A Brief Primer Of The Galaxy
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Whether you're a new Embers of the Imperium player, a TI4 veteran looking to refamiliarize yourself with the lore, or anything in between, a condensed "lore summary" can be very helpful. This page aims to convey the history of the galaxy and its major factions, as simply and accessibly as possible.
History
Here, "y.a." stands for "years ago." All times are approximate.
The Mahact Rule (over 27,000 y.a.)
The cruel Mahact kings rule the galaxy, through a combination of military strength, political savvy, and their mysterious "gene sorcery". The latter allows them to bend the will of others and make impossible creations like their massive Titan servitors.
The Lazax Empire (27,000 y.a.)
The Lazax unite and galvanize many oppressed worlds, leading a rebellion which eventually overthrows the Mahact. The Mahact flee through an artificial wormhole to their homeworld of Ixth, which lies far beyond this galaxy. The Lazax destroy the wormhole, order the Argent Flight to defend its ruins, and purge all records of both.
For nearly 20,000 years the Lazax Empire is considered a golden age, as they rule from the imperial planet of Mecatol Rex. Most of the factions below either joined willingly or were conquered but came around to accepting their place here. The Winnu become the Lazax's "right-hand civ", occupying most administrative positions.
Unfortunately, over time the Laxax become decadent and corrupt, with many subjects chafing under their now-oppressive rule.
Rebellion and the Twilight Wars (3,000 y.a.)
A conflict between Sol and Letnev prompts unwanted Lazax intervention which turns into three-way fighting. Sol and Letnev secede, followed shortly by Jol-Nar and later by Hacan. Many factions take advantage of the chaos to attack each other.
With Jol-Nar assistance and technology, Sol and Hacan defeat the Lazax fleets and bombard Mecatol Rex until the wilderness is a poisonous wasteland. A few thousand Lazax flee, burning the Hall of Cartography to cover their escape, but the rest are hunted to literal extinction.
The rebel alliance ends as the factions turn on each other trying to claim the (now metaphorical) throne along with other civilizations. This fighting continues fruitlessly for several hundred years. The Winnu claim the right to the throne, but those Winnu still alive on Mecatol Rex schism from their homeworld; these "Custodians" insist that no one is fit for the throne.
The Dark Years (2,600 y.a.)
With all factions exhausted and on the verge of societal collapse from resource drain, fighting peters out. The Great Civilizations withdraw into isolation, focusing on rebuilding. Over time, many technologies are lost as they relied upon contributions from other civilizations to maintain.
Several younger civilizations (e.g., Mentak, Muatt, Naaz-Rokha) are established. The Winnarian Custodians gradually rebuild Mecatol City, but leave the palace destroyed as a reminder.
Reaching Out (300 y.a.)
Civilizations begin making contact with each other again, forming basic trade routes and agreements.
A New Age (32 y.a.)
32 y.a.: The Custodians invite the major civilizations to reform the Galactic Council on Mecatol Rex.
30 y.a.: The "lost Lazax" return, revealing that they have become a cybernetic "mindnet" called the L1Z1X. Their claim to the throne prompts considerable debate; in the meantime, they begin conquering worlds at a furious pace. Shortly after, it's learned that a glitch/splinter of the L1Z1X has become a self-replicating robotic swarm (the "Nekro Virus") which threatens the entire galaxy.
5 y.a.: A joint Creuss-led expedition discovers, repairs, and explores a buried wormhole generator on Acheron. This awakens the Mahact on the other side from their millennia-long stasis. The Mahact seize control of the explorers via gene sorcery and overload the generator, which thrusts their distant homeworld Ixth through the wormhole and into local galactic space. This implodes Acheron, which becomes a gravity rift.
5 y.a.: In the wake of the "Acheron Disaster", the Galactic Council forms the Keleres.
Major Factions
These are split into two sections. Great Civilizations are arguably the "protagonist" societies of the game — though that should be taken loosely, as all have dark secrets and agendas. Antagonist Factions are some combination of hostile and secretive, with many not participating directly in Galactic Society and acting primarily as a threat.
