outpost

Atmo: Thin / --

Hydro: Minor Water

Temperature: Warm

PDR: Green


New Paris (*) in Crater @ (6, 14) Independent

Port: A Gate: B Skim: Yes

Tech: 8 Law: 10

Navy: Imperial Navy of the Seven Suns HQ

Army: Major

Commercial: Major research facilities

Population: Worldwide

Atmo: Standard / --

Hydro: Desert

Temperature: Cold

PDR: Green

New Paris is a heavily populated world, its cities buried under vast domes as protection of the overwhelming winter's chill that permanently grips the surface. Originally settled by a Sleeper ship from old France, the planet has a curiously arcane but rigid code of laws. Knowledge is prized above all, and the universities of the planet's tomb-like cities are renowned for their excellence.

Crater (the local star system) is governed by USC/UCSNO (as are all the major Seven Suns Coalition systems). New Paris has a strict firearms code, though, bladed sidearms are permitted (and even expected among military officers). There's also a rather arcane code of laws involving personal duels with bladed weapons, so wearing one opens you to potential challenges. Even the locals have problems keeping the law straight in this regard.

New Paris is also the HQ of the Imperial Navy of the Seven Suns. The planet is extremely well defended by an array of orbital defense platforms. In addition to the extensive commercial docking facilities there are orbital and planet side shipyards and dedicated to the Navy.

Worldwide time in use: +13 UTD

This system is one of the members of the Seven Suns Coalition.


New Russia in Beta Persei @ (15, 10) Core

Port: A Gate: B Skim: Yes

Tech: 10 Law: 6

Navy: Office Army: Minor Commercial: Minor

Population: Outpost

Atmo: Thin / --

Hydro: Standard

Temperature: Temperate

PDR: Green


New Tripoli in Seti Epsilon @ (13, 7) Cluster

Port: B Gate: C Skim: Yes

Tech: 7 Law: 7

Navy: Office Army: Minor Commercial: Major

Population: Outpost

Atmo: Standard / --

Hydro: Major Water

Temperature: Temperate

PDR: Green


Norberg in Pollux @ (18, 10) Independent

Port: A Gate: -- Skim: Yes

Tech: 4 Law: 9

Navy: Minor Army: Major Commercial: Minor

Population: Outpost

Atmo: Standard / --

Hydro: Dry

Temperature: Temperate

PDR: Green


Ohio in Situla @ (20, 15) Independent

Port: A Gate: C Skim: No

Tech: 10 Law: 9

Navy: Major Army: Major Commercial: Major

Population: Site

Atmo: Standard / Tainted

Hydro: Standard

Temperature: Warm

PDR: Green


Oops in Hydrus @ (19, 8) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Orleans in Vega @ (18, 13) Independent

Port: D Gate: C Skim: Yes

Tech: 5 Law: 5

Navy: Office Army: Minor Commercial: Major

Population: Outpost

Atmo: Standard / --

Hydro: Major Water

Temperature: Warm

PDR: Green


Pangia in Kastra @ (6, 3) Independent

Port: C Gate: B Skim: Yes

Tech: 7 Law: 4

Navy: -- Army: Major Commercial: Office

Population: Outpost

Atmo: Standard / --

Hydro: Standard

Temperature: Temperate

PDR: Green


Parker's Folly in Beta Bootis @ (10, 6) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Parsons Planet in Diadem @ (7, 1) Fringe

Port: D Gate: A Skim: Yes

Tech: 6 Law: 3

Navy: Minor Army: -- Commercial: Office

Population: Outpost

Atmo: Standard / --

Hydro: Standard

Temperature: Temperate

PDR: Yellow


Patera in Hamal @ (6, 13) Independent

Port: B Gate: B Skim: Yes

Tech: 7 Law: 8

Navy: Imperial Navy of the Seven Suns

Army: Seven Suns Expeditionary Forces

Commercial: Minor

Population: Worldwide

Atmo: Standard / --

Hydro: Standard

Temperature: Icy

PDR: Green (RED due to recent conflict)

Patera is a cold world covered with hundreds of small continents scattered across chill seas. Originally settled by CL-Drive colony ships prior to the solar tap accident that destroyed Earth, the planet is a collection of disparate cultures and nations. A coalition of five major nations control most of the planetary resources and technology, and serve as the system's primary contact with the outside world. The other nations have little say in interstellar affairs.

