TEXT: atlas compendium
  
  coriolis design team
  Tomas Härenstam, Nils Karlén,
  Kosta Kostulas, Christian Granath
  writers
  Martin Dunelind, Nils Karlén,
  Kosta Kostulas, Adam Palmquist
  graphic design
  Christian Granath
  cover art
  Martin Bergström
  translation
  Tim Persson
  proofreading
  John M. Kahane
  interior art
  Martin Bergström, Gustaf Ekelund
  print
  Spindulys, Kaunas 2017
  isbn
  978-1-910132-73-9
  CORIOLIS™ Copyright© 2017 Paradox Interactive AB. All rights reserved. www.paradoxplaza.com 
  
  Welcome to The Atlas Compendium, the first supplement for Coriolis – The 
  Third Horizon. This booklet contains material for both the players and the GM. 
  the first section describes some of the systems of the 
  Third Horizon in detail. Each system is described with its 
  main planet, and one larger city or hub. Both the players 
  and the GM can read this section.
  The second section of the booklet, starting on page 23, is 
  for the GM’s eyes only, as it contains details about mysteries 
  that the PCs might encounter in the Third Horizon. This 
  part begins with an overview of the history of the Third 
  Horizon and goes on to describe the Portal Builders and 
  the many wonders that they left behind. This material is 
  intended to give the GM a better understanding of the 
  world of Coriolis. The end of this booklet contains useful 
  tables for creating planets and systems, mission genera-
  tors for the different group concepts, and detailed rules 
  for making space and planetside travel exciting – and 
  possibly dangerous.
  ATLAS COMPENDIUM
  2
  
  ALGOL
  Algol, the demon star, is home to plebeians and rebels. 
  The planet is known for its heavy industry, deep mines, 
  vast wastelands and draconian faction and Consortium-
  affiliated rulers. The industrial expansion has taken its toll 
  on both the planet and its inhabitants, leaving the people 
  divided between company loyalists and rebels.
  algol is a trinary system containing the stars 
  Algol, Persei, and Rhaas. Algol and Persei circle 
  each other in destined passion, while Rhaas, the 
  forgotten lover, watches from afar. As the stars 
  are white, only Algol-Persei space contains hab-
  itable worlds: Yavan, Algol, Ermenu, and Taus. 
  A few worlds orbit the distant Rhaas, but house 
  only a handful of mining colonies.
  CHILDREN OF THE DEMON STAR
  Across the Horizon, Algol’s reputation reflects 
  its unspoken name: “The Demon Star”. It was 
  thought to be a haunted place only visited by 
  the desperate and the greedy. The first colonists 
  were probably aware of the stories, but ignored 
  the system’s bad reputation to exploit its rich 
  concentration of metals and minerals, and set-
  tled in the temperate belts on the planet Algol. 
  When the Portal Wars raged across the Horizon, 
  Algol was hit hard. Many cities were destroyed 
  during a campaign of orbital bombardments 
  remembered today as the “Year of the Flaming 
  Tears”. The arrival of the Zenithians revitalized 
  the wounded world.
  y THE CONSORTIUM AND THE REBELS
  The Consortium is the largest faction on Algol. 
  With birr, grav cranes, and Vulcan might, the 
  companies seized control of the ruined cities and 
  began extracting the planet’s natural riches. The 
  infrastructure was repaired and expanded, but 
  vulgar displays of wealth next to growing shanty-
  towns have become the face of the Consortium 
  on Algol. The Zenithian Hegemony has also 
  invested in several of the planet’s cities, thanks 
  to the Algolan diaspora in the shadow of the 
  Monolith. All Algolans do not kneel before their 
  Zenithian overlords, however – the brutal treat-
  ment of the planet and the population fuels 
  resistance and revolt. The rebels keep to the 
  remote highlands, the forests of the taiga, and 
  the frozen deserts near the planet’s poles.
  y YIHANNA AND THE MONSTER
  The largest conflict on the planet is located in the 
  metropolis formed by the three cities Akhandar-
  O-Sharif, Yasul, and Merkate, known as the AYM 
  metropolis. The rebels’ headquarters, Haven, is 
  located just south of the city. Colonial governor 
  Abbaras has proposed taking out the rebels using 
  strategic nukes from Gevennon-P “the Monster” 
  Quam, but the high risk of fallout has stopped this. 
  Conventional warfare is too expensive, resulting 
  in a long shah game of nekatra and strike teams 
  against the rebel meme drones and war elephants.
  INDUSTRY AND NATURE
  Life on Algol is tough – hard work in the factories 
  in the cities or hard work in the mines and logging 
  camps in the wilderness. But just like the two suns 
  chasing each other across the heavens, the toils of 
  the day give way to the pleasures of the night. The 
  entertainment districts in the cities are filled with 
  courtesan houses, pit fights and grav racing, and 
  things like kohôl, opor, arrash, and Substance O, 
  the latest drug, help the people forget their worries. 
  The bleak countryside mirrors the hard lives of the 
  population – endlessly stretching gravel plains, 
  empty tundra, high mountain ranges, and deep, 
  dark forests. Pioneers and prospecting companies 
  defy the hostile landscape to search for precious 
  metals and ore veins, hoping for that one big find 
  – as the saying goes: “a miner in the morning can 
  be a pasha by night”.
  3
  SYSTEMS
  
  ALGOLAN ECLIPSES
  Algol and Persei rotate close to each other and shine 
  together on the planet Algol. During the day, both 
  can be seen as suns from the planet, quickly chang-
  ing positions. There is a solar eclipse every third day 
  when one of the stars passes behind the other. On 
  rare occasions, both stars are obscured by the moon 
  Barir, leaving only the faint light from Rhaas in the 
  sky – an omen of misfortune and death.
  THE SLAVERS
  The only group that benefits from the unrest on the planet 
  and in the system are the Algolan slavers. The Church’s 
  ban on slavery doesn’t seem to deter them. They are active 
  mainly in the shantytowns where beautiful and strong 
  young men and women are kidnapped and sold to the dars 
  on Dabaran, the factory islands in the Conglomerate or in 
  the Newlands on Sadaal. Large bulk haulers hidden on the 
  edges of the Cloud belt in Rhaas’ northern heliopause ship 
  the slaves off world.
  y THE CRATER FIELDS
  The bombardments during the “Age of Flaming Tears” left 
  many areas scarred with deep craters, such as the wide 
  Merchant Lake or the pit fields at Tasuga. Those who lost 
  their lives there haunt the crater fields; evil dybbuk and 
  kafras are said to possess miners and rebels passing through 
  the area. The soil and air here are sometimes toxic, even 
  though the bombardment wasn’t thermonuclear. 
  THE PLANET 
  ALGOL
  Algol is the hub of the system and most people today, city 
  dwellers and rebels alike, still live in its two temperate belts. 
  Old and newer cities like Yasul, Akhandar-O-Sharif, Belem, 
  and Yousfana crowd together, surrounded by wasteland on 
  all sides. Colonies and mines exist across the entire planet, 
  and are common throughout the whole system, on moons 
  and asteroids as well as in the big cloud belt.
  MENGOL’S MINING ARCHIPELAGO
  The Mengol Sea used to be a place full of life and long 
  beaches, with Akhandar-O-Sharif towering above the waters 
  like a shining pearl. This all changed when the Consortium 
  arrived. The sea floor was rich with nodules of almost pure 
  metals, but the costs of prospecting were high. By blowing 
  up the tongue of land separating the sea from the Yafsa 
  Desert, Mengol was drained of water and the desert became 
  an enormous salt marsh devoid of life. 
  Today, the name of the engineer who came up with 
  the idea, Salbara, is a common curse word on Algol. The 
  Mengol sea floor is a wasteland covered in mining units, 
  chotts, and shantytowns where the plebeians live in squalor 
  and despair. 
  THE TANZIM HIGHLANDS
  The Tanzim massif is an inhospitable plateau rising above 
  the atmosphere. The plateau can be used to enter orbit. 
  The Consortium started to build a gravway from Akhandar 
  to the plateau, but the rebels sabotaged it. Today, drone 
  batteries and combat satellites from Gevennon-P patrol 
  ATLAS COMPENDIUM
  4
  
  Slave traders preparing departure 
  from the Tanzim Highlands.
  the skies, preventing anyone from approaching. The old 
  spaceport on Rhaas-Tanzim is deserted and in ruins, but 
  the whole massif is riddled with slaver dens and hidden 
  opor farms. 
  AKHANDAR
  Akhandar-O-Sharif is one of the oldest cities on Algol, although 
  it doesn’t look the part, as much of the city was destroyed 
  during the Portal Wars. The Consortium has launched sev-
  eral large restoration projects on top of the old ruins, and 
  shining sky towers, spires, Dabaran globe complexes, and 
  the newly finished Crater dome have given Akhandar a new 
  face. Ruins from the old days can only be seen in the poor 
  districts and shantytowns.
  Akhandar is divided into blocks, each controlled by a single 
  corporation or faction through the Khasar Council. The chaotic 
  shantytowns surrounding the city are left to their own devices, 
  as is the Undercity. Slavers and opor cartels control these areas, 
  and the police only come here when they are hunting rebels.
  y THE KHASARS
  The city’s ruling council of corporate bureaucrats and faction-
  aries, the khasars maintain control over their blocks through 
  their various private police forces, such as the Khasa Guard or 
  Hyperion’s Granite Watch. The Legion-trained Rebel hunters 
  are used for military operations, armed and equipped with 
  the latest Consortium tech, such as grav belts, combat gravs, 
  and vomit fields.
  5
  SYSTEMS
  
  Slave trade at the Souk of Lost Souls.
  y THE PRAYER TOWERS
  A famous Algolan architectural feature is the prayer towers 
  that have crowned temples and churches since the days of 
  the Firstcome. The prayer tower in Akhandar is the city’s 
  highest building, designed by the architect Yassa dol-Gardi. 
  Yassa was inspired by a visit to the hollow cliffs of Qusuf that 
  have been turned into natural musical instruments by eons 
  of erosion. The Gardi prayer tower contains many holes and 
  vents that carry sermons and prayers out across the district 
  without electrical amplification, and the wind creates sad, 
  rolling notes when it hits the tower from the right angles. 
  Prayer is the most important of the Church’s nine sacred 
  rites in Algol. All across the system, society grinds to a halt 
  during dawn and dusk prayers.
  y THE SOUK OF LOST SOULS
  In the shadows of the Undercity lies the Souk of Lost 
  Souls – the slave market. Traders from the different slaver 
  clans gather here, cloaked in bouras and hidden behind 
  thermal visors and voice changers, to do business with 
  each other, the Syndicate, the Serpent or other shady 
  organizations. Most of the plebeians working as servants 
  in the wealthier districts of Akhandar are actually slaves 
  with “laundered” identities. These “plebeians” can be 
  exported across the Horizon, avoiding the ban on slavery 
  imposed on many worlds.
  y THE ELEPHANT MARKET
  The large elephant market can be found on the outskirts of 
  the trade district. Brightly colored tents shade the animals 
  that, as much as the prayer towers, have become synon-
  ymous with Algol. Everything from lively dwarf elephants 
  and majestic white madra elephants to working animals like 
  carrier elephants or the woolly steppe breeds can be found 
  here. Elephant Day is celebrated once a year, when all the 
  animals are beautifully decorated and painted.
  ATLAS COMPENDIUM
  6
  
  MIRA
  Mira is a place where time has stood still since before the 
  Portal Wars. Mighty temples, Icon churches, and cloister 
  palaces preside in gilded bliss over the hearts of the plan-
  et’s city-states. Pilgrims and merchants flock to the planet, 
  as well as both their protectors and their exploiters. 
  mira is full of Firstcome wonders: winding 
  pilgrim trails, the floating traffic in the Icon 
  City, ascetic monks in the forgotten valleys of 
  Menau, and much more. The Horizon’s best 
  grav projectors also come from here – made 
  in the legendary Chelebs dockyards.
  THE MIRA SYSTEM
  Mira is a trinary system. There is a second star 
  called Mira-B, or Antmira, and a third called 
  Mira-C, or Menau. Both Antmira and Menau 
  have planets suitable for human habitation, but 
  they are nowhere near as rich as the planet Mira. 
  Trigon in Antmira is an industrialized world that 
  seems to be of more interest to the Zenithian 
  factions than to the Mirans themselves. Menau 
  is remote, and home to scattered colonies and 
  temples belonging to the Circle of Seekers.
  THE CRADLE OF COLONIZATION
  The city-states of Mira are the cradle of 
  Firstcome colonization and are considered by 
  many to be its pinnacle – a loose federation of 
  states that have enjoyed centuries of peaceful 
  competition. Today, power is shared between 
  the Church of the Icons, the Cities and the 
  Chelebs-Menau family. The Church controls 
  the Icon City from high up in the flying Temple 
  City. The other large cities on the planet, like 
  Bandar Asul, Tifret, and Cimoran, are ruled by 
  local courts, but the Church maintain a presence 
  everywhere through their preachers, bureau-
  crats, and the warrior nuns from the Weeping 
  Matriarchy.
  The Chelebs-Menau family shines like a 
  mighty sun across the dockyards in the Icon 
  City from their floating palace high above the 
  Intrapelagic Sea. In recent years, Chelebs have 
  formed strong ties to the Zenithian Hegemony, 
  and rumors whisper about a coming marriage 
  between the builder masters and one of the 
  purest and most exalted Hegemony families, 
  which would create a blood bond across the 
  whole Horizon. 
  The Weeping Matriarchy is an alliance of 
  convents that are responsible for most of the 
  Church’s security on Mira and Antmira. The 
  Triumvirate of Sisters, appointed for life, con-
  trols the Matriarchy.
  Okra Darma is the closest thing to the 
  Syndicate the Mirans have – a criminal network 
  that lives off robberies and gullible or frightened 
  pilgrims visiting the Icon City. Okra Darma’s 
  headquarters are hidden in the deep ravines 
  on distant Menau, but their presence in the 
  Icon City is anything but discreet.
  y ON GRAVITRON WINGS
  In the Docks quarter in the Icon City and in the 
  foundries on Antmira, arms production is sky-
  rocketing. The same is supposedly true for the 
  Chelebs yards following the Vaarnathar comet 
  in the Menau system. Why the Chelebs family 
  is stockpiling arms is unknown. Agents from 
  everywhere in the Horizon are drawn like flies 
  to honey to Mira to find out what is going on. 
  NOTHING BUT TEMPLES
  ”Wherever you go on Mira, you can always 
  bow to the Icons” is a common pilgrim saying, 
  denoting the constant presence of religious 
  architecture on the planet, from monuments 
  and prophet’s groves to prayer schools, mon-
  asteries, and Icon churches. The faith is a big 
  part of everyday life, and all Mirans know the 
  nine sacred rites from an early age. Alms-giving, 
  7
  SYSTEMS
  
   Blessing new graviton projectors 
  in the Docks of the Icon City.
  prayer, and pilgrimage are considered the most important of 
  the nine rites. Giving alms to beggars, temples or pilgrims 
  is something an ordinary Miran does daily.
  PILGRIM TRAILS
  Mira and Menau are crisscrossed by pilgrim trails, paths, 
  channels, and all manner of vehicles. Slowly the pilgrims 
  travel across the holy lands. Neither pilgrims nor Mirans 
  can see the point in rushing – the voyage is often a goal in 
  itself. If speed is required, there is usually an available dhol 
  nearby, and those too frail to walk can ride dromedons on 
  Mira or the wooly, grip-hoofed cria on Menau.
  THE GRAVITON WIND
  A curious phenomenon that neither the geonics of the 
  Foundation nor Mira’s monastery scientists have been 
  able to explain is the so-called graviton wind, or ”invisible 
  veil”, sweeping across the mountains on distant Menau. It 
  is as if the gravity in some places on Menau is fluctuating, 
  not unlike in the gravitational pools that exist in Rimward 
  Reaches. In certain areas gravity is non-existent, or even 
  worse, suddenly increased manifold, which carries possibly 
  lethal consequences.
  THE MIRAN DHOL
  The Miran dhol is named after the countless wild 
  dogs that roam around the slums of the Icon City. 
  The dhol is a small gravcraft used for transporta-
  tion by both rich and poor in the cities on Mira. The 
  fact that Chelebs and other smaller dockyards on 
  the planet are capable of producing light, robust 
  grav projectors is what makes the dhol so common. 
  The dhol is usually shaped like a small boat and 
  decorated with Icon eyes to ensure good fortunes 
  for the skipper.
  ATLAS COMPENDIUM
  8
  
  THE DAY OF FLOWERS
  The planet Mira is widely known for its exotic 
  flowers, held in high regard all the way from the 
  Monolith to the dars of Dabaran. The annual cele-
  bration of the Day of Flowers is a legacy from the 
  early colonists’ fertility cult, adapted to the Miran 
  environment and seasons. During the weeks leading 
  up to the feast, the Mirans travel into the wilderness 
  to pick the most beautiful flowers that can be found 
  on the savannah, in the silk forests or in the rainfor-
  ests. In the final days before the celebration, build-
  ings, dhols and even spaceships are decorated with 
  flowers and wreaths. During the Night of Flowers, 
  many new Mirans are conceived. 
  THE ICON CITY
  The hub of the Mira system is the Icon City, founded in 
  honor of the Icons. The location chosen, on the beaches of 
  the Intrapelagic Sea, is said to remind one of a sun-kissed 
  coastline on long lost Ardha, mankind’s first home. The three 
  hills colonized by the first settlers have become the Icon City’s 
  three districts of today: the Temple City, the Brick City, and 
  the Docks, today called Chelebs City.
  MONASTICISM
  The monasteries in the Icon City are the center of all 
  higher education in the system, which means that all 
  of Mira’s rulers and bureaucrats have been novices in a 
  monastery at some point. This should not suggest that 
  the Miran states are more religious than others, however 
  – the relationship to the Icons is kept cool and their aid 
  is more or less taken for granted.
  y THE TEMPLAR GUARD
  A special group outside of the formal control of the Church is 
  the Templar Guard, an ancient order dating back to the days 
  of the first colonists. The Templars regard it as their calling to 
  guard the pilgrims, their paths, and the distant monasteries. 
  Templar guards shave their heads and always wear the symbol 
  of the Judge, either as a tattoo or on their clothes. 
  THE TEMPLE CITY
  The Temple City stands out from the rest of the Icon City 
  by breaking the laws of nature – parts of it are floating 
  in the air, constructed on grav platforms. The churches, 
  temples, prayer schools, and pagodas in the city below all 
  stretch towards Huraba’s Blessing, that magical island in 
  the sky, where the Church’s headquarters and the Herat 
  council are located. The air in the Temple City is always 
  full of tolling bells, prayer calls, and the hoarse voices of 
  prophets.
  Huraba’s blessing is home to the gigantic Icon Dome. With 
  its blue-domed ceiling and the eight prayer towers posed as 
  sentinels around it, the Dome has become the symbol of the 
  Icon City. It descends to the Icon Tower below once a day to 
  pick up the expectant pilgrims and dignitaries queuing to 
  visit the floating island.
  THE ENSNARER
   A common myth in the whole system is that of the Ensnarer, 
  or Yal-Shir, who is said to seduce and prey on unworthy pil-
  grims. The more obscure or sparsely travelled a trail is, the 
  more ”active” the Ensnarer is. Several pilgrim groups disap-
  pear every year on the Yadaman trail between the Icon City 
  and the Valley of Monuments, something that neither private 
  mercenaries nor the Matriarchy have been able to stop.
  9
  SYSTEMS
  
