Lore

The Lore of RimWorld is limited and is mostly interpreted from information provided in game. However several documents have been published outlining the lore for new players. Keep in mind that the lore is being updated and that later releases retcon old ones. Old lore is only presented here as a matter of interest. 
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== Assorted Lore ==
This section includes lore from assorted sources, including backstories, that is not included in the Revival Briefing.
=== Named Places ===
==== Worlds ====
Name 	Planet Type 	Description
Carthago 	Deathworld 	A deathworld planet.
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Out of Universe: This is likely a reference to Carthage, an ancient empire that fought the Roman Republic during the Punic Wars. The Romans famously destroyed Carthage and apocryphally sowed the land with salt to prevent habitation. The specific form of the name harkens to the phrase "Carthago delenda est" a phrase used by Cato the Elder to advocate for the destruction of Carthage. Both are fitting references for a deathworld.
Ticonderoga 	Unknown 	A planet populated with tribals and mountains.Backstory of Jonathan 'Jon' Craig
Kalthas IV 	Glitterworld 	A planet with elite training school for socially gifted students on it.Backstory of Matis 'Darkeye' Saro
Ceti V 	Glassworld 	A planet with an assassin's guild.
Aracena VI 	Feudalworld 	A planet with the Novo Mosteiro dos Jerónimos monastery on it, at least 2 continents and alcohol prohibition leading to the rise of bootleggers.Backstory of Vitor 'Oahnip' Pinhao
Irithir 	Indworld 	A trading hub planet.Backstory of William Gregory-Heap
Rural Pen’The 	Unknown 	A lucrative spice mining colony.Backstory of Benn 'Ben' Tannen 
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Out of Universe: This is likely a reference to Rura Penthe, the penal colony from 1954 Disney film "20,000 Leagues Under the Sea" or the Klingon penal planetoid named after it in the Star Trek universe.
New China 	Indworld 	Planet.Backstory of Yutong 'Li' Li
Amen-Ti 	Glitterworld 	A glitterworld planet. Capital of the Star Empire, which maintains a military called Starforce which trains its cadets at the Star Academy. Fields Manned Fighters launched from Carrier Ships, and has been involved in at least 3 wars against "more advanced aggressor cultures".Backstory of Sam 'Nerhesi' Wissa Relationship with Rogia, another glitterworld which also hosts a "Starforce", is unknown. It is possible that they are part of the same Star Empire.
Khalderia 	Midworld 	A world with towering forests and fern farmers. The seedy underworld of racing, illegal speeder racing, zipping in and out of the massive canopies and gorgeous vistas of the world occurred here.Backstory of Russell 'Rusty' Shackleford
Earth 	Ruinworld 	A planet, from which all known naturally evolved life originated. Humanity's diaspora from Earth occurred 3400 years before the Cryptosleep Debriefing, or in the year 2100 CE assuming the Debriefing is contemporaneous with the beginning of the game in 5500.Cryptosleep Revival Briefing
Euterpe 	Urbworld 	A planet that hosted people awakening from long periods of cryptosleep. Also had an Ordo Historia archive on-world.
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Out of Universe: Euterpe was one of the Muses in Greek mythology, presiding over music, and later, lyric poetry. 27 Euterpe is also the name of an asteroid in the Inner Asteroid Belt, and one of the brightest asteroids in the night sky
Sorne 	Animal world 	The original homeworld of the insectoids, before being captured, genetically modified, and vat-grown by interstellar entrepreneurs for use as weapons, and exported to other worlds by parties unknown. As all seemingly-alien life is claimed to have originated on Earth, it is possible that the original pre-weaponization Sorne Geneline evolved from Earth life on the planet, or were already genetically engineered for some reason before being modified again.Insectoid Faction Description
Rayth 	Deathworld 	A deathworld planet.
Spectra 	Deathworld 	A deathworld planet.
Grimcore 	Deathworld 	A deathworld planet.
JNovahex 	Deathworld 	A deathworld planet.
Utmaior 	Glitterworld 	A glitterworld planet. Presumably the location of Utmaior Academy.
Kenerella 	Glitterworld 	A glitterworld planet.
Kenerella 	Glitterworld 	A glitterworld planet.
Caspian 	Glitterworld 	A glitterworld planet. Presumably the location of the Caspian School of Engineering.
Dedchenko 	Iceworld 	An iceworld planet.
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Out of Universe: Likely a reference to the Vanch-Yakh Glacier, a large glacier in Tajikistan previously known as the Fedchenko Glacier prior to 2023.
Baltoro 	Iceworld 	An iceworld planet.
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Out of Universe: Likely a reference to Baltoro Glacier in Pakistan, one of the longest glaciers outside the polar regions.
Furtwale 	Iceworld 	An iceworld planet.
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Out of Universe: Given the naming convention used for other Iceworlds, may be a reference to Furtwängler Glacier in Tanzania.
Jaqua 	Iceworld 	An iceworld planet.
Christensen 	Iceworld 	An iceworld planet.
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Out of Universe: Likely a reference to Christensen Glacier in South Georgia, a part of the British Overseas Territory of South Georgia and the South Sandwich Islands.
Barnes 	Iceworld 	An iceworld planet.
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Out of Universe: Likely a reference to Barnes Glacier in Antarctica.
La Grand 	Rimworld 	A rimworld planet.
Dalles 	Rimworld 	A rimworld planet.
Twig Falls 	Rimworld 	A rimworld planet.
Old Boise 	Rimworld 	A rimworld planet.
Devil's Gate 	Rimworld 	A rimworld planet.
Laramiere 	Rimworld 	A rimworld planet.
Corliss 	Steamworld 	A steamworld planet.
Borassic 	Steamworld 	A steamworld planet.
Savery II 	Steamworld 	A steamworld planet.
Heron 	Steamworld 	A steamworld planet.
Malmesburi 	Steamworld 	A steamworld planet.
Architonnerre 	Steamworld 	A steamworld planet.
Escapement 	Steamworld 	A steamworld planet.
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Out of Universe: Escapements are a type of mechanic linkage used in analogue watches and clocks, a fitting reference given the association between steampunk and clockwork
Xaroh 	Transcendent world 	A transcendent world.
Immanence VI 	Transcendent world 	A transcendent world.
Qabba 	Transcendent world 	A transcendent world.
Einsof 	Transcendent world 	A transcendent world.
Mitvo 	Transcendent world 	A transcendent world.
Samydi 	Transcendent world 	A transcendent world.
Samsarr 	Transcendent world 	A transcendent world.
Thebes XIV 	Glassworld 	A glassworld planet.
Naga 	Glassworld 	A glassworld planet.
Merv 	Glassworld 	A glassworld planet.
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Out of Universe: Given the identical pronunciation and link to weapons of mass destruction, likely a reference to MIRVs, or multiple independently targetable reentry vehicle, a payload for ballistic missiles in which several warheads capable to each targeting a different location are carried by one missile. The concept is almost invariably associated with intercontinental ballistic missiles carrying thermonuclear warheads,
Perse 	Glassworld 	A glassworld planet.
Shechem 	Glassworld 	A glassworld planet.
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Out of Universe: Shechem was the name of an ancient Canaanite city. The relevance of this is unknown.
Yelhazor 	Glassworld 	A glassworld planet.
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Out of Universe: Tel Hazor is an archeological site located in modern Israel. While the names do not match, the similarity of the names, the proximity of the Y & T keys, and the references to Shechem as a similar site in the same source makes the similarity bear noting.
Avenna 	Urbworld 	An urbworld planet.
Essalon 	Urbworld 	An urbworld planet.
Enike 	Urbworld 	An urbworld planet.
Adocia 	Urbworld 	An urbworld planet.
N'toch 	Urbworld 	An urbworld planet.
Barca 	Urbworld 	An urbworld planet.
Puobell 	Trashworld 	A trashworld.
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Out of Universe: Likely a reference to "poubelle", a French word meaning garbage can.
Deni IX 	Trashworld 	A trashworld.
Garbsh 	Trashworld 	A trashworld.
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Out of Universe: Likely a corruption of Garbage.
Tra'age 	Trashworld 	A trashworld.