Patera's harsh climate makes it an ideal training facility for military forces, and several major land masses have been given over to training facilities for the Seven Suns Expeditionary Forces. These facilities are coupled with a major Imperial Navy of the Seven Suns naval facility. These facilities serve as major components of Patera's economy, which is otherwise unremarkable. The same climate that makes it a challenging training ground also prevents major surface agriculture. Aside from a few interesting mineral and chemical resources, Patera is rather unremarkable.

This system is a member of the Seven Suns Coalition.

Primary port: La Crosse in the region known as Vinton, controlled by the Sterling Hegemony, the group of nations with dominant influence over the planet and control interstellar access.


Penny in Delta Eridani @ (20, 9) Independent

Port: A Gate: C Skim: Yes

Tech: 9 Law: 10

Navy: Minor Army: Major Commercial: Major

Population: Site

Atmo: Standard / --

Hydro: Dessicated

Temperature: Temperate

PDR: Green


Pharr in Zeta Hydrae @ (20, 6) Fringe

Port: E Gate: C Skim: Yes

Tech: 4 Law: 8

Navy: -- Army: -- Commercial: Minor

Population: Team

Atmo: V Thin / --

Hydro: Standard

Temperature: Temperate

PDR: Green


Playa Blanca (*) in 53 Eridani @ (6, 9) Independent

Port: B Gate: C Skim: Yes

Tech: 8 Law: 6

Navy: Office Army: Minor Commercial: Multiple offices

Population: Outpost

Atmo: Dense / --

Hydro: Standard

Temperature: Fiery

PDR: Green

Playa Blanca is an unattractive world, with a heavy dry atmosphere and a dangerously hot surface temperature. It's small population is based in a single complex near the southern pole, a massive shipping complex for the many chemicals gathered by remote-operated mining moles and refined in one of the dozens of robotic refineries scattered across the planet.

Playa Blanca has close ties with the Seven Suns Coalition, and quite a few residents are citizens of the Coalition on multi-year contracts. The main settlement, officially named Polar Two, but nicknamed Detroit by the locals, is owned and operated by a conglomerate of mining interests, including Solar Flare Heavy Industries, Blackfire Exploration, and Magnum Prime Earth Resources.


Pluto in Iota Aurigae @ (13, 8) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Promised Land in Nembus @ (14, 3) Independent

Port: C Gate: C Skim: Yes

Tech: 9 Law: 8

Navy: -- Army: Major Commercial: Major

Population: Outpost

Atmo: Thin / Toxic

Hydro: Standard

Temperature: Temperate

PDR: Green


Providence in Rhodes @ (8, 4) Cluster

Port: B Gate: C Skim: Yes

Tech: 7 Law: 9

Navy: Minor Army: Office Commercial: Minor

Population: Worldwide

Atmo: Standard / Exotic

Hydro: Standard

Temperature: Frozen

PDR: Green


Rain (*) in Beta Orion @ (10, 16) Fringe

Port: E Gate: -- Skim: Yes

Tech: 6 Law: 4

Navy: Office Army: Office Commercial: Office

Population: Outpost

Atmo: Thin / --

Hydro: Major Water

Temperature: Temperate

PDR: Green

Rain is in the Beta Orion system. First established as a colony of Homast A of the Eastern Dawn Hegemony, Rain proved to be a difficult world to tame. The good climate is offset by a thin atmosphere, and early indicators of substantial deposits of hydrocarbons proved false.

