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PERSONAL PROJECT: SYZGY THEORY

WORLDBUILDING FOR THE PLANETS OF THE ARK SYSTEM.

ATLAS STATION

The centre of Ark's government and ruler of the Kesnar System, the Atlas Station is symbol of the ruling Empire-- cold, pristine, and efficient. It was created over a decade ago, after the defeat of the first rebellion, and was meant to be a station to house interplanetary relations and universal law. Powerful and massive, the Atlas was built with the image of perfection, and a future eternity of peace in mind. The idea of a democratic council across the galaxy was so that further conflict might be handled systematically and peacefully. It remains to be the Empire's imposing base of operations, and hosts annual summits among the galaxy's prominent figures-- despite the very few remaining governed planets.


Architecture: The Atlas Station is manmade in its entirety, clinical and mostly a gleaming white, with minimalistic architecture and tall spires for buildings. It is the size of a small planet, and armed to the teeth for security purposes--as many of the galaxy's most elite figureheads reside here. It is orbited by large rings and smaller moons, each housing different areas of commerce.

Sympathies: The Empire, and slowly veering more dramatically under Director Winters' control.

Populace: Varied.

Society: Full of politicians and soldiers, the Atlas Station parades as both a military base and a united government headquarters. Much of the populace here are visitors from their home planets, mostly wealthy and important in some degree. The rest are the soldiers and employees, many of which are considerably lower on the economic ladder.

Fashion: Space royal stylings that vary depending on planet of origin. The employees mostly wear greys and whites, militaristic outfits. Overall simple and clean in aesthetic, as is expected of all aboard the station. The Vanguard are issued tactical armour for their operations, which come in varieties of gleaming red to signal their status.

Landmarks:

Hermes: An orbiting centre of commerce, where those government officials who have travelled from their planets may share and trade in an intergalactic marketplace. Strictly legal goods are sold here, including exotic foods, clothing, and enchanted items. It is accessible to all, though the security is incredibly heavy and usually only allows in those from higher society.

Hestia: An orbiting station that doubles as a hotel for visiting senators. Only the most beautiful apartments with the very best service are provided for (important) Atlas visitors.

Demeter: An orbiting science station that studies plants and wildlife brought in from various planets in heavily controlled environments. Parts of the facility are available to be toured as something of a natural park.

Hephaestus: A station of barracks for the vanguard and other employees of the Atlas. The rooms are fairly bare and uninspired, but comparatively luxurious to much found elsewhere in the galaxy.

Hades: A top secret facility said to house the technology used in Director Winters' most recent planet-terraforming efforts.

Persephone: An orbiting, manmade moon with a hollow centre where intergalactic criminals and rebellion instigators are held indefinitely and awaiting trial. It is almost entirely dim inside and guarded relentlessly by sentry bots, and accessible only from one point. The cells inside are stacked over each other miles high, white with only a large window per cell facing out toward the other inmates.

MANKU

A planet rife with political controversy, hidden away in the Aroris System. Manku has gained a reputation for being a lay-away place for criminals and runaways, owing mostly to its loose governing. Once known for being one of the Empire's brightest cities, the slow physical decline of the planet's last Senator stirred an environment rife with crime rings and gangs. Considered to be a  planet best left alone by much of the rest of the galaxy, Manku maintains a surprising resilience, and represents a clear opposition to the Empire's ideals. It is no surprise that the planet's new Senator uses a planet untouchable by law to hide Syndicate operations.

Geography: Primarily a water planet, but dotted along it surface are islands with large cities, while deeper out into the oceans lie small fishing towns. The water is terribly deep, and home to a considerable variety of threatening sea creatures.. The climate is one that drifts fairly violently between sweltering summer and mild, snowy winter. It rains frequently.