  THE DHOL WATCH
  Several guard posts on gravs circle Huraba’s blessing like crick-
  ets around a light flower. They are collectively known as the 
  dhol watch, and each platform is a beautifully designed building 
  containing weapons systems and strong force shields, at least 
  according to the stories.
  y THE WATCHFUL STATUES
  There are two imposing statues on the Pilgrim Plaza, depict-
  ing the Judge and the Dancer. An odd feature on the Dancer 
  statue is an extra, third arm.
  THE DOCKS
  The Docks cover the hill closest to the sea. The buildings 
  here are a blend of the reddish brown facades of the Brick 
  City and more luxurious styles echoing temples or churches. 
  The Docks are part seaport and part spaceport. Big, inter-
  atmospheric free traders and courier ships share the piers 
  with land and sea gravs. The Docks are the heart of the 
  city’s commerce, containing the huge trader souk where the 
  Free League has established a presence. The souk, where 
  all wholesale trade in silks, bamboo, grain and textiles takes 
  place, gradually turns into the Icon City bazaar that covers 
  the area between the Docks and the slopes of the Brick 
  and Temple Cities. 
  ATLAS COMPENDIUM
  10
  
  DABARAN
  In the warmth of the red star lies the planet of the emirs – 
  Dabaran. The planet contains lush oasis gardens, extreme 
  temperature variations, vast deserts, and a population 
  with a soft spot for philosophy, mathematics, and beautiful 
  mechanical creations.
  dabaran is a binary system, but Dabaran-B is 
  so small that it can hardly be spotted on its fast 
  course past the gigantic Dabaran-A. The main 
  star is a red giant with few satellites, but the rock 
  planet Dabaran is the only one with a sizeable 
  population. There are some gas mines on the 
  enormous Salamanx and a research installation 
  on the boiling hot Arara.
  HOME OF THE DARS
  The arid Dabaran is home to a flourishing class 
  of nobles living in oasis gardens, domed palaces 
  and ravine seraglios. Regardless of whether 
  they are emirs, ferik, pashas or sultans, nobles 
  should be addressed using the royal prefix 
  ”dar” or ”dari”, and the same term is used when 
  speaking of their emirates. The dars are tangled 
  up in a constant struggle to top one another in 
  competitions of art, knowledge and wealth. The 
  race for perfection takes on all sorts of forms, 
  from intricate mosaics and palaces to shining, 
  mechanical nightingales and owls. Dabaran 
  was mostly spared the horrors of the Portal 
  Wars. The planet was not hit by any major 
  bombardment, and the dars had no fleets with 
  which to engage in the fighting. Concentrated 
  efforts instead went into securing the planet’s 
  self-sustainability, fortifying the oasis domes 
  and stopping the spread of the contagious 
  hate and suspicion that held the rest of the 
  Horizon in a chokehold. In Lotus, the temple 
  city, alliances and marriages were formed to 
  safeguard the frail peace and further progress 
  and enlightenment.
  y PERPETUAL THIRST
  The peace has lasted to this day, but the larger 
  dars have begun competing over the planet’s 
  most important resource – water. Water is rich 
  in the lowlands around the equator, in under-
  ground springs and rivers, but the highlands, 
  where many of the royal courts have their oasis 
  domes, are dry, and water is something one 
  must drill deep for. This has spawned a large, 
  lucrative water rights market, with transactions 
  in the form of either birr or marriage. More 
  and more oasis domes are being constructed, 
  and this has led to physical confrontations over 
  wells and pipelines. 
  ZENITHIAN ARROGANCE
  The Consortium, with Parr and the Colonial 
  Agency at the forefront, has started to take 
  an interest in the rich soils of the lowlands. 
  With permission from emir Karabah of Lotus, 
  several multi-farms have been founded on the 
  slopes of the Yeva Valley. Pumping stations 
  and colossal crawlers are slowly taking over 
  the valley – destroying it, according to many – 
  and this has resulted in dust storms sweeping 
  out towards the neighboring dars. Rumors 
  have it that the Zenithians are attempting 
  to drill their way into the Wound, which is 
  located just north of the Yeva Valley – why 
  else would they have mobilized Parr-Nestera’s 
  attack brigades?
  DABARAN CALM
  The Dabarans are a calm and thoughtful people. 
  It is not for nothing that the Circle of Seekers 
  has their headquarters for the Horizon on 
  Dabaran. For a while, the Seekers were on their 
  way to becoming a faction, which would have 
  given Dabaran a voice in interstellar politics, 
  but this never came to be as large parts of the 
  cult were assimilated into the Church of the 
  11
  SYSTEMS
  
  Water carrier loading precious 
  cargo from the Khouro Oasis.
  THE WATER WARS
  Countess dari-Evadires has always controlled a 
  large water reserve in the northern badlands, and 
  her three oasis domes have prospered while the sur-
  rounding oases are slowly drying up. With support 
  from the pasha of Dar Bouti, the other nearby emirs 
  have contracted a small army of mercenaries to 
  secure the pumping stations in the area once and for 
  all. Dari-Evadires has, however allied herself with an 
  external benefactor and has access to defense sys-
  tems, mercenaries of her own, and brand new faction 
  tech. The hostilities have destroyed two oasis domes 
  so far, and are on the verge of spilling over the hills 
  and down into the lowlands. 
  Icons. The Dabarans nowadays work through the Church 
  to get their voices heard, if they involve themselves at all. 
  As long as the bulk haulers from Mira via Kua arrive, not 
  many are bothered, however.
  The Dabaran calm is also present in daily life – at least for 
  the privileged. Art, mathematics, fine mechanics, and philos-
  ophy are valued highly. In the oasis domes, many practice a 
  form of topiary called botanotechne, the practice of shaping 
  trees and bushes into beautiful art using both sculpts and 
  physical knives. To the plebeians, who often live and work 
  under slave-like conditions in barracks in the lowlands or 
  underground facilities by the oasis domes, life is instead a 
  calm but constant toil. According to Dabaran thought, this 
  will also lead to fulfillment, if of another sort. Certain voices 
  are now being raised saying that the life of the plebeians is 
  far from easy, however.
  ATLAS COMPENDIUM
  12
  
  CARAVAN AND SHUTTLE
  A Dabaran travels in style. Small, extravagant shut-
  tles for the rich rush back and forth between the 
  larger oases and dome cities, and are also used for 
  transport up into orbit. Only the larger spaceports 
  allow traders to land planet side, and they are often 
  located far from the oases and cities.
  The most exalted of the dars often travel in slow 
  moving land caravans. In the lowlands, gravcraft 
  resembling small, floating palaces are used, fol-
  lowed by an entourage of courtesans, servants, 
  Algolan elephants and Miran full bloods. Huge 
  ground crawlers are instead used on the plains, 
  swarmed by a fleet of smaller vehicles like ants 
  around a termite queen.
  THE PLANET 
  DABARAN
  Dabaran is a world full of contrasts – the lowlands are rich and 
  warm, while the cold deserts in the highlands are almost sterile. 
  The highlands experience extreme temperatures, and although 
  the dars’ climate reactors have increased the levels of greenhouse 
  gases in the atmosphere to even out the differences, they can 
  still differ as much as 60 degrees C between day and night. The 
  summers are desert hot, and the winters are the opposite. The 
  outer farmlands require sculpted crops or oasis domes.
  The lowlands are warm and more even when it comes to 
  temperature, with open palaces, cities and farms. The larger 
  cities are located here, as well as the planet’s only ocean.
  THE IRON STORMS
  The highlands are plagued at regular intervals by red iron 
  storms, sometimes referred to as the ”face of the Judge”. 
  In the iron-rich deserts, a ground charge builds up, pulling 
  microscopic sand particles up into the atmosphere and then 
  throwing them across the plains. The charged particles find 
  their way into every nook and cranny of vehicles and exos, and 
  can even affect shuttle traffic departing for orbit. The storms 
  sometimes last for days. The Mathematical Institute in Daddah 
  regularly issues warning predictions about coming storms.
  THE CLOUD CITY
  The Shariqah emirate stands out from the other dars of 
  Dabaran. Instead of constructing an oasis dome, emira Yossipa 
  dari-Shariqah created a flying city called the Cloud City. The 
  city floats above the equator of the planet on an elliptical 
  base covered with several oasis domes. The Cloud City has 
  become a focal point for gamblers among Dabaran’s upper 
  classes as well as from the rest of the Horizon. There are 
  always grav racing, shah tournaments, and other events taking 
  place here. The wealth of the Cloud City has attracted the 
  attention of the Syndicate, which has established themselves 
  here through intermediaries.
  THE WOUND
  To the nobles of Dabaran, Lotus is the Icons’ capital on the 
  planet. The city was constructed by the Seekers next to the 
  DESDEMODU
  The cold badlands are home to the slow and wagging desde-
  modu. Since ancient times, they have been revered for their 
  wisdom by the seekers of the Lotus. The strange horns of 
  the desdemodu have become a sought-after aphrodisiac in 
  other systems over the last few years, and poacher compa-
  nies have made some successful attempts at hunting and 
  killing desdemodu. This is, of course, a crime that cannot be 
  tolerated, and the latifs have retaliated brutally whenever 
  they have apprehended poachers. 
  13
  SYSTEMS
  
  THE JADE MONKEY
  Just south of the city of Merkab-al-Kour lie the 
  Galrada steppes, an area of the badlands conquered 
  by bio sculpted steppe grass. The local nomads 
  tell stories about a statue made of jade, a stone not 
  naturally found on Dabaran. The statue is said to 
  depict King Karak, a nature spirit in the shape of a 
  gigantic ape. Karak is supposedly going to wake if 
  the nomads come under threat from newcomers on 
  the steppes. An excavation site in the Merkab ravine 
  led by the Zenithian Markadu company has recently 
  run into problems – broken gear, employees going 
  missing, and interrupted communications.
  mysterious Wound, a chasm whose volcanic depths are yet 
  to be measured. The Wound is said to be of Portal Builder 
  origin, but there are no obvious artifact finds in the area that 
  could prove it. Several expeditions have disappeared in the 
  darkness of the Wound. To settle the matter once and for all, 
  the Foundation recently sent a team of xeno-archaeologists 
  to the site.
  DAR BAHRI
  The metropolis of the lowlands, on the beaches of the 
  Bahri Sea, is Dabaran’s unofficial hub. Lords and ladies 
  come here to mingle, form pacts and settle disputes in 
  the sun-drenched beach pavilions constructed by emir 
  Rahmalan. The city stretches far into the distance above 
  the beach promenade. White houses, villas and palaces 
  are spread out among olive gardens, sculpted pine groves 
  and cliff sides plummeting into the sea. On the edges of 
  the city, the luxury gives way to narrow alleys and small 
  brown, red and whitewashed houses. The spaceport and 
  the lodgings for the thousands of plebeians, who serve 
  the masters of the city, are hidden behind the mountain, 
  which the city lies on.
  y THE LAW OF THE LATIFS
  The latifs are the planetary police force that maintain law 
  and order on Dabaran, patrolling both the cities and the 
  plains in fast, state-of-the-art gravcraft. Only the factions’ 
  secret tech can measure up to the vehicles of the latifs. 
  Much of the latifs resources go towards policing the ple-
  beians, who are often immigrants from the systems along 
  the Dabaran circle. After the riots in Lotus a couple of 
  cycles ago, the latifs have been extra vigilant. There are 
  rumors going around about agitators having arrived from 
  the Conglomerate.
  y THE SAILING PALACE
  One of the eight wonders of the Horizon is the Sailing Palace 
  constructed in the highland desert outside of Dar Bahri. The 
  palace is actually a high sky tower with multiple terraces, 
  masts, and steeples. Every day, sails are hoisted on the dif-
  ferent terraces to make the tower turn slowly in the desert 
  wind. When Dar Sakam Bahri passed away, black sails were 
  hoisted for a whole cycle. Today, the white sails are back, but 
  the tower is used as the dars’ mausoleum.
  NIGHTINGALES AND SHAH
  The Dabarans are known for the aptitude for fine engineer-
  ing, such as the hand-built luxury vehicles of Metri, the 
  beautiful garments created at Il-Aahls or the mechanical 
  nightingales of master watchmaker Ingios Gharbigah. The 
  nightingales are meticulously crafted wonders of gears and 
  springs and are often given as luxurious gifts.
  Dabaran shah is a complex variant of regular shah and 
  the boards themselves are often works of art, patterned 
  and decorated like the interiors of the oasis domes.
  ATLAS COMPENDIUM
  14
  
  SADAAL
  The Sadaal system is inhabited by a group of Firstcome 
  peoples who have taken their version of the Icon faith to 
  absurd levels. The head of the masked clergy, Aremerat, 
  claims to have been chosen directly by the Icons. It is an 
  insular system, and news from the rest of the Horizon is 
  subject to strict control and censoring. 
  sadaal is a binary system. Both stars, Sadaal 
  and Bahram, each have one planet with good 
  conditions for human settlement. The planet 
  Sadaal is dominated by high mountains and 
  dry steppes, while Bahram is covered in 
  oceans, marshes, and wide plains of farmland. 
  Emigration is not permitted from the system, 
  but the Consortium and a few other groups 
  have been allowed to establish themselves here 
  in recent years.
  THE EIGHT WISDOMS
  The most powerful group in Sadaal is without 
  question the hierocrats in Amesha Spenta, 
  The Eight Wisdoms. These high priests inter-
  pret the words of Aremerat and are the de 
  facto rulers in all matters. Each of the eight 
  Ameshas represents one Icon and controls an 
  institute devoted to the domain of that Icon, as 
  it is understood in Sadaal. The ninth Icon, the 
  Whisperer – called the Faceless One elsewhere 
  – has no representative in Amesha Spenta.
  The Ameshas work as a political force to main-
  tain and expand their power. Institutes, bureaus 
  and departments grow and shrink, priests win 
  or lose reputation – it is a constant shadow play 
  that often takes a hard toll on the population.
  y PHANTOMS IN THE NIGHT
  The Faceless One has no seat among the Amesha 
  Spenta, instead being represented by the Angra 
  Mainyu, the dreaded secret police, also known 
  as the Phantoms. The Phantoms are above all 
  laws except for a single one – to safeguard the 
  rule of Aremerat. Many dissidents have been 
  dragged from their dinner tables out into the 
  street to be shot before their neighbors, without 
  trial. No one is safe. Everyone is looking over 
  his or her shoulders. No one dares to question 
  the actions of the Phantoms openly.
  AREMERAT’S CITIZENS
  Sadaalians generally live strict, humble lives. 
  They work to feed their families. They wear their 
  talismans and thank Aremerat at dawn and dusk 
  for the great civilization he has created. They 
  meet their confessor at least once a week to 
  confess and scrutinize their actions. Moderation 
  guides all things. There are no decadent plea-
  sures available to common people in Sadaal.
  Life on Bahram is somewhat different. 
  Farmers are moving into the big cities to share in 
  the new economy, and a middle class is forming. 
  New districts crop up around shipyards and 
  factories. Bigotry is receding, and the citizens 
  no longer fear change.
  DAHARAB
  The Daharab dockyards are the center of 
  Consortium power on Bahram. They are located 
  in the Newlands, a group of islands where for-
  eign companies are allowed to establish them-
  selves. Sections for enormous freighters are 
  constructed in the huge factories of the yards 
  and then taken up into orbit for assembly.
  Daharab is a bustling city. The social strata 
  are much more nuanced here compared to 
  other parts of the planet and the system. There 
  is more money to be made here, but also a lot 
  of people living in actual poverty – something 
  that hardly exists outside of the Newlands. 
  Another indication of the loosening of control 
  15
  SYSTEMS
  
  AREMERAT
  To common people, the leader they watch in the 
  newscasts is the same Aremerat as their spiritual 
  father, the one who rebuilt the Sadaalian civilization 
  after the Portal Wars. The details of the process 
  of choosing an Aremerat are not known, as the 
  only ones who ever meet him are the Amesha 
  Spenta. Some speculate that it is an Amesha who 
  is raised up to become the new Aremerat, while 
  others believe that some unknown technology 
  has extended the life of the original leader. To the 
  population of Sadaal however, the answer is clear: 
  Aremerat is immortal. He is eternal and will never 
  take his hand from his people.
  in the Newlands is the growing influx of plebeians, drawn 
  here from across the Horizon to work in the factories.
  THE NAMTAR WINDS
  On southern Bahram, far from the thriving cities, vast fields 
  of ruins stretch out as far as the eye can see. Before the Portal 
  Wars, this area was home to several cities around the big lakes 
  connecting to the Namtar Sea farther south.
  Because of the so-called Namtar winds, the area has been 
  closed off. Usually, the lakes and the sea are calm, but a few times 
  per year, terrible storms erupt. The winds pick up radioactive 
  dust from the Portal Wars and hurl it in focused hurricanes over 
  the forests, marshlands, and the southern cities.
  ALBURZ
  Around the highest plateau in the Shimush Mountains lies 
  Alburz, the capital of Sadaal. The city is carved out of the rock 
  and is an architectural masterpiece. High towers pierce the 
  skies. Broad avenues zigzag between massive ziggurats. Slim 
  bridges span across deep valleys. The sides of the valleys are 
  carved into a myriad of buildings, taking advantage of the 
  CONSORTIUM PRESENCE
  Many Sadaalians regard the presence of the Consortium 
  on Bahram as an insult – why are they there if not to exploit 
  the system’s natural riches? Naima Thaud, head repre-
  sentative of the Consortium in the system, has employed 
  many learned Icon worshippers and meets regularly with 
  the local clergy in Bahram, carefully building up trust for 
  the faction. Thaud is measured and thoughtful in both word 
  and action, but hopes to drive bigger and bigger wedges 
  between the Ameshas over time.
  ATLAS COMPENDIUM
  16
  
  The crowded city of Daharab on Bahram.
  cliffs’ natural cool during the hot days. Alburz is a green city 
  – trees line the avenues, much space is devoted to terraced 
  farming and there are wide, lush parks with stunning views 
  of the Shimush. The city also extends deep down into the 
  mountains. Textile factories and refineries for salt, spices, and 
  vegetable oils have been carved out of the dark depths below 
  the city. Alburz is the system’s administrative, spiritual and 
  economic hub. Several districts are devoted solely to bureaus 
  and institutes where scribes and archivists work untiringly 
  around the clock.
  THE OPEN CITY
  The urban planning of Alburz is as strict as the Sadaalian 
  faith. In its original form, all available space was utilized in 
  the most effective manner and no dead spaces were allowed. 
  This does not mean that the city feels cramped or claustro-
  phobic, however – large, open areas were also considered a 
  good use of space.
  Several institutes are responsible for the planning of the 
  city. They make sure that the city’s original aesthetics are 
  not destroyed by new ideas or constructions. Just opening 
  up a new window in one’s house requires visits to several 
  different offices, and there is an endless series of forms that 
  must be filled out and approved.
  MASKS AND TRADITION
  Tradition is the keyword in Sadaalian culture. The past 
  is revered and kept alive. That many in the system are 
  averse to change is not strange.  In the aftermath of the 
  Portal Wars, violent sandstorms swept across Sadaal. The 
  population was forced to wear masks when going outside. 
  This established the mask as a symbol of the rebirth of 
  Sadaalian civilization. Today, skilled mask makers enjoy 
  high praise in society, and even the clergy must humor 
  their whims from time to time.
  Masks have become an indicator of social status on 
  Sadaal. Priests and influential officials in the institutes 
  wear ornate full-face masks in bone, silver or stone, pat-
  terned and decorated with precious stones and metals. 
  Lowly foremen wear embroidered fabric masks, while 
  the factory workers wear at most half-face paper masks 
  covering mouth and nose.
  A THOUSAND TONGUES
  Zeni is uncommon on Sadaal. The language is growing 
  slowly on Bahram, but the indigenous tongues still dominate 
  in Alburz. Priests and diplomats claim not to understand 
  a word of Zeni and use translators in all meetings with 
  foreigners.
  17
  SYSTEMS
  