The primary industries on Rain are industrial fish farms and aquaculture. The main colony outpost is facing over-population, which has lead to the start up of a second outpost on a distant island.


Rash in Fury @ (4, 15) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Ravilon A (*) in Ravilon @ (6, 4) Independent

Port: A Gate: -- Skim: Yes

Tech: 6 Law: 10

Navy: Orbital

Army: Local ground forces

Commercial: Excavation and Mining Conglomerate

Population: Worldwide

Atmo: Standard / --

Hydro: Major Water

Temperature: Temperate

PDR: Yellow

Ravilon is a struggling world. Originally set up as an agricultural colony despite the limited land available on the scattered island-continents, it became a dumping ground of sorts for many of the surrounding independent worlds.

The discovery of rich heavy metals deposits in oceanic trenches changed all that, and local strongman Pierre Desmond was quick to seize the opportunity offered. He united the fragmentary governments of Ravilon A under an oppressive regime and implemented a rigorous draft to establish a rather primitive but highly effective ground army. Rather than face an expensive ground conflict, the Excavation and Mining Conglomerate chose to deal with the Desmond, establishing a pattern of local operations coupled with off-planet processing and transport.

There is no jump gate in the Ravilon system, but the refined heavy metals produced are relatively small in volume, making CL-Drive an acceptable form of transport. Ravilon A remains a bit of an oppressed backwater, the lucky few that escape its gravity well seldom look back.


Red Oaks in Maia @ (5, 14) Fringe

Port: -- Gate: -- Skim: Yes

Tech: 8 Law: 7

Navy: Imperial Navy of the Seven Suns

Army: --

Commercial: Infinite Earth Holdings (New Paris terraforming corp)

Population: Outpost

Atmo: Standard / Toxic

Hydro: Desert

Temperature: Icy

PDR: Green

Red Oaks is a small Fringe colony on the edges of the Seven Suns Coalition. There is little to recommend the planet, which has a near standard atmosphere tainted with toxic chlorine compounds. The sole population is based in a terraforming station near the southern pole.


Red Sky (*) in Signa @ (11, 10) Core

Port: A Gate: C Skim: Yes

Tech: 10 Law: 10

Navy: Office Army: Major Commercial: Major

Population: Outpost

Atmo: Standard / --

Hydro: Minor Water

Temperature: Temperate

PDR: Green

Red Sky is governed by Matari Prime, and serves as a major Army training facility. It also houses several advanced Matari weapons research projects, and access is very restricted. The only publicly access is via the excellent orbital port facility.


Regor I in Regor @ (7, 16) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Rosebud in Lethe @ (21, 14) Fringe

Port: D Gate: -- Skim: Yes

Tech: 6 Law: 7

Navy: -- Army: Minor Commercial: Major

Population: Outpost

Atmo: Standard / --

Hydro: Standard

Temperature: Cold

PDR: Green


Roswell in Mizar @ (6, 7) Independent

Port: A Gate: A Skim: Yes

Tech: 8 Law: 9

Navy: Major Army: Office Commercial: Minor

Population: Worldwide

Atmo: Standard / --

Hydro: Desert

Temperature: Cool

PDR: Green

Roswell is sometimes referred to as Little Matari, but never by citizens of Matari Prime. Roswell was one of the earliest colonies, originally settled by a sleeper ship, then several waves of settlers from the CL-drive and jump gate era.

Though not so advanced as Matari Prime, Roswell boasts a significant and advanced naval force, and is well ahead of the curve on robotic systems and autonomous drones and weapons.

The planet is cool and dry, but abundant energy and a variety of resources support a large and stable population. A world-wide parliamentary government, albeit one with somewhat heavy-handed security methods, insures stability and prosperity.

Having Sand and Valdez as some of its nearest neighbors has made the government of Roswell a bit paranoid to say the least. In particular religious extremes are viewed with disdain at best, and outright hostility at worst. Their closest Core world ties are with New Eden, and the two governments have actively pursued a joint colonization effort on Saraburi, with limited success thus far.