Architecture: Manku architecture is recognizable by its colourful and unconventional structures, which often shoot sky-high, and are as much "nature" as they are manmade. Manku is a ocean-monopolized planet with an ever-dangerous coastline, and thus typically builds homes on elevated stone, or wooden stilts. Due to changing sea levels, there is an increasing need to build upwards; many metropolitan buildings are a patchwork of abandoned apartments, overhanging wire, and overgrown greenery. In outlier fishing towns, structures are built upon boats or raised wooden platforms.

Sympathies: Primarily neutral, with a wary loyalty to the Syndicate, the ruling criminal organization. Despite Manku's label for lawlessness and unrest, most citizens feel positively toward their senator, whether it be for her hopeful ideals, or for sheltering any who come for aid. The hesitance of the Empire to act on controlling Manku's crime rate hinges just barely on the good relationship maintained by the previous senator.

Populace: Varied

Society: A true mix of people from all walks of life, Manku is home to criminals, working families, and seafaring fishing colonies alike. The people of this planet are known to be hardy and tight-knit in their communities, and are master navigators of the dangerous waters surrounding their cities. Due to heightened crime rates in the larger cities and lack of general Empire involvement, Manku seems to hold together by sheer spite.

Fashion: Often very practical, yet colourful fashion-- ever-evolving with the varied populace that comes and goes.  Much of it is work-clothes jazzed up by a statement jacket, or some cobbled-together cybernetics smuggled out of Sarkir. It's difficult to find much in the way of high fashion, but many here augment their clothing in neon light, as well as foraged mechanical pieces.

Landmarks:

Yalasoun: Manku's capital city, and center of a growing black market. Yalasoun is a city of light and dark all the same, full of neon, tropical plantlife, and buildings upon buildings. Living spaces are often cramped and housing multiple families due to a steady economic decline. Despite its dim alleyways and rough exterior, there is the sense that the city is never truly asleep, and it comes alive in neon lanterns and music in the night. It is known that the city hides a handful of criminal king-pins, and citizens are well-versed in which areas to avoid traipsing through alone.

Syndicate Base: Hidden beneath the bustle of Yalasoun, the remaining rebel figureheads have used a series of old bunkers as their base of operations. It is said these tunnels lead to multiple points in the city, as well as to the outskirts of the forest. The bunkers hold a war table, mostly-empty barracks, and common areas. Much of the place has only just been repurposed, while the rest lies in dust and memory.

Uma: A small fishing town off the coast of Yalasoun that makes their homes directly on the water on  stationary ships and structures on stilts to avoid the wrath of the ocean. Surrounded by small fishing vessels constantly, there are always ships coming in and out of the crowded wooden town. The people who live here are weathered and strong, and often much more hospitable than their urban neighbours.

Sai Forest: A small collection of trees on the edge of the city, and the only source of greenery for miles. The trees here are tall and straight, with white bark and a bare, red canopy of leaves. A massive old battleship was run aground here, and conveniently hides a landing strip used by the rebellion, and the entrance to the barracks.

SARKIR

A brightly lit planet most are wary of, due to its intrinsic ties to the Empire. Director Winters is Senator of Sarkir, which is also known for its industry in weapon enchantment and tropical climate. Sarkir is heavily policed, and therefore nearly always pristine across the board. It has the lowest crime-rate in the galaxy, its citizens made complacent by heavy luxury and protection. A mecha of information and commerce, Sarkir is still one of the least safe places to pass through as a rebellion-sympathizer, but the Syndicate have been running the table on black market trade for years.

Geography: One of the first planets to experience a successful terraform by the Empire, Sarkir is almost one long stretch of city and man-made beachside,. According to those living in the capital, no one's seen organic nature outside a facility since. Like a labyrinth, the city seems to stretch endlessly, overwhelming and glossy and bright, with twisting inorganic trees sparsely among the buildings.

Architecture: Sarkir is full of futuristic skyscrapers with cold geometric exteriors. Very little appears out of place in Sarkir's grid, which boasts massive hologram advertisements and moving, energy-efficient pedestrian pathways. The planet itself is protected by an over-arching barrier, which prevents the city from taking fire.

