Ifín Ring
Ifín Ring
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Anunnaki, who built the network of semi-functional jumpgates and stable wormholes in the Orion Frontier

Home of the Anunnaki? Zeon gods?

Shadar Kai?

ancient history of psionics

After a war between the gods, the vanquished deities departed Velisimil, taking their Ur-Ukar pawns with them

Nothing official ever done with the Far Reach or the Orion Frontier. Of course, some Star*Drive fans have done their own interpretations. I know at TS.net, I posted a mock TVN report dealing with a wormhole between the Verge and the Orion Frontier sitting in uncharted space…with no star anywhere nearby…all tied into a Precursor gateway of some kind. And I believe one of the Stellar Ring Netbook authors, focusing on the Borealis Republic, had started designing his own take on Far Reach. But again, nothing too specific or canonical. And I've also heard of some Star*Drive GMs implementing the Star Frontiers conversion by placing that universe in one of those locales.

I think he did one for his homebrew campaign. And then another that was the Far Reach or the Orion Frontier, I can't remember which. He also did his own version of the Verge map, IIRC, too.

Also, Fel_Edge started a game that took place in the Orion Frontier called "Into Orion." (I think that is what it was called)

star frontier races? Vrusk and Yazirians the Dralasite and Sathar

  • Dralasite Assembly
  • Sathar Empire
  • Vrusk Incorporation
  • Yazirian Confederation
  • The Rim Coalition (Ifshnit, Humma, Osakar)

2537 - With the discovery of the drivewave technology the Union of Sol sets out to explore The Far Reach.

2547 - The Union of Sol fortress ship the Intrepid makes contact with a species called the Arcane in the Far Reach. A commerce driven society, the Arcane offer to share their secrets, for a price. The Monitor disappears with out a trace.

Table of Contents


  • Velisimil
  • Kordeth; a planet light years from Velisimil with an nearly-uninhabitable surface.

In the near future, Earth unified politically under the aegis of international megacorporations. Corporate rule quickly turned oppressive, yet the First Republic also saw exploration and economic development in the Solar System. Then, in the 24th Century, humans discovered the Stargate, the first proof (excluding several dubious findings on Mars) of extraterrestrial civilization. What's more important, the huge artifact opened the door to the Jumpweb left by the ancient race, dubbed Ur or Anunnaki.

The corporations seized the opportunity; quickly, though, they discovered their inability to exert control over the colonists, who, one community after another, declared themselves independent from Earth. Thus the Diaspora was born. Many of these communities were led by charismatic people, often forming ruling clans. These clans, for added splendor, often traced their lineages to royalty and aristocracy of pre-Space Earth, becoming noble houses.

The discovery of alien civilisations was a blow to already weak organised religions, and various sects, Anunnaki cults and others sprang up. Among them, the most notorious (and most hunted, due to its dangerousness to corporate and social order) was the Sathra cult, popular among starship pilots. In the 28th Century, Zebulon, a Christian - either Catholic or Orthodox - priest took to the stars, hoping for some kind of sign. The illumination he found was beyond his dreams. He became the Prophet of a new, ultimate faith, preaching to humans and aliens of the Diaspora, performing miracles and gathering Apostles and followers, who after his death wrote the Omega Gospels and started the Church of Celestial Sun.

In the early to mid-fourth millennium, inspired by the Church and ideas of free trade and philosophies of human rights, the people of the Diaspora united again, forming the mighty Second Republic. It was a period of unparallelled progress; people settled countless worlds, scientists were on track to prove anything was possible, illnesses and hunger belonged to legends, and medical care made even the most suicidal of extreme sports safe. But all things come to an end.

Closing to the turn of millenium, cheap robotic and alien labour left many jobless, scientific experiments began to turn Frankensteinian, and the man-on-the-street linked the Republic with heavy taxes and political squabbles. And above all, stars began to fade. While one by one, border worlds were leaving the republic, at its heart people turned to noble houses preaching the ideals of noblesse oblige. The ten most powerful of these took up arms to fight the separatists, but to save the Republic was not their intention. Finally, the Ten conquered the capital world and the Second Republic came to an end.

