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Verge Sector

Nuzuu Main

65 systems total almost evenly divided between Ilelish and Verge.
Ilelish - 33 Systems
  • Arlumer (Ilel A) – 23
  • Bakkula (Ilel B) - 8
  • Steppe (Ilel E) - 2
Verge - 36 Systems
Miruu (Verg H) ‐ 6
  1. Kamlangek (Verg 3011)
  2. Ksandi (Verg 2911)
  3. Salat (Verg 2712)
  4. Sarlee (Verg 2811)
  5. Sulet (Verg 2711)
  6. Tripolis (Verg 2612)
Nuzuu (Verg D) ‐ 30
  1. Amdarush (Verg 2905)
  2. Arkunen (Verg 3006)
  3. Arthit's World (Verg 2807)
  4. Arthit's World (Verg 3010)
  5. Dirakhasu (Verg 3008)
  6. Diredawa (Verg 3207)
  7. Gath (Verg 2703)
  8. Gaznakan (Verg 2704)
  9. Gronasse (Verg 2708)
  10. Jarpini (Verg 2602)
  11. Kerulan (Verg 2604)
  12. Khinbalii (Verg 3205)
  13. Khiniel (Verg 2808)
  14. Kismayu (Verg 3206)
  15. Kosar (Verg 2910)
  16. Krajhune (Verg 2603)
  17. Lagi (Verg 2805)
  18. Metting (Verg 3108)
  19. Minor (Verg 2906)
  20. Narkin (Verg 2710)
  21. Noldak (Verg 2810)
  22. Nonkwist (Verg 2705)
  23. Pakraan (Verg 3009)
  24. Punlamaasin (Verg 3109)
  25. Shankun (Verg 2503)
  26. Stipa (Verg 3106)
  27. Tesperan (Verg 2504)
  28. Tier (Verg 3007)
  29. Tlaq (Verg 2908)
  30. Tuzhiri (Verg 2806)
 
Sirim Loop

These forty systems located entirely in Verge are at the trailing edge of the Great Rift.
Verge - 40 Systems
Biika (Verg G) – 9
  1. Aigun (Verg 1913)
  2. Breckeon (Verg 2311)
  3. Elbir (Verg 1811)
  4. Jarpini (Verg 2012)
  5. Nissa (Verg 2112)
  6. Shankun (Verg 1911)
  7. Sirim (Verg 1912)
  8. Tug (Verg 2111)
  9. Veshaa (Verg 2212)
Mimiuudlika (Verg C) – 26
  1. Hadanam (Verg 1810)
  2. Kiakuyan (Verg 1909)
  3. Kiberkan (Verg 2308)
  4. Kokka (Verg 1806)
  5. Krollok (Verg 2306)
  6. Kuma (Verg 2204)
  7. Madun (Verg 1906)
  8. Merv (Verg 2110)
  9. Mukali (Verg 2209)
  10. Naamon (Verg 2207)
  11. Nayi (Verg 2005)
  12. Onortas (Verg 2406)
  13. Palputar (Verg 1905)
  14. Pardo (Verg 2305)
  15. Quttoga (Verg 2008)
  16. Rakhason (Verg 2208)
  17. Ra'uth (Verg 2310)
  18. Razar (Verg 1809)
  19. Salat (Verg 2103)
  20. Serai (Verg 2107)
  21. Shattun (Verg 2006)
  22. Ukhluk (Verg 2104)
  23. Urgenj (Verg 2109)
  24. Vemmadad (Verg 2410)
  25. Yalnob (Verg 2004)
  26. Zukhi (Verg 2210)
Nuzuu (Verg D) – 4
  1. Aagun (Verg 2508)
  2. Kestram (Verg 2507)
  3. Kurilla (Verg 2606)
  4. Tirith (Verg 2510)
Piimigeka (Verg A) – 1
  1. Bledarua (Verg 0410)
 
Vilani Main

The 985 system Vilani Main, the largest chain of systems in the Imperial region, is the oldest, richest, and most cohesive section of the Imperium. Few of its worlds gave up interstellar travel during the Long Night.
It spans over nearly 1,000 systems covering over 11,000 individual planets. Almost two-thirds of the planets in Vland can be reached from Vland (Vlan 1717) by a series of one-parsec jumps.
The Main extends rimward and spinward from Vland through Gushemege along the border of the Great Rift, and touching the coreward borders of Reft, Ilelish and Verge.
Maps produced before the Rule of Man call the Main by its original Vilani name, Arshukaa Sagalaa.