A "(playable)" after a species means that species is available to Embers of the Imperium PCs. All of these factions are playable in Twilight Imperium 4, as described by the "TI4 Summary" line.
The Council Keleres
The Keleres is not a civilization, but is instead a multicultural troubleshooting and peacekeeping organization, trying to solve the galaxy's problems. They answer directly to the Galactic Council, represented by three elected Tribunii: Kuuasi Aun Jalatai (Argent Flight), Harka Leeds (Human from Mentak), and Odlynn Myrr (Xxcha). See pp. 206-212 for more info. But please don't read beyond that point, as p. 213 onward is GM's Eyes Only.
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— Great Civilizations —
All page references here are to Embers of the Imperium.
Argent Flight (p. 66)
Millennia ago the Lazax freed the Argent Flight from the Mahact, charged them with preventing the Mahact's return, and purged all records of their homeworld existing. After the Flight failed to prevent the Mahact's return, they revealed themselves to the rest of the galaxy, and now stoke the fires of a crusade against the gene-sorcerers.
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Barony of Letnev (p. 68)
These proud, militaristic, formal people are light-averse, and have thus built a powerful industrialized society beneath their planet. Famed for their tactical brilliance, their fleets are feared as much as their secret intelligence operatives the Cimm Fenn.
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Clan of Saar (p. 70)
After losing their homeworld, they settled the colony of Lisis . . . then the N'orr wiped that out. Later, the prophet Ragh Gavar "heard the call" which led him to the Jorun Asteroid Field. Many Saar settled there, but they're still known for being a society spread amongst the stars.
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Embers of Muatt (p. 72)
During the tail end of the Lazax Empire, Jol-Nar quietly enslaved these fire-based organisms and developed many new weapons on Muatt, including the asteroid-sized spaceships "the War Suns". The Gashlai won their independence during the Twilight Wars and are the only faction who has not forgotten how to make War Suns.
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Emirates of Hacan (p. 74)
A mercantile powerhouse, indispensable to the galaxy thanks to sheer trade — though they also have a sizable military. Various families (emirates) compete for both political power and wealth on the desert planets of the system.
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Empyrean (p. 76)
This ancient species has been observing the rest of the galaxy for millennia. They have only recently revealed themselves, claiming they wish to head off another galaxy-wide war for the throne. Though bizarre (they're winged, space-adapted, and "speak" via radio waves), they attempt to emulate the cultures they've studied to put others at ease.
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Federation of Sol (p. 78)
The Humans and other species of Sol are known as an aggressive and expansionist culture. Sol joined the Lazax Empire fairly late, chafed more than any other civilization under them, and went on to help end it. Sol tempers aggression with political savvy, however, not eager to make enemies.
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Ghosts of Creuss (p. 80)
Hailing from somewhere beyond the wormhole-ridden Shaleri Passage, these energy beings don environmental suits to interact with the physical world. Their goals are somewhat mysterious, but clearly include exploring uncharted space — which was unfortunate in the case of Acheron (see above).
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Mentak Coalition (p. 82)
During the Twilight Wars, Erwin Mentak led a revolt on the corrupt prison planet Moll Primus. Rather than fleeing, he and others built a true government based on individual freedoms. Mentak has an official navy and an unofficial fleet of privateers, with strict rules for who their pirates can and cannot prey upon.
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Naalu Collective (p. 84)
Between the Druaa's telepathic prowess and assistance from the allied Yssaril, Naalu worlds are adept at keeping unwanted folks out of their systems. Many suspect that every Druaa is secretly a Naalu spy, and their subjugation of the Miashan on the planet Maaluuk does nothing to engender trust.
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Naaz-Rokha Alliance (p. 86)
Long exploited by other civilizations, the diminutive Naaz hired the Rokha, a nomadic race of feline mercenaries. After throwing off their colonial yoke, the Naaz offered the Rokha an equal place in their society. Within a few centuries, the two species have formed a culturally symbiotic relationship, forming bonded pairs from a young age. Now the Alliance is known as a progressive civilization who produces expert explorers.