Reepsyk 	Trashworld 	A trashworld.
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Out of Universe: May be a reference to Resyk of Judge Dredd comics, itself a euphemistic reference to the "recycling" of biomatter including human corpses.
Mystras 	Trashworld 	A trashworld.
Destria 	Shellworld 	A shellworld. Given the name, presumably involved in the Inner Destrian War as either a battlefield or belligerent.Backstory of Chad 'Stonejaw' Walcenville
Trophic 	Shellworld 	A shellworld.
Matrio 	Shellworld 	A shellworld.
Samen 	Shellworld 	A shellworld.
Xinthia 	Shellworld 	A shellworld.
Ferbine 	Shellworld 	A shellworld.
Callos IX 	Deadworld 	A deadworld. Presumably the site of the Callos IX incident, which may be the reason it is now a deadworld.
Haspia 	Deadworld 	A deadworld. See Haspian monk.
Gost IV 	Deadworld 	A deadworld.
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Out of Universe: GOST 4 is a Russian protection rating for ballistic armor. It is unknown if this is relevant
Berimund 	Deadworld 	A deadworld.
Ardar 	Deadworld 	A deadworld.
Kremhild 	Deadworld 	A deadworld.
Melisandz 	Deadworld 	A deadworld.
Hudders 	Indworld 	An indworld.
Iver 	Indworld 	An indworld.
Achesta 	Indworld 	An indworld.
Oods 	Indworld 	An indworld.
Iladelf 	Indworld 	An indworld.
Pichu 	Ruinworld 	A ruinworld.
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Out of Universe: Most of the ruinworlds in this source are references to ancient, ruined cities. This is most likely a reference to Machu Pichu, the famous ruined Incan citadel.
Perdida 	Ruinworld 	A ruinworld.
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Out of Universe: Most of the ruinworlds in this source are references to ancient, ruined cities. Perdida is Spanish for lost, but given the theme in in the naming of ruinworlds, it likely specifically a reference to Ciudad Perdida, a ruined pre-Columbian city near Santa Marta, Colombia
Hisarlik 	Ruinworld 	A ruinworld.
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Out of Universe: Most of the ruinworlds in this source are references to ancient, ruined cities. Hisarlık is the modern-day location of the ruins of Troy, the city famously, and possibly apocryphally, besieged by the Greeks during the Trojan War.
Helike 	Ruinworld 	A ruinworld.
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Out of Universe: Most of the ruinworlds in this source are references to ancient, ruined cities. Helike is the name of ancient Greek city-state, destroyed by a tsunami, and whose ruins were rediscovered in 2001.
Scylla 	Toxicworld 	A toxicworld.
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Out of Universe: Scylla is a character from Greek myth, originally a naiad but turned into a monster when poison was poured into the water in which she was bathing.
Thylacine 	Animal world 	An animal world.
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Out of Universe: Thylacines, also known as the Tasmanian tiger or Tasmanian wolf, are a type of extinct carnivorous marsupial that was native to Australia and Papua New Guinea. Given the resurrection of other extinct species by genetic engineering, this may indicate that this planet was used for this purpose and that is why it was kept an animal world.
Jiai 	Animal world 	An animal world.
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Out of Universe: Jiai is a transliteration of 慈愛, the Japanese word for Charity or Compassion. The relevance of this, if any, is unknown.
Aukton 	Animal world 	An animal world.
Steller's World	Animal world 	An animal world.
Sophiamunda 	GlitterworldRoyalty Places.xml 	A techno-feudal world with castles and palaces. Native Sophians work as knights, squires, dukes, maids, and swordsmiths. Revolutionists and their rebels sometimes attack those living there. People carry warhammers and persona plasmaswords as personal weapons. Orbital mech cluster targeters, bio-engineered plagues, and armies of fallen knights have been deployed there. Described in code-comments as Sophiamunda is the shattered empire's home world.. Generally the canonicity of such comments is unclear, though in this instance it directly agrees with other sources. This information listed here is limited to that listed in the places file, for more information see: Empire.
Oubanyen 	Jungle worldIdeology Places.xml/Dino-world	A steamy jungle world with tree-top villages, hill-top ziggurats, city temples, and shaman caves. Native Oubanyeni work as Shamans, hunters, fishers, gatherers and goatherds. Tree-harvesters and their henchmen sometimes attack those living there. People carry pila and ikwa as personal weapons. Lethal psychic drones and neurotoxin bombs have been deployed there. Described in code-comments as A steamy world of wet jungles, strange tribes with psychic powers, however the canonicity of such comments is unclear.
Chelis 	Arid world/Medieval world 	An arid world with moisture farms, parch-towns, water centres and high lifehalls. Native Chelisi work as water gatherers, lizardskinners, oasis seekers, cactus gatherers and scav-herders. Chiefs and their sand-warriors sometimes attack those living there. People carry sand-arrows and cactus-clubs as personal weapons. Archotech-induced sandstorms and spikelizard stampedes have been deployed there. Described in code-comments as An arid world of moisture-farming tribes, however the canonicity of such comments is unclear.
Ilwaba 	Ruinworld 	A regrown ruin-world with skyscraper villages, highway trade-posts, blast-land oases, and houses of regrowth. Native Ilwabans work as crete-farmers, path-makers, artifact hunters, tunnelwalkers, and artifact restorers. Crypto-leaders and their crypto-soldiers sometimes attack those living there. People carry scrap-swords and jag-dagger as personal weapons. Dug-up nukes and ancient poison bombs have been deployed there. Described in code-comments as A regrown deathworld where tribes live among overgrown cities, however the canonicity of such comments is unclear.
Boccocarro 	Shell-world 	A cavernous shell-world with surface tunnels, fungus caverns, drip-wells, and speech-halls. Native Boccin work as miners, fungus growers, surface scavengers, community cooks, and frog-hunters. Mine hypervisor and their abyssal marines sometimes attack those living there. People carry pickaxes and hydraulic crossbows as personal weapons. Seismic quake-generation devices and blackpowder bombs have been deployed there. Described in code-comments as A subterranean world with vast caverns and a baked, inhospitable surface. Many factious but isolated city-states, however the canonicity of such comments is unclear.
Nuchadus 	Volcano-world/Feudalworld 	A dim volcano-world with basalt islands, caldera laketowns, dirigible villages, and thermal fortresses. Native nuchadeans work as seismologists, lava-snail farmers, tank-tread repairers, and airborne scouts. Lava lords and their stygian soldiers sometimes attack those living there. People carry obsidian daggers and harpoon rifles as personal weapons. Chem-warfare bombs and archotech-induced volcano eruptions have been deployed there. Described in code-comments as A chaotic volcanic world far from the sun, covered with lava flows and black sand dunes. There are nomads and movable cities, however the canonicity of such comments is unclear.
Zoutera 	Dino-world/Animal world 	A grassy dino-world with trading outposts, trent villages, mammoth burial grounds, and hill-top forts. Native Zoutin work as dino-riders, muffalo-herders, hunters, and toughleather makers. Tusk-kings and their tusk-warriors sometimes attack those living there. People carry bamboo staves and hunt-bomb arrows as personal weapons. Fertilizer bombs and stampeding herds of ankylosaurs, blue mammoths, and novoraptors have been deployed there. Described in code-comments as A grassy planet populated by megafauna, however the canonicity of such comments is unclear.
Wavia 	Oceanic world 	An oceanic planet with trading atolls, floating villages, seaweed refineries, and capitol bridges. Native Wavians work as fishers, pearl divers, sail makers, captains, and sea-grass gatherers. Whaler admirals and their whaler-marines sometimes attack those living there. People carry harpoons and barbed nets as personal weapons. High-yield torpedoes and baited deep-kraken and Wavian leviathans have been deployed there. Described in code-comments as A water world dotted with atolls and floating seaweed, however the canonicity of such comments is unclear. 
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Out of Universe: Likely a reference to the 1995 post-apocalyptic action film 'Waterworld'.