Verge – 8 Systems
Nuzuu (Verg D) ‐ 8
  1. Arean (Verg 2701)
  2. Fallion (Verg 2901)
  3. Joe's World (Verg 2902)
  4. Kapakoo (Verg 3001)
  5. Kutubba (Verg 3202)
  6. Lekhana (Verg 3101)
  7. Meesis (Verg 3102)
  8. Serafim (Verg 2903)
 
103 systems bordering on the edge of the Great Rift. It includes the sector capital of Dlan (Ilel 1021), and subsector capitals of Istvan (Ilel 0527), Jhundale (Verg 2625), and Water (Ilel 1020).

...

Likagemika (Verg K) ‐ 2
  1. Shadun (Verg 2426)
  2. Vedir (Verg 2425)

Thanks for all this, Sstefan!

We're kicking off the mini-campaign in Shadun 2426 with the purchase of a 120 year-old salvage ship (1200-ton Labourer Class with a lot of systems that need constant TLC to keep going).

They'll be able to work up the Great Ilelish Main. They're jump-2, so they can get to the other mains if they really want to.

I'm setting this at the beginning of Rebellion, so they might want to try to salvage off the warfront at some point. We'll see.
 
Great Ilelish Main

I imagine many Suerrat are a bit salty about that name, since the main named ultimately for their homeworld (via the sector name) doesn't include their homeworld, while the main that includes a large number of their worlds bears a Vilani name - Nuzuu.

And Ilelish itself sits on a 43 world main...
 
(Select) Worlds of Likagemika Subsector (K)

Turin (Verge 2023) - A561988-D - Hi Pr
Turin is an intensely hot world. The single ocean runs deep, and subsurface river systems both natural and artificial span the globe, channeling water to the cities. The surface air, hot enough to sear unprotected lungs, is drawn into vast cooling systems that sit above or adjacent to the cities, all of which are underground save for a few surface installations to facilitate travel and logistics. In most cases the cooling systems double as the surface access and agricultural core of the cities, as well as drawing endeavors of public art. The grand vertical caverns, green and cool compared to the surface, are each impressively massive works of art employing food crops, water, Retro-classical Vilani and Terran architecture and statuary, and natural landforms.

Turin is also the Subsector seat, home to the Duke as well as a Count and a Baronet. All three conduct day to day business from the capital city, located near the starport. The Duke also holds ancestral lands along the south shore of the sea, including the prototype former community that the rest would be based on. The caverns at the Ducal Estate are as impressive as any other here.

Khor (Verge 2226) - C566751-9 - Ag Ri Pz Sa
Khor is the largest moon of a medium sized gas giant orbiting at the outer edge of the main star's habitable zone. Classed as an agricultural world, Khor grows very little of consequence on the surface aside from the hardy local grasses and many species of large woody evergreens, though its cities do take care of themselves with extensive domed and protected agriculture. Much of the wild land here is home to the misleadingly named Sandox, a wandering herbivore that averages several tons at full growth. The Sandox are broadly compatible with Human biology, and the people of Khor husband and harvest them in vast numbers, processing every part of the Sandox carcass in some way, as well as managed harvest of their fur and milk while alive. The Sandox do not take well to domestication, so the industries which revolve around them follow the herds instead.
The "trees" here are useful for heating fuel, though the world has largely moved past needing to use them for that. Some of the wood has artistic uses as well, owning to the reactions of several species when exposed to high winds. The twisted internal and external structures that result have found favor in some aesthetic circles in the sector.
 