The first half of the fifth millenium became known as the New Dark Ages. Most people became simple peasants, the Church prohibited advanced technology, nobles ruled from their castles, and remnants of Republican know-how formed Guilds. When barbarians of former separatist worlds invaded, one man - Vladimir of House Alecto - stood to fight them. He managed to unite the forces of the Known Worlds (as the core worlds of human space were now called) behind him and drove off the invaders, but was assassinated during his crowning by an unknown assailant (though gossip says he was killed by daemons).

Vladimir, however, did leave an apparatus of administration - and a precedent. In the 50th Century, one Imperial claim unleashed an avalanche, plunging the Known Worlds into a five-way (as five of the original Ten perished or lost their influence in the meantime) war, with the Church and Merchant League eyeing the situation in case of a possibility to establish a theocracy or another republic. Ultimately it was Alexius of House Hawkwood who managed to gather the support of the Church and League, forged an alliance with Houses al-Malik and Li Halan, defeated his opponents, and crowned himself as Emperor Alexius the First.

The new Emperor took swiftly to rebuilding the Known Worlds after the war. Instead of imposing his rule by force of his army, Alexius opted for a more charismatic and peaceful lead, by inspiring others to join him and stirring the old power structures to release the eager young. Thus he started a period of opportunity and hope - a perfect time for those who want to forge their own destiny.

Bug War: The Symbionts. Though they're as much plants and Mix-and-Match Critters as they are bugs. The actual bug race, while alien and hostile, isn't really interested in waging an all-out war (not to mention they're a tribal society confined to a single planet).

Subverted come Lifeweb, where it's revealed that Symbionts are Transhuman Aliens who actually have a complex and full society of their own, and don't get why humans reject being reshaped.

Apart from the minor houses (of whom some have a distinct cultural feel, while others are too insignificant) there are also Vuldroks (the Space Vikings), Kurgans (the Space Caliphate, another kind of Space Arabs mixed with Mongol elements), and Zuranists (a kind of Space Gypsies and Space Jews mix). Alien races are usually Space Elves and/or Noble Savages, with the stagnant and bureaucratic but highly advanced Vau resembling Imperial China to an extent.

Humans Are the Real Monsters: There are many alien races, but usually restricted to reserves. Guess why. On the other hand, at least one alien race, the Ukar, could have been just as nice if they won.

Imported Alien Phlebotinum: The Jumpgates, not to mention how a lot of crucial technologies (anti-gravity, for example) are reverse-engineered versions of Vau tech.

Pooping Food: An alien creature called the "Scrup monkey" produces feces that are edible to humans. House Decados often bakes it into "fudge" as one of their least harmful practical jokes.

Scary Dogmatic Aliens: The Vau. Guys who could smash humanity with marginally more effort than is needed to swat a fly, but don't feel like it, because their dogmatism is all about strict isolationism and rigid social order. So, pretty much Inscrutable Oriental In Space. Their ruling caste is even nicknamed the Mandarins.

Lifeweb reveals that Symbionts were once Scary Dogmatic Humans, though they've transformed a lot of the flora and fauna of their worlds into sapient Symbionts too.

What Measure Is a Non-Human?: Everyone is a racist, which is particularly seen given the difference between al-Malik talk about freedom and equality and their treatment of their vassal alien races.

This is almost entirely the fault of the Church and something called the Doctrine of the Unethical Alien. Despite the fact that there is a minor sect of the Church that was founded by the Prophet's one alien disciple, the Pancreator apparently values human souls that bit more.

The Dark Side: Psis and theurges who don't adhere to proper codes of conduct suffer from The Corruption; Urge for psis and Hubris for theurges. This is played with, however, as both Urge and Hubris are judged by relativistic standards rather than absolute morality. Urge is caused by violating the norms of your society, and Hubris is caused by violating the beliefs of your religious sect, irrespective of whether a factual sin (which do exist, and can be measured) was committed.