  ZALOS
  Zalos has been called the birthplace of the Martyr. The 
  system is ruled by the Order of the Pariah, a faction with a 
  dual reputation for being both devout, helpful believers and 
  bloodthirsty fanatics. Not much is known about Zalos as 
  the Order is very strict about who they let in. 
  what little common people in the Horizon 
  know is usually based on rumors and third-
  party sources, and those who have actually 
  visited Zalos in recent years can only share their 
  experiences of the City of Foreigners. Zalos is a 
  binary system with two habitable planets, one 
  orbiting each star. A third planet, Benagia, used 
  to be inhabited, but it suffered such terrible 
  bombardments during the Portal Wars that it is 
  uninhabitable today. Several moons have been 
  colonized, with Karrmerruk, orbiting Benagia, 
  being the most famous. Many small space 
  stations are also scattered across the system.
  The Martyr Council, a constantly changing 
  group of priests, prophets, grand masters 
  and elders, governs the Order of the Pariah. 
  Rumors claim that the Council let archaic rites 
  and divination decide how Zalos should be ruled. 
  Regardless of their practices, the Martyr Council 
  is the dominant political force in the system, 
  and they are seldom contradicted.
  THE WAR ON HERESY
  The largest conflict in Zalos is the civil war, 
  raging across all of Zalos-B. Large portions 
  of the planet’s population have succumbed to 
  heresy and started worshipping false prophets. 
  They have left the embrace of the Martyr and 
  taken up arms against their former brothers 
  and sisters. The war is everywhere and very 
  bloody, with everything from small guerilla 
  raids to full-scale military campaigns. The Order 
  focuses much of their resources on crushing 
  the rebels, but has so far not been successful. 
  Both sides in the conflict possess advanced 
  antimatter weapons, golim armors and bionics 
  that don’t exist outside of Zalos, making them 
  evenly matched. If it wasn’t for the total fleet 
  blockade around Zalos-B, the rebellion might 
  have spread to the rest of the system.
  UNDER THE GAZE OF THE 
  MARTYR
  All larger communities on Zalos are built around 
  large monastery complexes from which the 
  Order controls the area. The monasteries often 
  house hundreds of order members and are 
  always heavily fortified. Every day, the residents 
  of the surrounding areas make their way to the 
  monasteries for mass and flagellation in honor 
  of the Martyr. The cities are made of stone, with 
  prayer towers, high pointed roofs, narrow alleys 
  and few open spaces. The cities of Zalos-A are 
  busy and labyrinthine, while large parts of the 
  cities on Zalos-B have been reduced to ruins 
  and dust by the war.
  Certain things remain constant in the lives 
  of the system’s inhabitants. Prayer and flagel-
  lation are important on both Zalos-A and B. 
  Faith defines every aspect of life, from family 
  relations to work and warfare.
  THE CHORAL STATIONS
  Several smaller cults within the Order have fled 
  out into space to escape the war. One such cult 
  is the Hymns of the End Times. They have con-
  structed the eight so-called Choral stations that 
  are spread across the system. All day, every day, 
  the End Times’ choirs and flagellants are lined 
  up in ingeniously constructed halls, singing. 
  Grand polyphonic choir pieces blended with 
  the wailing from the flagellants are transmitted 
  across many frequencies to the whole system, 
  in the Martyr’s undying praise. Visiting traders 
  have had to shut off all incoming radio traffic 
  to avoid the cacophony.
  ATLAS COMPENDIUM
  18
  
  KIANAAR’S SPICERY
  The Order of the Pariah have an ambivalent view on drugs, 
  and look the other way with cults such as the Children of 
  Kianaar, whose members seldom come out from their 
  deep drug haze. The Children control the trade of herbs, 
  mushrooms and minerals from Zalos-A, ingredients used 
  to create both spices and potent drugs. The cult lives on 
  a space station called Kianaar’s Spicery in the far reaches 
  of the system. The station enjoys an almost mythical 
  reputation in the underworld of the Horizon. Although 
  the drugs produced here are of the highest standards, the 
  station itself is not. More than a few visiting aristocrats 
  have lost both their wallets and their lives in the Spicery’s 
  dark corridors.
  KARRMERRUK
  Not far from the portals, orbiting the burnt-out planet Benagia, 
  you will find the Karrmerruk moon. Since the Order sealed 
  off their system, the City of Foreigners on Karrmerruk is the 
  only place where off-worlders are allowed to trade. The city 
  is built under a series of domes arranged in the shape of 
  one of the Order’s holiest symbols, the Sickle of the Martyr. 
  The atmosphere outside of the domes is cold and almost 
  without oxygen.
  THE DOMES
  The commerce district is located underneath the largest 
  dome, the Souk of Mists under the second largest, and 
  the rest of the domes cover the monastery quarters’ grand 
  temples and military installations. The bells and prayer calls 
  from the monasteries echo across the entire city, leading 
  both locals and foreigners in prayer. A condition for being 
  allowed into the City of Foreigners is that one praises the 
  Icons every day. The fourth dome is in ruins after an attack by 
  a group of suicide bombers, likely connected to the heathens 
  on Zalos-B. The last two domes contain Assir’s gardens and 
  the 11th ossuary.
  y THE MARTYR’S SPACEPORT
  The Order’s entire culture is centered on worshipping the 
  Martyr. The other Icons are only bleak and pointless shadows 
  THE CROWN OF THE MARTYR
  Every once in a while, powerful solar storms rage 
  across Zalos-A and much of the system is hit by 
  strong star winds. During the storms, a jagged pat-
  tern is visible surrounding the star, uneven spikes 
  of light against the black void. The Order calls this 
  phenomenon the Crown of the Martyr. Among those 
  who still view the Order as dangerous fanatics, it is 
  believed that the worst prophecies mumbled by the 
  Order’s elders emanate from the Crown.  
  THE HAMMER OF THE MARTYR
  The Hammer of the Martyr is a battle cruiser permanently 
  stationed just above the City of Foreigners, serving as a 
  constant reminder of the might of the Order’s fleets. The 
  Hammer is an awe-inspiring view, covered in towers, bat-
  tlements and ornate weapon stations.
  19
  SYSTEMS
  
  A shuttle approaching the battle 
  cruiser The Hammer of the Martyr.
  to the true believers, false manifestations of the omnipotence 
  of the Martyr. The Order expects all visitors to Karrmerruk 
  to show proper respects to the Martyr. Priests are ready 
  and waiting in the spaceport chapels to guide the heathens 
  towards the light. Talismans and rites associated with the 
  other Icons are allowed, but prayers and rituals dedicated 
  to them must end in praise of the Martyr.
  y KORAZAN’S HALLS
  Large-scale business with the Order is only allowed in the 
  commerce district. Foreign traders who try to trade in bulk 
  directly with shops and companies in the Souk of Mist for 
  example will find themselves facing immediate deportation 
  without a chance to explain themselves. Off-worlders are 
  only supposed to trade with merchants specially appointed 
  by the Order. The largest deals always take place in Korazan’s 
  halls, located on the outskirts of the commerce district, next 
  to the spaceport. It is a big complex of halls and warehouses 
  devoted solely to foreign trade.
  y THE SOUK OF MIST
  The Souk of Mist is located under the City of Foreigners’ 
  second largest dome. A constant fog covers the bazaar at 
  the center of the district as well as the surrounding blocks. 
  The souk is a bustling marketplace with narrow alleys and 
  tiny plazas, two or even three stories high in some parts. 
  Visitors from all across the Horizon can mingle with the 
  locals here, pause in one of the small kawah shops, listen 
  to the street musicians, pray in the chapels or just do 
  business. To residents of Karrmerruk, the souk is the only 
  place where one can purchase goods not manufactured 
  in the Zalos system.
  ATLAS COMPENDIUM
  20
  
  ODACON
  The Odacon system is a broken monument to the madness 
  of the Portal Wars. No one comes here voluntarily, unless 
  they are traveling between Coriolis and Mira, or desperate 
  enough to seek fortune and fame in the ruined system.
  odacon was colonized by Firstcome peoples 
  long ago, and used to be a rich system with a 
  large population. Several planets contained big 
  cities and advanced industries. Then came the 
  war. While initially spared, Odacon was hit hard 
  towards the end. The final and most devastating 
  battles of the war took place in the system and 
  caused destruction on a level beyond anything 
  the Horizon had witnessed before, making 
  Odacon the fragmented system it is today. 
  THE DEAD SYSTEM
  The system contains three planets – Sethlen, 
  Rusah and Qayna – and the scattered remains 
  of a fourth one. None of the planets have any 
  major settlements. The system is much too 
  difficult to navigate for it to be economically 
  viable for any of the Consortium companies 
  to expand here. Odacon has instead become 
  a place for truly daring free trader captains and 
  all sorts of underhanded business. There is no 
  major faction presence here, and the population 
  of the system is spread out in small colonies 
  and independent space stations.
  y THE DANGERS OF ODACON
  That most crews choose other routes than the 
  one through Odacon is no mystery. The dangers 
  here are many, and physical threats like corsairs 
  or remains of ancient war machines are not 
  the only ones – navigating the system is also 
  difficult. Since the war, the star has become 
  unstable and unpredictable. It has cooled down 
  considerably and creates strange gravitational 
  phenomena. Both portals in the system are 
  unstable and require a seasoned captain to 
  be used. Several inexperienced crews have 
  been left stranded here, unable to read their 
  navigation systems.
  y PORTAL STATION KHÔBAN
  If the system can be said to have an admin-
  istrative seat at all, it would be the Khôban 
  portal station. About five hundred souls call 
  Khôban their home, all living in the outer 
  layers of the station while the core modules 
  are slowly decaying. No slummers are allowed 
  in the decrepit parts, but this rule is difficult 
  to enforce. General law enforcement is han-
  dled by judicators from Coriolis, but it is the 
  martyr warriors that are protecting Inashar 
  Delion, the Order’s consul to the station, and 
  the Legionnaires that guard the Consortium’s 
  interests that are the actual deterrents to 
  would-be troublemakers. The heart of the 
  station is the hall of the Colonial Agency, where 
  visitors can meet for business or quench their 
  thirst in the cantina.
  y ECHRON MINING STATION
  The Echron mining station is a tube several 
  kilometers long and a few hundred meters 
  wide, orbiting Sethlen. Echron has a very 
  important purpose. Sethlen’s extremely high 
  gravity makes it very difficult for heavy freight-
  ers to transport ore from the planet and the 
  surrounding moons. Instead, the precious 
  cargo is taken on smaller ships to Echron where 
  it is unloaded and put into a mass accelerator 
  to be fired towards waiting freighters farther 
  out in space.
  y THE ASH BELT
  The Ash belt hangs like a dark shroud in the 
  emptiness between the portals in Odacon. It 
  consists of the remnants of Matush, the fourth 
  planet that was destroyed during the wars, and 
  the pulverized wrecks of enormous armadas. 
  The Ash belt is a gold mine for scrapper crews 
  21
  SYSTEMS
  
  and adventurers but also contains many dangers. Apart from 
  the mythical Bane of Ashes, the belt is also home to blood-
  thirsty corsairs, automated battle systems and forgotten 
  mines. Several small asteroid and space station communities 
  nonetheless exist in the depths of the belt.
  y QAYNA’S GLACIER RUINS
  The planet Qayna is covered in ice. Light and heat from the 
  Odacon star is unable to reach the planet, partly because of 
  the long distance, but mostly because the Ash belt is blocking 
  the way. There are still many more or less intact structures on 
  the planet, but the ice covers everything, making them hard 
  to reach. Several very ambitious projects aimed at finding 
  artifacts or valuable resources can be found here, and interest 
  in Qayna’s secrets is growing steadily. It is only a matter of 
  time before the planet becomes crowded and conflicts arise.
  THE AMBASSADORS
  All of the factions are represented on Khôban by an 
  ambassador, something that is necessary to keep 
  the Free League from gaining economic control over 
  Odacon. The ambassadors meet regularly to dis-
  cuss important matters, such as what actions must 
  be taken against especially active corsairs for exam-
  ple. The meetings are often mostly a social affair, a 
  pleasant evening with good food and drink. A certain 
  level of political scheming is of course taking place, 
  but it is nowhere near as devious here as it is in the 
  more civilized parts of the Horizon.
  THE BANE OF ASH
  Few things can chill the blood of Odacon’s residents quite like 
  the mention of the Bane of Ashes. It is an entity said to be able 
  to destroy a ship by simply breaking it down, molecule by mole-
  cule. Some say that the Bane of Ashes is a semi-intelligent war 
  machine while others believe it to be a chaotic cloud of nanites. 
  The truth about the Bane has yet to be revealed.
  ATLAS COMPENDIUM
  22
  
  HISTORY OF THE HORIZON
  The history of the Third Horizon is long and complicated. 
  Everyone except the Draconites’ lorekeepers and the 
  prophets of the Order of the Pariah has forgotten most of 
  the first two Horizons. 
  to understand the Third Horizon of today, 
  one needs to know what happened during the 
  Portal Wars and the background of the hostilities 
  between the First and Second Horizon. This is 
  described shortly below for the GM to read. 
  THE FIRST AND SECOND 
  HORIZON
  The two first Horizons were colonized long 
  before the Third Horizon. The eternal Emperor 
  of Ardha rules the First Horizon, or Terra as 
  it is known there. The Second Horizon was 
  dominated early on by the Symmetry, a caste of 
  mystics. They had fled the tyranny of the First 
  Horizon and colonized the Second Horizon in 
  a series of quick waves. The Symmetry practi-
  tioners developed their own political dominance 
  in the Second Horizon to protect themselves 
  from the Emperor. Just as the Third Horizon 
  was discovered and colonization of it began, 
  hostilities broke out between the two older 
  Horizons. The heart of the conflict was com-
  petition over natural resources and territory. 
  The long and bitter war left dead stars, silent 
  systems, burned-out planets and rock belts 
  between the two Horizons in its wake. The war 
  became permanent as the First Horizon began 
  to focus on harnessing the power of the Dark 
  between the Stars.
  y THE KEY TO THE HORIZON
  To both the First and Second Horizon, the Third 
  Horizon was of great strategic importance. 
  Aside for natural riches, the Third Horizon 
  also housesd weak points in the Symmetry’s 
  otherwise almost impenetrable defenses – most 
  obviously, the node in the gas giant Xene. The 
  cult known today as the Circle of Seekers were 
  originally a part of the Symmetry, or rather, what 
  would later become the Symmetry. The Seekers 
  and the Symmetry quickly discovered several 
  nodes in the Third Horizon. A node can create 
  a mystical and physical link between systems 
  in a fashion that falls outside of the technology 
  and methods used by the Portal Builders. Using 
  the nodes, the Seekers could stay in contact 
  with their mystic allies in the Second Horizon, 
  but when the two cults parted ways, the use of 
  the nodes stopped and the knowledge of their 
  mysteries faded.
  TIMELINE
  CORIOLIS 
  CYCLE
  EVENT
  -1,000 
  (roughly)
  Zenith and Nadir leave Terra.
  -900 
  (roughly)
  The portals are discovered in 
  systems close to Terra. The First 
  Horizon’s most promising worlds 
  are colonized. The Second Horizon is 
  explored.
  -600 
  (roughly)
  The Empire consolidates its power in 
  the First Horizon. The mystics later 
  known as the Symmetry start to col-
  onize the Second Horizon.
  -500 
  (roughly)
  The Empire’s stranglehold on the 
  First Horizon is tightened further to 
  suppress rebellious tendencies. The 
  Third Horizon is colonized with the 
  Empire’s blessing.
  -400 
  (roughly)
  The First Horizon lays claim to the 
  Second Horizon. War breaks out. The 
  Empire’s initial fortunes soon turn. 
  -350 
  (roughly)
  The war between the First and 
  Second Horizon is costly and bloody, 
  and it also gives hope to anti impe-
  rialist forces in the First Horizon. 
  Massive rebellions erupt, but are 
  soon crushed.
  -300 
  (roughly)
  An organized rebel movement is 
  founded in the First Horizon. The 
  rebels are accused of being the 
  Second Horizon’s lackeys. 
  23
  SECRETS
  
  The Emperor’s loyalists turn to the Dark between 
  the Stars in hopes of reaching a final victory against 
  the Second Horizon.
  -300 
  (roughly)
  The Empire infiltrates the Third Horizon and the 
  Nazareem’s Sacrifice become important allies in the 
  Emperor’s attempts to conquer the Horizon without 
  bloodshed. The Emperor cannot afford another war, 
  not even against the much weaker Third Horizon.
  -200 
  (roughly)
  Several of the old factions in the Third Horizon 
  become suspicious of the actions of the Nazareem, 
  but their infighting prevents them from uniting 
  against the First Horizon’s agents.
  -120
  The First Horizon’s fleets enter the Third Horizon. 
  The Portal Wars begin. The old factions are primarily 
  fighting the Empire, but also each other in confusing 
  side conflicts. Many portals are damaged by the 
  unchecked use of thermonuclear and antimat-
  ter-based weapon systems.
  -99
  Faced with the imminent threat of a full-scale inva-
  sion by the First Horizon, a plan is set in motion to 
  isolate the Third Horizon. The few portals that link 
  the First and Third Horizon become targets and are 
  destroyed.
  -98
  After the enemies’ escape route has been cut off, 
  the last of the imperial fleet is caught in the Odacon 
  system and annihilated in the most devastating 
  battle of the whole war.
  -5
  The Zenith finally arrives at a system with a red star 
  – Dabaran.
  THE PORTAL WARS
  The original conflict that went on to become the Portal 
  Wars was centered around whether the Third Horizon 
  should be allowed independence or if it should be co-ruled 
  by the First Horizon. As the war intensified, the original 
  question was sidelined and many other conflicts that had 
  been simmering in the shadows instead took its place. 
  By proxy, the First and Second Horizon also fought each 
  other during the Portal Wars.
  The titanic weapons used in the war destroyed many 
  of the portals linking the three Horizons together. The 
  portals between the First and Third Horizon were hit the 
  hardest, but also some of the portals connecting differ-
  ent systems within the Third Horizon. The last contact 
  with the First Horizon was intentionally severed by the 
  Order of the Pariah as the last of the Empire’s forces were 
  crushed, and several portals and mystical nodes had been 
  destroyed before that. The Taoan system contains portals 
  to Hamura and Uharu, and a dead portal leading to the 
  First Horizon – or rather, a portal the people of the Third 
  Horizon believe to be dead. 
  NAZAREEM’S SACRIFICE
  After the Portal Wars had ended, the Order’s holy warriors 
  found that tainted remnants of the Empire still existed in 
  the Horizon. The taint bore the name Nazareem’s Sacrifice. 
  After a wave of diplomacy, the Order managed to unite the 
  Firstcome factions in one last offensive and wipe out the 
  Nazareem – or so they believed. 
  Nazareem’s Sacrifice began as an Iconic cult devoted to 
  the mystery of the Dancer. Influenced by the First Horizon, 
  they eventually started to revere an aspect of the Dancer 
  called the Beast. Worship of the Beast mixed well with the 
  extreme ideals of beauty and absolute nihilism of the First 
  Horizon. Only those free of the shackles of morality could 
  achieve perfect beauty. Submission to this cruel movement 
  and its ecstatic revels of perverse pleasures opened doors to 
  unfathomable powers – stemming from the Dark between 
  the Stars. 
  y A DARK PHOENIX
  Nazareem’s Sacrifice were not totally unprepared for the 
  other factions’ attack. The cult was ready for the coming 
  witch hunt and escaped complete annihilation. In forgotten 
  valleys on Mira, in high mountain caves on Algol, behind 
  the masks of the bureaucrats of Sadaal – the Nazareem are 
  hiding all over the Horizon. Awaiting their resurrection, the 
  cult is at work in the shadows, getting ready. They possess 
  powerful relics – macabre cadaver clocks that will sound 
  when the time of the Nazareem has come. New members 
  are recruited and the group is slowly growing stronger. As 
  the Symmetry’s knowledge disappeared after the Portal Wars 
  and the prophets of the Order have abandoned the mystical 
  ways, the Nazareem are free to use their abilities without 
  fear of discovery.
  THE ARRIVAL OF THE EMISSARIES
  During the first years of the Portal Wars, mystical nodes were 
  created all over the Third Horizon as a way for the Second 
  Horizon to enter the First. Nodes opened directly between 
  the Second and First Horizon were immediately destroyed, 
  which made the routes through the Third Horizon necessary. 
  ATLAS COMPENDIUM
  24
  
