General
While by no means comparable to the heights they soared to during the
time of the First Hegemony, the Linked Worlds have done a lot to
recover from the violence of its fall. Space travel is strong again,
and the trade between worlds continues to increase the standards of
living on all of the Linked Worlds.
Still, fortune favors the cautious in this new civilization. The
political map is fractured between the Red and Blue Hegemons, and the
worlds that bow to neither. A vast underworld has developed based
upon the trade of psychoactive drug ``White'', and those who can
manufacture it, the Blacklords. Crime is whatever the local rulers
define as crime, and punishments vary from token payments to death.
On the other hand, for those hearty and willing to work, work is
plentiful. In the seats of the Hegemons, it's actually well
regulated. Even local warlords such as those found on Stannis' Law or
HighGuard recognize the usefulness of trade, and protect those ships
in their space. Treaties, growing stronger by the year, often
guarantee the safety of those travelling through neighboring systems,
provided no serious offenses are committed.
Times are hard, but unlike in the Outworlds, much of the High
Technology still remains or is being rediscovered even now. A slow
process, given the devestation of the Shattering and the leftovers of
the infowars that followed, but the bureaucracy of the first Hegemony
has been eliminated, and those with the ability to get ahead often do,
provided they are willing to seize life rather than wait for it.
Politics
The two Hegemons are actually fairly evenly matched in terms of
absolute power. While the Blue Hegemon attempts to maintain dominion
over a larger number of planets, the Red Hegemon's holdings include
both Riden and Tinara, two of the most advanced of the Linked Worlds.
The last remaining link between the two powers, technically always at
war, is the major spine connection between HighGuard and Nurl. Given
the dangers of severing the Linked worlds from each other along the
spine by having a pitched battle near the jump gate, the two powers
have fallen back to a war of propaganda and harassment. (Pretty much
the only thing all systems agree upon are the sanctity of the
jumpgates. The most hated factions will band together to destroy
anyone who threatens a jumpgate with destruction, and accidental
destructions just after the Shattering have caused all combat near a
jumpgate to become anathema. No jumpgate has ceased functioning in
the last 112 years when the connection between Sundown and Tinara was
closed forever in the last great fleet battle between the Red and Blue
Hegemons.)
One True Hegemon
Seated on Riden, the One True Hegemon, Shaddam Marchant II, claims
dominion over Riden, Tinara, Gateway, and Nurl. Though while the
Blacklord of Gateway does bow to him in public, the people of Gateway
know where their ``government'' is.
Last Heir to the Hegemony
Seated on New Light, the Last Heir to the Hegemony, Doraine Melcamot,
is said to be the last surviving blood relative of one of the first
Hegemons, though which is unclear. The ``Blue Hegemony'' claims New
Light, HighGuard, Tyrell's Folly, Sundown, and Juice.
Date and Time
Timekeeping among multiple systems is difficult to keep synchronized,
given the disparity in local planetary rotation. The current method
of timekeeping dates back to the Alliance, and nearly everywhere uses
it from historical inertia.
``Year'' and ``day'' are local terms, dependent on planetary rotation
and revolution. Places with inconveniently sized days may also have
something like a local ``cycle'' to keep track of workday-sized chunks
of time. ``Hour'' and ``minute'' are standard terms (there are sixty
minutes in an hour). Also standard terms are ``tick'' (twenty-four
hours) and ``zed'' (365.25 ticks).
Local time would generally be something like ``Winter 15, 14:30'' ---
most places have month-like chunks, and local time which counts from 0
(midnight) to whatever number of hours the day ends at, truncating the
last hour before midnight to be an arbitrarily short number of
minutes.
Standard time is of the form 1873.178.13.09 AS (zed, tick, hour,
minute).
The date, as of when you were last paying attention, was
2778.073.12.00 AS.
Money
While many planets maintain their monetary systems on computer
networks, hard currency is the most reliable way to move wealth from
system to system. The most common form of hard currency is the
Aster. Asters are minted and issued by most governments throughout
the Linked Worlds to facilitate trade between them. Think of an
Aster as the equivalent of 10 dollars.
On a single planet, Asters may be used, though the planets with
higher technology might resort to solely electronic currency, or
plasticine chits for daily transactions. The metallic Aster is
intended to be a common exchange between various planets so its value
is fixed by its weight and good anywhere as for a small fee even
Asters of enemy planets can be melted down and reforged. Local
currencies, be they credits, chits, or software vary in value and
Aster conversions depending upon the political/economic climates.