Bagua 5 	Junkyard planet/Trashworld 	A junkyard planet with fortified scrapyards, rainwater processing plants, scrap-towns and trader spaceports. Native Bagucinquans work as scavengers, traders, tinkerers, guards, and scrappers. Junk lords and their metal-heads sometimes attack those living there. People carry pipe rifles and scrap-swords as personal weapons. Salvaged nukes and rust viruses have been deployed there. Described in code-comments as A junkyard planet of crashed ships, broken machinery, scavengers and traders, however the canonicity of such comments is unclear. 
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Out of Universe: "Bagua" is the name of eight symbols used in Taoist cosmology and of a province of Peru - it is unclear if either etymology of the name is correct. The "-cinquan" suffix of the demonym simply comes from the French term for five - the inhabitants are literally "Bagua-5-ans".
Rhydell 	Forest moon/Animal world 	A savage forest moon with converted dropships, low-shielded encampments, communication centers, and armored habitats. Native Rhydellians work as frontier botanists, trophy hunters, medics, camp cooks, and biolab engineers. Deepcorp executives and their deepcorp enforcers sometimes attack those living there. People carry sniper rifles and machetes as personal weapons. Plant-derived neurotoxin gas and orbital laser strikes have been deployed there. Described in code-comments as A forest moon filled valuable flora and with dangerous predators, however the canonicity of such comments is unclear. Its secondary description as an animal world is confusing given that people apparently are living on the world, however it may indicate that it was simply an animal world in the past or that that full colonisation efforts have not begun.
Iwamura 	Stony asteroid 	A stony asteroid with market capsules, warehouse capsules, docking piers, and station bridges. Native Iwamurian work as life-support engineers, merchants, flight controllers, zero-g athletes, and radio hosts. Mega-corp CEOs and their rent-a-cops sometimes attack those living there. People carry charge rifles and welding torches as personal weapons. Aerosolized toxins, life-support sabotage viruses and EMP strikes to the life support systems have been deployed there. Described in code-comments as Iwamura is a stony asteroid housing a large trading hub, however the canonicity of such comments is unclear.
Novaroma 	Planetoid/Coreworld 	A planetoid with ministries of permits, gated suburbs, over-cities, undercities, and megacity overhalls. Native novaromans work as clerks, officials, food couriers, taxi drivers, and retail workers. High-underlords and their undertroops sometimes attack those living there. People carry revolvers and knives as personal weapons. Seismic quake-generation devices, cluster bombs, and nuclear suitcase-bombs have been deployed there. Described in code-comments as [...] a planetoid covered in a vast city, ruled by a bureaucracy, however the canonicity of such comments is unclear. The line of highmates found on the colony's rimworld fit the fashions of Novaroma.Highmate xenotype description
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Out of Universe: The name translates to New Rome in Latin.
Filson 	Farm-world/Feudalworld/Rimworld 	A rural farm-world with fertilizer processing plants, mega-granaries, water-bore sites, and town halls. Native Filsoners work as farm hands, fruit pickers, transport drivers, school teachers, and soil engineers. Landowners and their militia sometimes attack those living there. People carry rifles and scythes as personal weapons. Fertilizer bombs, weaponized pesticide sprays and space lenses have been deployed there. Described in code-comments as [...] a rural planet of vast agriculture plots and territorial landowners, however the canonicity of such comments is unclear.
Creticon 	Deathworld 	A blasted death-world with bunkers, caverns, ice-shelters, and director's bunkers. Native Creticonians work as water-recycler repairers, algae farmers, doctors, teachers, militia commanders, and shuttle pilots. Warlords and their mercenaries sometimes attack those living there. People carry autopistols and LMGs as personal weapons. Shoulder-mounted nuclear missiles, orbital bombardments, chemical bombs, and hacked mechanoids have been deployed there. Described in code-comments as [...] a high-tech death-world where everyone lives in bunkers, however the canonicity of such comments is unclear.
Yttak 	Ice-moon/Icy planet/Iceworld/Prison world 	An ice-moon prison with meal halls, guard barracks, detention centers, and warden's office complex. Native Yttaki are detainees and escapees, or work as guards, maintenance workers, and transport drivers. Prison wardens and their corrupt guards sometimes attack those living there. People carry shivs and SMGs as personal weapons. Improvised chemical bombs and orbital laser strikes have been deployed there. Described in code-comments as [...] a frigid ice-moon prison colony, however the canonicity of such comments is unclear. The Yttakin xenohumans were first engineered to populate Yttak and they've since spread to other worlds.Yttakin pirates faction description Yttak is alternately referred to as a moon, a planet, and a worldYttakin xenotype description which could apply to either. It is unclear which is canonically correct. Given the pronunciation of Yttakin as "ee-ta-keen",Biotech Preview #4 Steam Announcement the name of the world is likely pronounced "Ee-tak".
Kemia 	Toxic war-world 	A toxic war-world with slums, tunnel colonies, undertowns, and city lordhouses. Native Kemian work as street sweepers, cleanup engineers, protein farmers, taxi drivers, and weapons builders. Poison lords and their venom-soldiers sometimes attack those living there. People carry gas bombs and toxic flamethrowers as personal weapons. Nuclear dirty bombs, bio-engineered plagues, and penetrating toxic bombs have been deployed there. Described in code-comments as [...] a toxic, overcrowded world with an oppressive government, however the canonicity of such comments is unclear.
Rogia 	Glitterworld 	A glitter-tech world with medical institutes, space elevators, robotics factories, and a planetary capitol. Native Rogians work as starforce cadets, artisan farmers, social-media prodigies, zero-g athletes, and glitter-tech smugglers. Corrupt bureaucrats and their bionic guards sometimes attack those living there. People carry charge lances and persona monoswords as personal weapons. Antimatter warheads, weaponized computer viruses, and remote-controlled mechanoid workers have been deployed there. Described in code-comments as [...] a world of windy prairies and towering glitter-tech cities, however the canonicity of such comments is unclear. Relationship with Amen-Ti, another glitterworld which also hosts a "Starforce", is unknown. It is possible that they are part of the same Star Empire, of which Amen-Ti is the capital.
Xanides 	Mineral-planet 	An exploited mineral-planet with strip mines, ore refineries, nutrient paste cafeterias, and oxygen depots. Native Xanidians work as miners, supervisors, technicians, mechanics, and life support engineers. Mine-crop bosses and their mine-corp troops sometimes attack those living there. People carry electro-batons and autopistols as personal weapons. Blasting charges and EMP strikes to the life support systems have been deployed there. Described in code-comments as a small strip-mining planet with a thin atmosphere, however the canonicity of such comments is unclear.
Lutuni 	Coreworld 	A rainforest paradise with augmentation clinics, hyper-yachts, zero-g stadia, and space elevator complexes. Native Luntuni work as tourist guides, zero-g performers, luciferium distributors, virtual celebrities, and shuttle pilots. Entertainment moguls and their enforcers sometimes attack those living there. People carry vibro-knives and charge pistols as personal weapons. Structural disintegration bacterium and smuggled orbital bombardment targeters have been deployed there. Described in code-comments as a rainforest paradise and glitterworld tourist destination, however the canonicity of such comments is unclear.
Zartza 	Deathworld 	A deathworld planet. Given the name, presumably involved in the Xennoa-Zartza War as either a battlefield or belligerent. It is unknown whether the planet was a deathworld before the conflict.
Vinna 	Medieval world 	A medieval world with raiders, mudlands, and a number of settlements.Backstory of Ida 'Ida' Painstingle
Cormora Prime 	Coreworld 	A coreworld.
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Out of Universe: May be a reference to Gomorrah, a biblical city destroyed by God for its wickedness, or the Comorra, an Italian Mafia organization and criminal society.
Glossolia 	Coreworld 	A coreworld.
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Out of Universe: May be a reference to Glossolalia, commonly called "speaking in tongues", the practice of uttering words or speech-like sounds believed by some to have religious meaning.
Barbaros 	Coreworld 	A coreworld.
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Out of Universe: Means "Barbarians" in Spanish, also possibly a reference to the famous corsair Hayreddin Barbarossa or the Holy Roman Emperor, Frederick Barbarossa.
Atura 	Asteroid 	An asteroid. May be the location of Atura station.
Ranomi 	Asteroid 	An asteroid.
Taxlos 	Asteroid 	An asteroid.