(Select) Worlds of Khulikhu Subsector (L)

Thaist (Verge 3028) - C000100-D - As Lo Va
Located on the main that dominates the subsector and runs deep into adjacent Ilelish Sector, Thaist is little more than a rest stop. Sharing the system with another belt, two gas giants, a sullen red dwarf companion star lurking in an outer orbit, and a bare handful of rocky worlds, Thaist Belt, sitting beyond the gas giants far in the outer zone, is chaotic, sparse, and largely played out. The belt does retain a high percentage of icy bodies, making fuel acquisition relatively simple, but the economic fortunes of the system are bleak. The inner belt, occupying the habitable zone of the central star, has been ground to gravel over the millennia, while the modest collection of moons and rocky planets are airless and unremarkable. Thaist Port is maintained by the Imperial SPA due to its location along the main, while a thin collection of belters, scientists, and seekers of isolation reside within easy reach of the Port in carefully crafted asteroid homes and artificial stations. The Belt has been settled in some fashion for a long time, and rumors of old and abandoned installations farther from the Port are common.

Phen (Verge 2924) - B578787-A - Ag Pi Tz
Tidally locked to its star, Phen has an incredibly hot dayside, a chilly but manageable nightside, and a thin strip between them of perpetually windy ocean and land. Originally settled with aquaculture and deep ice research in mind, Phen has developed over thousands of years into a broadly quirky society. Hot winds from dayside keep the nightside from completely freezing over, and the starport occupies an area of scoured nightside bedrock near the terminator as a result. Aquaculture thrives in the mineral rich open waters of the terminator zone, while the near nightside lands and ice-covered waters support a variety of imported cold-tolerant life.
Perhaps regarding the world as a challenge, early settlers chose to create most of their cities under the dayside, making use of the free solar power to built to their needs. The cities are connected by subsurface rail lines to each other and to more hospitable areas. All cities also have deep vaults and are designed as natural cooling systems, should technology fail.

Elian (Verge 2726) - B787545-9 - Ga Ni Ag Pr
A warm world with a large hydrosphere, Elian's land and sea are teeming with life, much of it native to the world. Several of the native plants and animals have proven Human compatible and amenable to domestication, and the world has been fertile for the many millions of years needed to be a source for complex hydrocarbons such as petrochemicals. The active tectonic history has also created regions rich in precious gems, rare minerals, and economically useful ore. Lanthanum is present, though not in unusual quantities.

Inan (Verge 2627) - X87A632-5 - Wa Ni Fo
Scattered islands hold a modest population of Imperial descendants, but persistent evidence of an undiscovered native sophont race has led the Scout Service to interdict the world to protect it. The future of the human inhabitants is in some doubt, but as they have already been in residence for a thousand years or more, they do not appear worried.
The interdiction has shut down the port, and outsiders are allowed to land at local communities only under Imperial Permit. So far, the permits are stringent in their limitations but not impossible to get.
Local Scout Service authorities are planning a deep survey of the world in the next year or two to settle the question. The local human population, normally self-sufficient, has barely noticed the difference.
 
Now is the time to decide if we want to add any living alien natives, in my opinion. Candidate worlds include Tiawan and Amdarush from our earlier look, and Inan (Verge 2627) from my most recent world descriptions. There might be more, but the sector has relatively few worlds that qualify under T5 guidelines. One of those, Iedde, has developed along a different path.

Inan and Tiawan are both water worlds, and practically neighbors, so using both would be overkill unless one is a secret colony of the other.

Amdarush is nearly waterless.

There is also the previously determined extinct race on Krolock (1718), the Kachiya, to consider.
 
I assume you're talking about sophont species, not non-sentient natives?

Is Aspera (Verge 2520) red-zoned just because of the low TL society or because it has a native life form?
 
Yeah, "natives" means sophonts. I assume there is native life on nearly any world with a reasonable atmosphere, but sophonts are a bit less common.

Aspera could go either way, based on its various numbers. There are no Scout bases nearby, so the idea of an alien species worth research time is less attractive, but the usual drivers for a human colony that has been shut off (badly tainted atmosphere, for example) are missing. The TL is too low for a nuclear exchange and the atmosphere is clean, if thin. It lacks an Ancients tag...

Propose we make it *both* a sophont homeworld AND a human colony. The natives were discovered after human arrival under circumstances that allowed a combined population to move forward, BUT developed in such a way that the Humans asked the Imperium to close the door. The Navy enforces the interdiction. The Scouts are...not terribly interested. Leave the reasons for that vague, because it's the sort of thing you can hang adventures on.