  A group of explorers approaching 
  the ruins of Sah Khoujand.
  The Third Horizon was systematically purged of nodes in 
  the final months of the war, either by imperial agents or by 
  Firstcome factions tired of outside influence over the Third 
  Horizon.
  A few nodes survived, scattered across the systems. One 
  such survivor is the node in the gas giant Xene, a node that 
  operates both ways. There is much fear within the Symmetry 
  that if the First Horizon were to gain access to the node, 
  they could – theoretically – influence the Symmetry with 
  their dark fantasies. 
  When a prospector ship made an emergency landing 
  on the Xenian node, the Symmetry seized the opportu-
  nity. Their mightiest seers entered a permanent trance 
  and each possessed one of the prospectors. This was a 
  risky maneuver, as it was done both via a node and at such 
  extreme distances. The Dark between the Stars was lurking 
  dangerously close by. The results were as expected – mixed. 
  Of those who sacrificed themselves, only one retained her 
  spirit and kept full control of the host. The darkness forced 
  itself upon the souls of the others, who were all affected to 
  varying degrees. The Emissary who was relatively unharmed 
  travelled to Coriolis to steer the rulers of the Third Horizon 
  in a desirable direction, without revealing either its secret 
  or the existence of the node.
  25
  SECRETS
  
  THE PORTAL BUILDERS
  Without the Portal Builders, or the Predecessors as they 
  are also called, the Third Horizon would not be what it is 
  today. Their influence is still very present for the Horizon’s 
  inhabitants. No one really knows who the Portal Builders 
  were. A myriad of theories exists, but the only sure thing is 
  that they left the Horizon a long time ago. Perhaps they died 
  out, were displaced by some great war, or reached what 
  some of the more esoteric scientists call transcendence.
  regardless of the nature and reason for 
  their absence, their presence still lingers. 
  Portal Builder remains can be found across 
  the Horizon – some small, others enormous 
  and beyond the capabilities of human con-
  struction. That the Predecessors were far more 
  technologically advanced than humanity is 
  without question. Whether their technology 
  and artifacts should be used by humans is a 
  whole other matter.
  The remains of the Portal Builder civilization 
  leave no clues as to their physical appearance. 
  Archaeologists have unearthed statues with 
  engraved pictures on Qayna, Kua, Menkar 
  and many other worlds, depicting creatures 
  of non-human origin. A wildly debated topic is 
  whether the pictures show intelligent beings 
  or some semi-intelligence like nekatra or ska-
  vara. If the pictures were carved by the Portal 
  Builders or someone else is also a topic of 
  discussion. Regardless of which, the stones 
  seem to have been carved a long time before 
  the Firstcome colonized the Third Horizon.
  DOORS TO OTHER WORLDS
  The most obvious remnants of the 
  Predecessors are the portals. Without them, 
  mankind would never have reached the stars 
  so quickly or spread so far. Portal is the word 
  used in everyday language, although portal 
  field would be a more accurate term, as they 
  are fluctuating and not confined by any phys-
  ical constructs. The Foundation calls them 
  Mathab Constructs after Aroz Mathab, the 
  scientist who created the mathematical model 
  used to calculate the portal fields’ reach and 
  form before executing a jump.
  The technology used to create portals is 
  something that neither the Horizon’s engi-
  neers nor its theologists have been able to 
  explain. There are reasonably well-substan-
  tiated theories describing the mechanisms 
  of the jump, but no understanding what-
  soever about how one would go about cre-
  ating a portal. Many humans have tried to 
  solve this mystery, but none have succeeded. 
  Several smaller space stations are said to have 
  imploded after their inhabitants attempted 
  to create new portal fields.
  The extent of the Portal Builder civilization 
  is unknown. The systems linked by the portals 
  to form the Third Horizon contain enough 
  habitable worlds to support a large civilization, 
  but there are many dreamers who speak of 
  even more systems out there, untouched by 
  humans, but reachable through the portals.
  THE HORIZON’S INHABITANTS 
  AND THE PREDECESSORS
  There are many who have devoted their 
  lives and careers to finding out who the 
  Predecessors were. The Foundation looks 
  at it from a scientific point of view, and tries 
  to understand their history and technology. 
  Many free trader captains look at it from a 
  crass economical perspective, as non-hu-
  man artifacts can be worth a whole lot of 
  birr, and understanding the Portal Builders 
  would mean understanding where these 
  artifacts can be found. Some prefer to keep 
  ATLAS COMPENDIUM
  26
  
  their opinions about the Predecessors to themselves. It 
  is not known how intelligent non-human life would fit 
  in with the Order of the Pariah’s fanatical worldview, and 
  what the Draconites think about it is as usual the subject 
  of wild speculation and whispered rumors. There are a 
  few groups in the Horizon with more extreme opinions 
  on the Predecessors.
  y VEIL OF FAYSAL
  Within the Order of the Pariah, there is a small, tight-knit 
  cult called Veil of Faysal, regarded as extremists by even the 
  most bloodthirsty of martyr warriors. The Veil believes that 
  all use of Portal Builder artifacts is heresy of the worst kind. 
  They claim that continued use of the portals will lead to the 
  Martyr abandoning the faithful. If the Veil had its way, the 
  portals would be destroyed, and they are said to devote all 
  their resources towards finding a way to achieve this goal. 
  There are members of the Martyr Council who carefully 
  support the Veil, but they have so far been unable to swing 
  any votes in the cult’s favor. The more moderate factions of 
  the Order keep an eye on the Veil, because although they 
  have closed their system, the Order does not wish to see the 
  portals closed for good.
  y THE KEY BEARERS
  There is a secret society on Kua called the Key Bearers, said 
  to hold the Portal Builders above even the Icons. The society 
  is well known, but most people view them as harmless eccen-
  trics. Others say that the Key Bearers have several members 
  of mighty Zenithian families among their ranks, which would 
  mean that the society has considerable political power.
  The Key Bearers’ true belief is that the Portal Builders 
  never left the Horizon, and that they are hiding in the inde-
  finable space that exists between the portals. From there, the 
  Predecessors see everything humanity does and measures the 
  worth of mankind’s actions. One day, they will emerge from 
  the portals again, bringing either apotheosis or apocalypse. 
  The Key Bearers are convinced that the true believers will 
  27
  SECRETS
  
  ascend to another plane of existence and that those who 
  refuse to accept the truth will burn in a great reckoning.
  So far, these doctrines are unknown to all but the Key 
  Bearers themselves. If they were to be exposed, the society 
  would likely face attacks on all fronts. The Hegemony would 
  never allow such divergence in their ranks, the Church of the 
  Icons would call them heretics, and if the Order were to take 
  an interest in the Key Bearers, it would only be a matter of 
  time before the society’s members faced horrible misfortunes.
  WONDERS IN THE THIRD HORIZON
  The Portal Builders left strange monuments in their wake, 
  scattered across the systems. Travelers will find buildings 
  and strange astronomical and planetary phenomena that 
  can only be described as wonders.
  y THE MONOLITHS
  The Monolith of Kua is considered by many to be of 
  Predecessor design, but whether it is a fragment of an 
  ancient city, some form of monument, or something com-
  pletely different is unknown. The awe-inspiring height of 
  the Monolith means that it looms over the districts of the 
  Conglomerate below, with its shadow like an enormous 
  sundial. A wandering zone of dusk covers one district after 
  the other as the hours pass during the day. Gazing down 
  from the spires and balconies of the Sky City, it looks like 
  the arm of a gigantic clock turning on its axis from sunrise 
  THE HOST OF KAMILIYYAH
  That the Monolith played an important religious role for the 
  Firstcome tribes of Kua is well known, but its shadow is also of great 
  importance to a modern splinter group from the Church of the Icons 
  called the Host of Kamiliyyah. They are an ascetic cult of flagellants, 
  constantly moving through the Conglomerate dusk zone below the 
  Monolith. They preach that physical pain is the state closest to the 
  Icons, and view time as the ultimate mystery. Kamiliyyah claims 
  to be in possession of a secret code giving the cult unprecedented 
  insights into the past, present, and future of the Horizon.
  ATLAS COMPENDIUM
  28
  
  to sunset. The shadow of the huge obelisk has spawned 
  countless myths that circulate on Kua.
  y THE MENKAR MONOLITH
  There is no doubting the fact that the Zenithian Hegemony 
  rules over the monolith on Kua, but humanity’s claim to the 
  monolith in the Menkar Arm is a whole other matter. Just 
  like the citadel of the Hegemony, the Menkar monolith is 
  huge – almost four thousand meters from base to top – 
  but in a much poorer state than its Kuan counterpart and 
  leaning heavily. Despite these differences, the two were 
  obviously constructed by the same architects.
  The Menkar monolith is populated by humans, just like 
  its sister on Kua. It towers above a hostile wilderness where 
  many dangers lurk, a fact that made it a logical choice of 
  refuge for the planet's early settlers. Today, many of the 
  buildings on the monolith are in ruins and the rest are 
  sparsely inhabited. The reason for this is that the monolith 
  suddenly moved and tilted over to assume the position it 
  holds today. Thousands were killed as their once stable 
  homes plummeted towards the jungles below. Nowadays, 
  some regard the leaning monolith as a reminder of the 
  folly of man and use it as an example of why one should 
  stay away from the ruins of the Portal Builders altogether.
  How and why the monolith shifted is not known. Out of 
  fear that it will fall over completely, the residents have kept 
  from digging down to examine its base. Astronomers and 
  conspiracy theorists of questionable reputation claim that 
  the monolith fell at the exact same moment the Zenith 
  entered the Third Horizon. They say that it changed posi-
  tion to point towards the top of the Kuan monolith when 
  the orbits of their respective planets allow it, but this has 
  so far been difficult to prove.
  y THE EYE OF EKHARAN
  The Amedo system is home to the celestial body known 
  as the Eye of Ekharan, orbiting the Amedo-B star. The 
  Eye is a perfect ellipse, with a transverse axis of exactly 
  1,100 km. Since the observations of the Eye began, its 
  orbit has stayed constant. That the Eye is not a natural 
  phenomenon is obvious.
  Because of its close proximity to Amedo-B, the Eye has 
  so far proved unreachable to the foolhardy expeditions that 
  have tried to examine it. Both the radiation and the extreme 
  gravity of the star mean that spacecraft far beyond the limits of 
  human engineering are required to reach the Eye. Not much 
  is known about the Eye other than that at irregular intervals, 
  it turns 90 degrees. No pattern to this behavior over time 
  has so far been found. All attempts at sensor measuring have 
  been disrupted by background radiation.
  Most agree that the Eye of Ekharan must be a Portal 
  Builder construct, as no traces have been found of any 
  other civilization that would have been capable of making 
  such an artifact.
  y THE AWADHI SUN FAN
  A strange construct is orbiting the planet Denebula in the 
  Awadhi system. The boiling planet, whose atmosphere consists 
  of the noble gas hargium, is shadowed at regular intervals 
  by a round construct reminiscent of a hand fan with blades 
  that change colors from obsidian black to blinding silver. 
  There is believed to be some form of intelligence controlling 
  the phenomenon.
  When the sun fan shadows the planet, the valuable 
  hargium in the atmosphere is crystalized into fractalized 
  hailstones. Death-defying prospectors seize the opportu-
  nity to fly into the hailstorms to gather the concentrated 
  hargium, which can be sold to the factions or to one of the 
  Horizon's many shipyards. Hargium increases the thrust 
  of graviton projectors.
  y THE NODES
  In several places throughout the Third Horizon, there are 
  so-called nodes that can facilitate mystical communication 
  between different systems – and even between different 
  Horizons. The nodes are often hidden deep inside gas giants, 
  gas clouds, or asteroid swarms. In some cases, they are hidden 
  in plain sight – clearly visible to the people of the Horizon, 
  but entirely incomprehensible.
  One such node is the web that hangs like a veil around 
  the planet Izir in the Erequ. The web is made up of beams 
  several AU long, consisting of a black, exotic matter that 
  the prophets claim to be pure darkness. The Foundation 
  has examined the web and pointed out that it is completely 
  inert, believing that the beams are some form of extra-di-
  mensional constructs. The beams form a hexagonal pattern 
  that looks a lot like the mosaic that can be found in many of 
  the Horizon's temple windows.
  29
  SECRETS
  
  THE SYSTEMS GENERATOR
  The Third Horizon is full of worlds, locations and adven-
  tures. Most of it is unknown to both the players and to you 
  as the GM. This chapter contains the tools you need to 
  create systems and populate them for the player group to 
  explore. 
  the third horizon can be brought to life in 
  a few easy steps. Every group’s Horizon should 
  be a unique experience that you create together. 
  Below are the all details for creating your own 
  systems.
  THE GENERATOR
  There are thirty-six systems in the Third 
  Horizon, but only the core systems are described 
  in detail, and a few of the smaller ones are 
  briefly described in the Coriolis core rulebook 
  (page 311). On the Horizon map, you will find a 
  few short sentences about each system. When 
  you as the GM are about to create a system 
  for the PCs, start at the top and work your way 
  down. A few things are already decided, such 
  as what color the star of the system is, how 
  many planets it contains and if there are any 
  gas giants or asteroid belts there. Nothing is 
  certain however – the Foundation’s astronics 
  have discovered “forgotten” planets, rock belts 
  and moons on several occasions. As the GM, 
  you are free to change the information on the 
  Horizon map to make it fit your group better. 
  The system generator is made up of a few 
  tables describing the planet’s appearance, sur-
  rounding space, atmosphere, temperature, 
  nature and finally population, adventure and 
  mission hooks and faction presence. You can 
  roll dice on the tables or just choose the entries 
  you like. 
   
  ◆ Size 2D6
   
  ◆ Orbit 2D6
   
  ◆ Atmosphere 2D6
   
  ◆ Temperature 2D6
   
  ◆ Geosphere 2D6
   
  ◆ Population 2D6
   
  ◆ Space port 2D6
   
  ◆ Scenario hooks D66
   
  ◆ Factions 2D6
  There are many different planets in the Horizon, 
  from the scalding hot Lubau to the frozen 
  Hiperion, from lava-covered Pyre to humid 
  Basilka. The tables below can be used for all kinds 
  of planets, except for gas giants and asteroid 
  belts that have their own tables.
  PLANET SIZE
  The size of a planet can vary a great deal even 
  if it is not a gas giant. The most common are 
  planets like Kua with a gravity of around 1 stan-
  dard G. The size listed is the diameter of the 
  planet in kilometers, with examples of roughly 
  equivalent bodies from the Solar System. The 
  Coriolis core rulebook describes the planets 
  in the Kua system and their sizes. Worlds with 
  lower than 0.7 G are considered low-gravity 
  worlds and can harbor thin life forms, weirdly 
  tall plants, gliding creatures and alien terrain.
  Worlds with high gravity, above 1.3 G, are 
  often massive worlds with level terrain, large 
  oceans and high concentrations of metals. The 
  life forms present are often either marine or 
  subterranean. On both low and high-G worlds, 
  unaccustomed PCs and NPCs will have trouble 
  moving around and get a -2 to all dexterity, 
  melee combat and force tests. After a period 
  of acclimation, the modifier disappears. 
  y GAS GIANTS
  Gas giants differ from other planets in size and 
  composition. They can be found in the outer 
  ATLAS COMPENDIUM
  30
  
  reaches of their systems. A gas giant near a sun is an anom-
  aly, and probably affected by some form of artifact or other 
  strange secret. When creating a gas giant using the gas 
  giant tables, roll dice on tables 2 to 5 to determine size, 
  color, temperature and characteristics. You don’t use tables 
  10 to 12 for gas giants. The atmosphere is considered toxic 
  or worse. The temperatures range from the cold of space in 
  the outer atmosphere to solar heat in the core. Use the tables 
  for regular planets to determine population, but roll only D6. 
  A gas giant normally has 3D6 moons. The diameter of the 
  moons is usually up to 5,000 km, but there are exceptions – 
  the largest of Uharu’s forest moons has a diameter of 8,000 
  km. You can generate these moons as planets if you like and 
  use tables 9 and 13 to 17 to generate the population in orbit 
  around the gas giant. The characteristics of a gas giant can 
  be anything from rings to mysterious spots that are warmer 
  or colder than the surrounding area, so-called “holes”. On 
  rare occasions, gigantic gas creatures inhabit the atmosphere. 
  y ASTEROID BELTS
  Several of the systems in the Third Horizon contain asteroid 
  belts. They vary in size and density, from the rich, thick 
  belt in Kua to the dusty Ash belt in Odacon. Some belts 
  are wide and massive, especially if there is no gas giant 
  around to prevent its spread, such as Xene is doing in 
  the Kua system. As often pointed out by the Foundation’s 
  astronics, gas giants work like asteroid herders. An asteroid 
  belt is created by rolling dice on tables 6 to 8 to determine 
  size, composition and characteristics. Larger asteroids can 
  be handled as small planets and created separately. You 
  can use tables 13 to 17 to generate population but treat an 
  asteroid belt as a small planet (size 1-3) when generating 
  population.
  ORBIT
  This table describes the space surrounding the planet, for 
  example if it contains moons, rings, satellites or space stations, 
  forgotten or active. There can be space stations in orbit even 
  if the planet is without larger spaceports.
  ATMOSPHERE
  The atmosphere of a planet can vary a great deal (table 10), 
  from being almost non-existent on small planets, to being 
  heavy and dense on other planets. It could also be toxic or 
  THE SYSTEM GENERATOR AND REALITY
  This system generator does not claim to represent 
  our own reality. Coriolis is a game that moves 
  between hard science fiction and science fantasy. 
  A semblance of realism and logic is desirable, but 
  not at all necessary. If you as the GM want micro 
  planets with breathable atmosphere or huge plan-
  ets that are not gas giants, this is completely up 
  to you, and this could in fact give the story a little 
  extra mystique.
  TABLE 1: PLANET SIZE
  2D6
  SIZE
  GRAVITY
  EXAMPLES
  2
  <1,000km
  Almost 0-G
  Ceres and other 
  asteroids
  3
  2,000 km
  0.1 G
  Iapetus
  4
  4,000 km
  0.2 G
  Luna, Europa
  5-6
  7,000 km
  0.5 G
  Mars
  7-8
  10,000 km
  0.7 G
  9-10
  12,500 km
  1.0 G
  Earth, Venus
  11
  15,000 km
  1.3 G
  12
  20,000 km
  Almost 2 G
  TABLE 2: GAS GIANT SIZE
  2D6
  SIZE
  THE SOLAR SYSTEM
  2
  40,000 km
  3
  60,000 km
  Uranus, Neptune
  4
  100,000 km
  Saturn
  5-9
  150,000 km
  Jupiter
  10-11
  200,000 km
  12
  250,000 km
  31
  GENERATORS
  
  TABLE 3: GAS GIANT COLOR
  2D6
  COLOR
  2
  White
  3
  Shimmering grey
  4-6
  Sulphur yellow
  7-9
  Red orange
  10
  Emerald green
  11
  Azure blue
  12
  Black
  TABLE 4: GAS GIANT TEMPERATURE
  2D6
  TEMPERATURE
  METALS
  2-6
  -200 Celsius
  7
  0 Celsius
  8-9
  500 Celsius
  Lead
  10
  1,000 Celsius
  11
  2,000 Celsius
  Lava, melting point of gold
  12
  3,000 Celsius
  Iron
  TABLE 5: GAS GIANT CHARACTERISTICS
  2D6
  CHARACTERISTICS
  2-3
  Rings
  4-6
  Storms
  7-8
  Spot/super storm
  9-10
  Warm/cold hole
  11
  Gas creatures
  12
  Artifact in orbit
  TABLE 6: ASTEROID BELT SIZE
  D6
  SIZE
  1
  Small ring, smaller than the diameter of a planet 
  (5-10,000 km)
  2-4
  Regular, about 1-2 AU wide
  5
  Massive, 10 AU wide and high. Blocks sunlight to the 
  outer planets.
  6
  Scattered, 20+ AU wide.
  ATLAS COMPENDIUM
  32
  