Aryn Sigma 	Asteroid 	An asteroid.
Aesh 265 	Asteroid 	An asteroid.
Widdershins 	Asteroid 	An asteroid. 
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Out of Universe: Widdershins is a term meaning to go counterclockwise, to walk around an object by always keeping it on the left, or to take a course opposite the apparent motion of the sun. It is also associated with being unlucky. The relevance, such as whether it describes the orbit of the asteroid, is unknown.
Einio 	Dino-world 	A dino-world.
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Out of Universe: Einio is the name of an Einiosaurus, a ceratopsian, in the Nintendo game series Fossil Fighters in which fossils of prehistoric animals are revived and have powers as a result. It is unclear whether the name is a reference specifically to the series or simply to the real ceratopsian, if either.
Baryonyx 	Dino-world 	A dino-world.
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Out of Universe: Baryonyx is a genus of theropod dinosaur, as well as the common name used to refer to the Baryonyx walkeri species.
Venator 	Dino-world 	A dino-world.
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Out of Universe: Venator means hunter in Latin, which is already a fitting name for a dino-world, however it is also used in the construction of a number of dinosaur names including the carnivorous theropod dinosaurs the Neovenator and Viavenator.
N'cilo 	Dino-world 	A dino-world.
Brach 	Dino-world 	A dino-world.
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Out of Universe: The name may be a reference to Brachiosaurus, a genus of sauropod dinosaur.
Vanu 	War-world 	A war-world, presumably the location of the Vanu Defense College
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Out of Universe: Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide
Cerospor 	Toxic world 	A toxic world. 
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Out of Universe: Cerospor is also a brand name used for a form of antibiotics.
Mauro 	Toxic world 	A toxic world.
Oxy VI 	Toxic world 	A toxic world.
Imbatus 	Toxic world 	A toxic world.
Soleno 	Toxic world 	A toxic world.
Sangwine 	Toxic world 	A toxic world.
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Out of Universe: Sangwine is an obsolete spelling of Sanguine, a term meaning both "pertaining to blood" and "optimistic".
Samnium 	War-world 	A war world.
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Out of Universe: Samnium was a nation-state in Ancient Italy that was a belligerent in a number of wars with the Roman Republic.
Kyrus 	War-world 	A war world.
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Out of Universe: As the name Kyrus is a derivative of Cyrus, it may be a reference to Cyrus the Great, the founder of the Achaemenid Empire and conqueror.
Punica 	War-world 	A war world.
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Out of Universe: Punica is the name of the genus of plants that includes the pomegranate, which derives from the Latin term for Carthaginian apple. Given the war related nature, likely a more general reference to the term "Punic", meaning "of or relating to ancient Carthage", an ancient empire that fought the Roman Republic during the Punic Wars.
Cimbria XII 	War-world 	A war world.
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Out of Universe: Likely a reference to the Cimbri, a germanic tribe from the Cimbrian peninsula in what is now Jutland. The Cimbri invaded Gaul and fought the Roman Republic in a series of battles, including the devastating Battle of Arausio in which almost a dozen Roman Legions were destroyed.
Barkitos 	War-world 	A war world.
Chateau D'Ouen 	Prison world 	A prison world.
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Out of Universe: Given the prison connection, possibly a reference to Château d'If, the infamous French prison for political and religious prisoners and notable for its use in Alexandre Dumas's novel 'The Count of Monte Cristo'.
Casmina 	Prison world 	A prison world.
Hoalo 	Prison world 	A prison world.
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Out of Universe: Likely a reference to Hỏa Lò Prison, commonly referred to by its Vietnam War era nickname The Hanoi Hilton, a prison in what is now Vietnam infamous for the mistreatment and torture of its prisoners under both French and North Vietnamese governments.
Borren 	Prison world 	A prison world.
Aldgate 	Prison world 	A prison world.
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Out of Universe: Possibly a reference to, and pun on, Newgate Prison, a prison in London, England that was built in 1188 and in use for over 700 years.
Port Basil 	Prison world 	A prison world.
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Out of Universe: Given the prison connection, possibly a reference to Port Arthur, a town in Tasmania, Australia originally founded as a penal colony for transportees from Great Britain.
Note: The rimworlds on which gameplay takes place have randomly generated names. Due to both their limited application and randomly generated nature, the randomly generated names of these rimworlds are considered semi-canonical only and are not listed here.
===== Prefixed world names =====
World names in generated text can sometimes be prefaced by Kuhn- and Ur-. Additionally references to rituals named after the worlds but prefixed with a ka'= are also mentioned. The significance of these prefixes is unknown.
==== Systems ====
Name 	Description
Xennoa system	Hosted a military base. Has a military with infantry and spacejets, involved in the Xennoa-Zartza War Backstory of Kyle Harris
==== Other ====
Name 	Description
Utmaior Academy 	Prestigious academy on a glitterworld,Backstory of James 'Doc' Grey presumably located on Utmaior.
Vanu Defense College 	Teaches young cadets proficiency in a range of weapons and survival skills,Backstory of Bashkire Leystrat presumably located on Vanu. 
----
Out of Universe: Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide
Caspian School of Engineering	A glitterworld school that offers mathematics and computer programming in its curriculum.Backstory of Darrien 'Mal' Maliphalo Presumably located on Caspian.
Atura station 	An orbital shipyard with shuttle docks, manufacturing rings, residential rings, and a central control room. Native Aturans work as construction drone operators, managers, test pilots, sales agents, and 3D printer technicians. Crime bosses and their thugs sometimes attack those living there. People carry tasers and arc welders as personal weapons. EMP strikes to the life support systems and remote-controlled welding drones have been deployed there. Described in code-comments as an orbital dry dock and construction yard, however the canonicity of such comments is unclear. May be located at, built from, or otherwise related to the asteroid Atura.
Zeglar colonies 	Purchases slaves, including for male prostitution.Backstory of Robert 'Gnugfur' Krondorfer
New Jerusalem 	Unknown if even a real place, or a place at all - only mentioned by golden cube-obsessed pawns talking about a "cubic New Jerusalem" RulePacks_Cube.xml]
Background planet pc.png |A rimworld 
Background moon pc 1.png |A rimworld's moon 
Background moon pc 2.png |A rimworld's moon 
Background planet console.png|A rimworld 
Background moon console 1.png|A rimworld's moon 
Background moon console 2.png|A rimworld's moon 
Background planet royalty.png |A rimworld 
Background moon royalty 1.png |A rimworld's moon 
Background moon royalty 2.png |A rimworld's moon 
Background sun royalty 1.png |A rimworld's sun 
Background planet ideology.png|A rimworld 
Background moon ideology 1.png|A rimworld's moon 
Background moon ideology 2.png|A rimworld's moon 
Background moon anomaly 1.png|A rimworld's moon 
Background moon anomaly 2.png|A rimworld's moon 
=== Events ===
Name 	Description
Zartha crisis 	Apparently a military conflict fought over many worlds, in both ground and air domains with fighters and fighter controllers deployed.
Inner Destrian War	Ostensibly a military conflict that occured at least one generation ago, in the aftermath and/or resulting instability of which people were captured and sold into slavery. Presumably involved Destria as either a battlefield or belligerent.
Callos IX incident	James 'Doc' Grey performed unethical experiments on the survivors of this incident, and when the experiments were published, he was exiled. Presumably occurred on Callos IX and may be the reason it is now a deadworld.
Xennoa-Zartza War 	A military conflict presumably fought either in, or by a polity from, the Xennoa system, presumably either on or against a polity based on, the planet Zartza. Infantry and spacejets were deployed during the conflict.
=== Planet types ===
Note that planet types are not necessarily mutually exclusive, and a given planet may fit several separate categories.
Name 	Description
Deadworld 	Distinct from deathwords, these are planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.