Models in fiction could be Poul Anderson's world with "fae" ( https://en.wikipedia.org/wiki/The_Queen_of_Air_and_Darkness_(novella) ), his and Gordon Dickson's Hoka, or even something as wild as Darkover (Bradley) or Gramarye (Stasheff).
 
Now is the time to decide if we want to add any living alien natives, in my opinion. Candidate worlds include Tiawan and Amdarush from our earlier look, and Inan (Verge 2627) from my most recent world descriptions. There might be more, but the sector has relatively few worlds that qualify under T5 guidelines. One of those, Iedde, has developed along a different path.

Inan and Tiawan are both water worlds, and practically neighbors, so using both would be overkill unless one is a secret colony of the other.

Amdarush is nearly waterless.

There is also the previously determined extinct race on Krolock (1718), the Kachiya, to consider.

Yeah, "natives" means sophonts. I assume there is native life on nearly any world with a reasonable atmosphere, but sophonts are a bit less common ...

Sorry if some of these comments are slightly tangential to the discussion, but:

Basically, for any world with an atmosphere containing any reactive elements/chemicals (e.g. Oxygen, Chlorine, et al), it will need to be explained how it has managed to maintain that atmosphere long-term. Something must be replenishing the reactive chemical, otherwise it would have reacted and formed non-reactive chemical end-products with other substances in its environment long ago.

Examples:

  1. A life process such as photosynthesis, or a photosynthesis analog;
  2. A naturally occurring geologic process (surface-reaction or out-gassing from the interior);
  3. Artificial modification and replenishment (e.g.terraforming)
Tainted atmospheres in some cases can be explained by prior terraforming efforts that have since ceased and not been maintained, the atmosphere slowly returning to a new chemical "equilibrium" mixture with the rest of the environment.

Concerning native intelligent life (NILs), I may be in the minority, but I have always thought that less is more, otherwise you end up with the Star Trek "alien of the week" problem. I would rather have fewer but well-developed species integrated into the milieu backstory, rather than more completely new NILs for each "habitable" world.

Remember that for the VAST majority of Earth's history there has been life (even if only early anaerobic microbes about 2-3 billion years ago in a reducing atmosphere), but it is only within the last 600 million years or so that complex aerobic life has arisen, and only within the last 2,000,000 years (perhaps much less) that we have had life that has crossed over into the "sapient" category. That means that for the entire history of actual life on Earth, for only 0.06% of that time has there been a candidate for sapience (or alternatively, 99.04% (or more) of the history of life on Earth has had no sapient candidates).

Transplants (modified or unmodified) of existing species from other worlds is always a possibility as well.
 
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Concerning native intelligent life (NILs), I may be in the minority, but I have always thought that less is more, otherwise you end up with the Star Trek "alien of the week" problem. I would rather have fewer but well-developed species integrated into the milieu backstory, rather than more completely new NILs for each "habitable" world.

...

Transplants (modified or unmodified) of existing species from other worlds is always a possibility as well.

While there are a few areas on the map that are exceptions (the Marches and Dagudashaag, for example), the current assumption is an average of one to two living alien races across any two adjacent subsectors, with extinct races being in addition to that. In most cases, a "typical" campaign spanning a couple subsectors will have an alien race within its area and another couple close enough but "off the map" to contribute encounters. The local races should get campaign-relevant development to provide some color to the campaign. Having the Lurent be prevalent in you game will affect it differently than, say, having the Darrians be local.

Native non-sophont life is more common, I agree, while imported life is also well-known. Every world write-up we do has that choice, if it will make the world interesting or the region distinctive.

Verge comes to this project with very little in the way of non-Human sophonts: Some Aslan, a few Droyne, a scattering of Suerrat (who are human), and one extinct local NIL. Even with only six subsectors worth of stars out of sixteen, that's a bit sparse. The Imperial area could use two or three, even if they are stay-at-home types.
 
Account me as one of the "less is more" for native sapient aliens. Life is common, intelligence less common, wisdom least of all.
I'm still not planning to use the Amindii on Regina!

I thought the Verge was part of the Alternity/Stardrive setting.

I'm glad I'm not the only one who remembers this!
 