Also Antinomy, the dark magic of demonic magic and pacting. There's a lot of really, really powerful crap they're capable of, but it also comes with Fealty, a measure of how much you owe to your demonic patrons. Taking it down requires acting against the Universal Church, Kick the Dog acts or exposure to Ur-tech, and the more you have, you become more obvious and slowly lose your ability to control your own actions as you become an avatar of the Qlippoth.

Lost Technology: Plenty of this, due to the fall of the Republic. There is a major guild making quite a profit by digging it up. The Ur artifacts may also count (particularly to Oro'ym who appear to have been once a star-faring species), but given how they work, it's probably closer to Lost Magical Artifacts than to Lost Technology.
Magic or Psychic?: Fading Suns has both Psychics and Theurgists. Theurgists are priests of the Urth Orthodox Church who believe that they're channeling the divine power of the Pancreator, while Psychics are considered witches by the Church and forced to serve "penance" if not burned at the stake. Though it's not clear where either gets their power.

It's also notable that Gjarti, an animistic religion common to "barbarians", also has priests with theurgic abilities.

Psychic Powers: There are two kinds of it: one is ritualistic religious magic, the other is your common choking people Vader-style or reading minds.

It is heavily hinted that Theurgy (religious 'magic') and Psychic powers are simply two different applications of the same thing. Both are invoked using the same 'inner battery' and have incremental level-based powers. Even the Vuldrok and Kurgan versions are simply applications of awoken human abilities applied in different ways.
Psychoactive Powers: In terms of game mechanics, activating psychic powers needs a test of an appropriate Spirit characteristic plus appropriate skill. In-game, it means an introvert, calm person won't go Shock and Awe unless he can make up for the lack of spirit with proper training, while a passionate extrovert will have it come naturally.

Science Fantasy: In general, the vast majority of the game is theoretically sci-fi, but it's portrayed with fantasy trappings. Psis aren't just trained minds, they're sorcerers; the family's ancestral sword is a wireblade; cyborgs have replaced part of their body with occult magic, and the sacred jumpgates represent the light of the Pancreator. Then you get into theurgy, Antinomy and other occult factors that are straight-up magic… but even then, there's some hints that they're just another expression of humanity's potential. In short, Fading Suns is as fantasy as you want it to be.

Yes please! I would like to see a counterculture based around the Moon Mother, which basically involves partying, doing the absolute minimum of work, not hurting people (oh god stop hurting people, what a setting), and just being whoever you want to be. This is a culture which understands that the evils wrought by chaos are a direct result of the evils that dwell within the Imperium, the Emperor is his own antichrist, unbeknowst to himself. It's a culture which predates mankind and even the Eldar by quite some time; it was born when the first cellular organism joyfully multiplied. The practitioners of the arts magickal don't get infected by chaos, since they understand you get out of it what you put in.

Small cells of freedom fighters who understand the true nature of reality conduct enormous practical jokes on the Imperium which defuse the tyrannical powers in the warp, a great psychic easing making the Inquisitors less certain and the evils in the warp less potent. Sometimes slightly more serious goals are pursued when the Imperials have really lost the run of themselves, assassinations or rituals in truly baroque unnecessarily elaborate fashions for example, or when conjunctions allow a more substantial reduction in the psychic chasm mankind's darker and more orderly impulses have created. True chaos!

I would say the eternal war against chaos is a defining element even though it's not really a Rogue Trader era thing. The darkness is not essential though a certain level of immediate post-9/11 paranoia seems Ok with the eternal war feel.

Marines as elites is fine. Both men and women can join, but the end result in not 7 foot monsters, but very buff dudes and dudettes with an unswerving loyalty to the central government. (See, I already killed the 1M chapters with their own thing going on.) And Inquisition game should look more like 24 or Homeland and the average people have no idea of the true dangers except for some bogeymen always bandied about.

The aesthetic would be shinier and more candy like. More Cygnar from Warmachine and bit more sic-fi and a lots less Gothic. Neo-Fuedalism would be replaced by outright nepotism.