Languages
The lingua franca of the Linked Worlds is Integral, an elegant
language which allows for enough shading of meaning to write poetry,
and enough precision that legal documents can be written in only a few
pages and understood by normal humans. The Tinoori have their own
language, but the few travelling Tinoori speak Integral and tend to
keep their own language private. Most inworlds also have a local
dialect, which is comprehensible to outsiders when spoken slowly, but
is otherwise difficult to follow [Language skills are one point. A
true language, such as Tinooranthi, requires eight levels for full
fluency; a dialect only requires three levels]. Riden, New Light,
Gateway, Craterrock, and Sundown do not have local dialects.
Religions
Religious beliefs are generally a minority view, but there are
several religions which have followings across most to all of the
planets:
- Starwayist: A belief that humans are, at their heart, made
of the same stuff as the stars, and are part of the same universe.
Stars and man and everything in between are all part of a great grand
plan.
- Nuller: A belief that gravity is a corrupting influence,
and only in space do we become free. On paper more of a philosophy
than a religion, in that there is no belief in divinity, Nullers in
person are often quite devout and committed.
- Bibbler: Believers in a single deity and divine judgement
in the afterlife, Bibbler beliefs are codified in their holy Book.
Planets
- Nurl While most spacefarers are too sophisticated to believe in
ghosts, few will brave spending a night in the haunted forests of
Nurl. Human settlements on the planet tend to stay above the treeline
in the high hills on the southern continent. Adventurers or those on
the run occasionally move into the forests, though most of them are
never seen again. Still, Nurl is one of the richer planets of the
Inworlds in the sense of available raw materials, though the cost of
extracting them is often considered prohibitive. The only Spineworld
pledged to Riden, the fleet of the Red Hegemony has a major
installation near the south pole of Nurl.
- Highguard Unlike most of the Inworlds which have fallen in
technological sophistication against their most urgent striving,
Highguard has intentionally rejected technology in most of its forms
in preference to a simpler way of life. Possession of ``sufficiently
advanced'' technology outside of the cordoned starports is a capital
offense on Highguard. The sole exception to this rule are
technologies that support the arts of knightly combat. King
Maximilian II is even said to wield one of the fabled plasma brands
in the yearly tournaments. It is its fierce warrior tradition that
has kept Highguard independent in the face of its scorn for
technology.
- Tyrell's Folly Legend says that once humans were able to
exist peacefully with the huge carnivorous spiders who make their
homes here. Exactly what Tyrell, governor of the planet, did in those
long-ago times has been forgotten by the humans - but not by the
Tinoori. Of the three major continents, one is fairly spider-free and
one is quite thick with the creatures. On the third, a guerilla
ground war often interrupts the uneasy peace, with the Tinoori in the
forests and the humans in bubbled cities. The occasional Tinoor will
be found traveling or in residence on other planets of the Linked
Worlds, and are generally treated with caution; all such profess
complete ignorance of the reason for the conflict on Tyrell's Folly.
- Juice
A water world, dotted with floating islands built out of
high-structure, high-buoyancy vegetable mats. Juice has no true
spaceport, but does have a number of large space stations orbiting
it. Most stations have a partnership relationship with one or more
vegetable mat cities; when dealing with dirtworlders, the largest of
the stations, Teardrop, speaks for Juice, but it's generally unclear
to non-Juice natives whether this is consensus or autocracy.
- Riden The crystal palace on Riden is one of the last
great works of Hegemonic construction, commissioned by the One True
Hegemon to ``provide a symbol of hope for the people in the dark times
ahead,'' shortly after the fall. Since then, the descendents of the
True Hegemon have fought hard to keep the chaos that has embraced many
of the Linked Worlds from coming to Riden. Though it is by no means
at the full measure of civilization and technology that it was in the
heights of the First Hegemony, the Red Hegemony on Riden has withstood
the fall better than most anywhere else (It's unclear if Riden's
Hegemons have come to be known as the Red Hegemons due to the pinkish
cast of their crystal palace or simply in opposition to the popular
Blue Hegemon of New Light. Darker theories suggest the One True
Hegemon of Riden was dubbed the Red Hegemon at the very start for the
blood that covered his hall at the end of the Shattering.)
- Gateway One of the two inworlds controlled by a
Blacklord (Blacklords control the only known supplies of the
potent drug Black, and source of the drug White. White is a
stat-booster; Black is an extremely potent stat-booster), Gateway
boasts the last extant Type Ten Hegemonic Guard Battle Station. While
the station is no longer under the control of the Hegemonic Guard and
is beginning to show its age, it still serves to keep Mighty Klothos's
control over the jump gate to the outworlds; No ship is
permitted to pass through the gates without being controlled by one of
her pilots, including those based in Nonesuch. Normally fighting near
a jump gate will cause it to shut permanently, but the Battle Station's
armaments include a long-range, neutron-class tractor beam which is
sufficient to drag unauthorized ships back to the station. Gateway
and the Well for the most part unofficially divide the Linked Worlds
between them, with Klothos taking the two out-side Spine Worlds and
their ribs, while the Matrix supplies the two in-side Spine Worlds and
their ribs, but both sides are ever looking for an excuse to expand.