Roswell also has close ties with Straits, and the industrial complex on Alpha is the result of that alliance.


Sadira A in Sadira @ (5, 13) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Saint Philippe in Cloud @ (4, 7) Fringe

Port: D Gate: -- Skim: Yes

Tech: 7 Law: 4

Navy: -- Army: Mercenaries Commercial: Single corp

Population: Site

Atmo: Standard / Tainted

Hydro: Major Water

Temperature: Cold

PDR: Green

Saint Philippe is yet another failed Sand colony. Originally settled to develop and exploit the rich chemical 'seas' that cover most of the planet's surface then abandoned when solar instability meant that no solar tap facility could be built. The original colony was bought out by TIC Industries, who quickly converted the colony into a private industrial facility, protected by their own mercenary forces.

The planet's single industrial site provides a stream of chemical and radioactive compounds, but is totally dependent on CL-drive vessels for transport. Since the entire complex is effectively owned by TIC, extended visits are discouraged.


Sand in Beta Sagittarii @ (8, 8) Core

Port: A Gate: C Skim: Yes

Tech: 9 Law: 10

Navy: Local Navy, USC Fleet Army: Minor local Commercial: Multiple minor

Population: Worldwide

Atmo: Dense

Hydro: Standard

Temperature: Temperate (tropical)

PDR: Yellow

Originally founded as a colony based on the religious precepts of certain fundamentalist Christian organizations, Sand's early leaders quickly consolidated their power into a self-perpetuating oligarchy directing a secretive and powerful bureaucratic government hidden within the shell of a religious organization. Sand is a potent economic and military force, its vast power held in the hands of a few individuals. The government is a political pariah, but no one can deny the system's strong base of power.

The Sand government established Valdez as a prison world, and for a short time ran it as a dumping ground for their own outcasts as well as prisoners from other worlds. This 'business' eventually collapsed, leaving the penal colonies on Valdez to fend for themselves. Sand officially considers Valdez a penal world, and treats Valdez space as it's own, but most other worlds view it as an independent world.

Recently a series of guerrilla attacks on Sand have been attributed to mercenary groups hired by Valdez rebels seeking a final break between the two worlds.


Saraburi in Sabik @ (6, 6) Independent

Port: B Gate: C Skim: Yes

Tech: 7 Law: 8

Navy: Minor USC (New Eden)

Army: Significant gruond forces from New Eden / Roswell

Commercial: Multiple minor development corps

Population: Outpost

Atmo: Standard / --

Hydro: Standard

Temperature: Temperate

PDR: Green

Saraburi is a joint colonization effort by the governments of Roswell and New Eden. The colony thus far is a single site on the pleasant but unremarkable surface of the world. Saraburi is a primitive world populated by a variety of unusual predatory species. Several of these species engage in complex group activities, though they show no signs of tool use or other forms of intelligence. Researchers speculate that the creatures use some undetectable form of communication and ongoing research is focused on analyzing and understanding this capability.

Aside from the research labs and a significant ground military presence devoted to establishing a secure base of operations, the colony is working to establish human-compatible agriculture and aquaculture on the planet. Despite the threat posed by the native species, the planet's potential for agricultural development is significant.


Saros A in Saros @ (3, 7) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Scope A in Scope @ (2, 11) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Sentinel in Okul @ (17, 11) Fringe

Port: E Gate: -- Skim: Yes

Tech: 3 Law: 8

Navy: -- Army: Minor Commercial: --

Population: Outpost

Atmo: Standard / --

Hydro: Minor Land

Temperature: Temperate

PDR: Green


Shade in Hexos @ (14, 13) Blackness

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Red


Silent in Procyon @ (9, 15) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Simon's Rest in Gamma V @ (11, 2) Cluster