Yes 40k is meant to be all GrimDark(TM) but enough with the 80's 'eavy metal puritanism and xenophobic morality. There's a bunch of species that can and should be banding together to fight the powers of Chaos (TM). Eldar, Humanity, Tau is one block. Call them a secret alliance, officially they're at stage of anything between hair-trigger peace and outright war depending where in the galaxy you are (Big big galaxy remember), but in the face of an outbreak of horrors from the warp, a Tyranid swarmfleet or Ork invasion they will grudgingly put aside their differences. And the glue holding these tentative alliances together are outsiders, the likes of the radical inquisitor, exodite Eldar, Tau Ethereals. Hell give the orks more of a society and structure so that an Ork and Craftworld Eldar alliance against a Tyranid swarm being driven into inhabited space by a influx of Chaos Warriors from the Warp is a possibility and playable.

Fading_Suns082Ur-Obun – This peaceful, philosophical race, and as their Ur-Ukar cousins, claim to have deep involvement with the Anunnaki in its history. The Anunnaki (the ancient race who built the jumpgates) apparently designed the destiny of the two races, and guide and teach them, separating them into different worlds before they disappear from history. While most aliens are treated with contempt and dislike, the Obun are given positions of respect as advisers and consultants in the company of the Known Worlds. However, while they are treated politely, their advice is often considered naive by the militant human culture. At least one Ur-Obun became one of the Prophet’s disciples, and is honored by a Obun sect within the church. And there is another who is currently advisor to the Emperor’s confidence. All are naturally born psychic.


Fading_Suns083Ur-Ukar – The ancient cousins ​​of Obun, removed from their homeland and settled down on a deserted planet, by a faction of the Anunnaki, who lost an inscrutable according millennia ago. They became a warrior race, and their early relationships with humanity were hostile, which cost them dearly. Due to its hostile relations, Ukari are now a broken race. Their native land is owned by the Merchant League and pro-independence factions. They reap its mineral resources, selling the spoils beyond-world to noble houses. They were removed from their ancestral lands, and taken to the underworld and in tight caves living in poverty. Few humans care about what happens to them. A resistance movement reacted with terrorist tactics, and took their hatred and war to other worlds. However, they are valued for their dishonest and marginal skills, if they can avoid being betrayed in the bargain.


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Fading_Suns084Vorox – Monstrosities six members and carnivores, the Vorox are new to civilization. They achieved sentience in his world of toxic jungle, defying all reason, showing their amazing adaptability and powerful attributes – valuable qualities in the Known Worlds. Although they are aliens, they are quite popular for several reasons – they are unswervingly loyal, their bestial appearance makes them look cuddly and are not very bright, and last but not least, they are huge war machines made of flesh. They are most often trained as elite shock troops or retainers by noble houses, but many travel the stars on their own.


Fading_Suns089Symbiot – Little is known about the Symbionts except they produce powerful warriors, using organic technology, adapting very quickly, and are highly susceptible to psychic and theurgic powers. They are a strange breed of alien shifters, with a collective mind, who infiltrated the known worlds to spread its taint. They are also known for their ability to turn your enemies into Symbionts through the implementation of spores or seeds of some kind, and no cure was found for Symbiosis so far. The Church believes that theyare result of posession of multi-dimensional entities in human beings in order to invade the universe, desiring nothing, besides winning all there is… What dowa that mean is, they do not really know. What we know is that they will infiltrate and infest any planet, turning its inhabitants into new soldiers in a wave of unstoppable aliens and mutant plants…
But it is not that simple.
In fact, Symbionts are not truly a single species, but a setting of various forms of transormed life together in relative harmony from the Life Web, which they believe is the connection between all life everywhere, and believe it has the most respect to others. The original Symbionts were the United Wildworlders – UWW, a radical environmental group formed by humans in the last days of the Second Republic. Hunted for protesting the reckless expansion of human space and terraforming, the UWW leaders fled to the world of the death jungles of Chernobog where a fight between the psychic and the theurgic accidentally sparked Xolotl, a primary species of insect that transforms life to feed. Perhaps considering the wishes of a member, asking for help, the changes did not kill the UWW, but instead transformed them, making them much stronger, as giving the ability to shape life as Xolotl did. Their minds now linked to the infant LifeWeb, the first Symbionts decided that they were chosen by the Annunaki to transform its ancient species to thrive in the environment, rather than at their expense.
Whether you like it or not.

