PEOPLE
GALACTIC POWERS
‘The galaxy is unimaginably vast, and few states (or
‘similar organizations) have any impact on the inexorable
tides of history, events, and possible futures in which
humanity is caught. Of the countless entities in the
galaxy, those listed here have the most dramatic
impacts on the affairs of humanity at large: their
command over sectors of the Diasporan market, influ-
ence over galactic standards of quality, and politcal
might are unparalleled ~ though not unchallenged.
GENERAL MASSIVE SYSTEMS
“Only the company persists: all other thrones fal fo dust.”
Houston, et al, “Foreword”, King of Kings: An Oral
History of General Massive Systems.
‘The oldest and most ubiquitous of the galactic manufac-
turers, General Massive Systems (GMS) is an all-purpose
supplier to all persons in Union teritory. From mech
chassis to casual clothing, from prefab station bulkheads
to coffee beans, GMS's catalog contains a universe of
goods, materials, and services. GMS products are widely
Considered the reliable baseline throughout the galaxy:
anything worse than GMS is junk; anything better tends
‘tobe unique or luxury.
GMS came to prominence as an independent outfitter
during the First Expansion Period and quickly grew to
ubiquity as the development of neartight drives pushed
colonial efforts further and further. Seeing value in
Controlling an influential supplier, Union quickly nation-
alized GMS. The corporate entity became another arm
of Union's ever-expanding bureaucracy: a tool for
standardizing the equipment and consumables used
by the rapidly growing class of explorers, colonists,
and scientists venturing out into the stars.
‘The importance of maintaining a galactic standard
continued to grow as colonial expansion persisted
and corporate competitors emerged. A basic line of
tested equipment was needed to assess the improve-
ments required for Cradle-designed gear; similarly,
the consequences of time dilation were far more
dramatic at the time, and standard, legacy-compat-
ible equipment was needed to assure compliance
across disparate eras.
With the incredible wealth of Union behind it, GMS
became that standard. Over the millennia, it has grown
‘to become a massive department within Union and the
standard against which all other manufacturers. are
measured. Today, GMS is an economic engine, one tool
‘among many, that Union uses to promote its “brand”
SECTION 6 // Setting Guide
‘across the galaxy. Distinct from Union's political and
military organs, GMS provides an eternal reminder of
‘soft power: GMS is everywhere — it is normal.
Unlike the other manufacturers listed in this section,
GMS doesn't engage in world-building, colonial
ventures, or expecitions ~ instead, it sets the standard
upon which all others build, then supplies them with
the gear they need. It creates the world of goods,
services, equipment, and habitations most humans
think of as “normal”. GMS's power comes from its
ability to unilaterally define what is acceptable every-
where in Union space: by nudging the bar ever
upwards, it forces other manufacturers. to develop
alternatives that benefit humanity as a whole, even if
they are developed for selfish, profit-driven reasons,
GMS rarely employs external contractors. Its
headquarters is on Cradle, like the rest of Union's
central apparatus, and it has offices throughout the
inhabited galaxy,
KARRAKIN TRADE BARONIES
“And Throne Karrakis, from which all power flows."
~ Umara il, Record-Keeper of the House of Water.
A federation of the largest and most powerful
monarchies in known space, the Karrakin barons claim
to represent the oldest unbroken civilization in human
history. Seeded prior to the Fall and isolated after, the
rulers of Karrakis were lost and forgotten to Earth for
thousands of years, free to expand and develop a
spacefaring civilization even while the rest of humanity
struggled to survive the Fall, the dark ages, and the
Little Wars. By the time Union reached back out into
space, the barons had spread to worlds throughout
their system, designed a functioning - if cuibersome ~
system of interplanetary administration without the
benefit of the omninet or the blink, and developed their
‘own enormous network of machine minds to assist in
the functioning of their dynastic monarchy.
Karrakis has the distinction of being one of the only
pre-Fall colonies to survive the withering effects of the
dark ages - any others, to the best of Union’s know-
ledge, were spawned from generation ships that were
launched from a dying Cradle in the midst of the Fall
‘The Baronies, despite its status now as a member
state of Union, carries a fierce cultural independence
that often causes friction between Union and Baronic
state counterparts.