  TABLE 7: ASTEROID BELT COMPOSITION
  D6
  COMPOSITION
  1
  Dust/ash
  2
  Ice
  3-5
  Gravel and ice
  6
  Debris, wrecks and planet remains
  TABLE 8: ASTEROID BELTS CHARACTERISTICS
  2D6
  CHARACTERISTICS
  2
  The belt is almost as black as the Dark between the 
  Stars and difficult to maneuver through.
  3
  The belt is very bright and is always visible in the sky, 
  even during the day. 
  4
  A larger planet sits in the middle of the belt.
  5-8
  Nothing special.
  9
  The belt is at an odd angle from the rest of the planets’ 
  courses.
  10
  The belt is home to vacuum beings.
  11
  The belt’s size fluctuates over the segments, like the tide.
  12
  The belt contains many Portal Builder remains. 
  TABLE 9: ORBIT
  2D6
  IN ORBIT
  2
  Roll D6 times on the table
  3
  Forgotten stations
  4
  Satellites
  5
  Space stations
  6-8
  Empty space
  9-10
  Moon/moons
  11
  Rings or gravel belt
  12
  Orbital asteroid belt
  TABLE 10: ATMOSPHERE
  2D6
  ATMOSPHERE
  2
  Toxic*
  3
  Thin*
  4-8
  Breathable
  9
  Dense
  10
  Corrosive, toxic
  11
  Infiltrating, toxic
  12
  Special
  * Planets of sizes 1-3 can only have Toxic or Thin atmospheres.
  dangerous in some other way, but if the colonist is in luck, 
  it is breathable. The size of a planet affects the atmosphere, 
  and the low-digit entries (2-8) are generally more common 
  for smaller worlds, while the higher ones (9-12) are associated 
  with large worlds.
  y TOXIC
  The toxic atmosphere is not breathable but has the right 
  density to sustain life. The toxicity could be a result of high 
  levels of carbon dioxide or poisonous gases. A filter mask is 
  necessary to breath outdoors in this atmosphere. Without a 
  mask, the person will suffer drowning attacks (see the Coriolis 
  core rulebook, page 97).
  y THIN
  A thin atmosphere is not breathable and can almost be com-
  pared to vacuum. Exo shells are necessary to visit worlds 
  with thin atmospheres. Damage to the exo leads to explosive 
  decompression as it would in vacuum (Coriolis core rule-
  book, page 99). On worlds with a thin atmosphere, only in 
  deep ravines or cracks will the pressure be high enough for 
  humans to survive without exo shells. Filter masks are still 
  necessary there though. 
  y BREATHABLE
  The atmosphere contains the proper levels of oxygen and carbon 
  dioxide to sustain base humans and other common life forms.
  y DENSE
  A dense atmosphere is the opposite of a thin one. Reinforced 
  exo shells are necessary when visiting these worlds, and only 
  on very high altitudes can normal life exist and humans take 
  the exos off. Filter masks are still necessary though. Damage 
  to the exo leads to an implosion-like effect with the same 
  rules as vacuum exposure (Coriolis core rulebook, page 99).
  y CORROSIVE, TOXIC
  Corrosive atmospheres are toxic and burn the lungs. The 
  corrosive attack is an opposed roll, Strength vs. the toxicity 
  of the atmosphere (usually 1-3, CRIT 2). Test once per turn. 
  The person exposed also suffers drowning attacks (Coriolis 
  core rulebook, page 97). Exo shells protect against corrosive 
  atmospheres.
  33
  GENERATORS
  
  y INFILTRATING, TOXIC
  An infiltrating atmosphere is corrosive but of a kind that also 
  affects gear. Seals in exos and gear are destroyed after 2D6 
  hours. Special alloys and materials are necessary to survive 
  in the atmosphere. Living creatures exposed to infiltrating 
  atmosphere are affected by a corrosive attack (see above) 
  with a toxicity of 4-8.
  y SPECIAL
  This atmosphere could be varying across the planet’s sur-
  face, it could be dense at the equator and thin around the 
  poles, have liquid form or have some other special properties 
  decided by the GM. 
  TEMPERATURE 
  The temperature of a planet is mainly dependent on its distance 
  from the sun, but is also affected by the atmosphere. Add or 
  subtract the modifiers listed below to your roll on table 11.
   
  ◆ Thin atmosphere: No modifier, but drastic differences in tem-
  perature between night and day.
   
  ◆ Dense atmosphere: +1
   
  ◆ Corrosive or infiltrating atmosphere: +6
   
  ◆ Special atmosphere: The GM decides.
  GEOSPHERE
  The geosphere (table 12) tells you how much dry land and 
  ocean there is on the planet. The atmosphere and the tem-
  perature of the planet affect this.
   
  ◆ Thin, dense, corrosive or infiltrating atmosphere: -4
   
  ◆ Special atmosphere: The GM decides.
   
  ◆ Hot temperature: -2
   
  ◆ Burning temperature: -4
  POPULATION
  The population of a planet can range from empty wastelands 
  or a handful of colonies to the cities of the core worlds with 
  TABLE 11: TEMPERATURE
  2D6
  TEMPERATURE
  AVERAGE TEMPERATURE
  DESCRIPTION
  2
  Frozen
  < -50 Celsius
  All water is frozen and the atmosphere is very dry
  3-4
  Cold
  -50 to 0 Celsius
  Some water exists, ice age on land, few clouds
  5-9
  Tempered
  0 to 30 Celsius
  Earth-like planet with clouds and polar ice
  10-11
  Hot
  31 to 80 Celsius
  Some water exists, small polar ice caps, cloudy
  12+
  Burning
  > 80 Celsius
  No polar ice, very little water
  TABLE 12: GEOSPHERE
  2D6
  GEOSPHERE
  DESCRIPTION
  <2
  Desert world
  Only desert and only underground water
  3-4
  Arid world
  Huge deserts, dry steppes and a few small oceans
  5
  Wet world
  Big oceans but mostly dry land
  6-9
  Earth-like 
  world
  10
  Island world
  Oceans and some dry land
  11
  Ocean world
  Occasional archipelagos and small islands
  12+
  Water world
  Only ocean
  ATLAS COMPENDIUM
  34
  
  their millions of inhabitants. Even inhospitable planets can 
  house large populations, but special ways of coping with the 
  hostile environment are necessary – flying cities, underground 
  complexes or some other clever solution that you as the GM 
  can come up with. The size of the planet will have a certain 
  effect on the population.
   
  ◆ Planet size 1-3: -4
  SPACE PORT
  Whether or not there is a proper spaceport on a planet is 
  dependent on the size of its population. All spaceports can 
  handle ordinary technology but only larger ones have advanced 
  tech capabilities (Coriolis core rulebook, page 104).
   
  ◆ Population 2-3: -8
   
  ◆ Population 4-5: -6
   
  ◆ Population 6-7: -4
   
  ◆ Population 8-9: 0
   
  ◆ Population 10-11: +1
   
  ◆ Population 12: +4
  HOOKS
  To make a planet come alive, you can add adventure hooks to 
  it. The hooks in the table 15 are divided into Ruins, Weather, 
  Inhabitants, Threats, Politics and Events. It is up to you as 
  the GM to decide how many hooks to add.
  FACTIONS
  The factions are always present in the Third Horizon, albeit in 
  many different forms – from lonely missionaries or colonial 
  agents to whole Legion armies and temple colonies. Tables 
  16 to 17 let you determine how many factions are represented 
  on the planet, which they are and their relative strengths.
  WEAVING TOGETHER THE DETAILS
  Once you as the GM have used the tables above and decided 
  on all the different details, it is time to weave them together 
  into a coherent story. Don’t hesitate to change things that don’t 
  fit. You can use the characteristics listed for each system on 
  the Horizon map as a guide, but only if they fit with your story.
  Example: When the PCs arrive in the Caph system, the GM 
  uses the tables above to create one of the planets circling the 
  blue star Caph-A. The Horizon map describes Caph as a binary 
  system known for the Caph platforms, the Hydra flotilla and 
  TABLE 13: POPULATION
  2D6
  POPULATION
  <-2
  Uninhabited
  3
  Abandoned outpost
  4
  Outpost
  5
  A few hundred inhabitants
  6-7
  A few thousand inhabitants
  8-9
  Tens of thousands of inhabitants
  10-11
  Hundreds of thousands of inhabitants
  12
  Millions of inhabitants
  TABLE 14: SPACE PORT
  2D6
  TYPE OF SPACE 
  PORT
  SERVICE MODIFIER
  <3
  Primitive 
  landing strip
  -3
  4-5
  Simple space 
  port
  -3
  6-8
  Ordinary 
  space port
  ±0
  9-10
  Busy space 
  port
  ±0
  11
  Trade cluster
  +1
  12+
  Metropolis
  +1
  TABLE 15: HOOKS
  D66
  HOOK
  RUINS
  11
  Portal Builder ruins
  12
  First-come ruins
  13
  Earlier colonization
  14
  Abandoned city
  15
  Crashed ship
  16
  Unknown ruins
  WEATHER AND NATURAL DISASTERS
  21
  Titan storms
  22
  Flooding
  23
  Extreme rains
  24
  Firestorms and forest fires
  25
  Volcanic eruptions
  26
  High seismic activity
  35
  GENERATORS
  
  INHABITANTS
  31
  Cult
  32
  Primitive First-come
  33
  Colonists
  34
  Rebels
  35
  Soldiers
  36
  Scientists
  THREATS
  41
  Corsairs
  42
  Rebellious mercenaries
  43
  Factionary clashes
  44
  Lawlessness
  45
  The Dark between the Stars
  46
  Dangerous creatures
  POLITICS
  51
  Dictatorship
  52
  Emirate
  53
  Police state
  54
  Popular rule
  55
  Iconocracy
  56
  Extreme patriarchy/matriarchy
  EVENTS
  61
  War
  62
  Natural disaster
  63
  Epidemic
  64
  Occupation
  65
  Pilgrimage
  66
  Apocalypse
  TABLE 16: NUMBER OF FACTIONS
  1D6
  NUMBER OF FACTIONS
  1
  One dominant
  2
  Two balanced
  3
  Two competing
  4
  One dominant, one weak
  5
  Three competing
  6
  D6 factions, their strengths determined by D6 each
  TABLE 17: FACTIONS
  2D6
  FACTION
  2
  The Syndicate
  3
  The Legion
  4
  The Free League
  5
  The Zenithian Hegemony
  6-7
  The Consortium
  8
  The Church of the Icons
  9
  Ahlam’s Temple
  10
  The Nomad Federation
  11
  The Order of the Pariah
  12
  The Draconites
  red gas rock. The GM names the planet Quidar and starts 
  rolling dice. There are a few satellites orbiting the planet (4). 
  Quidar itself is a small planet with a diameter of about 7000 
  km, a gravity of 0.5 G (6) and a breathable atmosphere (7). It 
  is a temperate planet (5) which makes it relatively Earth-like. 
  Quidar’s geosphere is arid (3) and the GM decides that the 
  planet is mostly dry land with one big ocean. A few thousand 
  people call Quidar their home (7).
  The space port roll is modified by the population and gets a 
  -4. The roll gives Quidar only a smaller landing strip (2). The 
  GM rolls the Factionary clashes hook (43) but decides to wait 
  to determine the details of the conflict until he has rolled the 
  factions rolls. On table 16, he rolls a 2 – two factions in balance. 
  The two factions in question become the Zenithian Hegemony 
  and the Legion.
  The GM decides that the Caph platforms are the satellites 
  orbiting Quidar, and that they are used as bases by the Hydra 
  flotilla, which are corsair hunters in the service of the Hegemony. 
  The factionary clash is a newly arisen conflict between the 
  Hegemony and the Legion on the surface of the planet. The 
  red gas rock is determined to be from the gas giants of Caph-
  B. The gas rock is exported via the Caph platforms after the 
  100 AU journey through empty space from Caph-B. Quidar’s 
  inhabitants are concentrated around the Jevghena colony in 
  the northern plains.
  DISTANCES IN A SYSTEM
  A star system is usually about 50 AU wide from the sun to the Oort 
  cloud. In binary and trinary systems the suns circle around each 
  other, but not always in the same plane. That’s why some systems are 
  closer than 50 AU from each other.
  You can place your planets anyway you like. We have purposely 
  not detailed the placement of the planets in the described systems, 
  except for Kua (Coriolis core rulebook, page 280). Gas giants should 
  be located in the outer reaches of a system. The locations of life-sus-
  taining worlds can vary, but they are often found near the center of 
  the system. The distances can vary depending on the star type of the 
  system. We recommend finding some astronomical literature if you 
  wish to know more.
  ATLAS COMPENDIUM
  36
  
  MISSION GENERATOR
  It is not always easy to come up with new missions for the 
  players. This chapter provides you with tools and inspira-
  tion for quick creation of missions tailored to your group. 
  the generators below are divided between 
  the different group concepts, but there is nothing 
  keeping a group of agents from going on a trade 
  run of course, or a free trader crew from taking 
  on a mercenary contract. Each mission generator 
  consists of a series of tables and brief texts with 
  details. At the end of the chapter, you will find 
  suggestions for rewards and how to manage them.
  The layout of the missions is as follows:
   
  ◆ A mission type, determining difficulty level, base 
  payment and travel distance
   
  ◆ An employer, usually the group's patron
   
  ◆ A short description of the mission or voyage
   
  ◆ A location where the mission will take place
   
  ◆ A complication that will challenge the PCs
   
  ◆ A suggested reward
  The missions can be generated at random using 
  dice, or by choosing the table entries you like. If 
  you want the mission to take the PCs to another 
  system than the one they are in, you can use 
  the star system table on page 301 in the Coriolis 
  core rulebook.
  THE FREE LEAGUE'S MISSION DATABASE
  To make it easier for free traders, ship workers and 
  other problem solvers to find employment, the Free 
  League has created a missions database. People 
  looking to hire personnel can upload their task or 
  problem to the database, and prospective adventur-
  ers can take the job from any of the Bulletin's info 
  terminals on stations or in ports, or apply through a 
  Free League field office. It is usually the smaller fish 
  who use the database, but it supposedly features 
  a locked area containing faction missions as well, 
  only available to those with the proper code key. The 
  database contains a sophisticated search engine 
  with many helpful features to aid the user. The GM 
  can use the database to offer the group a few differ-
  ent missions to choose from. You can use the mis-
  sion sheet from the Free League web page to write 
  down the missions available to the PCs. There is 
  also an editable digital version of the mission sheet 
  – use it to share your missions with the Coriolis 
  forum on the Free League website. Expand on the 
  missions below with your own material – every mis-
  sion can be an exciting adventure!
  MISSION TYPE
  The first step is choosing the mission type, 
  or rolling dice on table 18. The outcome will 
  determine difficulty level, travel distance, 
  possible complications and other problems. A 
  mission that will take a long time to accomplish 
  including long travel or containing difficult 
  resistance will of course result in greater reward 
  than a routine mission. Some missions will 
  earn the PCs extra rewards, which could be 
  anything from more birr to new ship modules 
  or favors. There are rewards tables in each of 
  the group concepts' sections and explanations 
  of the different forms of rewards in table 43 
  on page 50.
  The group's concept should be the foun-
  dation of their missions, but there is nothing 
  stopping a group of free traders from infil-
  trating a spy ring or a group of agents from 
  working an ice hauler – variety is a spice, even 
  in the Horizon! Below are descriptions of the 
  group concepts' different mission types and 
  what they are called.
  y AGENTS – MISSIONS
  Agent groups can take on missions from a 
  range of different employers. The mission 
  itself is often pretty straightforward, but 
  37
  GENERATORS
  
  TABLE 18: MISSION TYPE
  D66
  MISSION TYPE
  DESTINATION*
  COMPLICATION
  BASE REWARD (THOUSANDS OF BIRR)
  EXTRA REWARD**
  11-12
  Routine
  Within system
  No
  D6
  0
  13-15
  Routine
  Within system
  No
  D6
  0
  16-23
  Routine
  Within system
  1
  D6+2
  0
  24-25
  Easy
  Within system
  No
  2D6
  0
  26-31
  Easy
  Within system
  1
  2D6
  1
  32-33
  Easy
  Within system
  1
  2D6+2
  1
  34-36
  Normal
  Within system
  1
  3D6
  0
  41-43
  Normal
  Within system
  1
  3D6
  0
  44-45
  Normal
  Nearby system
  1
  3D6
  0
  46-51
  Normal
  Nearby system
  1
  3D6
  1
  52-53
  Normal
  Nearby system
  1
  3D6+2
  1
  54
  Normal
  Faraway system
  1
  3D6+4
  0
  55
  Normal
  Faraway system
  1
  3D6+4
  1
  56-61
  Difficult
  Within system
  2
  4D6
  1
  complications along the way could make it more difficult. 
  The locations of the missions are for the GM to decide, 
  or he can use the systems table at the end of this chapter. 
  The kind of location is determined randomly, however. 
  The rewards are often birr or gear, but could include other 
  things as well.
  y MERCENARIES – CONTRACTS
  The life of a mercenary is tough and brutal, and so are their 
  contracts. The employer is often a larger organization, but 
  it could be a small group or business as well. The contracts 
  are often combat-oriented, but the GM could use ingredi-
  ents from the other group concepts' missions if he wants 
  to. The locations are often war zones, combat stations or 
  fortifications.
  y EXPLORERS – EXPEDITIONS
  Finding the birr to fund your own expedition is not easy. 
  This makes most explorers dependent on patrons and 
  sponsors. Since a group of explorers could be anything 
  from correspondents to colonists or archaeologists, the 
  expeditions can vary a great deal. The GM can modify and 
  improvise to tailor the expedition to the group. The rewards 
  are often permits to go on expeditions of one's own, or new, 
  desirable knowledge.
  y PILGRIMS – VOYAGES
  Like explorers, pilgrims are a disparate group. They could be 
  just that – pilgrims – or travelling plebeians, circus troupes, 
  nomads etc. Pilgrim voyages are therefore divided into three 
  categories: one for pilgrims, one for entertainers, and one 
  for plebeians and nomads. The rewards will vary depending 
  on the different groups' needs and lifestyles.
  y FREE TRADERS – TRADE RUNS
  Some free traders travel the whole Horizon, others stay 
  in one system, but they all live off commerce. The goal of 
  a free trader crew is usually to buy low and sell high. The 
  profits end up in the pockets of merchants, and much of 
  the rewards are used to keep the ship flying. The tables 
  list suggested goods and destinations for delivery. The 
  GM can use the systems table on page 301 in the Coriolis 
  core rulebook to determine a system, or use the Horizon 
  map for inspiration.
  ATLAS COMPENDIUM
  38
  