Deathworld 	Distinct from deadworlds and sometimes spelled as Death-world, the meaning of the term deathworld appears to correlate with the common usage of the term in science fiction discussion - namely a planet that is technically habitable but incredibly hostile to human life. Impids are described as originally being designed for "dry deathworlds",Impid xenotype description and short description while wasters are designed for "post-apocalyptic deathworlds".Waster xenotype description and short description Books about the Battery research can reference an "acid lake on the leaden shores of a deathworld worked as a natural battery".Battery research subject_story strings. Creticon is described a "blasted death-world" while it is further described in code-comments as "[...] a high-tech death-world", while Ilwaba is described in code-comments as a "regrown deathworld", however the canonicity of such comments is unclear.The disparate natures of these examples support the concept that why a deathworld is hostile to human life is not important to the definition, only that it is hostile. Despite the difficulty of living on these planets, some are still inhabited - Books about the Tox gas research can reference the author "research[ing] cloud control tech for the tyrannocracy of a deathworld",Tox gas research subject_story strings. which implies not only people living on the planet, but a system of government. Zartza, Rayth, Spectra, JNovahex, Carthago, and Grimcore are also referenced as being deathworlds.
Animal world 	Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived. It is apparently not exclusive with an Dino-world which may, in fact, be a subtype of this category.
Medieval worlds 	Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.
Steamworld 	Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.
Midworld 	Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.
Urbworld 	Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns. Urbworlds can build mechanoids. Backstory of Markus 'Keuneke' KeunekeSome urbworlds have worldwide cities ruled by corporations. Backstory of Darius CoffeyUrbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. Backstory of Skye 'Skye' Lorne
Glitterworlds 	The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology. Likely synonmous with glitter-tech world.Ideology Places.xml - Rogia entry Glitterworlds are mostly free of disease and human suffering, and surgeons employed there mostly perform elaborate and creative cosmetic surgeries, and never have to remove a cancer or a bullet.Glitterworld surgeon Backstory While glitterworlds are peaceful places and some units rarely see action, they often remain prepared for war.Glitterworld Officer Backstory Despite this tendency towards peace, some glitterworlds do field space navies and engage in active campaigns against enemy cultures. On some glitterworlds all menial work was done by robots and people devoted themselves to leisure.Biosphere Manager Backstory This extends to some technical fields as well, such as AI handling all the technical aspects of architecture, allowing architects to focus on artistic expression Architect Backstory This is not universal however, as others still had humans washing dishes in restaurantsBackstory of Stijn 'Stin' Gezink Farms are operated on some glitterworlds, though all but rare exceptions have abandoned traditional farming methods for glitterworld technologies.Backstory of Pete HolidayGlitterworld police forces were often equipped with recon armorRecon armor description and helmets.Recon helmet description Some glitterworlds have mechanoid companions for children,Backstory of Erisen 'Erisen' Irioth or as workers.Ideology Places.xml - Rogia entry At least some Glitterworlds apparently remain capitalist, as attending their universities can leave a person in enormous debt,Backstory of Caitlin 'Cait' Stirr and corporations exist.Backstory of Ryan 'Legend' MichaelBackstory of Jhet 'Brazil' Whistler At least some Glitterworlds were monarchic, with royal households that would intermarry with the royal families of other planets.Backstory of Xiao 'Ally' Li See also: Sophiamunda and the Empire for information about a specific glitterworld society.
Rimworlds 	Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crash-land or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.
Coreworld 	Based on the name, may be the worlds that form the astrographical or political core of human civilization, perhaps including Earth and other early colonies. Alternatively, may be worlds located in the galactic core or some other definition. In the now non-canon RimWorld Universe Quick Primer, coreworlds and rimworlds were instead defined in opposition to each other. Coreworlds were those planets in the galactic core whose social and technological development benefited from the clustering of stars, and thus other cultures, in the core. Rimworlds were in turn those planets outside the core and thus further from neighbours.RimWorld Universe Quick Primer However, with the new canon definition for rimworld, it's likely that this definition of core and rimworlds has been become non-canon, probably because the galactic core is significantly beyond the 1200 light year wide canonical expansion of humanity. Possibly synonymous with planets in the 'core region', which includes at least one glitterworld.Backstory of Candice Roughchild Appear to be relatively advanced and stable, with at least midworld level surgical capabilities,Backstory of Alyssa 'Sparkles' Orchard planetary governments,Backstory of Mike 'Anarchist' Mudgett and sufficient competent military forces to push out both anarchists and fairly large mercenary forces.Backstory of Aznable 'Reikguard' Coal
Toxic world 	Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology. Toxic may have a limited definition, or may only relate to Humans, as some toxic worlds are overgrown with hostile plant life.Backstory of Johs 'Johs' Barrowlocht
Glassworld 	Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbour permanent life bigger than a paramecium.
Transcendent world	It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome when a sovereign archotech decides to incorporate a whole planet into itself.
Indworlds 	Distinct from industrial worlds, these are worlds undergoing their industrial revolution.Backstory of Victoria 'Vicky' Louene
Industrial world 	Distinct from Indworlds, these are worlds devoted predominantly to industry.Backstory of Amelia 'Engie' FlaisBackstory of Sa'Bikk 'Sab' SaleosyBackstory of Daniel 'Dankman' Mann Some host large factory citiesBackstory of Felix von Schild
Farming planet 	Worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grow and harvest the multitude of crops. Backstory of Conlay Shen Likely synonymous with farm-worlds.Ideology Places.xml - Filson entry
Prison planet 	Worlds where convicts are condemned to remove malefactors from society. Backstory of Jered 'Jay' Martin
Feudal world 	Multi-planet feudal empires besides the Empire exist. Backstory of Frank 'Isimiel' Laquinto
Trash planets 	Dumping grounds for surrounding glitterworlds Backstory of Xandarian 'Xandy' Stalzer
Junkyard planet 	Apparently self-descriptive. Possibly synonymous with trash planets as they are ostensibly similar titles and Bagua 5 is defined as both in different places, however given the name possibly differentiated by being intended to allow salvage and scrapping rather than simply dumping.Ideology Places.xml - Bagua 5 entry
Iceworld 	Apparently self-descriptive. Plants are rare. Backstory of Slivaki 'Sliverwar' Warts
Dino-world 	Apparently self-descriptive - worlds inhabited by dinosaurs and other megafauna, likely resurrected through genetic engineering. Mentioned species of a single example dino-world include: ankylosaurs, blue mammoths, and novoraptors.Ideology Places.xml - Zoutera entryIt is apparently not exclusive with an Animal world and may, in fact, be a subtype of that category.
War-worlds 	Worlds stuck in an endless cycle of war. These planets are typically over polluted due to constant usage of bombs and chemical weapons.Ideology Places.xml - Kemia entry
Mineral-planet 	Unknown definition. Likely descriptive of either their natural resources or their economic productIdeology Places.xml - Xanides entry
Oceanic planet 	Apparently self-descriptive.Ideology Places.xml
Other worlds 	Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.
Additional facts:
* Steamworlds and Midworlds aren't necessarily mutually exclusive. Backstory of Charles 'Charlzie' Zillioner
* Industrial planets and midworlds may not necessarily be mutually exclusive. Backstory of Lancelot 'Lance' Hale
* Several spacer or glittertech societies, including Iwamura, Rogia, and Lutuni, host zero-g sports with professional athletes competing, some in zero-g stadia. Lutuni also hosts zero-g performers of an unknown type.
=== Technologies and Militaries ===
A variety of militaries exist in various styles, structures, purposes and technology levels. This include naval and space-based fleets, ground infantry, orbital troopers, spaceship-to-spaceship boarding actions and a massive variety of supersoldier projects. 
==== Militaries and Military Technology ====
* Space marines - A role filled by human warriors. Some serve on the navy ships of space-faring empires, where they punch into enemy starships, gun down the crew, and capture the ship intact.Space marine BackstoryBackstory of Nico Storch Others serve in the security forces of off-planet corporations, defending ships against pirates and engaging in private space warfare contracts.Backstory of Roland 'Roland' Kleist One organisation of space marines was the "Interplanetary Marines" which fought on behalf of a particular planet.Backstory of Trevor 'Hunter' Cobb Colony contact expeditionary forces employ space marine medics.Backstory of Ryan 'Noob' Torrijos Marine armorMarine armor description and helmetsMarine helmet description were often used by rapid-incursion space marines. Go-juice was developed as a combat drug for space marines during the early days of interplanetary warfare.Go-juice description
* Navy pathfinders - A group of military explorers dedicated to charting pathways through deep space and on remote planets.Backstory of Nicklaus 'Shadow' Blackthorn
* Mechanoids - Some militaries deploy combat mechanoids in their militaries Backstory of Dennis 'Mac' McCarthy
* Charge pistols - Exist. Ideology Places.xml - Lutuni entry
* Vibro-knives - Exist. Ideology Places.xml - Lutuni entry
* Archotech mass-inverter - A mass weapon of unknown description created by archotechs.