(Select) Worlds of Naakhulige Subsector (P)

Located almost entirely within the void of the Great Rift, this subsector has only six systems, and no Imperial worlds. It is frequently depicted as incorporating a part of the Imperial border, however, and two of the systems here lie on the neutral side of that border. Not even considered Imperial Clients, these worlds nonetheless see periodic patrols from the Imperial Navy bases nearby. While technically administered from Jhundale in Khulikhu Subsector, this part of the border sees Naval patrols from Ilelish Sector as well.

The worlds here are part of a tenuous bridge across the rift into Aslan space. Not heavily travelled, the bridgehead here is anchored by Ksandi and Jijiga, the two worlds just outside Imperial space. A ship capable of reaching them from Aslan space is capable of jumping right over the nearby Imperial border worlds, so the Verge and Ilelish naval forces make a point of visiting those two worlds directly while maintaining otherwise normal patrol patterns in their respective areas.

A local cargo company, appropriately named Lone Star Haulers, operates a handful of 2000 ton Jump-5 liners on semi-regular routes along the rift bridge as well as a number of similar Jump-2 ships in Verge and Ilelish. Because of their largely non-Imperial clientele and the tempting nature of such highly mobile ships, their limited passenger capabilities are notably more secure with respect to other ship operations than the average.

Ksandi (Verge 2931) - E310202–A - Lo Sa
One of two systems by this name in Verge Sector. This moon's inhabitants tend to pronounce their home's name with more of a 'z' than an 's', and soften the terminal 'i'.
Ksandi is an inhospitable world in a system with nothing better to show. An ancient system around an aged star, the main attraction here is the plentiful fuel to be had from two gas giants. The outer of the two harbors native life, though no sentience, so the lonely data and landing beacon operated by the locals advises visitors to use the inner gas giant, around which Ksandi distantly orbits.
Ksandi itself is a dusty, storm-wracked world, obviously much more hospitable in the primordial past. Populated by left-overs, ex-patriots, and survivors of at least one shipwreck, Ksandi's settlements consist of an ancient domed city in sad repair surrounded by a cluster of much smaller domes, one of which sits near the meticulously kept flat area of bedrock which passes for a starport. The family groups here hold the old city in common, but squabble over its use. The city dome is compromised and the city cannot be occupied full time, but it houses many of the production facilities the populace use to maintain their world.

Jijiga (Verge 3132) - B592345–B - He Lo Tz
A tidally locked world in close orbit around an ancient red star, Jijiga is inhabitable along the sunlight terminator and into the night side, kept warm by the heavy atmosphere's sun-driven convection. The air is never still except near the center of Nightside, and is frequently dust-laden.
The system seems poised to react to the fading star it orbits. Most of the large family of gas giants has retreated to the outer system, leaving one near the mainworld, overheated and gradually spiralling outward.
Another world living amongst past glories, Jijiga was originally settled during the Rule of Man and never was abandoned as the Long Night fell. This has instilled a cultural distrust of the Imperium that has served to slowly dry up an already marginal world. Refusing to join the Third Imperium when approached in the first century, Jijiga saw progress arrive despite its decision. That allowed the world to thrive on the fringe for a while, but the populace was gradually leaving for the greater opportunities within the Imperium. What is left in the 1100s is near failing as a world, but struck with stubborn pride. Jijiga resents the Imperium's patrols but can do little to stop them, while also appreciating the commerce that flows just from proximity to the immense economic engine of that same Imperium.
For their part, the Imperial Navy has stopped humoring the government of Jijiga in recent years. They jump in, aggressively scan the transponders in the system, and depart after refueling at one of the gas giants. A sharp eye can tell how recently a patrol has been through the system by how on-edge and touchy the local port authority is.
 
At this point, the four Travelers in my campaign have bought a 1200-ton Laborer-class salvage hauler and finally got it in tip-top shape. It's 120-years old and had a lot of problems when they got it, including a faulty jump drive that took a lot of TLC to jump safely.

They just signed a Naval contract to haul a horribly beat-up 800-ton destroyer from Turin/Likagemika (Verge 2023) to Depot/Dlan (Ilelish 1022). The first four parsecs require two deep-space jumps (using temporary fuel bladders stored in their cargo hold), but the rest of the 23-or-so jumps are all on a jump-1 main.

They'll be out of Verge Sector soon and into Ilelish Sector and bumping into more of the events of Dulinor's attempt to be Emperor and the rebellious factions of Ilelish.
 
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