Port: C Gate: C Skim: Yes

Tech: 1 Law: 2

Navy: -- Army: Office Commercial: --

Population: Outpost

Atmo: Thin / --

Hydro: Standard

Temperature: Temperate

PDR: Yellow


Sleepy Eye in Alpha Canum @ (13, 12) Core

Port: A Gate: A Skim: Yes

Tech: 7 Law: 8

Navy: Office Army: Minor Commercial: Office

Population: Site

Atmo: Standard / --

Hydro: Standard

Temperature: Temperate

PDR: Green

Sleepy Eye is an unusual Core world, with a small population isolated in a single location. It is a colony world, created as a joint venture backed by multiple Core world corporations and governments. Rather than establishing a new population on the planet, the goal of the Sleepy Eye colony is to establish a mostly autonomous system for exploiting the planet's vast mineral and ecological resources. Work continues on establishing these automated systems, but the participating planets are already seeing the benefit of tapping a world on this scale.


Springfield in Gamma II @ (14, 12) Core

Port: A Gate: C Skim: Yes

Tech: 5 Law: 7

Navy: -- Army: Major Commercial: Major

Population: Worldwide

Atmo: Thin / --

Hydro: Minor Water

Temperature: Temperate

PDR: Green


Straits (*) in Vinalon @ (6, 12) Independent

Port: A Gate: B Skim: Yes

Tech: 10 Law: 9

Navy: Major Army: Minor Commercial: Major

Population: Multiple Sites

Atmo: Standard / --

Hydro: Minor Water

Temperature: Cool

PDR: Green

Straits is a somewhat barren world, it's cool climate making it less than ideal for agriculture. A lack of hydrocarbons and mineral resources also hampers industrial production. Despite these hardships the population of Straits manages to do quite well, using a broad population management program to control growth and insure ample goods and services for all members of society.

The basic lack of resources on the planet has led to a very frugal and efficient culture. There is little to no waste in Straits' industrial processes, and most of the planet's farming resources are dedicated to aqua-culture, making use of the relatively shallow oceans to raise various genetically engineered fish and algae.

The primary star port, Kettering Station, is next to the city of Kettering on the northern continent. There's a Star Pass facility, excellent ship maintenance facilities, a large financial sector, and a variety of entertainment and night spots. There is also a huge park area to the north, featuring massive glaciers, jagged peaks and forests filled with massive evergreens.

A secondary star port, Eastern Station, is near the massive Scoba industrial complex on the eastern continent.

This system is a member of the Seven Suns Coalition. Straits and Roswell have a joint industrial installation on Alpha.


Sunfield (*) in Five Suns @ (19, 11) Independent

Port: C Gate: C Skim: Yes

Tech: 5 Law: 3

Navy: Office Army: Major Commercial: Solar Flare Heavy Industries mining complex

Population: Outpost

Atmo: Dense / Tainted

Hydro: Minor Land

Temperature: Hot

PDR: Yellow

A world of tainted air and water, with scattered minor, continents of toxic metals and rocky wastes. Sunfield is a bitter place to grow up. The primary settlement is a huge factory mine run by Solar Flare Heavy Industries, an industrial consortium affiliated with the Eastern Dawn Hegemony, who maintain the low quality jump gate here.


Tanari in Irfan @ (9, 3) Core

Port: A Gate: A Skim: Yes

Tech: 9 Law: 9

Navy: Tanari Navy Army: Local Ground Forces Commercial: Major

Population: Site

Atmo: Standard / --

Hydro: Standard

Temperature: Warm

PDR: Green

The secretive and isolationist inhabitants of Tanari retain their position of power on the USC council by guile and subtlety. Though not the most advanced system technologically, Irfan is one of the few places to completely embrace genetic engineering and cloning technologies. Their expertise in these fields is unmatched, as are their anti-aging drug technologies. Few of the rich and powerful will threaten their supply of life-giving elixirs, a fact the Tanari are not afraid to leverage for their own gain.