  TABLE 19: EMPLOYER, AGENTS
  D66
  EMPLOYER
  11-13
  Judicator
  14-16
  Guard
  21-23
  Intelligence agency
  24-43
  Patron
  44-46
  Factionary
  51-53
  Merchant
  54-56
  Diplomat
  61-63
  Military
  64-66
  Criminal
  TABLE 20: REWARDS, AGENTS
  D66
  REWARD
  11-13
  New contract
  14-16
  Favor
  21-46
  Birr
  51-56
  Gear
  61-63
  Ship module
  64-66
  License
  TABLE 18: MISSION TYPE
  D66
  MISSION TYPE
  DESTINATION*
  COMPLICATION
  BASE REWARD (THOUSANDS OF BIRR)
  EXTRA REWARD**
  62-63
  Difficult
  Nearby system
  2
  4D6+2
  0
  64
  Difficult
  Nearby system
  2
  4D6+2
  1
  65
  Difficult
  Faraway system
  2
  5D6
  1
  66
  Difficult
  Faraway system
  3
  5D6+4
  2
  *Nearby system refers to a randomly determined system one jump away. Faraway systems are two or more jumps away, use the systems table on p 301 in 
  the Coriolis core rulebook.
  **The number of rolls you get on the rewards table appropriate for the group concept.
  TABLE 21: MISSION, AGENTS
  D66
  MISSION
  DESCRIPTION
  11-13
  Infiltration
  Undercover infiltration of a base, smaller group or outpost to obtain data, identify leaders or investi-
  gate the organization.
  14-16
  Information gathering
  Gather information from tags, library databases, networks, old scrolls or a living person.
  21-26
  Espionage
  Classic espionage with secret meetings, shadowing, burglaries and undercover work.
  31-33
  Kidnapping
  Kidnap someone and deliver the person to the employer.
  34-36
  Couriers
  Make sure sensitive information, resources or goods are delivered safely from the employer to the 
  receiver.
  41-43
  Protection
  Make sure a resource (information, person, object, ship) is safe from an attack or for a specified 
  amount of time.
  44-46
  Manipulation
  Trick a person or organization into believing false information, or make them perform a certain action, 
  or set a chain of events in motion.
  51-53
  Artifact collection
  Acquire an artifact, usually from an unknown, underground location.
  54-56
  Rescue operation
  Rescue a resource (usually a person or group) that is held captive or hostage. It could also be an object 
  or a wrecked spaceship.
  61-63
  Surveillance
  Observe a resource (usually a person) for a specified amount of time.
  64-66
  Assassination
  Murder someone, sometimes so that it looks like an accident. Collateral damage is permitted.
  39
  GENERATORS
  
  TABLE 22: LOCATION, AGENTS
  D66
  LOCATION
  DESCRIPTION
  11-13
  Underground hideout
  A bunker, catacombs or caves.
  14-16
  Hostile forest/
  jungles/desert
  Inhospitable planet side wilderness. Usually far from cities or settlements.
  21-26
  Bazaar
  A bazaar or market in a city or settlement.
  31-33
  Spaceport
  Spaceport on a space station or planet.
  34-36
  Asteroid/Moon
  The surface of an asteroid or a smaller moon. Vacuum or dangerous atmosphere.
  41-43
  Space station
  On a small space station, anything from an oxygen oasis to a trade or service station. 
  44-46
  Ruins
  Firstcome or Portal Builder ruins. 
  51-53
  Colony
  A small colony, usually no bigger than a small, sparsely populated village. Far from other settlements.
  54-56
  Portal station
  A portal station next to a sun. 
  61-63
  Spaceship
  Onboard a spaceship during voyage or docking.
  64-66
  Outpost
  A small outpost, usually planet side. An outpost is commonly just a single building with a specific func-
  tion and only a few inhabitants. For example sensor station, dam control station, courier post or some 
  other communications station.
  TABLE 23: COMPLICATIONS, AGENTS
  D66
  COMPLICATION
  DESCRIPTION
  11-13
  Third party
  Another patron or a person with a similar background as the employer is after the same thing. Could 
  offer the group higher payment or that they will use the information/resource for a different purpose 
  when the mission is completed.
  14-23
  Accompanying 
  employer 
  The employer wants to come along for the mission, or send an observer or agent along.
  24-33
  Double agent
  A person the PCs encounter is a double agent for another organization with a conflicting agenda.
  34-43
  Bad intel
  A piece of information about the mission turns out to be false, either intentionally or by mistake.
  44-53
  Unexpected 
  reinforcements
  The group's opponent receive backup in the form of reinforcements, more advanced computer systems 
  or some other form of extra assistance.
  54-63
  Scapegoats
  The employer wants the mission to go badly and for the PCs to take the fall for something.
  64-66
  Intelligence agency 
  involvement
  An intelligence agency, possibly factionary, with many resources has the same or opposite goals as the 
  PCs.
  Example
  The GM is about to give the group a new mission. The PCs are a group of freelance agents on Coriolis. Their patron is 
  Nefrite Garoud who works for the Free League's news division. In this case, the GM rolls 55 on the employer table, a diplo-
  mat. The diplomat needs help with espionage (24) on a space station (41). The GM rolls the Scapegoats complication (63). 
  The diplomat promises a whole lot of birr for the mission (35). The GM decides that the diplomat is from one of the dars 
  on Dabaran. For some reason, the diplomat needs to find out what is going on in one of the smaller space stations orbiting 
  Kua, but has a secret plan to make the PC take the fall for the espionage. In other words, they are lucky to be paid half of the 
  reward in advance!
  ATLAS COMPENDIUM
  40
  
  TABLE 27: LOCATION, MERCENARIES
  D66
  LOCATION
  DESCRIPTION
  11-13
  Underground bunker
  A bunker, new or old.
  14-16
  Hostile forest/
  jungles/desert
  Inhospitable planet side wilderness. Usually far from cities or settlements.
  21-26
  Trenches
  A trench on a deadlocked frontline. Mine fields, underground tunnels and other soldiers in despair.
  31-33
  Spaceport
  Spaceport on a space station or planet.
  34-36
  Asteroid/Moon
  The surface of an asteroid or a smaller moon. Vacuum or dangerous atmosphere.
  TABLE 24: EMPLOYER, MERCENARIES
  D66
  EMPLOYER
  11-13
  Fleet captain
  14-16
  Military officer
  21-23
  Legion company
  24-43
  Patron
  44-46
  Factionary
  51-53
  Arms dealer
  54-56
  Mercenary
  61-63
  War veteran
  64-66
  Smuggler
  TABLE 25: REWARDS, MERCENARIES
  D66
  REWARD
  11-16
  Faction protection
  21-23
  Ship module
  24-53
  Birr
  54-56
  Gear
  61-63
  Cybernetics/Bionics
  64-66
  Medal of honor
  TABLE 26: CONTRACT, MERCENARIES
  D66
  CONTRACT
  DESCRIPTION
  11-13
  Reconnaissance
  Scout out an area, a location or the surroundings of a building. Remain unnoticed and report back to the 
  employer.
  14-16
  Assault
  Attack and hold a location. Prisoners may be taken.
  21-26
  Defend place or area
  Defend a location or patrol an area; prevent the enemy from seizing it.
  31-33
  Reinforce location
  Support or reinforce a position under attack, repel the enemy.
  34-36
  Seek and destroy
  Find a person, group or location and destroy it. Could be civilians, enemy combatants or vehicles/
  spaceships.
  41-43
  Protect resource
  Protect a resource. It could be information, a person, an object or a ship. Protect it from an attack or 
  guard it for a specified amount of time.
  44-46
  Locate resource
  Locate a person, group or object and either retrieve it or notify the employer of its location.
  51-53
  Rescue operation
  Rescue a group, squadron or spaceship from an attack, imprisonment, or some other peril.
  54-56
  Raid
  Plan and execute a raid on a person, group, convoy or vehicle. The goal is usually to destroy or delay the 
  target.
  61-63
  Investigation
  Locate something important, for example nuclear warheads, antimatter bombs or bionic weapons. The 
  PCs could be accompanied by an agent, a weapons expert or some other officer.
  64-66
  Incursion
  Go behind enemy lines or breach a fortress or garrison to secure a resource that could be a person, 
  information or an object. 
  41
  GENERATORS
  
  TABLE 27: LOCATION, MERCENARIES
  D66
  LOCATION
  DESCRIPTION
  41-43
  Combat station
  A fortified space station with weapon systems, or some other battle installation such as a larger garri-
  son, hangars or docks.
  44-46
  War zone
  A larger area where open war is raging. Could be a burned-out city or a wilderness full of fighting 
  combatants. 
  51-53
  Fortification
  A fortification could be a wall, modern fort, castle, artillery position, rocket silo or mine field.
  54-56
  Space station
  On a small space station, anything from an oxygen oasis to a trade or service station. 
  61-63
  Spaceship
  Onboard a spaceship during voyage or docking.
  64-66
  Outpost
  A small outpost, usually planet side. An outpost is commonly just a single building with a specific func-
  tion and only a few inhabitants. For example sensor station, guard post, smaller garrison, smaller 
  arsenal or warehouse.
  TABLE 28: COMPLICATIONS, MERCENARIES
  D66
  COMPLICATION
  DESCRIPTION
  11-16
  Bad intel
  A piece of information about the contract turns out to be false, either intentionally or by mistake.
  21-23
  Supercargo
  Someone they must protect during the mission accompanies the group. It could be an observer, a civil-
  ian or an agent.
  24-33
  Gear problem
  The group has gear problems. It could be anything from weapons to vehicles or spaceships.
  34-43
  Underestimated 
  resistance
  The resistance or the attackers are stronger than expected.
  44-53
  Captured employer
  The group's employer is captured during the mission. Fitting if the employer is an officer in the group's 
  company.
  54-63
  New offensive
  A new offensive has just been initiated when the group is about to carry out their mission, either by the 
  enemies or by the PCs' side in the conflict.
  64-66
  Bombardments
  The area where the mission takes place is being bombed. It could be air raids, torpedo attacks or rebel 
  forces detonating mines and homemade explosives.
  Example
  The PCs are an old tactical team that lives off odd contracts here and there after an involuntary retirement. They are out 
  of birr and it is time to find new work. The GM rolls a 33, showing him that it is once again the PCs' patron who finds them 
  a contract through contacts in the Consortium. The PCs get a seek and destroy contract (34) to a base on a moon (36). The 
  complication is that the resistance has been underestimated (41), as so often happens. Their patron promises some combat 
  cybernetics as a reward for the group (61). The GM decides that the moon is one of the forest moons in the distant Uharu 
  system. On the moon, there is a secret rebel base that must be destroyed before the next offensive can begin. The PCs must 
  find the base and blow it up. Unfortunately, the base is not as small as they think...
  ATLAS COMPENDIUM
  42
  
  TABLE 29: SPONSOR, EXPLORERS
  D66
  SPONSOR
  11-13
  Archaeologist
  14-16
  Scientist
  21-23
  Artifact merchant
  24-43
  Patron
  44-46
  Factionary
  51-53
  Correspondent
  54-56
  Prospector
  61-63
  Wealthy collector
  64-66
  Criminal
  TABLE 30: REWARDS, EXPLORERS
  D66
  REWARD
  11-13
  Expedition of their own
  14-16
  Ship module
  21-23
  Vehicle
  24-46
  New knowledge
  51-56
  Birr
  61-63
  Gear
  64-66
  Artifact
  TABLE 31: EXPEDITION, EXPLORERS
  D66
  EXPEDITION
  DESCRIPTION
  11-13
  Excavation
  Perform an excavation, start a dig site or help in an already started excavation.
  14-16
  Collection
  Collect smaller archaeological finds, artifacts, information, scrolls or something similar. Could be 
  from a dig site or some other location.
  21-26
  Survey
  Map a location or an area for the employer. Report back with sensor maps and other collected data.
  31-33
  Secure outpost
  Protect a smaller colony such as a dig site, Bulletin station, sensor station or radio beacon from an 
  attack or from nature's wrath for a specified amount of time.
  34-36
  Assist colony
  Assist a smaller colony with gear, information or expert knowledge about exo use, medicurgy, con-
  struction or something else.
  41-43
  Artifact hunt
  Find an artifact. The location and sometimes the function are unknown. Clues must be tracked down 
  before departure.
  44-46
  Investigation
  Locate something important, for example lost ruins, a dig site or a surveyed location. The PCs could be 
  accompanied by an external expert such as an archaeologist, correspondent or diplomat.
  51-53
  Find information
  Find a specific piece of information for the employer. Sometimes, the group does not know the intended 
  use of the information.
  54-56
  Prospecting
  Command a prospecting expedition or secure a claim somewhere. It could be mining, asteroid harvest-
  ing, logging or gas or dust trawling.
  61-63
  Rescue expedition
  Rescue a group, colony, archaeological expedition or correspondents from an attack or some other 
  peril. Sometimes, the group does not know what has happened to the victims.
  64-66
  Big game hunt
  Command or join in an expedition hunting a monster or some other creature.
  TABLE 32: LOCATION, EXPLORERS
  D66
  LOCATION
  DESCRIPTION
  11-13
  Underground 
  catacombs
  Catacombs, tombs or underground ruins.
  14-16
  Hostile forest/
  jungles/desert
  Inhospitable planet side wilderness. Usually far from cities or settlements.
  21-26
  Library
  A library or database hub. Could contain anything from scrolls to memory tags and djinn memories.
  43
  GENERATORS
  
  TABLE 32: LOCATION, EXPLORERS
  D66
  LOCATION
  DESCRIPTION
  31-33
  Moon
  The surface of a moon. Usually vacuum or dangerous atmosphere. Planet-like moons count as wilder-
  ness (above).
  34-36
  Asteroid belt
  An asteroid belt or a debris or gas cloud.
  41-43
  Ruins
  Ruins, either Firstcome, unknown or created by a conflict.
  44-46
  Portal Builder 
  remains
  Portal Builder remains. Usually mystical but sometimes intact or functioning.
  51-53
  Lost colony
  A colony that lost contact with the Horizon several segments or cycles ago.
  54-56
  Space station
  On a small space station, anything from an oxygen oasis to a trade or service station. Could be aban-
  doned or destroyed.
  61-63
  Spaceship
  Onboard a spaceship during voyage or docking.
  63-66
  One of the wonders of 
  the Horizon
  A large size artifact, like artificial moons or micro suns. The GM is free to decide its exact nature.
  TABLE 33: COMPLICATIONS, EXPLORERS
  D66
  COMPLICATION
  DESCRIPTION
  11-16
  Bad intel
  A piece of information about the contract turns out to be false, either intentionally or by mistake.
  21-26
  Nature's wrath
  The expedition is subjected to nature's wrath. It could be anything from ion storms, bad weather and 
  meteorite showers to landslides or flash floods.
  31-33
  Corsairs
  Corsairs attack the expedition. 
  34-43
  Rival expedition
  A competing party has the same goal as the expedition and tries to get there first or stop the PCs. They 
  have roughly the same gear as the PCs.
  44-53
  Blockade
  The destination is under blockade. It could be anything from tolls or anti-smuggling measures to fac-
  tionary war.
  54-63
  Quarantine
  The destination is placed under quarantine. It could be because of a contagion, a mind meme, danger-
  ous technology or something else.
  64-66
  Intelligence agency
  The expedition's goals interfere with the work of an intelligence agency. Intelligence agencies usually 
  have a lot of resources and few scruples. 
  Example
  The PCs are a group of colonists and archaeologists who want to go artifact hunting as soon as they have enough birr to 
  fund an expedition of their own. They take for-hire expedition work to get there. The GM secretly rolls a 22, making the 
  sponsor an artifact merchant. The expedition's purpose is to assist a colony (35). In the colony, there will be some form of 
  library (26) but the expedition is complicated by a rival teams' arrival (43). The reward is new knowledge (41). The GM 
  decides that the artifact merchant is someone the PCs know from Archaeology Alley on Coriolis. The merchant wants 
  help with assisting a distant colony located next to an ancient Icon monastery containing a legendary library. The colony 
  needs new resources and help with protection from the hostile environment and a series of mysterious disappearances. 
  Unbeknownst to the PCs, a rival artifact merchant covets secret information hidden in the library and is therefore sabotag-
  ing the colony. The PCs' employer promises payment for the regular expenses as well as information about an artifact the 
  group has been looking for.
  ATLAS COMPENDIUM
  44
  
  TABLE 36: VOYAGE, PILGRIMS
  D66
  PILGRIMAGE
  DESCRIPTION
  11-13
  Pilgrimage
  A pilgrimage to one of the Horizon's important temples or holy sites.
  14-16
  Supply run
  Bring supplies to somewhere.
  21-26
  Monastery visit
  Travel to a monastery and remain there for some time.
  31-33
  Establish missionary 
  colony
  Establish a missionary colony and spread the faith in an area.
  34-36
  Missionary trip
  Travel to several locations and spread the faith.
  41-43
  Construct temple
  Help build a temple, from construction to inauguration, perhaps staying on to run the temple.
  44-46
  Acquire relic
  Acquire a holy relic. It could be body part from a martyr or a hero, an object with sacred writing on it 
  or a religious symbol.
  51-53
  Destroy relic/idol
  Find a dangerous or tainted relic or a heathen idol and destroy it.
  54-56
  Find prophet
  Find a lost prophet, seer, ascetic or preacher.
  61-63
  Fulfill prophecy
  Help the Icons so that a prophecy is fulfilled.
  64-66
  Represent temple
  Represent a temple in another location, such as during a sacred meeting, diplomatic trip or mis-
  sionary voyage.
  TABLE 35: REWARDS, PILGRIMS
  D66
  PILGRIMS
  ENTERTAINERS
  NOMADS/PLEBEIANS
  11-13
  Holy relic/artifact
  New contract
  New scrap ship/colony
  14-23
  New voyage funded
  New play funded
  New colony funded
  24-33
  Gear
  Gear
  Gear
  34-46
  Birr
  Birr
  Birr
  51-56
  Ship module/feature
  Ship module/feature
  Ship module/feature
  61-63
  Temple constructed
  Fame
  Vehicle
  64-66
  Absolution/blessing
  Faction reputation
  Faction protection
  TABLE 34: EMPLOYER, PILGRIMS
  D66
  PILGRIMS
  ENTERTAINERS
  NOMADS/PLEBEIANS
  11-13
  Nomad mystic
  Director
  Clan leader
  14-16
  Prophet
  Poet
  Prophet
  21-23
  Courtesan
  Courtesan
  Plantation owner
  24-43
  Patron
  Patron
  Patron
  44-46
  Factionary
  Factionary
  Factionary
  51-53
  Merchant
  Musician
  Travelling peddler
  54-56
  Preacher
  Circus director
  Nomad warrior
  61-63
  Pilgrim
  Tarrab
  Colonist
  64-66
  Hermit
  Acrobat
  Industrialist
  45
  GENERATORS
  
  TABLE 36: VOYAGE, PILGRIMS
  D66
  LEISURE VOYAGE
  DESCRIPTION
  11-13
  Find literature
  Investigate and find lost literature. Could be anything from oral stories to blood operas or songs.
  14-16
  Service a set
  Service a set. Could be anything from make-up, lighting and camera operating to catering or 
  relaxation.
  21-26
  Guest performance
  Perform somewhere by special invitation.
  31-33
  Organize a carnival
  Organize a carnival, coordinate with other entertainers, acrobats and circuses.
  34-36
  Bazaar performance
  A series of smaller performances in a bazaar or market.
  41-43
  Holo movie
  Work with a holo movie, acting and/or directing.
  44-46
  Play
  Perform a play in a theater or an opera house.
  51-53
  Circus performance
  Perform in a circus show. Could be acrobatics, magic or animal/monster taming
  54-56
  Pleasure cruise
  Take part in a pleasure cruise for the rich.
  61-63
  Dignitary performance
  Perform for high-ranking dignitaries or factionaries.
  64-66
  Concert
  Put on a concert with musical instruments and/or singing.
  D66
  WORK VOYAGE
  DESCRIPTION
  11-13
  Plantation construction
  Construct a new plantation and plant crops.
  14-16
  Supply run
  Bring supplies to somewhere.
  21-26
  Guest work
  Work in a factory or with service for a shorter period of time or one season. It could be harvesting, 
  transportation, cleaning or servant work.
  31-33
  Start a colony
  Build a colony or prepare a location before the colonists arrive.
  34-36
  Collect asteroid
  Collect or tow an asteroid or ice block to prospectors or a refinery unit.
  41-43
  Construction work
  Build something big, such as a dam, a mine or a large complex like a spaceport or a station.
  44-46
  Act of revenge
  Exact vengeance on another group of plebeians or non-unionized workers. Could be sabotaging 
  cargo or loading, burning stockpiled goods or destroying a ship or gear while in dock or storage.
  51-53
  Service bulk hauler
  Servicing a bulk hauler with loading and unloading, plus running shuttle traffic down to a planet if 
  necessary.
  54-56
  Loading
  Loading using exos or ground loaders in a market or spaceport.
  61-63
  Repairs
  Repair something. Could be anything from a spaceship, large vehicle or building to harvest machin-
  ery, a furnace or logging equipment.
  64-66
  Diplomatic 
  representation
  Represent a group of plebeians, workers or the Free League during negotiations.
  TABLE 37: COMPLICATIONS, PILGRIMS
  D66
  COMPLICATIONS FOR 
  PILGRIMS
  DESCRIPTION
  11-13
  Cult
  A cult stands in the PCs' way. They could be withholding relics, blocking roads or trying to stop the 
  construction of a temple or the fulfilling of a prophecy.
  14-16
  Nature's wrath
  The party is subjected to nature's wrath. It could be anything from ion storms, bad weather and 
  meteorite showers to landslides or flash floods.
  21-26
  Doomsday prophecy
  The end is nigh! A doomsday prophecy has been spoken that complicates the voyage.
  ATLAS COMPENDIUM
  46
  