Sympathies: Almost entirely Empire-sympathizing due to their cushy treatment under the radar. The citizens here are very likely to turn in any rebellion caught in the cities without hesitation.

Populace: Varied, with heavy leanings toward human and robot.

Society: Sarkir is perhaps a very unusual society to view from the outside. Sarkir citizens, above much else, have an obsession with perfection, and many belong to a public and popular cult that call themselves Amaranthine, who uphold such values. Like their terraformed planet, they believe in procedures that replace their organs and bodies with synthetics, which in turn bring them closer to immortality. Synthetics increase lifespan, and the most well-standing in the economy seem to be entirely synthetic, while those on the lower rungs struggle to purchase even bits and pieces.

Fashion: High and often outlandish fashion is one of Sarkir's luxuries, and it is constantly being experimented with and improved upon. The bolder and more theatric the look, the more traction it gains. Many are also beginning to replace body parts with designer synthetics.

Landmarks:

Annex: The center of Sarkir's metropolis is the Annex, which is a section of tall gleaming black skyscrapers that house only the highest on the corporate ladders. This area has the highest security on the planet, and looks down over the sprawl.

Black Market: When one can't afford to go to the city's most practiced synthetics surgeons, people tend to find other ways. While other things are sold here very, very under the radar, the most popular choice for a visit is to get your own questionably acquired synthetic pieces.

Extrasolar: A nightclub run by criminal kingpin Coldglade. Rich velvet seating lined in neon, and a constant thudding soundtrack. It is a large club filled with mercenaries, informants, the bored elite, some Syndicate, and others looking for a safe place to hide out. A back room exists, behind where the owner observes, for contraband, hit, trade and passage negotiation. Extremely popular for illicit deals, as everyone inside looks the other way.

KIERVALAX

Nestled in the Aroris system, Kiervalax is a small, snowy rock, known to most as a mining and robotics factory planet in its heyday. Always a planet riddled with civil war, both sides struggled to mine for a powerful, dangerous energy source beneath their planet. Years of workers forced to mine it to its core has left the planet hollow and barren, and with it came the crumble of the planet's economy. Much was lost in the battles and the mine collapses, and when the mining was no more, many were forced to up and leave, abandoning its apocalyptic remains. Those who remained were forced create their own robotic parts to replace limbs and organs lost during the collapse.

Geography: Through and through an arctic planet, covered in tundra, mountain and coniferous trees. The climate is icy and the temperature never rises past the negatives.

Architecture: A sprawl of long-forgotten industry; old factory clusters, desolate mining quarries, and small, quiet towns. In many places, it appears life just stopped. Homes left empty, trains sitting in frost on their rails, and battlegrounds littered in wreckage.

Sympathies: The few who remain are either bitter in their neutrality, or feel some inclination toward the rebellion, after what became of their planet. The Syndicate has a few contacts and safehouses hidden in remaining villages.

Populace: Humans, cybernetically enhanced. Shenra, small rodent-like populace that are often barely discernible below their heavily layered clothing.

Society: Once a fast-moving industrial planet, life on Kiervalax has slowed to a halt, with very few factories left in operation still shipping lumber, and even fewer towns left inhabited. The people who remained were those too stubborn to leave, or too afraid to try to find somewhere else to go, or simply stranded. They help one another out where they can, but mostly live solitary lifestyles in the apocalyptic winter.

Fashion: Heavy winter clothing, snow apocalypse look.

Landmarks:

Kurakaw Outpost: A previous rebellion safehouse for those needing a planet to stop on, now belonging to the Syndicate. An old battered radio station said to be out of service, but still listening silently to the comms.

Kieva: One of the only towns on the planet that seems to have any lights on at all. A scatter of snow-covered homes at the bottom of the mountain that workers of the nearby lumber factory, and lone trappers remain in.