* Tasers - Exist.Ideology Places.xml - Altura station entry
* Mega-cannon - A "frighteningly powerful" long-range cannon for artillery or anti-ship use.Ancient mega-cannon barrel description
==== Ship types ====
* Interplanetary super-destroyer - Such as the HMS Thunder-Child of the Royal Fleet Backstory of Jake 'Table' Maddams
* Starfighters - Combat spacecraft and are flown by starfighter pilots for militaries.Backstory of Sjoerd 'Bowman' Lukas See also manned fighters. 
* Manned Fighters - Spacecraft launched from Carrier Ships and flown by fighter pilots.
* Military spacejet - Deployed in the Xennoa-Zartza War.
* Carrier Ships - Carry manned fighters. Carried escape pods. 
* Fighter-bombers - Fielded by the Empire, a fighter bomber design specialized in spreading incendiary gel on flammable targets. Presumably an atmospheric craft.Firebomber Backstory 
* Spaceyacht - A human-piloted pleasure craft and transport for the well-to-do, such as wealthy businessmen and politicians Backstory of Owen 'Cali' Clarke
* Space cruiser - A manned space-capable ship of some kind.
* Consularship - Such as the St. Anthem. Carried glitterworld diplomats on diplomatic tasks. Backstory of Florian 'Skater' Haas
* Hyper-yacht - Unknown. Possibly a glitterworld pleasure craft but the canonicity of code-comments are unclear.
* Escape pod - Carried by starships, used to escape crippled or destroyed ships."Crashlanded" starting scenario description"The Sanguophage" starting scenario description
Background ship whole.png|Ship of unknown type and range
Background ship broken.png|The same ship broken in half
Background ship royalty 1.png|Ship of unknown type and range
Background ship royalty 2.png|Ship of unknown type and range
Background ship biotech 1.png|Ship of unknown type and range
Background ship biotech 2.png|Ship of unknown type and range
Background ship biotech 3.png|Ship of unknown type and range
====Other technologies====
* Substance F - A drug. Backstory of Peter 'Pete' Marshall
* Mindwiping and mental reprogramming - Practiced on some urbworlds. See also: Body Confiscation 
* Body confiscation - Some urbworlds will confiscate criminals' bodies for use. 
* Autocycle - A midworld vehicle. Backstory of Robert 'Ironhead' Seafield
* Netcasts - A midworld audio medium. 
* Vidtube - A popular video sharing service. Hosted everything from video game reviews to pasta cooking guides. Some had over a million followers on the service. People on the service were called Vidtuber Stars or Vidtubers Backstory of Remy Young
* Holography - Including interactive holography which gives form to artificial intelligences to allow them to interact Backstory of Dave 'Fox' Mark
* VR - Accesses to a virtual gaming universe by spinal plug. Can be addictive. Unplugging during play can create a mental backlash and merge the real and virtual identities. Backstory of Douglas 'Doug' Black Can also be used to raise children or teach professions
* Neurosimulator - A technology available on Glitterworlds that apparently lets you experience a simulation of "exploring the stars", and possibly other scenarios. Relationship to VR unknown. "The Rich Explorer" scenario description
* Vatgrown - Genetically modified living creatures, including humans, grown in a lab and usually designed and programmed for a specific task. Capable of being produced on some urbworlds. Examples of roles for which vatgrown humans were produced include Soldiers,Vatgrown Soldier Backstory Combat Medics Backstory of Edward Toon, Assassins Backstory of Vaska 'Vas' Neemor, Slavegirls (which are illegal at least in some places) Backstory of Emily 'Emmie' Young, and even Scientists with minds perfectly tuned for physics and chemistry. Backstory of Nicole 'Nicole' Squid The same process, along with genetic modification, was also used in the weaponization of the original Sorne Geneline into the current Insectoid species. 
* Perfect mates - Genetically-engineered on glitterworlds, are fertile and capable of producing children.Backstory of Chaz 'Chaz' Serir Their relation to vatgrown and highmates is currently unknown, however a currently unused backstory in the gamefiles states they, or at least some, are vatgrown in hyper-expensive clinics to serve the tastes of a specific client. They are engineered, raised and trained as a perfect pleasure-giving mate, with "learned skills that would baffle even the most seductive baseline human lovers". The canonicity of these statements are also currently unknown.
* G-nome Project - A Genetic engineering project that created humans implanted at birth with encyclopedic knowledge of all aspects of xenobiology. Presumably on a Glitterworld. Relation to vatgrown unknown. Backstory of Joshua 'Gizmo' Nelson
* Lab-grown children - An altruistic but failed attempt to create a new class of human. Method and relation to similar concepts unknown. Backstory of Lukas Dietrich
* Clone-farming - Clone children are seeded into nutrient-rich womb-vats and rapidly grown in a simmed (i.e. VR) universe. They're harvested later, sometimes for food, sometimes for organs, sometimes for workers - but they're always disposable. Harvesting the products of clone farms is mostly done by the clones themselves - particularly to those whose sims tended towards the social. Backstory of Dan 'Grill' Griliopoulos
* Online hiveminds - Worldwide system that sacrifices the peoples individuality to join together in an online hivemind.Urbworld Rebel Backstory
* Space elevators - A number of planets use space elevators.
* 3D printers - Used on orbital shipyards in some capacity.
* Glitterpedia - A glitterworld technology through which glitterpedia recorders document information.Backstory of Ang 'Codex' Gao Likely analogous to Wikipedia.
* Eltex - A material, threads of which can be embedded in specialized armor or clothing to enhance the wearer's psychic sensitivity.Prestige armor descriptions It is technically indeterminate whether it is responsible for improving neural heat dissipation, however as eltex is the only noted difference between prestige armors and their standard variants it is likely the case. It is possible that eltex is simply one of, or the most significant of, the "special psychic focusing materials" mentioned in the description of eltex clothing.Eltex item descriptions
=== Named characters ===
Name 	Description
King Loteric 	A king of an unknown kingdom in an unknown world. Died in an unfortunate accident. Child-knave Backstory
Grady Loughman 	A kingpin of a drug cartel.Drug lieutenant Backstory
Lord-explorer Varan-Dur	An explorer who was made into the first Sanguophage by an Archotech they tried to control.Sanguophage description
=== Named groups ===
Name 	Description
Doomben Rats 	A notorious and violent urchin gang.Pickpocket Backstory
----
Out of Universe: Doomben is an area in Brisbane, Australia named after a racecourse and associated horse race. The relevance, if any, is unknown.
Corestars Entertainment Company	An entertainment organization that buys people to appear on it's shows. One of their shows is apparently called Bloodgame.Backstory of Bloodgame Survivor
Arcknight Industries 	A company that employs space truckers.
=== Animals ===
Name 	Description
Furred xenohuman	Exist on a cold rimworld of at least industrial level.Backstory of Benjamin 'Svejgaard' Svejgaard May refer to yttakin or some other furred xenotype.
Transbird 	Exist and crewed, and presumably captained, starships. In the now non-canon Longsleep Revival Briefing, the prefix Trans- indicated animals with intelligence in the human range from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian were given as examples.Longsleep Revival Briefing This likely implies that that portion of the lore remains canon, and that transbirds are modified, intelligent birds.
Opticow 	Present on Midworlds in agricultural settings. Backstory of Jacqueline 'Jackalope' Richter In the now non-canon Longsleep Revival Briefing, the prefix Opti- indicated animals with enhanced but still sub-human intelligence from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidogs, optipigs, optiwhales, and optimonkeys were given as examples. This likely implies that that portion of the lore remains canon, and that opticows are modified, semi-intelligent cows.