  TABLE 37: COMPLICATIONS, PILGRIMS
  D66
  COMPLICATIONS FOR 
  PILGRIMS
  DESCRIPTION
  31-52
  Lack of resources
  Something important is missing. It could be gear, fuel, raw materials, and knowledge or simply birr.
  53-56
  Starvation
  For some reason, the food will not last.
  61-63
  Diva
  A diva appears, in the form of a prophet, preacher or temple officer, hindering the group unless they 
  are prepared to grovel.
  64-66
  Iconic intervention
  The Icons manifest themselves somehow. Through an avatar, an omen, a miracle or some other way 
  of the GM's choosing.
  D66
  COMPLICATIONS FOR 
  ENTERTAINERS
  DESCRIPTION
  11-16
  Restrictions
  A ban or high fee complicates the voyage.
  21-26
  Nature's wrath
  The party is subjected to nature's wrath. It could be anything from ion storms, bad weather and 
  meteorite showers to landslides or flash floods.
  31-36
  Rival group
  A competing party has the same goal as the expedition and tries to get there first or stop the PCs. 
  They have roughly the same gear as the PCs.
  41-46
  Lack of resources
  Something important is missing. It could be gear, fuel, raw materials, and knowledge or simply birr.
  51-56
  Wrong equipment
  The group's gear is unfit for the task.
  61-63
  Diva
  A diva appears, in the forms of an actor, director or artist, hindering the group unless they are pre-
  pared to grovel.
  64-66
  War
  A violent event occurs, such as a war breaking out.
  D66
  COMPLICATIONS FOR 
  NOMADS/PLEBEIANS
  DESCRIPTION
  11-16
  The crack of the whip
  The employer has thugs pushing the group to work faster. It could be stevedore aqbars, foremen or 
  something similar.
  21-26
  Nature's wrath
  The party is subjected to nature's wrath. It could be anything from ion storms, bad weather and 
  meteorite showers to landslides or flash floods.
  31-36
  Corsairs
  Corsairs or bandits attack the group's work site.
  41-46
  Lack of resources
  Something important is missing. It could be gear, fuel, raw materials, and knowledge or simply birr.
  51-56
  Starvation
  For some reason, the food will not last.
  61-63
  Faction
  A faction is blocking the work the group is supposed to do.
  64-66
  Rebels
  Rebels violently try to stop the group's work.
  Example
  The PCs are a group of pilgrims travelling the Horizon to praise the Icons. They have been called upon by a prophet (14) 
  to perform an important task. They must construct a temple (42) in the oxygen oasis on a distant asteroid (36). The con-
  struction is hampered by the lack of resources (31). As thanks for building the temple, apart from the Icons' favors, the PCs 
  are promised birr (34). The GM decides that the oxygen oasis is located in the Rimward Reach as the PCs are currently on 
  Coriolis. The asteroid is desolate and hardly contains any resources at all, but the prophet's promise of birr backed by the 
  Church of the Icons should still be enough motivation for the PCs.
  47
  GENERATORS
  
  TABLE 38: EMPLOYER, FREE TRADERS
  D66
  EMPLOYER
  11-13
  Outpost representative
  14-16
  Merchant
  21-23
  Colonist
  24-43
  Patron
  44-46
  Trading house
  51-53
  Military officer
  54-56
  Criminal
  61-63
  Factionary
  64-66
  Privileged
  TABLE 39: REWARDS, FREE TRADERS
  D66
  REWARD
  11-13
  Discount on new cargo
  14-16
  New contract
  21-46
  Birr
  51-53
  Ship module/feature
  54-56
  Faction contact
  61-66
  Extra debt cancellation
  64-66
  Artifact
  TABLE 40: GOODS, FREE TRADERS
  D66
  GOODS
  DESCRIPTION
  11-12
  Ore
  Bauxite (aluminum), lead glance, gold-quartz, cassiterite (tin), malachite (copper), magnetite (iron), 
  platinum-bearing sand, sphalerite (zinc)
  13
  Minerals
  Pure minerals, salt
  14
  Metals
  Bars of metal
  15-16
  Noble gasses
  Argon, helium, neon, krypton, radon, xenon
  21
  Timber
  Pine, jacaranda, mahogany, oak
  22
  Ice
  Water ice or rare frozen solution
  23
  Chemicals
  Industrial chemicals
  24
  Fertilizer
  Natural (droppings) or synthetic
  25-26
  Textiles
  Fabrics (wool, velvet, silk) or clothing
  31-32
  Foodstuffs
  Base foods such as chickpeas, soybeans and other legumes, grains (corn, barley, rice, wheat) or 
  refined versions thereof (such as couscous) or vegetables such as aubergine, spinach, zucchini, cucum-
  ber or tomato.
  33
  Spices
  Jasmine, cinnamon, cloves, cumin, mint, basil, oregano, rose water, saffron
  34
  Delicacies
  Apricots, bananas, baklava, dates, coconut, almonds, marzipan, nuts (pecans, pistachios, walnuts), 
  raisins, oysters, caviar, testicles, ants
  35-36
  Medicinal goods
  Vaccines, medicines, m- and t-doses, surgical gear for bionics or cybernetics
  41
  Religious 
  paraphernalia
  Altars, prayer towers, dismantled chapels, icons, reliquaries, religious art, talismans, relics, scrolls
  42-43
  Spare parts
  Different makes and types, for exos, vehicles, cybernetics, medical technology, prospecting gear, 
  drones, weapons, armor, spaceships or colony life support systems
  44-45
  Ship parts
  Modules, features, parts for/from dismantled ships
  46
  Exos
  Exo shells, loader exos, diver exos, carrier exos etc. Stacked effective use of cargo space.
  51
  Drones
  Parts or ready-to-use automatic systems
  52
  Vehicles
  Disassembled
  53-54
  Weapons
  Choose from the Gear chapter
  ATLAS COMPENDIUM
  48
  
  TABLE 40: GOODS, FREE TRADERS
  D66
  GOODS
  DESCRIPTION
  55-56
  Body armors
  Choose from the Gear chapter
  61-62
  Survival gear
  Basic gear for survival or for a specific environment
  63
  Animal feed
  Alfalfa, tailored animal or livestock feed, synthetic fodder
  64-65
  Livestock/animals
  Work animals or pets, usually alive if loaded in a primitive environment or in stasis if from ordinary or 
  advanced environments
  66
  Semi-intelligences
  Ekilibri or nekatra are the most common, the former as plantation workers or pets, the latter as 
  guards, soldiers or gladiators
  TABLE 41: DESTINATION, FREE TRADERS
  D66
  DESTINATION
  DESCRIPTION
  11-13
  Only coordinates
  Coordinates for an area or secret base.
  14-16
  Hostile forest/
  jungles/desert
  Landing site in planet side wilderness. Usually far from cities or settlements.
  21-26
  Bazaar
  A bazaar or market in a city or settlement.
  31-33
  Spaceport
  Spaceport on a space station, asteroid or moon, or a landing strip near a larger settlement.
  34-36
  Asteroid/Moon
  The surface of an asteroid or a smaller moon. Vacuum or dangerous atmosphere. Planet-like moons 
  count as wilderness (above).
  41-43
  Space station
  A small space station, anything from an oxygen oasis to a trade or service station. 
  44-46
  Souk
  A larger souk where trading partners meet. Usually in a larger city or station, sometimes seasonal.
  51-53
  Colony
  A small colony, usually no bigger than a small, sparsely populated village. Far from other settlements.
  54-56
  Portal station
  A portal station next to a sun. 
  61-63
  Spaceship
  Onboard a spaceship during voyage or docking.
  64-66
  Outpost
  A small outpost, usually planet side. An outpost is commonly just a single building with a specific func-
  tion and only a few inhabitants see above.
  TABLE 42: COMPLICATIONS, FREE TRADERS
  D66
  COMPLICATION
  DESCRIPTION
  11-13
  Embargo/Quarantine
  The destination is placed under quarantine or an embargo.
  14-16
  Customs inspection
  A tolling vessel or some other customs ship approaches and demands to be allowed to board.
  21-26
  Corrupt customs 
  officer
  A customs officer demands to be bribed to allow the PCs through or will make sure their cargo gets 
  tangled up in bureaucracy.
  31-33
  Corsairs
  Corsairs or pirates attack the group's work site or ship.
  34-43
  Break-down
  Some form of breakdown occurs onboard, during either loading or unloading.
  44-53
  Lost
  The group strays from their planned route and is lost on a planet or in space.
  54-56
  Tricky merchant
  The PCs encounter a merchant who hinders them from selling at a profit or tricks them in some other 
  way.
  61-66
  Saturated market
  The market at the destination recently received a big shipment of goods similar to the PCs' and the 
  prices have dropped.
  49
  GENERATORS
  
  Example
  The PCs are free traders that live for travelling the Horizon, making quick bargains. The GM rolls their patron as the 
  employer (25), semi-intelligences as the goods (66), a bazaar as destination (21), lost as the complication (52) and birr as the 
  reward (44). The GM decides that the PCs' patron contacts them after getting her hands on a shipment of semi-intelligences 
  in stasis that could be sold at the livestock market in a neighboring system. Unfortunately, navigating the system turns out 
  to be harder than expected. As extra flavor, the GM decides that, upon arrival, the PCs find that one of the stasis pods con-
  tains a human instead of the intended cargo – an opening for a new adventure later on.
  CARGO SPACE
  Most free trader ships have large cargo holds, with several of the 
  ship's modules devoted to only cargo. The size of the cargo hold 
  should affect the mission, and might allow for several cargoes at 
  the same time. The GM decides how much of the goods in ques-
  tion are available and if they require any special handling. When 
  the reward is calculated, the number of cargo modules should 
  affect the sum.
  TABLE 43: REWARDS
  REWARD
  DESCRIPTION
  New contract
  The group secures a new contract if they carry out the current mission or voyage well (the GM decides). A new con-
  tract means 20% more payment for the next mission.
  Favor
  The group can ask their employer for a favor at a later time. The nature of the favor could be specified when they 
  accept the mission or be determined later. The effect should be powerful, equivalent of a strong Icon talent.
  Birr
  The group gets a big monetary reward plus expenses paid. For Easy missions they get D6 thousand birr, 2D6 for 
  Normal missions and 3D6 for Hard ones.
  Gear
  The group gets some kind of gear they need. It could be weapons, armor or some other special equipment. Not 
  necessarily one set/piece per PC.
  Ship module/
  feature
  The group can choose one new module or feature for their ship as reward.
  License
  The group acquires a license for some kind of gear, enabling them to purchase it. It could be heavy firearms, 
  certain kinds of torpedoes or some other restricted tech. The license might be valid only once or a few times and 
  maybe only in one location (the GM decides).
  ATLAS COMPENDIUM
  50
  
  TABLE 43: REWARDS
  REWARD
  DESCRIPTION
  Cybernetics/
  Bionics
  The group or an individual PC gets a free cybernetic mod or bionic sculpt, but must spend XP on it as usual.
  Medal of honor
  The group receives a medal of honor that gives them a +1 in all situations where having the medal may be benefi-
  cial (usually affecting MANIPULATION). When interacting with persons or groups with the same background as the 
  medal, the modifier becomes +3 and might earn the PCs extra favors (the GM decides). A medal should feel like a 
  powerful reward. Additional medals increase the bonus by 1.
  Expedition of their 
  own
  The group is guaranteed funding for an expedition of their own. This includes all expenses as well as a debt pay-
  ment during the time the expedition is scheduled to take.
  Vehicle
  The group gets a new vehicle, up to a small shuttle but no proper spaceships.
  New knowledge
  The group gets access to important knowledge that could lead them on new adventures or be connected to a PC's 
  past.
  Artifact
  The group receives an artifact. This reward could well prove to be a double-edged sword
  Holy relic/artifact
  The group gets a holy relic or an artifact of religious significance to Icon believers. The relic should have a specific 
  effect with a +3 modifier on rare occasions without generating DPs. Artifacts could be chosen from the list above, 
  but should be given a religious interpretation.
  New scrap ship/
  colony
  The group is rewarded with a new scrap ship. It is as close to a wreck as one can get but with a working bridge, 
  reactor and graviton projector. All other modules are damaged or missing. The ship can be restored with new 
  modules and a lot of birr. In some cases, this reward could be a small colony with a few buildings and an attached 
  claim, mine or forested area or adjacent farmlands.
  New voyage 
  funded
  The pilgrim group gets the next voyage funded, plus one segment of debt cancellation.
  New play funded
  The entertainer group gets a play, a concert, a movie or a circus tour funded, plus one segment of debt 
  cancellation.
  New colony funded
  The nomad/plebeian group gets a new colony funded, but they must build it themselves.
  Temple 
  constructed
  The group gets a temple erected in their honor. This gives them a +3 in appropriate situations when interacting 
  with people in the same system, and a +1 in other systems. The modifier wears off after D6 segments. Additional 
  temples during the D6 segments increase the bonus by 1.
  Fame
  The group becomes famous for something they have done and receives a +3 in all appropriate situations for one 
  segment. They will also be recognized more often, which is not always a good thing.
  Absolution/
  blessing
  The group receives a pardon, which is very good if they have done something wicked or evil. A blessing gives a +3 
  modifier in specific situations connected to the field and skills of one Icon.
  Faction reputation
  The group's reputation with a faction increases and they get a +3 when negotiating with that faction for one 
  segment.
  Faction protection
  The group comes under the protection of a faction and can ask the faction for one favor if they get into trouble. The 
  protection also means that hostile factions take notice of the group.
  Discount on new 
  goods
  The group receives a discount on one type of goods on their next trade run and can make a 20% higher profit on 
  that sale, complications not accounted for.
  Faction contact
  The group gets a contact within a faction that can give them new trade missions where the PCs can choose between 
  a few different goods. They get a +3 when negotiating for these goods for D6 segments.
  Extra debt 
  cancellation
  The group gets D6 segments of debt cancellation plus expenses paid.
  51
  GENERATORS
  
  TRAVEL
  Traveling the Third Horizon means exploration and adven-
  ture. Regardless of whether you are delivering Dabaran 
  wine to the luxury moon Cala Duriha or cutting your way 
  through the Kuan jungles to reach a First-come outpost, 
  the journey is often an adventure in itself. 
  this chapter provides you as the GM with 
  tools to help you make traveling in Coriolis more 
  than just transportation. As everything else in 
  this compendium, the rules below should only 
  be used if they add something to the game. 
  You are completely free to ignore them and 
  let the trip be problem-free if you like, or just 
  skip the traveling and cut to the destination. 
  This is sometimes good to keep the story from 
  losing focus.
  While traveling in Coriolis will often be adven-
  turous and challenging, it is also a time when 
  the PCs can rest and recover. The rules divide 
  traveling into three parts:
   
  ◆ Development – the players get to do develop of 
  their character in some way.
   
  ◆ Misfortunes – something bad that happens to 
  one or more travelers.
   
  ◆ Encounters – something that affects the whole 
  group.
  A good rule is that all PCs get to develop (if 
  they have somewhere to rest and the time to 
  spare), one PC faces a misfortune and the group 
  as a whole gets to play a number of encoun-
  ters depending on the area they are traveling 
  through. 
  DEVELOPMENT
  All PCs who travel and have time by themselves 
  during the voyage can choose to do one of the 
  following actions:
   
  ◆ Preparatory prayer to the Icons
   
  ◆ Repair gear
   
  ◆ Use XP
   
  ◆ Change relationship to another PC
  Note that character development requires 
  that the PC have time and space to herself. An 
  arduous march through the jungles during a 
  monsoon does not give the PCs time for char-
  acter development. The GM decides when the 
  situation allows for development.
  y PREPARATORY PRAYER
  A PC can make preparatory prayers and sacrifices 
  to an Icon. This gives her +1 to all prayer rerolls 
  (+2 if done in a chapel) during the session when 
  praying to that same Icon again.
  y REPAIR GEAR
  A PC can repair an item or a system onboard 
  the ship/vehicle. Roll a normal technology 
  test to determine success.
  y USE XP
  A PC can use her time to train and learn, trading 
  in her pooled XP for skills or talents (page 28 
  in the Coriolis core rulebook).
  y CHANGE RELATIONSHIP TO ANOTHER PC
  By taking the initiative and playing out a scene, 
  a PC can change her relationship with another 
  person in the group. It could be an argument 
  over neglected service to a system onboard 
  driving two friends apart, or a scene where two 
  PCs become closer because of shared feelings 
  or experiences. At the end of the scene, the 
  players agree on their new relationship and 
  write it down on their character sheets.
  MISFORTUNES
  In Coriolis, no trip is without complications. 
  Gear gets worn out, vital systems malfunction 
  and accidents occur. On every journey, one 
  PC is randomly selected to suffer some sort 
  ATLAS COMPENDIUM
  52
  
  of misfortune. Play the misfortune as a short scene. The 
  chosen PC should be the focus, but the rest of the group 
  can play supporting roles. Battling a misfortune should be 
  the chosen PC's time in the spotlight, a chance for her to 
  prove that she is an invaluable member of the crew. It is also 
  a good way to show that everyone has an important part 
  to play, regardless of whether you are the pilot or just the 
  deckhand. On longer voyages, two or more PCs could have 
  to face misfortunes. It is you as the GM who decides how 
  often a misfortune should befall the group. For simplicity's 
  sake, a misfortune generally affects one crew position – use 
  table 44 to determine who is affected, and then choose a 
  misfortune from the list below, or use your imagination to 
  create your own. The important thing is that the PC (or the 
  group) must test skills to beat the challenge.
  THE CAPTAIN'S MISFORTUNES
   
  ◆ STOWAWAYS – An uninvited guest has snuck onboard and pleads 
  with the captain's conscience. Who is the stowaway? And how will 
  the captain handle the situation?
   
  ◆ DISTRESS CALL – A signal on the emergency frequency is inter-
  cepted. Who or what is seeking aid?
   
  ◆ UNEXPECTED ENCOUNTER – Roll on the Encounters table. Can the 
  captain avoid the encounter or not?
   
  ◆ ILLEGAL CARGO – Someone is using the ship's cargo containers 
  for smuggling. Who, and for what?
   
  ◆ HAUNTING – The lights flicker and systems turn on and off. Who or 
  what is haunting the ship? Can the journey continue?
   
  ◆ BAD NAVIGATION – The computer reports one set of coordinates, 
  but the navigation beacon reports another. Where is the ship and 
  what has happened?
  THE SENSOR OPERATOR'S MISFORTUNES
   
  ◆ SENSOR GHOSTS – There is a quick flash on the screen. Is there 
  something out there?
   
  ◆ SENSOR GLITCH – There is something wrong with the sensors. Is 
  it because of broken internal wiring, or will the repairs require a 
  spacewalk?
   
  ◆ TRANSPONDER MALFUNCTION – There is something wrong with 
  the ship's transponder. What is the ship claiming to be?
   