MALOWYST

Malowyst is a peripheral member of the Kesnar System and considered to be protected by the Empire due to its rich flora and fauna. A massive rainforest, Malowyst is home to many types of life, and run by peaceful tribes that reject technology, and reject any visitor that seems to wish harm upon their green planet.

Geography: A planet blanketed in thick rainforest, Malowyst is consistently humid and hot. The forest is dense and full of dangerous and benevolent wildlife alike, but the tribes are capable of navigating the land effectively.

Architecture: Very little in the way of architecture, but the tribes build their communities in the treetops.

Sympathies: Neutral and uninterested in the politics of the galaxy unless it comes into contact with their planet.

Populace: Wysteri, tall druids with pointed ears and skintones ranging across the colour wheel, live among overgrown flowers.  Nephine, who appear to be related to Wysteri, but have various parts of their bodies overgrown by plantlife, live by the river in treetops. Humans make up a third tribe, and Sensa, stone giants that remain sleep in the forest, until their forest territory is threatened; they are regarded as "old gods" by natives.

Society: Malowyst's land is separated into three territories, ruled by the three tribes that each protect part of the land. They are mostly kind in nature and spiritual, but are naturally distrustful of strangers on their planet, especially after forestry corporations first attempted to land on Malowyst. These have since been chased away and Malowyst is considered protected land. Those living in the tribes live off the land, and do not rely on trade with other planets. Having never left their planet, they believe in spirits of nature and of the sky.

Fashion: Furs, tribe-specific ceremonial tattoos, feather and wood. Practical and well-camoflauged.

LEITH

Leith belongs to the Genevieve System, but is a planet with a very specific complex. A world of dark and blue glow, the citizens of this planet are the Empire's forgotten middle child, and thus strive to boost their economy amongst the likes of Sarkir.

Geography: Leith lives in darkness all year, lit by the glow of massive mushrooms growing among ancient gnarled trees. Flooded in many areas and surrounded by dark black sea, Leith is like looking into the night, always.

Architecture: Because of the lack of light on the planet, Leith's cities are particularly bright with neon accent. The buildings themselves are geometric and almost similar to optical illusions, with glowing trim and colourful interiors. The Empire left large unfinished stretches of terraformed land, which destroyed a number of flora and fauna in its wake.

Sympathies: Neutral with Empire leanings, if only because they've known the rebellion to be destructive. Overall pacifists with no desire to be included in political conflict.

Populace: Selasih - Angler fish traits, sharp teeth, visible glowing ribcages, have a very long lifespan.

Society: Leith as a society has issues with how the rest of the galaxy views them. Due to their intimidating or harsh appearances, they're constantly trying to show themselves to be good, and deeply disapprove of criminal activity. As such, Leith is actually quite low on criminal activity. The population here mostly fits into a technologically-based economy, with many in fields of science and astrology.

Fashion: Unique in every possible sense. Selasih pride themselves on expressing themselves to the fullest through fashion, and even those in strict business jobs do not dare default to a monochromatic colour scheme. Those on Leith tend to wear flashy clothing and bright makeup, as well as shiny accessories.

Landmarks:

Ulsaln: The capital city is almost entirely illuminated in shades of neon blue and green. Formed in a spoke wheel pattern, the inner core is entirely financial and entertainment district; tall, dark and nearly holographic skyscrapers play a trick on the eyes of anyone not native to the land. The outskirts contain homes: mundane buildings surrounded by mild wildlife.

Omsuthi’s Zenith: Ancient, incredibly large obsidian altar and statue depicting the champion of Selasih lore; Omsuthi. Forgotten in the wastelands of undersea plant forests and tall mushroom, it is covered in moss and crumbling under its own weight. He holds a sword with gems inlaid.

Shivering Reef: A dense forest (of sorts), luminescent plants and a cold climate permeate the area. Where there is not a black sea or city, there is the Shivering Reef. Unexplored and ultimately frightening even to natives.