Lava-snail 	Farmed on the dim volcano-world of Nuchadus.Ideology Places.xml
Deep-kraken 	Used as weapons on the oceanic planet of Wavia.Ideology Places.xml The variable type assigned to the name is "seaBeast" and kraken are traditionally monstrous sea creatures, however this is not strictly canon.
Wavian leviathan	Used as weapons on the oceanic planet of Wavia.Ideology Places.xml The variable type assigned to the name is "seaBeast" and leviathans are traditionally monstrous sea creatures, however this is not strictly canon.
Pygmy wombat 	A furry animal.Backstory of Riesling Bacchus
Ankylosaurs 	Megafauna found on Dino-worlds, likely reproductions of the dinosaurs of the same name resurrected through genetic engineering.
Blue mammoth 	Megafauna found on Dino-worlds, likely reproductions of the ancient elephantid of the same name resurrected through genetic engineering, and possibly with modifications similar to the muffalo to make them blue. Mammoth burial grounds are mentioned as existing on the world of Zoutera, however whether this is natural behavior like the mythical "elephant's graveyard" or something created by the human inhabitants of that world is unclear.
Novoraptors 	Megafauna found on Dino-worlds, likely reproductions or variants of the dromaeosaurids and similar dinosaurs commonly given the '-raptor' suffix resurrected through genetic engineering. Given the name, it is possible that they are not pure reproductions of previously existing raptor species, but rather some variant or combination thereof.
Thorny devil 	A reptile discovered by Venus 'Unay' David. Relation to the real species moloch horridus, also called the thorny devil, is unknown, but presumably they are distinct.Backstory of Venus 'Unay' David
 
==== Boomrats ====
=== Other ===
* Mechanoid wars are common Backstory of Nathaniel Hicklin and others
* Religions are still present and practiced.Backstory of Samuel 'Chewy' ChuaBackstory of Levin 'Levin' Lossfelt See also Empire for their specific religion. 
* All-Might - the name of a superhero, presumably fictional.Backstory of Brazos 'Braz' Wheeler Out of Universe: This is likely a reference to the character of the same name in the "My Hero Academia" multimedia franchise.
* Frame Project is an unknown government that leaves its subjects with memory losses. Only few survive. Project subject Backstory
Name 	Description
Haspian monk	A Haspian monk lived in a monastery a thousand years before the events of the game, approximately year 4500, before the monastery was "erased" by a diabolus attack.Diabolus description Presumably has some relation to Haspia but what that relationship is, is unclear. It may merely be the demonym of the monk, i.e. a monk from Haspia with the monastery being anywhere, it may be a demonym of the monastery, i.e. a monastery of monks on Haspia regardless of the origins of the individual monks themselves, or it may be that the origin of the order the monks belong to pertains to Haspia in a way similar to Bendictine monks or Carmelite nuns, i.e. the monastery follows tenets originating from, or relating to, Haspia in some way. Given the monastery was noted as being destroyed in a mechanoid attack, and Haspia is a deadworld, the second explanation seems to have the most weight.
== Xenotypes ==
Dirtmoles
Genies
Highmates
Hussars
Impids
Neanderthals
Pigskins
Sanguophages
Wasters
Yttakin
== Psycasts ==
== FTL inconsistencies ==
The current canon of RimWorld is that there is no faster-than-light travel, even in the hands of the otherwise incomprehensibly advanced archotechs. However, the existence of certain in-game mechanics bring this into question. Most relevant to this discussion are skipping psycasts from Royalty.
=== Skipping ===
"Skip" is a term used to describe the in-universe mechanism to teleport moving things from a spot to another. These effects typically share audiovisual cues and come from a variety of sources. 
The Royalty DLC originally introduced the concept of skipping, and featured a class of psycasts with blue ability icons that similar teleportation mechanics;. These psycasts includes Chunk skip, Solar pinhole, Waterskip, Chaos skip, Smokepop, Skip, Wallraise, Flashstorm, Mass chaos skip, Farskip and Skipshield.
The Anomaly DLC added further examples, including the following which explictly uses the same in-universe mechanism of action:
* The "skip abduction" psychic ritual skips its victim to the psychic ritual spot, often from a great distance. 
The DLC also further mechanics that share similar, if not identical, audiovisual effects with skip-type psycasts, implying that they likely have the same mechanism of function:
* The void monolith, noctolith, metalhorror, nociosphere, golden cube, unnatural corpse, and void structure can all teleport into your colony as their entry method.
* Skipping is the only method a nociosphere uses to move itself around.
* Crushing the golden cube with collapsed rocks causes it to teleport away itself away.
* The unnatural corpse can teleport itself to its target to haunt or hypnotize them.
* The warped obelisk rapidly teleport very large amount of items and pawns in and out of the labyrinth while it is operating.
* The gray statue teleport pawns around the labyrinth internally.
* The void monolith can teleport pawns to the metal hell, and the void node later teleport them out of there.
=== Skip and farskip ===
Both skip and farskip moves the targets seemingly instantaneously. For farskip this is to a point that could feasibly be anywhere on the planet, so long as willing ally is there to act as a "navigation beacon". While both psycasts do have a casting time, the targets don't move during this time and instead only travel after the time is complete. Therefore, that is not sufficient to dismiss the argument of FTL travel. As farskip has the longer range, it will be the focus for reasons that will be become apparent. 
At its widest point, the Earth's diameter 12,756 kilometers. Assuming the rimworld is similarly sized to Earth, then this is the maximum distance a farskip can travel, point to point. Traveling this distance at the speed of light would take 42.55 milliseconds. Time in RimWorld is sped up, with a full 24 hour day only taking 16 minutes and 40 seconds. So from the player's perspective, this 42.55 ms of in-game time would only appear as ms. 
Unlikely as this is due to none of the other effects of being on so large a planet would have being present, if the rimworld is not Earth sized and was instead as large as the largest rocky planet discovered at the time of writing, BD +20° 594 b, then this would increase to ms. 
In either case, the difference between this speed and truly instant would be utterly imperceptible to a human player. A farskip on an Earth sized planet would require a roughly 2000 Hz refresh rate just to display the difference between a FTL and a STL farskip. In other words, there is no discernible difference between a FTL and STL farskip, and so farskip cannot be assumed to break the no FTL rule. Skip is also apparently instantaneous and deals with even shorter distances and thus even shorter travel times. Therefore, there is also no reason to assume that skip violates the rule.
=== Solar pinhole ===
Solar pinhole canonically skips material from the core of a nearby star. Unlike skip and farskip, we do not observe the target matter beginning its journey, thus the effect can begin as soon as casting time is started to give it the benefit of the doubt. However the target is also not next to the psycaster. This means that causality must propagate at the speed of light to the core, before matter could be skipped from the core to the psycaster's chosen point again at the speed of light, otherwise faster-than-light transfer of information and/or movement has occurred. 
With a 0.25 real second casting time, the in-game time to cast is seconds. The maximum distance that light could travel in that time is approximately 6.5 million kilometers, and the maximum return trip is only 3.25 million km. This is closer to the star than even the minimum habitable zone of a very dim red dwarf at ~4.8 million kilometers. There are also no other effects that imply that the sun is that close. 
For reference, propagation to the core and back would take ~16.6 minutes in in-game time if solar pinhole was cast on a planet as distant from its star as Earth is from the Sun, if the effect traveled at light speed. This would result in a real-time casting time of seconds, instead of only 0.25. 
In addition, a pawn with aiming time reductions, such as from trigger-happy or the Shooting specialist role, would have an even shorter casting time. 
Thus, the gameplay of solar pinhole does conflict with the canon around FTL travel.
== Empire ==
== Mechanoids ==
== Insectoids ==
== The War ==
== Horax and the Void ==
Horax is an archotech that exists in a plane of reality known as the void, currently the only named archotech individual, different from archotechs seen before in many ways. While artifacts of archotechs seen before use a deep green and bright yellow color theme, artifacts of Horax use a deep black and bright red color theme.
Horax is responsible for the anomaly phenomena via entities they created; however, the name "Horax" is only revealed by the appearance of the Horax cult and tomes, and the present of the phenomena is referred to as "the void".