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The Nomad (p. 88)
Uniquely, the "Nomad" isn't a civilization but a single mysterious person. Using seemingly limitless wealth and knowledge of secrets, they effectively took over Space Station Sumerian and have acquired a full navy and representative on the Galactic Council. No one trusts them, but they seem to have good intentions for the galaxy. Maybe.
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Sardakk N'orr (p. 90)
A rare insectoid species who evolved under harsh conditions, making them strong warriors resilient enough to survive drop pods being launched at a planet from outside its orbit. However the Sardakk N'orr (the name for the N'orr's society) offers more than combatants, with just as wide a range of individuals as any culture.
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Titans of Ul (p. 92)
When the Mahact returned, they sent a signal to awaken their old servitors, the Titans, massive biomechanical guardians and laborers. However, while dormant the Titans had been able to communicate and evolve, and have no interest in serving their loathsome creators. Currently they're focused on finding "sleeping" Titans while figuring out their next priorities as a brand-new civilization.
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Universities of Jol-Nar (p. 94)
Education is so important to the Hylar that they see their society and two worlds as massive universities, led by the Headmaster. Research and development are paramount, with morals considerations being scoffed at by the ambitious.
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Winnu (p. 96)
In the aftermath of the Twilight Wars, a few Winnu (the Winnarian Custodians) stayed on Mecatol Rex while the rest returned to their homeworld to recover. When the Custodians reformed the Galactic Council, the Winnu were pissed; they'd expected their brethren to recognize them as the logical heirs to the throne, not to treat them as a mere Great Civilization. The Winnu have redoubled their efforts and resolve to rule.
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Xxcha Kingdom (p. 98)
They were once weak pacifists. But having their homeworld blackened by Letnev and Sol made them realize that pacifism needs to be backed with a strong stick. Now a Great Civilization, they are renowned for their diplomatic skills and healthy, positive beliefs.
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Yin Brotherhood (p. 100)
One man's attempt to save his wife from the Greyfire disease via (illegal) cloning experiments gradually led to a world populated by her clones — all male, all sadly infected with Greyfire. These "Yin" lead pious lives, which can be wholesome but also means their wars become religious crusades with fanatic zealotry.
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Yssaril Tribes (p. 102)
After driving off colonizers, the Yssaril became renowned as spies, assassins, scouts, and guerilla fighters. Now they work to become recognized as more than this, establishing treaties and learning more about the workings and vulnerabilities of the other Great Civilizations.
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— Antagonist Factions —
These don't include page numbers, as the idea is that you have to learn important details about them in play. In addition, each mentions whether it participates directly (via representatives) or indirectly (via acquiring votes from other worlds behind the scenes) in the Galactic Council.
The Arborec
The Arborec isn't a true civilization; it is literally a single plant-like superorganism. It spawns lesser offshoots of itself to accomplish tasks, which can be reabsorbed later. It is not necessarily "antagonistic" but its goals are mysterious and alien.
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The L1Z1X Mindnet
The return of the Lazax refugees as hive-mind cyborgs was a shock. Many debate the validity of their claim to the Lazax's legacy; meanwhile, the L1s aggressively conquer their neighbors and expand their empire.
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The Mahact Gene-Sorcerers
The ancient rulers of the galaxy have returned. No one truly understands their infamous ability to manipulate the bodies and minds of others. Haughty and proud, the Mahact are not here to negotiate; they are here to rule.
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The Nekro Virus
Spawned from a glitched offshoot of the L1Z1X, this mass of self-replicating machines seek to devour and end all life in the galaxy. They have no other purpose.
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The Vuil'Raith Cabal
Note: Very few people know that the Vuil'raith exist, much less the details here. This information exists in case your character has inside knowledge or suspicions; if not, please compartmentalize it. Emerging from another dimension through the Acheron gravity rift, these "demonic" beings range in size from housecat to battleship. In pursuit of their (unknown) long-term goals, they have the talent and patience to work subtly by building cults which worship them as gods.
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TI4 Flagships
12 of the factions above have been given unique Flagship models. For Embers of the Imperium players, this may help you visualize the overall style of your faction's spacecraft.
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