Monastery of Stasir: A large and well kept temple, maintained from ancient days to modern life. Highly respected congregation of monks (magic-users or not) lead the way of pacifism; the face of the Selasih. Covered and surrounded by native plant life as well as the sharp neon of technology.

YENNIC

Yennic is a peripheral member of the Genevieve System notably governed by a coven of witches. Among its misty mountain tops exist cities and castles made of stone and wood. Yennic is the best place for those with magic abilities to feel safe, in a galaxy that fears and reveres their powers. Their industry is in converting magic into power, and is a center of magic education. It is said that at night, spirits are invited to roam the streets of cities as friends.

Geography: Yennic is a beautiful mountainous region made up of floating islands, green and very cool year round. It's covered in lush forest with old, skyscraper-high trees and stones with ancient magical carvings on them. The water, although too cold to swim in, is pure, stark blue. It is prone to heavy wind storms.

Architecture: Old and gothic, Yennic is home to castles imbedded in the mountains and manor-like estates. Moss-covered stone and stark citadels in the cobbled cities. Ornate and mostly shades of grey.

Sympathies: As an Empire-allied planet, Yennic enjoys security from Peacekeepers and an easy audience with the senate. The Empire prefers to keep the planet full of magic-users on their side.

Populace: Varied, almost all magic users

Society: A very organized and advanced society, witches in Yennic are royalty, and sent to academies to harness their abilities. They are a community of subtle but not insignificant power, and the rest of the galaxy knows this, which is often why they are treated very comfortably by the Empire.

Fashion: A lot of black, flowy garments, flowers and butterflies as accessories, sharp makeup. Classical looks with accessories in golds and hints of colour that will often express a witch's magical element.

Landmarks:

Riftshorn Academy: The academy where young magic-users are taught to control their abilities. It is found by a massive, cold blue lake, and is considered very prestigious, though it will accept any and all magic-users.

Iris: The capital of Yennic, Iris is a city seated in the side of a hollowed mountain. Its buildings go up, and up along precarious hills and sharp peaks, while some exist on floating islands , crossed by sky ferry.

Styx: A small, moss-covered town where Yennic people release the ashes of lost loved ones and leave offerings. The city itself is abandoned and empty, the first settlement on the planet that was given to the spirits of the dead as a gift. Yennic people believe that the spirits of their loved ones live on in this village, so every night they leave its lights on, and come to visit when they wish to feel their presence.

ROSE

The member of the Genevieve System closest to the Deep Fields, Rose is often given a bad reputation. Of course, the reputation stems more from the so-called 'black-hole blood cult' rumoured to run it in the absence of a true Senator. Once a science colony, something strange happened to science officers working there: they disappeared, and left only forgotten notes detailing a paranoid delusion that rendered them mad. A group calling themselves the Cult of Arisen soon made themselves known on the planet, and rule the remaining inhabitants with no measure of kindness.

Geography: A dense, purple forest planet located in the core. The planet's surface is charred black with purple fissures leading into a domed society covered in trees and wild plantlife.

Architecture: When the science colony first came to Rose, they set up multiple greenhouse-reminiscent stations, and had many ships in dock at a given time. Unfortunately, it all became overgrown in their absence. It now has large, overgrown temples.

Sympathies: Neutral, interested in their own mysterious goals, but willing to play nice by the Empire to be left alone.

Populace: [REDACTED]

Society: The few who remain on the planet live in hiding from the Arisen, who all seem to worship the black hole on the edge of the Deep Fields, and consistently capture and sacrifice their victims to it in exchange for power and supposed immortality from their wrathful deity.

Fashion: Stolen lab-wear inlaid in the planet's native purple-blue gems and other scavenged supplies. Most notably, the Arisen can be identified by their masks, which are comprised of metal and gem, and take the shape of various forms of local fauna.