  ◆ OVERLOAD – Vital panels flicker and go dark. Something must be 
  done before the systems fry.
  TABLE 44: WHO IS AFFECTED BY THE MISFORTUNE?
  D6
  POSITION
  1
  Captain
  2
  Sensor Operator
  3
  Gunner
  4
  Engineer
  5
  Pilot
  6
  Entire group
  TABLE 45: MISFORTUNES ON LAND
  2D6
  MISFORTUNE
  2
  Spoiled provisions
  3
  Contagion
  4
  Bad weather
  5
  Wild animals
  6
  Poor camp
  7
  Lost
  8
  Insects/vermin
  9
  Sinkhole/Landslide
  10
  Chased
  11
  Storm
  12
  Cold/Heat
  53
  GENERATORS
  
   
  ◆ FAULTY CALIBRATION – There is someone following the ship! Or 
  is there? The sensors give contradicting information. What has 
  gone wrong?
   
  ◆ VIRUS – The screens are flooded with unintelligible symbols, and 
  nothing works like it should.
  THE GUNNER'S MISFORTUNES
   
  ◆ DISCONNECTED SYSTEMS – One or more weapon systems stop 
  responding. What has happened?
   
  ◆ OVERHEATING – A weapon system suddenly warns about over-
  heating. Why?
   
  ◆ UNINTENTIONAL LOCK-ON – The lock-on signal whines loudly 
  across the bridge. A weapon system has locked onto an object or 
  another ship. What is going on?
   
  ◆ SUDDEN DISCHARGE – A weapon system fires a salvo. What trig-
  gered the firing?
   
  ◆ ARMED TORPEDO – The launch control djinn warns of an armed 
  torpedo in the torpedo room. Will you be able to disarm it?
   
  ◆ POOR SERVICE – Dirt or vermin have gotten deep into the core of a 
  weapon system. Can it be cleaned out?
  THE ENGINEER'S MISFORTUNES
   
  ◆ COUGHING GRAV PROJECTORS – The graviton flow is fluctuating. 
  What is the problem?
   
  ◆ TRANSFORMER SHORT CIRCUIT – The power supply to some parts 
  of the ship shuts down. What is causing it?
   
  ◆ MALFUNCTIONING CLIMATE CONTROL – The ship suddenly turns 
  very hot or very cold. How can the problem be fixed?
   
  ◆ VENT PROBLEMS – The air becomes dry and increasingly stuffy. 
  What has happened?
   
  ◆ UNINVITED GUEST IN THE ENGINE ROOM – A pest of some sort is 
  wreaking havoc in the engine room. What is it and how can it be 
  caught?
   
  ◆ STRIKING TRASH COMPACTOR – The trash compactor is not 
  working like it should and gives off a rotten smell. How can it be 
  repaired?
  THE PILOT'S MISFORTUNES
   
  ◆ SUDDEN EVASIVE MANEUVER – Something comes shooting right 
  towards the ship. Will the pilot be able to evade a collision? What 
  are the consequences of the maneuver?
   
  ◆ MALFUNCTIONING THRUSTERS – The thrusters are acting 
  strangely, the ship shakes and rolls. Why?
   
  ◆ ION STORM – An ion storm hits the ship! Can the pilot navigate 
  through it without it harming the passengers?
   
  ◆ METEORITE FIELD – A sudden bang, and then another. The ship has 
  entered a meteorite field. Can the pilot escape the field before the 
  ship is hit by a larger rock?
   
  ◆ SPACE DEBRIS – The ship enters a field of junk and debris. What 
  does it contain? And can the pilot get the ship to safety?
   
  ◆ AUTONOMOUS AUTOPILOT – The ship suddenly changes course and 
  speed, as if the controls have been possessed. What is causing this?
  THE GROUP'S MISFORTUNES
   
  ◆ HULL BREACH – The breach alarm goes off! The ship is venting 
  oxygen into space and the hole is rapidly getting bigger. Can the 
  group find and repair the hole fast enough?
   
  ◆ DISABLED GRAVITY – The artificial gravity switches off. 
  Crewmembers and loose gear float around freely onboard. What 
  is wrong?
   
  ◆ INTRUDERS – Someone has snuck onboard. Who? And why?
   
  ◆ CONTAGION – One by one, the crewmembers start to feel sick. 
  What is causing it?
   
  ◆ FIRE! - Smoke is pouring out of the vents – there is a fire some-
  where! Can the crew put it out before they lose control?
   
  ◆ RADIATION STORM – A violent radiation storm hits the ship and the 
  crew must find shelter quickly. Will they make it?
  MISFORTUNES ON LAND
  On planet side journeys, the GM rolls dice on table 45 to 
  determine misfortunes that affect the whole group.
   
  ◆ spoiled provisions – The group's food has somehow gone 
  bad. If they fail to find new food, they will suffer the effects of 
  Hunger (page 98 in the Coriolis core rulebook).
   
  ◆ contagion – Nausea and disease spread through the group. 
  Everyone must test survival. A failed test results in 1 point of 
  damage/day for D6 days.
   
  ◆ bad weather – Rain, snow and strong winds make the journey 
  difficult. The PCs become wet, tired and cold and they all must 
  test survival. A failed test results in 2 points of damage.
   
  ◆ wild animals – The PCs encounter wild animals. They might 
  attack.
  ATLAS COMPENDIUM
  54
  
  TABLE 46: FREQUENCY OF ENCOUNTERS
  REGION
  FREQUENCY
  REACTION MOD . 
  TO TABLE 47
  Portal zone 
  (0.5 AU from the portal)
  One every two 
  hours
  2
  Core zone  
  (0.5-3 AU from the portal)
  Two per day
  0
  Habitable zone  
  (3-10 AU from the portal)
  One per day
  0
  Fringe zone  
  (11-40 AU from the portal)
  One every three 
  days
  -1
  Deep space zone  
  (40+ AU from the portal)
  One per week
  -2
  TABLE 47: REACTIONS*
  2D6
  REACTION
  2
  OPENLY HOSTILE. ATTACKS IF STRONGER THAN THE PCS.
  3-4
  HOSTILE. CONSIDERS ATTACKING.
  5-7
  RADIO SILENCE. IGNORES THE PCS.
  8-10
  SOMEWHAT FRIENDLY. EXCHANGES INFORMATION/WARES.
  11
  FRIENDLY. HELPS OR ASSISTS THE PCS.
  12
  VERY FRIENDLY. OFFERS ALLIANCE OR MISSION.
  *Modified by table 46
  TABLE 48: ENCOUNTERS AND EVENTS IN SPACE
  D66
  FACTION SPACE
  CIVILIZED SPACE
  FRINGE SPACE
  UNCHARTED SPACE
  11
  Ice hauler
  Ice hauler
  Ice hauler
  Slaver ship
  12
  Water tanker
  Water tanker
  Ship in distress
  Ship in distress
  13
  Bulk hauler
  Bulk hauler
  Corsairs
  Corsairs
  14
  Freighter convoy
  Freighter convoy
  Freighter convoy
  Asteroid base
  15
  Passenger ferry
  Passenger ferry
  Derelict ship
  Derelict ship
  16
  Pilgrim vessel
  Pilgrim vessel
  Pilgrim vessel
  Abandoned cargo
   
  ◆ poorly made camp – The camp is either poorly made or suffers 
  an incident during the night. The PCs get little sleep and suffer 
  1 stress point from lack of sleep.
   
  ◆ lost – The group get lost and must struggle to find their way 
  back. The PCs must test survival. A passed roll means that 
  they find the path within the hour; failure means that they are 
  lost for 3D6 hours.
   
  ◆ insects/vermin – Insects or vermin of some sort attack The PCs.
   
  ◆ sinkhole/landslide – All PCs must test dexterity. Those 
  who pass find safe ground, but those who fail fall into a hole 
  or get stuck.
   
  ◆ chased – The group are being followed by someone or some-
  thing. All PCs must test survival; those who fail suffer 2 stress 
  points from fear. And what if the pursuers catch up? 
   
  ◆ storm – Dark clouds appear and a storm comes crashing down. 
  The PCs must find shelter!
   
  ◆ cold/heat – The temperature suddenly drops or rises. Unless 
  the PCs find cover, use the rules for Cold (page 99 in the Coriolis 
  core rulebook).
  ENCOUNTERS IN SPACE
  Regardless of whether the group is travelling through the 
  emptiness of space or on the surface of a planet, they will 
  sooner or later encounter other travelers. The frequency 
  and nature of the encounters will vary depending on the 
  area they are traveling through. Far from the light of civ-
  ilization, the chances of crossing paths with someone are 
  slim, but the risks that the people you do encounter will be 
  suspicious or up to no good increase. The Encounters table 
  below contains events, like super flares and mine fields. 
  These are of course not encounters in any strict sense of 
  the word, but for simplicity's sake they have been included 
  in the table anyway. 
  ENCOUNTERS ON PLANETS
  If the GM should so desire, the Reactions table (47) can be 
  used for planet side encounters as well. The city has the same 
  modifiers as Portal zone, Countryside counts as Habitable 
  zone and Wilderness is equal to Deep space zone.
  55
  GENERATORS
  
  TABLE 48: ENCOUNTERS AND EVENTS IN SPACE
  D66
  FACTION SPACE
  CIVILIZED SPACE
  FRINGE SPACE
  UNCHARTED SPACE
  21
  Large freighter
  Large freighter
  Abandoned cargo
  Escape pod
  22
  Private yacht
  Private yacht
  Nomad ship
  Nomad ship
  23
  Diplomat vessel
  Prison ship
  Mine field
  Ion storm
  24
  Mercenary ship
  Mercenary ship
  Mercenary ship
  Small freighter
  25
  Legion destroyer
  Legion destroyer
  Mercenary ship
  Wreckage
  26
  Military convoy
  Military convoy
  Prospector ship
  Mine field
  31
  Military convoy
  Courier ship
  Scavenger ship
  Scavenger ship
  32
  Temple ship
  Temple ship
  Gas cloud
  Gas cloud
  33
  Small freighter
  Abandoned cargo
  Small freighter
  Freighter convoy
  34
  Courier ship
  Tow ship
  Prospector ship
  Navigation beacon
  35
  Navigation beacon (staffed)
  Navigation beacon (staffed)
  Smuggler
  Smuggler
  36
  Patrol ship
  Debris
  Smuggler convoy
  Mercenary ship
  41
  Passenger ferry
  Freighter convoy
  Syndicate ship
  Colony ship
  42
  Research vessel
  Smuggler
  Outpost
  Outpost
  43
  Prospector ship
  Prospector ship
  Research vessel
  Research vessel
  44
  Torpedo ship
  Small freighter
  Stasis module
  Stasis module
  45
  Small passenger freighter
  Small passenger freighter
  Nomad swarm
  Nomad swarm
  46
  Private yacht
  Torpedo ship
  Refugee ship
  Super flare
  51
  Gas cloud
  Courier ship
  Flying circus
  Prospector ship
  52
  Beacon ship
  Research vessel
  Corsair group
  Corsair group
  53
  Abandoned cargo
  Abandoned cargo
  Blockade runner
  Abandoned station
  54
  Scavenger ship
  Beacon ship
  Small freighter
  Black birr
  55
  Corsairs
  Corsairs
  Corsairs
  Corsairs
  56
  Refugee ship
  Nomad swarm
  Corsairs
  Corsairs
  61
  Flying circus
  Flying circus
  Scavenger ship
  Warship wreckage
  62
  Outpost
  Outpost
  Ship cemetery
  Ship cemetery
  63
  Black birr
  Black birr
  Black birr
  Portal Builder remains
  64
  Super flare
  Super flare
  Super flare
  The Dark between the Stars
  65
  Smuggler
  Scavenger ship
  The Dark between the Stars
  The Dark between the Stars
  66
  The Dark between the Stars
  The Dark between the Stars
  The Dark between the Stars
  The Dark between the Stars
  TABLE 49: THE DARK BETWEEN THE STARS
  D6
  MANIFESTATION
  1
  MUZHADJAR
  2
  DJINN
  3
  BYARA
  4
  DARKBOUND (ONE POSITION AFFECTED)
  5
  MANIA (ONE POSITION AFFECTED)
  6
  BAH-JIN
  ATLAS COMPENDIUM
  56
  
  TABLE 50: ENCOUNTERS AND EVENTS ON PLANETS
  D66
  CITY
  COUNTRYSIDE
  WILDERNESS
  11
  Drunk teenagers
  Poor workers
  Thick undergrowth
  12
  Annoying drunk
  Laconic nomad
  Marsh
  13
  Intrusive peddler
  Colorful nomad caravan
  Hungry wild animal
  14
  Light-fingered pickpocket
  Curious wild animal
  Pack of wild animals
  15
  Angry guards
  Domestic animals blocking the road
  Scouting hunter
  16
  Wild skavara
  Temporary road market
  Patrolling guerilla fighters
  21
  Chanting preacher
  Quarrelling travelers
  Wandering nomad
  22
  Charming courtesan
  Resting traveler
  Mercenaries on a mission
  23
  Cocky ship crew
  Torrential rains
  Archaeologists' camp
  24
  Aggressive Legionnaires
  Worsening storm
  Lonely hermit
  25
  Reciting poet
  Traveling mercenaries
  Suspicious trailblazer
  26
  Loud singer
  Guards on patrol
  Lost wanderer
  31
  Theater group performing
  Working archaeologists
  Abandoned pet
  32
  Dancing courtesans
  Suspicious villagers
  Ruins
  33
  Training acrobats
  Inquisitive scientist
  Secret hideout
  34
  Devout pilgrims
  Wandering pilgrim
  Old mausoleum
  35
  Begging street urchin
  Abandoned village
  Slaver
  36
  Beaten city dweller
  Cantina
  Abandoned temple
  41
  Guards on patrol
  Scouting guerilla fighters
  Oasis/wellspring
  42
  Escaped convict
  Fugitive on the run
  Colonial expedition
  43
  Stoned robber
  Traveling merchant
  Worsening storm
  44
  High gang member
  Dignitary procession
  Dead travelers
  45
  Cocky street gang
  Greedy bandits
  Deserted outpost
  46
  Curious researcher
  Oasis/meeting place
  Deep ravine
  51
  Agitated mob
  Inhabited village
  First-come scout
  52
  Radical students
  Baker with trolley
  Lonely settlement
  53
  Distinguished noble
  Wild skavara
  Wreckage of vehicle/ship
  54
  Lost traveler
  Praying preacher
  Inhabited ruins
  55
  Enthusiastic storyteller
  Inhabited farm
  Underground First-come base
  56
  Mercenaries on a mission
  Smugglers loading cargo
  Inhabited outpost
  61
  Spying scout
  Traveling courtesans
  Weather station
  62
  Funeral procession
  Traveling circus
  Caravan
  63
  Couple in love
  Scouting Legionnaires
  Wild pack of skavara
  64
  Pompous dignitaries
  Burned-down settlement
  Smuggler den
  65
  Merciful Samaritans
  Vehicle wreckage
  Hidden artifact
  66
  Mystic
  Darkmorph
  Darkmorph
  57
  GENERATORS
  
  MISSION
  MISSION:
  DESTINATION:
  EMPLOYER:
  REWARD:
  MISSION
  MISSION:
  DESTINATION:
  EMPLOYER:
  REWARD:
  MISSION
  MISSION:
  DESTINATION:
  EMPLOYER:
  REWARD:
  MISSION
  MISSION:
  DESTINATION:
  EMPLOYER:
  REWARD:
  INFORMATION
  INFORMATION
  INFORMATION
  INFORMATION
  COMPLICATIONS
  COMPLICATIONS
  COMPLICATIONS
  COMPLICATIONS
  mission sheet
  
  TALENTS
  TALENTS
  TALENTS
  EQUIPMENT
  EQUIPMENT
  EQUIPMENT
  ATTRIBUTES
  STRENGTH
  AGILITY
  WITS
  EMPATHY
  ATTRIBUTES
  STRENGTH
  AGILITY
  WITS
  EMPATHY
  ATTRIBUTES
  STRENGTH
  AGILITY
  WITS
  EMPATHY
  TRAUMA
  HIT POINTS (STR+AGI)
  STRESS POINTS (WIT+EMP)
  TRAUMA
  HIT POINTS (STR+AGI)
  STRESS POINTS (WIT+EMP)
  TRAUMA
  HIT POINTS (STR+AGI)
  STRESS POINTS (WIT+EMP)
  SKILLS             
  SKILLS             
  SKILLS             
  NAME:
  CONCEPT:
  APPEARANCE:
  ICON:
  REPUTATION:
  NAME:
  CONCEPT:
  APPEARANCE:
  ICON:
  REPUTATION:
  NAME:
  CONCEPT:
  APPEARANCE:
  ICON:
  REPUTATION:
  WEAPONS
  SKILL
  INIT  
  DAMAGE
  CRIT
  WEAPONS
  SKILL
  INIT  
  DAMAGE
  CRIT
  WEAPONS
  SKILL
  INIT  
  DAMAGE
  CRIT
  npc sheet
  
  PLANET
  GAS GIANT
  ASTEROID BELT
  PLANET
  GAS GIANT
  ASTEROID BELT
  PLANET
  GAS GIANT
  ASTEROID BELT
  PLANET
  GAS GIANT
  ASTEROID BELT
  PLANET DATA
  SIZE:
  ATMOSPHERE:
  GEOSPHERE:
  TEMPERATURE:
  PLANET DATA
  SIZE:
  ATMOSPHERE:
  GEOSPHERE:
  TEMPERATURE:
  PLANET DATA
  SIZE:
  ATMOSPHERE:
  GEOSPHERE:
  TEMPERATURE:
  PLANET DATA
  SIZE:
  ATMOSPHERE:
  GEOSPHERE:
  TEMPERATURE:
  OTHER
   
   
  OTHER
   
   
  OTHER
   
   
  OTHER
   
   
  DESCRIPTION
  ORBIT:
  POPULATION:
  SPACE PORT:
  FACTIONS:
  DESCRIPTION
  ORBIT:
  POPULATION:
  SPACE PORT:
  FACTIONS:
  DESCRIPTION
  ORBIT:
  POPULATION:
  SPACE PORT:
  FACTIONS:
  DESCRIPTION
  ORBIT:
  POPULATION:
  SPACE PORT:
  FACTIONS:
  sYstem sheet
  50 au
  20 au
  10 au
  
   
  ISBN 978-1-910132-73-9
  The bridge was silent except for the whir of the ship’s air filters. Nima, the 
  sensor operator, looked up from her screen.
  “No signs of intelligent life, no com traffic, no artificial light,” she said quietly.
  “Atmo?” captain Nastasia asked, loud enough for everyone on the 
  bridge to hear.
  “Dense, probably corrosive...”
  Nima was cut off when a shadow fell over the bridge. The sun was  
  eclipsed by an enormous entity speeding silently towards the ship. Collision  
  alarms shrieked on the bridge. The crew of the Akhander watched the 
  gigantic wreck descending towards them, a dark body of unrelenting force 
  crowned in starlight.
  The Icons’ promised land, the vast cluster of star systems called the Third Horizon, 
  is full of unsolved mysteries, ancient ruins, and deadly secrets. The mighty wonders 
  left behind by the Portal Builders and the true nature of the mysterious Emissaries 
  have only been myth to the common people of the Third Horizon – until now.
  Some of the contents of this booklet:
  freeleaguepublishing.com/coriolis 
  modiphius.com/coriolis
  CORIOLIS™ Copyright© 2017 
  Paradox Interactive AB. All rights 
  reserved. www.paradoxplaza.com 
  MUH050560
  ◆
  Description of the most im-
  portant systems of the Third
  Horizon.
  ◆
  A historical overview of the
  Third Horizon.
  ◆
  The story of the Portal Builders
  and descriptions of the wonders
  they left behind.
  ◆
  Tools and tables to help you
  create your own systems and
  planets.
  ◆
  Mission generators for quick
  adventure creation.
  ◆
  Expanded rules for space travel
  and unexpected encounters.
  
SOURCE: textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - Atlas Compendium.pdf