Procyon Sector Geographic Location in The Black | World Anvil

Procyon Sector

The Procyon sector is too many jumps away from the Core to matter to the important galactic players. There are a few well-mapped Hyperspace lanes, four systems, and jump gates to more and less fortunate parts of known space. This far out, there is less of a Hegemonic presence, and local powers include pirate queens, criminal syndicates, and legitimate corporate interests.   The worlds here are peppered with ruins of the Ur—an ancient civilization officially referred to as the Precursors —and mystics claim the flow of the Galactic Way lines are strong in the sector. Humans and aliens live and work side by side in common interest against both Hegemonic rule and the organized criminals that prey on the weak.    

SYSTEMS

 

RIN

A three-gate system, with the only path deeper into the Hegemony. Rin is largely prized for its natural resources, many of which (like Baftoma) have already been plundered. This is also why it contains powerful pirate and Syndicate factions that prey on the goods and money flowing towards the Core. Rin has more prominence than expected since it contains the Guild head and (for tactical reasons) the Malklaith Governor’s seat on Warren. The lack of arable ground and inhabitable planets also means that it doesn’t sport a massive population, which is why the cultural center is in the (even more) distant Brekk system.    

HOLT

Holt is a strange place, where the least of its mysteries is the large, never-opened Hantu gate that may lead to further systems. The Rin-Holt gate had to be forced open, but only wild theories exist as to why the Precursors may have wanted it shut in the first place. It has xenos unhappy about the yoke of the Hegemony, crime and pirate strongholds, and one of the richest (and most fiercely guarded) Guild mining planets. In a sector known for its ragtag populace, Holt is the biggest hotbed of scum and villainy.    

IOTA

A twin star system, Iota is a mixed bag. Though many people only pass through it on the way to Brekk, Iota is the industrial production house that transforms many of the resources of Rin and Iota into usable goods for the rest of the sector and the Hegemony. The sector Starsmith shipyards are here, meaning that Iota usually has a significant Legion presence. Amerath is a popular vacation spot for well-off folks, seeming a bit rustic and rural with “charming” ruins, while also sporting enough control and tech to support luxury.    

BREKK

The cultural capitol of Procyon. If you’re looking to file paperwork, strike deals, and otherwise mingle with the elite of the sector, you’ll find many of them on the neon-lit streets of Nightfall. And if you’re looking to do research, there’s no better place to stop than Khalud Academy on Shimaya. Brekk also sports an untamed, largely unexplored jungle world that can hide those fleeing the law, and entice the rich on hunts for dangerous beasts.    

FACTIONS

 

51st legion:

Hegemonic military that represents the law anywhere off-planet.  

acolytes of brash kadesh:

A collective that eschews individuality. Initiates adopt the same garb and the same name, in the pursuit of perfection at any cost.  

the agony:

Cult of humans who infect themselves with Way creatures to access the universe in unsettling ways. Named after the pain most endure for their abilities.  

ashen knives:

Dangerous criminal Syndicate known for their control of gambling and assassination in the sector.  

ashtari cult:

A Cult of Precursor worshipers claiming Ur descent. They carry vials of gases from the Ashtari Cloud, which they inhale to connect to their presumed ancestors.  

borniko syndicate:

A tightly knit group of thieves who steal highend technological supplies. Man, the Guild hates these guys.  

church of stellar flame:

One of the official Hegemonic Cults. Religious zealots with only a few powerful members. Stretched thin, they’re using their power and influence to seek out and eradicate dangerous artifacts and mystic activity in the sector.  

cobalt syndicate:

Organized labor union dabbling in a little crime to fund their demands for a better life. Usually display a blue stripe somewhere on their clothes.  

conclave 01:

Independent, sentient Urbots led by an ancient Urbot known as the Prime. Working to control the mining sites and gain control over Precursor AI modules required to generate true sentient machines.  

concordiat knights:

Often accompanied by a motley crew of adventurers, these dozen or so colorful characters have the Hegemonic Churches’ blessing to pursue a quest for something called the Light of the World.  

counters guild:

Officials who maintain the galactic currency network and build shadow repositories in any system the Guild has a presence in, storing mysterious items and securing auctions and commerce.  

cult of the seekers:

Wandering mystics studying artifacts and seeking new places. Members include the Hegemon’s mother. They want to open the Hantu gate.  

draxler’s raiders:

Fierce individualistic pirates who specialize in disabling ships before boarding. Mostly found in Iota and Brekk.  

dyrinek gang:

Mostly young, disenfranchised xenos who have turned to crime and found strength and solidarity with each other. Based on Warren but looking to expand wherever there are other like-minded folks.  

echo wave riders:

Pilots. Many organize illegal races. Many take dangerous jobs for pay, and a few test dangerous new engine/ flight technologies for the Guild. They wear a pin that shows how many races they’ve won.  

ghosts:

Scientists who, due to a mishap, live exo-suited in a half-phased state. The Church of Stellar Flame offers a significant bounty on them and their ghost ship, the Skeleton Key—dead or destroyed (but certainly not alive).  

guild of engineers:

One of the Hegemonic High Guilds, responsible for resource acquisition, cybernetics, AI, tech advancement, and research. Often have the best toys.  

hegemonic news network:

Those who control the media control the mind. Often use this as leverage over other factions. Spies.  

house malklaith:

A powerful Noble House of the Hegemony, ostensibly owns the sector. Represented by the Governor, who lives on Warren.  

isotropa max secure:

The most notorious prison system in the Procyon sector, housing the worst of the worst. Brokers audiences with its population grants commutations for those with power and wealth.  

janus syndicate:

Weapons dealers that specialize in ship weapons, headed up by the ruthless Viktor Bax, who insists on doing the first deal with every client in person.  

lost legion:

Formerly the Hegemon’s personal guard, they rebelled when the current Hegemon rose to power. They seek to see the Hegemon dethroned and have been guns for hire ever since the schism.  

the maelstrom:

Rowdy space pirates living in a nebula that’s difficult to navigate. Often clash with the Legion.  

mendicants:

Originally the Church of the Emerald Heart, their organization was politically destroyed. Now they wander the stars as traveling physicians and healers.  

nightspeakers:

Mystics with dark proclivities bent on finding a set of dangerous Precursor artifacts.  

sah’iir:

Tall, ebon-skinned xenos who travel with blindfolded servants that speak for them. Gave the Hegemony their ansible network. Have creepy black metal ships. Very rich and work as merchant families.  

scarlet wolves:

Although they often hire themselves out as bounty hunters, the Scarlet Wolves are a renowned group of assassins. Each bears a distinctive tattoo of a wolf holding a star in its mouth.  

starless veil:

Hegemonic counterintelligence and spies. Currently at odds with House Malklaith. They seek to undermine the Governor in order to make a case for change in House control.  

starsmiths guild:

Maintain the jumpgates and hyperspace lanes, and build ships. All ships in Hegemonic space must be certified and registered with the Starsmiths Guild—but forged papers are all too common.  

suneaters:

Ur-archaeologists and scientists obsessed with recreating jumpgate technology. Looking to extinguish a star in pursuit of their goals.  

turner society:

A Holt-based Syndicate running drug dens masquerading as society houses. Their drugs are cooked with rare Aketi animal parts and Vosian crystals—which they sometimes have trouble sourcing.  

vigilance:

Warrior mystics bearing artifact blades, who seek to enforce an ancient code of justice on any they find wanting.  

vignerons:

A small handful of immortality seekers using artifact tech implants and chemicals distilled from the living; several of them have been around for hundreds of years. Most were powerful before their transformation, though they now conceal their true identities.  

vorex:

The most successful information broker to ever live. Can access any terminal in the system—though no one can explain how. Frantically seeking her sister, who the Counters Guild took hostage.  

wreckers:

Scavengers and thieves with a few brilliant hackers, who incite factions to fight so that they may pick the battlefields clean later.  

yaru (makers guild):

Guild that force-grows clones for labor. Clones are short-lived, have a symbol on their foreheads, and are supposedly only barely sentient. Folks are distinctly uncomfortable around the clones.