HALOEN

A quiet, invisible planet belonging to the Aroris System, Haloen retreated into the core of their planet one day and never came back out. During the first civil wars, Haloen was in the center of conflict, and their fear of being among the rebelling planets had them retreat into the safety of an underground civilization. Once populated with humans and robots alike, many of the humans died off due to an epidemic, which naturally left the robots unaffected. They now run a peaceful and quiet city, that hardly anyone outside the system knows actually exists.

Geography: Made of extremely durable material on the surface and hollow on the inside. The inside of the planet is dim, rocky and in shades of browns and orange. There is no greenery in sight and the climate is temperate but foggy.

Architecture: Very simple, dome and cubic buildings with little flash, but usually large windows and great height. Technologically advanced far beyond that of humans, even on the Atlas.

Sympathies: Recent and tentative support for the Syndicates rebel-leanings, and certainly the means to help, but with no interest to do so, as they aren't looking to be targeted by the Empire.

Populace: Robots of varying function and cognitive capability.

Society: An industrial and productive population, the robots here never tire, and are the most technologically advanced in the galaxy-- a fact which they keep secret and out of the hands of the larger powers in the galaxy. Generally a hospitable society, but hesitant and calculated in the ways that they participate in intergalactic politics.

Fashion: Many do not consider fashion of importance to their function, but some AI will adorn themselves in coloured lights and bits of fabric to emulate the humans that once lived there.

OROCORO

A previously empty planet in the Aroris system, that is regarded as a new settlement. Orocoro operates with a loose system of government, and groups from all over the universe are attempting to set down roots on the new land at any given moment. It is supposedly perfect for mining and farming despite its rough, desert terrain, which is highly sought-after. Currently without a proper senator, Orocoro is a bit of a pit stop for smugglers and the like.

Geography: An dawn-coloured desert planet of oranges and purples, Orocoro has little plantlife aside from cacti-types and thistles. Full of open plateuas, mountains, and dead fields, it has plenty of open land to go around. Also a great many hot springs, which are concerningly acidic green in hue. Orocoro is prone to sandstorms and a lot of heat. The night and day shift strangely here, blanketing the land in strange blues in the dark, and bright pink in the light.

Architecture: Stout, shanty towns, mostly dome-shaped or rectangular structures.. Inside, very rustic and shabby, often full of blown-in sand. Technology here is rusty and outdated, but definitely cheaper.

Sympathies: Previous rebellion leanings, the Syndicate uses Orocoro as a safe pit-stop for smuggling operations.

Populace: Varied. 

Society: Pretty lawless currently, made up of farming communities keeping to themselves, and cowboy, criminal-ridden towns in the west. Surprisingly, farmers have found land suitable to harvest certain indigenous plantlife, although they primarily raise livestock. A close second to Manku in crime-rate.

Fashion: Human clothes, wild west-inspired and dull toned, use of goggles and hide outerwear during sandstorms.

Landmarks:

Shenzin Scrapyard: The galaxy's dumping place, where old ships and broken tech are tossed for lack of a better place. It is run by someone named Ao, a mechanic who accepts broken parts for money.

Black Marrow: Probably the seediest, least friendly bar you can find in the galaxy, but also the easiest to find transportation off planet, information, and jobs in smuggling and bounty-hunting.

JAKA

The problem child of the Genevieve System, Jaka takes "lawless" to a new level and is considered to be populated by savage criminals. Never once properly settled, it is unclear of the inhabitants of Jaka are any type of being anyone's heard of, because they're always covered head to toe in makeshift armour. Moreover, it is unclear how anything lives on the heavily-radiated planet. All that is known of this desert and machinery planet is that its low resources have resulted in a lifestyle of bandit societies constantly at odds with one another. Aside from the Deep Fields, Jaka is the least safest area to traverse, but unfortunately gets visitors nonetheless, by pulling down ships in its strangely powerful gravity.

Geography: A completely flat desert landscape with some craggy hills and small oases. It appears that metal structures grow from the earth, spindly and strange in appearance. Plagued by constant radiation storms and very dry.