Now split into many houses by the effects of relativistic
travel and multi-system distribution, the Baronies is,
‘comprised of a massive, byzantine system of titles,
hereditary claims, and territories. There are thousands ofminor houses, each swearing fealty to their world's
Major House, which in turn guarantees and is guaran-
teed by the monarchal power of the Prime Baron.
‘The Baronies controls some of the largest single-party
mining, harvesting, and natural resource endeavors in
the galaxy - operations that certainly enable the pros-
perity of the Galactic Core. The operations overseen
by the Baronies are enormous in scale and ambition,
eclipsed only by Union and rivaled only by the Aun.
The major houses ~ the largest among them - have
the capacity to undertake utterly massive mega-en-
gineering projects, from tearing apart whole stars for
their energy to cracking newly formed worlds for their
minerals, transforming entire colonial ventures into
planet-sized agrifactories, and sucking the atmo-
spheres from gas giants.
‘The barons are canny profiteers by Union's standards,
doing business out among the Diaspora often in
opposition to the interests of the various corpro-
states on the rise since the Second Expansion Period;
most notably against the imperial aims of Harrison
Armory. Internal conflict among minor houses is
common enough, but guided by strict cultural codes.
Internal conflicts tend to be limited, ceremonial or
small-scale engagements. Baronic culture places
great import on the fighting ability of nobles; territorial
disputes are often settied after brief engagements in
agreed-upon locations, or by single combat between
nominated champions. These duels are, in the
moder era, usually fought to first biood, rather than
death, though to-the-death challenges remain legal, if
rare,
Since the beginning of the Federal Karrakin Monarchy
= the current system by which the Baronies is
governed - the minor houses of the Baronies have
been further organized into global federations subor-
dinate to the Prime Baron, Each world of the Baronies
was assigned to a major house, the name of which
was chosen independent of any family history. These
major houses function as political parties, rather than
hereditary organizations.
Each minor house is ruled by a baron, and there is a
de facto dynastic inheritance among the top tier of
these houses. Barons and other nobles bear titles
based on their position within a major house in
addition to their personal and family names. Noble
Baronic names are structured as follows:
(Noble title] [personal name]-[family
house] of the [major house of which this
person’s family house is a member].
Examples:
+ Baron Yond-Argo of the House of Glass.
+ Underbaron Ondo-dikayradi of the House of Stone.
+ Principe Silas-Moulin of the House of Moments.
‘The use of house livery is common in the Baronies.
Houses each have @ unique iconography, but often
share elements with related houses. Minor houses,
merchant guilds, free companies, house companies,
and so on will incorporate elements from the major
house to which they owe allegiance. The prime baron
is understood to have dominion over all houses, and
thus has no need to make a particular mark on the
livery of any, except in the case of the prime baron’s
honor guards. All units, retainers, officers, ships, and
0 on within the honor guard wear the Royal Prime, a
‘deep, earthy red elsewhere called Karrakin Maroon.
Bearing the Royal Prime is considered a singular
honor.
‘The introduction of another political battlefield - influ-
ence in the Central Committee - has proven
interesting, but most of the houses stil view the prime
barony as the most prestigious throne on which to sit,
and their own ancestral home, Karrakis, as the
galaxy's prize
‘All Baronic nobles, gendered or not, are trained rigor-
‘ously in martial, religious, and cultural rituals from a
young age. By custom, noble youth must master the
pen, the sword, and proper etiquette in equal measure
to be considered enlightened, strong leaders capable of
bringing glory, honor, wealth, and acclaim to their
houses. The social order is rigid in the Baronies, with
Upward class mobility only possible through the grace of
higher nobles, who all compete with each other for the
prestige of having the largest and most successful
house. As such, barons and their scions must be trained
rigorously. Houses undertake all kinds of measures to
{get ahead of their rivals. For those of noble birth, this is a
fundamental aspect of life - part of the grand game, a
test of one’s divine and inherent right to rule.
‘The current ruler of the Karrakin Trade Baronies is
Prime Baron Karra-Bem of House Karraka. Since
integration, all Prime Barons have been guaranteed a
‘seat on CentComm, and Karra-Bem is an active parti-
cipant. A thorn in the side of many committee
members to the left of the Fourth Column and a
powerful ally to those in her favor, she has worked
hard to maintain peace in Cradle-Baronic space.
SECTION 6 / Setting Guide
PEOPLE