Klothos (perhaps influenced by the Outworlders) chooses to cloak
herself in an aura of mystery and mysticism, portraying herself as
spinning forth the Thread of Life. Those who would negotiate with her
do well to follow her customs.
- Tinara
Of the inworlds, Tinara has managed to preserve more
Hegemonic technology than many. A great many research labs and
production facilities still persist in better or worse condition,
tightly guarded by private armies. Most starships currently active in
the Linked Worlds were built in Tinara's production facilities and
shipyards. Tinara is ruled by a consortium consisting of
representatives from each of the groups large enough to have elbowed
their way into it; the Haiganese Merchant Fleet, based off of Haigan
(one of Tinara's three moons) also holds a position on the consortium.
Tinara's other two moons are Pyrite, a major source of minerals, and
Hazard, considered either a dumping ground for ``genetrash'' or a
sanctuary for non-humans (such as uplifted hamsters).
(Most planets don't give non-humans full legal rights. The
most common legal status is similar to that of children; you can't
abuse them, but they're also not legally responsible, and need a
guardian to manage their affairs (and since at least some of the
non-humans aren't on average as bright as the average human, there's a
little validity to that). Places that treat them more like animals,
and places that treat them like humans (such as Hazard) are rare, but
do exist.)
- Stannis' Law
The ruler of Stannis' Law, Lord Stannis, claims to have been in charge
of the two habitable planets in the system since the fall of the
Hegemony. The charismatic and intense Lord Stannis does, in fact,
seem to change little from decade to decade. Stannis' Law is fairly
conservative and severe, but for nearly everything there is the Right
of Challenge, to appeal to Lord Stannis. However, those who appeal
who are deemed to be wasting Lord Stannis's time generally find
themselves worse for the experience.
- New Light
While New Light has one habitable planet, Homeground, inside a large
asteroid belt, the Last Heir to the Hegemony instead makes his home on
Sanctuary, a habitable moon of Protector, a gas giant. The entirety
of the New Light system is under the control of the Loyal Hegemonic
Fleet, and the mining in the asteroids makes New Light rich in
natural resources.
- Sundown It is said that when the war came to Sundown,
weapons of plague were unleashed, weapons used nowhere else because
they proved too terrible. It is said, instead, that when the war came
to Sundown, the bombs broke apart containment facilities which had
kept the most virulent of organisms safe for study. The source of the
plagues may never be known, but their effect was vicious, and what had
been a source of learning and pride became, nearly overnight, an empty
world. In the centuries since, Sundown has been reclaimed, but
cautiously, and few are willing to either stay or visit without strong
bioprotective treatments. (``The sun has gone down on our
civilization, my children, and it shall not be in the time of your
children, or your children's children, that they shall see the light
again.'' --- said to have been the last transmission of the Sabbati
Doneval.)
- The Well If it's illegal anywhere in the Link Worlds, they do it
or make it in the Well. At least, they do if there's a way for the
Matrix to make a profit off of it. More hated of the Blacklords, the
Matrix rules the Well with a totalitarian zeal not seen anywhere else
in the Linked Worlds. All crimes are punishable by either death, or
more efficiently, forced labor, including servitude in Joyous Gard,
the Amusement Dome. Citizens of the Well, (a tiny percentage of the
actual population), and paying customers from all over, flock to
Joyous Gard to sink themselves as far into ``the Well'' as they can
afford, or as far as the Matrix wishes. Not a place for the faint of
heart.
- Craterrock Craterrock is, at best, a desolate wasteland. The
huge radioactive crater in the center of the largest continent poisons
the surroundings for thousands of miles; farther away and on the
lesser continents, there are unhealthy and strangely twisted
creatures. Pretty much the only inhabitants are researchers in
protective suits, excavating ruins or looking for interesting
specimens. Rumor speaks of ``rabbits,'' humans who have lost all
vestiges of civilization, but those are no doubt just
old-wives-tales.
- Nonesuch Nonesuch is an outworld in the Omphalos Dust Nebula,
linked to the inworlds via a jump gate to Gateway. The other
outworlds are said to be much harder to reach, requiring sublight
travel.
Map
(pdf version
here)