Deprecated: Function create_function() is deprecated in /home/mygurpsc/public_html/pmwiki.php on line 512
MyGURPS - A Brief Primer Of The Galaxy

A Brief Primer Of The Galaxy

Return to Embers of the Imperium
Return to Twilight Imperium Lore


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.

  • Base of Operations: Mecatol Rex (p. 166).
  • TI4 Summary: Free Commodities and Trade Goods, ignore Laws, difficult to attack.

— 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.

  • Main Species: Shikrai (playable, p. 33), agile wingless-bird warriors.
  • Homeworld: Atharal Gas Torus (three planets orbiting through a ring of gas, p. 177).
  • TI4 Summary: Aggressive voting, excellent Destroyer ships, well-defended space.

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.

  • Main Species: Letnev (playable, p. 28), arrogant blue-skinned humanoids.
  • Homeworld: Arc Prime and Wren Terra (p. 170).
  • TI4 Summary: Massive fleets, multiple offensive and defensive advantages for each unit.

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.

  • Main Species: Saar (playable, p. 32), furry adaptable humanoids.
  • Homeworld: Long destroyed. Largest colony is the Jorun Asteroid Field (p. 182).
  • TI4 Summary: Mobility, not tied to planets, can produce units in space.

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.

  • Main Species: Gashlai (playable, p. 24), brawny fire elementals who can temporarily leave their suits to burn everything around them.
  • Homeworld: Muatt (p. 194).
  • TI4 Summary: Start with (and can further upgrade) War Suns, can navigate through Supernovas.

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.

  • Main Species: Hacan (playable, p. 25), lion-like negotiators.
  • Homeworld: Kenara system (Arretze, Kamdorn, and Hercant, p. 175).
  • TI4 Summary: Able to trade with anyone, can trade Action Cards, wealthy.

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.

  • Main Species: Empyrean, unusual void flyers.
  • Homeworld: The Dark (a dense nebula, not a planet). Secret (do not read).
  • TI4 Summary: Adept at exploring empty space, benefit from making trade/political deals.

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.

  • Main Species: Human (playable, p. 26), skilled versatile endurance-predators.
  • Homeworld: Jord (formerly known as Earth, p. 169).
  • TI4 Summary: Extra actions, amazing carriers and infantry for holding planets.

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).

  • Main Species: Creuss (playable, p. 22), perceptive aliens who can temporarily leave their suits to become ethereal.
  • Homeworld: Creuss (beyond an unknown wormhole). Secret (do not read unless you're playing a Creuss, then see p. 217).
  • TI4 Summary: Able to shift wormhole destinations and use them for movement and offense.

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.

  • Main Species: None. Hacan, Xxcha, Letnev, Yssaril, Human, and Hylar are all common.
  • Homeworld: Moll Primus (p. 185).
  • TI4 Summary: Steal Trade Goods (with optional compensation), free "ambush" attack at start of space combat.

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.

  • Main Species: Druaa (playable, p. 23), mind-reading snake folk.
  • Secondary Species: Miashan, a winged species considered low-sentient.
  • Homeworld: Druaa and Maaluuk (p. 186).
  • TI4 Summary: Always goes first, can retreat freely, amazing Fighters.

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.

  • Main Species: Naaz-Rokha (playable, p. 30), a "dual character" best for experienced players
  • Homeworld: Naazir and Rokha (p. 190).
  • TI4 Summary: Great at exploring new planets and acquiring relics, versatile mechs.

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.

  • Main Species: None. The faction includes countless trade organizations of all types. No one knows the Nomad's species.
  • Base of Operations: Sumerian Station (above planet Arcturus, p. 173).
  • TI4 Summary: Extra Leaders, upgradable respawning Flagship, extra Trade Goods.

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.

  • Main Species: N'orr (playable, p. 29), tough regenerating insectoids.
  • Homeworld: Quinarra and Tren'lak (p. 192).
  • TI4 Summary: Amazing all-around fighters, suicide-bomber Dreadnoughts, can commit ground forces without space combat.

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.

  • Main Species: Titan (playable, p. 34), 10' tall living metal powerhouses.
  • Homeworld: Elysium (a small Dyson sphere, p. 172).
  • TI4 Summary: Great Cruisers and PDS, "Sleeper Tokens" that grant free PDS (or other units), potential terraforming.

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.

  • Main Species: Hylar (playable, p. 27), aquatic geniuses who may require a suit to breathe air (player's choice).
  • Homeworld: Jol and Nar (p. 180).
  • TI4 Summary: Technology, technology, and more technology.

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.

  • Main Species: Winnu (playable, p. 35), righteous humanoid leaders.
  • Homeworld: Winnu (p. 195). The Custodians instead live on Mecatol Rex (p. 166).
  • TI4 Summary: Weak start but incredibly powerful if they can take Mecatol Rex.

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.

  • Main Species: Xxcha (playable, p. 36), tough defensive "turtles".
  • Homeworld: Archon Ren and Archon Tau (p. 196).
  • TI4 Summary: Weaponized Diplomacy, can veto Agendas, good area defense.

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.

  • Main Species: Human (cloned, with Greyfire).
  • Homeworld: Darien (p. 184).
  • TI4 Summary: Convert enemy units, suicide-bomb ships.

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.

  • Main Species: Yssaril (playable, p. 37), small stealthy goblinoids.
  • Homeworld: Retillion and Shalloq (p. 188).
  • TI4 Summary: Draw, steal, and hoard action cards; stall to act after everyone passes.

— 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.

  • Homeworld: Nestphar.
  • Council Participation: Direct, sending Dirzuga representatives. (A Dirzuga is the corpse of a humanoid species that the Arborec has infested, so it can speak and work with others.)
  • TI4 Summary: Infantry slowly spawn on their own and can produce other units, ships can grow.

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.

  • Homeworld: [0.0.0], a.k.a. Null.
  • Council Participation: Direct.
  • TI4 Summary: Dreadnoughts with amazing Bombardment, retaining structures after ground invasion.

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.

  • Homeworld: Ixth.
  • Council Participation: Indirect, via dominated representatives.
  • TI4 Summary: Steal fleet pool tokens and Commander abilities, Infantry is expendable, can remove own tokens from the board.

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.

  • Homeworld: Mordai II (they didn't bother renaming it).
  • Council Participation: None.
  • TI4 Summary: Steal tech from others, easily acquire command tokens, can't vote or research tech.

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.

  • Homeworld: Acheron (now a gravity rift).
  • Council Participation: Indirect, through cultist representatives.
  • TI4 Summary: Capture opponent's units, use them to build your own for free or acquire technology.

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.


Return to Embers of the Imperium
Return to Twilight Imperium Lore