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Fading_Suns085Vau – The mysterious Vau mandarins have shown that several times, they could wipe out humanity if they wanted, but they did not. Non-expansionist and enigmatic, little is known about the Vau. They entered human space no more than ten times since the first contact in 2945, only to establish an embassy on the planet Vril-Ya. In the first contact, the humans found a world caring by insectoid beings who ignored them at first, but as humans began to interfere with their work, a ship Vau appeared in orbit, destroyed the entire fleet in orbit and sent soldiers to the ground, massacring all without mercy. Only a message was sent to human space, do not enter the Hegemony Vau. Recently the coordinates of the lost world of Pandemonium were given to humanity, only system to be found with two jumpgates! A saying goes that a gift from the Vau always has a good side and a worse. The Vau technology is superior to human technology, even during the Second Republic, and even more so now. It is not known how many worlds make up the Vau hegemony.


Gannok – Some think the Gannok as ridiculous monkeys, but few can deny its mechanical aptitutude. They are apes in appearance and have a strong sense of humor, but its stench often keeps others from getting too close. The oils that exude from your skin can have a bad odor, but they help to regenerate Gannok injuries at an incredible speed. They learn fast, especially imitating others, and many believe that their sentience comes from imitating the first human explorers or hanging around the Ur ruins dotting their home planet.

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Gannock 1

Shantor – ungulates that only reached a rudimentary level of tool use before humans discovered their homeworld, the Shantor are now a broken race. They were the first sentient aliens that humans found and it was a tragic experience. Suffering from centuries of slavery and forced displacements, the Shantor culture barely survived. Traditionalists cling to their religion, praying for a savior, while young Darkwalkers sell themselves as soldiers and workers in exchange for drugs to satisfy their suicidal addictions. Although most people grant Shantor a limited sentience at best, all who have come to know them recognize their enduring nobility.


Etyri – bright plumage of birds and regal bearing, the Etyri waged an evolutionary battle hard for their sentience against a rival race of lizards. The use of advanced tools and cunning won the war for the Etyri, and they rule unchallenged the treetops Grail planet for years – until humans arrived. While many Etyri still maintain their noble lineage and a degree of freedom, their land have fallen, tree-by-tree under the control of human corporations and eventually noble houses. After many struggles, they reached an agreement and have protected reserves and places for Etyri. Holders of a religion consisting of reading the guts of the dead, it is frowned upon by the Church. All Etyri leaving the planet for the stars are considered dead by their countrymen.


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Ascorbites – Few inhabitants of the Worlds Known know a race as enigmatic as the Ascorbites, insects have different sentience of mammals – including humans. While they seem to share a hive mind communication, they appear to be somewhat individualistic. It is difficult to communicate with them and even harder to understand them; their goals are strange and incomprehensible. Even the few Ascorbites who left the hives can say little about the ways of their race. However, human explorers still try to talk to them, because their land in the jungle has rumors to host hidden Anunnaki ruins and other ancient wonders.


Oro’ym – Perhaps one of the oldest sentient races found in the Known Worlds, the Oro’ym amphibians are a fallen race. Archaeological evidence suggests that Oro’ym had an advanced culture, going out to the stars, but suffered a breakdown and was for millennia in an age of darkness that are just now coming out of it. Their language and religion hold interesting clues to history of the Anunnaki, but nowadays few can unravel these mysterious traces. Who knows what ancient wonders there in the deep oceans of the planet Madoc? Only Oro’ym should know…


Hironem – The reptilian Hironem are perhaps the closest example that an inhabitant of the Worlds Known can have on the mysterious Vau culture. Evidence suggests that the Hironem culture was strongly influenced by the Vau, and it shows in their caste society and religious dogma nowadays. The belief in S’su (universal life energy) and their behavior with colors influence everything they do. They sold much of his planet for humans and today they hold only part of a continent, which their capital is located.

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