Tango in Elnath @ (14, 8) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


The Canyons in Thabit @ (7, 4) Uninhabited

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


The Green in Merga @ (15, 5) Cluster

Port: C Gate: B Skim: Yes

Tech: 4 Law: 5

Navy: Office Army: Minor Commercial: Minor

Population: Worldwide

Atmo: Thin / --

Hydro: Minor Water

Temperature: Frozen

PDR: Green


Triton in Poseidon @ (11, 7) Blackness

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Red


Ursae IV in Ursae @ (10, 12) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Valdez (*) in Lye @ (7, 8) Cluster

Port: B Gate: C Skim: No

Tech: 4 Law: 5

Navy: Office Army: -- Commercial: Minor

Population: Worldwide

Atmo: Standard / --

Hydro: Major Water

Temperature: Hot

PDR: Red

Valdez was originally founded as a penal colony by Sand. The expense of shipping prisoners to a separate planet proved to much and with little to recommend it for additional colonization or habitation, the planet was abandoned to its own ends, and slowly regressed to a pre-stellar level of technology. The gate and orbital port are maintained by Sand, and the local populace does manage to attract some commerce via their agricultural production and high quality crafted goods.

Access to the planet itself is still restricted, at least according to Sand's laws, as they still consider the population convicts, even though most of the residents are a generation or more removed from their original transported ancestors.

Recently a series of guerrilla attacks on Sand have been attributed to mercenary groups hired by Valdez rebels seeking a final break between the two worlds.


Victoriana in Chara @ (13, 10) Core

Port: A Gate: B Skim: Yes

Tech: 9 Law: 5

Navy: USF major presence Army: Local Commercial: Multiple major interests

Population: Multiple Sites

Atmo: Thin / Tainted

Hydro: Minor Water

Temperature: Temperate

PDR: Green

Victoriana is an unusual Core world, it's freedom-loving population scattered across the planet in disparate, domed cities, each dominated by differing philosophies and corporate interests. The planet has an ideal location relative to nearby systems, being only one or two jumps from eight other Core worlds. The various corporate interests thrive on the traffic that passes through its many star ports, leeching profit from every passing ship, while the people enjoy the benefits of living at an interstellar crossroads.

Victoriana holds a seat on the USC Senior Council, and serves as a political counterpoint to the rather oppressive Matari Prime representative. Victoriana's considerable military power also serves as a counter to Matari's dominant military presence. Despite their differences the two planets benefit from mutual trade and technology exchange.

Though a member of the USC, Victoriana's local governments are far less controlling than is typical for Core worlds. A long history of democratic rule and personal freedom has given rise to a very non-restrictive society. In fact many of the protocols now used to protect CMP data rose from local efforts to provide secure communications and anonymous network access to Victoriana citizens.