Architecture: Within bandit communities, crashed ships and metal are used to forge makeshift forts. They are known to hang the bodies of unfortunate travelers and traitors to warn other groups away.

Sympathies: Neutral.

Populace: ???

Society: Every man for themself is the key phrase on Jaka, and the land is split amongst several gangs who fight for resources and kill each other in a vicious cycle. Ships are often repurposed into other vehicles and robots, and Jaka is notorious for its Mech fighting rings. It is unclear, but the people here seem to revere machinery and robots above all else.

Fashion: For the most part every piece of skin is covered by whatever debris and clothing they can fashion, at risk of getting severe radiation burns.

Landmarks:

--

WINONA

Once a worker's colony in the Kesnar system, Winona was the center of a forestry and freshwater industry for some time. It became quite populated and prospered for many years, until the Empire discovered a large sympathy for the rebellion within Winona. It was gutted for rebellion plans and razed to the ground in a show of concise force by the Empire. It is not completely abandoned, and plantlife crawls to reclaim its structures. Little is known about the planet's fate, as it was covered up extensively as a rebellion attack.

Geography: A green planet with rich forests and freshwater basins. A planet with much to offer in the way of resources, unfortunately forgotten amidst conflict.

Architecture: Now all that remains are crumbled buildings, where nature has come to swiftly retake its space, overgrowing within factories and old chapels.

Sympathies: Rebellion previous to its demise.

Populace: Human and Antiri, a race with bird-like features and great wingspans. The live high in the trees, and are known to be mischievous toward non-locals.

Society: Previously a workers colony, all that remains on Winona are a handful of refugees, and the Antiri villages out in the woods. Those who still live here still use the old factories, constantly improving their personal mechs--some with the intentions of leaving the planet, and some in aid of the Syndicate.

Fashion: N/A

Landmarks:

The Ribs: Named for its collection of factory fragments, and serving as an area of exchange for those needing parts for their personal mechs. It also is said to house a mech fighting ring.

Gwendolyn: The treetop-based village home to the Antiri. It is draped in flowery glowing vine at all angles, and is often alive with the songs of Antiri--their primary communication. There are no stairs or ladders up to the village, which make it nearly impossible to reach by foot.

ENDLING

The haunted debris.

Geography: A distant planet with a cold, rocky, crag-like surface, full of fissures that open into the planet's cold white core. Some have claimed to see it floating alone on broken axis, at the edge of the Deep Fields. Does anyone live there? Had anyone ever?

Architecture: ???

Sympathies: ???

Races: ???

Society: ???

Fashion: ???

Landmarks:???

OTHER

The Deep Fields: Said to be the darkest part of space; fewer stars seem to glitter in its empty coldness. The Deep Fields are a burial ground of ghost ships and death hovering in black nothing. No one knows what killed the passengers of these ships, old warships and new unfortunate wanderers alike. Those who have been near enough say they were ripped apart by something out there, others believe the captains of these empty vessels stared into the black hole on the other side and lost their senses and navigation. Some believe the cult of Rose makes their sacrifices here.

The Edge: A suggestion of the very end of the known galaxy, lightyears away and often forgotten, or purposely ignored. A frightening concept--the idea that the world might just drop off somewhere. Or perhaps it is not the edge at all. No one has dared to go beyond the Edge, but Monks make pilgrimages there, and say it is so deeply silent and serene that you pass onto another plane of being.

Nazar's Nebula: Another place of spiritual worship. The Nazar Nebula is broad and bright orange-purple in colour. A beauty to behold at a distance, but breathtaking in its heart. Those who invoke the deity Nazar believe they were reincarnated as this nebula that resembles the flames of the sun they once were.

Riptide: On the edge of the Genevieve system lies an open area of space known only as the Riptide, a section of the void said to have the gravitational pull to drag ships off course, and hurtle them into Jaka where they often crash-land.