Vulcan in Omicron Signi @ (18, 14) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Wasat 7 in Wasat @ (7, 6) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Wolf's Heart in Theta Aquarii @ (16, 15) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0001 in X0001 @ (0, 1) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0003 in X0003 @ (0, 3) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0005 in X0005 @ (0, 5) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0006 in X0006 @ (0, 6) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0008 in X0008 @ (0, 8) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0009 in X0009 @ (0, 9) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0010 in X0010 @ (0, 10) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0012 in X0012 @ (0, 12) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0013 in X0013 @ (0, 13) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0017 in X0017 @ (0, 17) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0100 in X0100 @ (1, 0) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0105 in X0105 @ (1, 5) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0109 in X0109 @ (1, 9) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0113 in X0113 @ (1, 13) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0115 in X0115 @ (1, 15) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0116 in X0116 @ (1, 16) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0117 in X0117 @ (7, 17) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0118 in X0118 @ (1, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0119 in X0119 @ (1, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0202 in X0202 @ (2, 2) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0204 in X0204 @ (2, 4) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0207 in X0207 @ (2, 7) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0208 in X0208 @ (2, 8) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0212 in X0212 @ (2, 12) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0215 in X0215 @ (2, 15) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0218 in X0218 @ (2, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0219 in X0219 @ (2, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0301 in X0301 @ (3, 1) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0303 in X0303 @ (3, 3) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0304 in X0304 @ (3, 4) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0310 in X0310 @ (3, 10) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0311 in X0311 @ (3, 11) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0402 in X0402 @ (4, 2) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0419 in X0419 @ (4, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0500 in X0500 @ (5, 0) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0518 in X0518 @ (5, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0519 in X0519 @ (5, 19) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0800 in X0800 @ (8, 0) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0819 in X0819 @ (8, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X0918 in X0918 @ (9, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1018 in X1018 @ (10, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1019 in X1019 @ (10, 19) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1100 in X1100 @ (11, 0) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1218 in X1218 @ (12, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1219 in X1219 @ (12, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1301 in X1301 @ (13, 1) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1318 in X1318 @ (13, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1319 in X1319 @ (13, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1500 in X1500 @ (15, 0) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1601 in X1601 @ (16, 1) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1609 in X1609 @ (16, 9) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1618 in X1618 @ (16, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1619 in X1619 @ (16, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1719 in X1719 @ (17, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1803 in X1803 @ (18, 3) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1900 in X1900 @ (19, 0) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X1917 in X1917 @ (19, 17) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2001 in X2001 @ (20, 1) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2002 in X2002 @ (20, 2) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2003 in X2003 @ (20, 3) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2018 in X2018 @ (20, 18) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2019 in X2019 @ (20, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2102 in X2102 @ (21, 2) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2119 in X2119 @ (21, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2200 in X2200 @ (22, 0) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2201 in X2201 @ (22, 1) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2205 in X2205 @ (22, 5) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2207 in X2207 @ (22, 7) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2210 in X2210 @ (22, 10) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2211 in X2211 @ (22, 11) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2212 in X2212 @ (22, 12) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2218 in X2218 @ (22, 18) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2301 in X2301 @ (23, 1) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2303 in X2303 @ (23, 3) Unexplored

Port: -- Gate: -- Skim: No

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2304 in X2304 @ (23, 4) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2310 in X2310 @ (23, 10) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2312 in X2312 @ (23, 12) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2317 in X2317 @ (23, 17) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


X2319 in X2319 @ (23, 19) Unexplored

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green


Xinyu in Giedi @ (13, 14) Uninhabited

Port: -- Gate: -- Skim: Yes

Tech: 1 Law: 1

Navy: -- Army: -- Commercial: --

Population: --

Atmo: -- / --

Hydro: --

Temperature: --

PDR: Green

A radioactive near-vacuum planet. Home to the ferocious Monkats, the simian-feline hybrids used to create CEBs.


Zephyr in Eta Persei @ (14, 17) Fringe

Port: E Gate: -- Skim: Yes

Tech: 5 Law: 6

Navy: Minor Army: -- Commercial: Minor

Population: Outpost

Atmo: Standard / --

Hydro: Desert

Temperature: Temperate

PDR: Green


Zhanbobek in Taygeta @ (13, 15) Independent

Port: B Gate: A Skim: Yes

Tech: 10 Law: 10

Navy: Minor Army: Minor Commercial: Zhanbobek Industrial Council

Population: Outpost

Atmo: Standard / Tainted

Hydro: Desert

Temperature: Molten

PDR: Green

Zhanbobek is a massive orbital station originally constructed from the shells of several sleeper vessels. This original structure was expanded and enhanced by a splinter group of technologists and industrialists who saw the value of a large zero-gee adapted population based in a system with vast mineral and energy resources. The Taygeta system is littered with the remains of some ancient planetary collision which have left a huge array of mineral resources scattered in dozens of huge asteroid belts. The quasi-industrial government of the colony directs a highly efficient array of deep space mining operations that produce a steady stream of advanced raw materials and ores.

Zhanbobek orbits Taygeta III, an extremely hot, barely habitable world covered with geothermic vents and volcanoes.