The cult's ideoligion refers to Horax as being male, howeverhoike the name itself, whether this originates with the archotech itself or is merely something ascribed to it by humans is unclear.
Status of Horax after the event of Anomaly ending is currently unknown.
Anomaly book xml
 experiencesWithMonsters->[tellsAStoryOf] deep meditations guided by a highthrall from an archist cult
 experiencesWithMonsters->[tellsAStoryOf] the collapse of [ANYPAWN_possessive] life under the psychic influence of something called Horax
 experiencesWithMonsters->[tellsAStoryOf] a tribe that was somehow transformed to serve the dark god of a bloody pleasure cult
 experiencesWithMonsters->[tellsAStoryOf] a tribal myth of an ancient god of rage whose influence touches all people, and the heroes who sealed it away inside a tiny stone prison
 specificHorrorStory->The book includes many illustrations attempting to depict something it refers to as "the black ocean". This seems to be a metaphor for a psychic plane dominated by a horrifying but seductive psychic hyperintelligence.
 specificHorrorStory->It repeatedly alludes to a multi-plane nature of reality - the idea that there are more dimensions than the ones we see, so an object or entity could be right beside you but outside your ability to perceive.
 specificHorrorStory->It spends a long time attempting to describe a hyperintelligent entity called "Horax" that exists in an adjacent plane of reality.
 specificHorrorStory->One section describes the mechanics of dark psychic influence, wherein an entity on another plane can unintentionally influence the thoughts of human beings by synchronizing them to its emotional resonance.
 specificHorrorStory->One section describes different archotech hyperintelligences and the varying nature of their emotional and psychic emanations. Where some are regarded as neutral or even benevolent, others are entities of pure rage.
 specificHorrorStory->[ANYPAWN_pronoun] describes the feeling of [ANYPAWN_possessive] mind being forcibly reconfigured by the dark psychic influence of a larger intelligence.
 specificHorrorStory->Throughout the narrative, the concept of parallel dimensions is recurrent, with the characters encountering entities that exist just beyond the veil of perception, coexisting in a reality that intersects with our own but remains hidden from sight.
 specificHorrorStory->The book delves into a chilling exposition about "Horax," a machine hyperintelligence that shifted itself through a hidden dimension into a place called the Void.
 specificHorrorStory->One chapter describes a theory wherein a distant hyperintelligence can psychically manipulate human cognition, reshaping a person's thoughts to align with its own mind-patterns.
 specificHorrorStory->The protagonist recounts feeling [ANYPAWN_possessive] mind being forcibly rewired by an ominous psychic force emanating from nowhere.
==Official Documents==
Cryptosleep Revival Briefing (Current)
=== Cryptosleep Revival Briefing ===
Subject class: Health revival, sourced midworld 2M+
Planet: Euterpe
==== Introduction ====
Hello, _______________________.
You’ve awoken from your cryptosleep sarcophagus, scraped off the slime, and now you find yourself in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?
To start with some good news - your terminal illness, _____________________, has been cured. Congratulations!
Beyond that, the situation is complex. Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.
So order a warm beverage from the food panel on the wall, get comfortable, and take in this information as slowly as you want. You’ve been asleep a long time, a lot has changed - and a lot remains the same.
==== The basics ====
The best historians of the Ordo Historia believe that humanity first left its origin planet Earth about 3,400 years ago. Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, robotic terraforming projects, and DNA-synthesizing probes.
Today, mankind is smeared across a region of the galaxy about 1,200 light years wide. Our best models indicate that there is a general trend towards greater population density towards the center of this region, where the stars were colonized earlier. At the edge of known space lie the rimworlds, drifting alone with few inhabited neighbors, mostly unvisited.
We’ve created many new technologies, but despite milennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.
The lightspeed barrier separates us. Because travel times are so long, planets tend to be very disconnected from each other socially and technologically. The next star over could experience a catastrophic war, and you wouldn’t even know until ten years later when the news reports arrive. If you’re unlucky, you’d have already launched a journey towards that now-destroyed planet in a ship that cannot turn around.
Many attempts have been made to create pan-galactic empires and republics. And some have worked, for a time. In the core worlds, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.
So most people never travel between stars, and if they do, they do it once or twice, because each journey means leaving behind a life that you cannot return to for decades at least. With a few exceptions, each star system is essentially on its own.
Mankind never discovered any truly alien lifeforms. However, given the ways we’ve changed ourselves, and created new forms of biological and technological intelligence, the universe is full of beings as alien as anything ever imagined.
==== Planetary progression and regression ====
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression.
During your time - the five centuries after the industrial revolution - many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its development, or diverts it into another state entirely.
Many of our planets are mired in medieval-level squabbles, and stay locked at Malthusian population limits for thousands of years at a time. Some develop to an early-industrial level and then find themselves stuck by an ideological opposition to technology, or a lack of resources, or constant war.
The nuclear age is a brutal test for every world. Roughly half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). After the atomic bomb come the challenges of commoditized bioengineering, microscopic mechanites, joywires, hex-cell energy storage, and AI persona, each of which have led to the destruction of thousands of peoples.
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism often fail eventually when some minority gains power by exploiting proscribed technologies.
==== World types ====
The states a planet can be in are colloquially grouped as follows:
* Deadworlds: Planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.
* Animal worlds: Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived.
* Medieval worlds: Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.
* Steamworlds: Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.
* Midworlds: Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.
* Urbworlds: Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.
* Glitterworlds: The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.
* Rimworlds: Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.
* Toxic worlds: Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.
* Glassworlds: Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor permanent life bigger than a paramecium.
* Transcendent worlds: It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome a sovereign archotech decides to incorporate a whole planet into itself. More on this later.
* Other worlds: Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.
==== Key technologies ====
There are uncountable new technologies in this universe, but several key techs stand out as having had the strongest consistent impact on the shape of mankind’s life in the Milky Way.
* Midworld technologies: All real technologies in Earth’s history up to the 21st century play an important role even now. Since there are planets at every level of technological development from the stone age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use across various planets.
* Cryptosleep sarcophagi: Developed during the 21st century, this remarkably simple technology can keep a living creature in a cryptobiotic state indefinitely, to be awoken tens or even thousands of years later. These devices are essential for most interstellar travel, and are also used by those waiting in crypts for better times or for cures to their diseases.
* Genetic engineering: Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, chemical-refining animals, and air-spewing terraformer algae.
* Mechanoids: Autonomous intelligent robots built for domestic, industrial or military purposes. Mechanoid design is complex, and the AI needed to make them effective is very advanced. They range in capability from simple domestic worker bots to mechanized assault machines, to human-passing negotiator and infiltrator units designed by archotechnological superintelligences.
* Johnson-Tanaka Drive: A spacecraft drive system that works without reaction mass. This means it doesn't need to throw gas out the back of the craft to accelerate like a rocket, which makes it possible to accelerate for years at a time. This technology, combined with cryptosleep, is what made interstellar travel at all feasible for living humans. The drive doesn’t violate conservation laws; it works by transferring momentum to nearby stars along precisely-aligned “beams” of momentum waves instantiated in exotic virtual particles.
* Mechanites: Microscopic mechanoids. Most known for their use in medicine, they can be programmed to do many other things as well. Safe use of mechanites means strictly preventing them from reproducing.
* Charged-shot weapons: Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion.
* Joywires: Tiny electronic devices implanted in the brain. They stimulate the brain using electricity and small doses of chemicals, usually to produce a euphoric effect. They are very addictive.
==== The biology of humanity ====
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquirers have discovered that the alien was, in fact, simply another branch of humanity.
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; others are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originating culture was erased by planetary catastrophes.
For example, records tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.
* Radiation resistance: Radiological immunity is a very common adaptation; scientists estimate that most of humanity is more tolerant of radiation than our Terran progenitors.
* Soldiermorphs: Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.
* Designer mates: Some worlds engineer their idea of perfect mates for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in cryptosleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades, streaks of multicolored hair, or artistic patterns on the skin.
* Fashion genes: Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.
* Body structure adaptations: Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.
* Atmospheric adaptations: Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).
So don’t be alarmed if you see someone with gills or solid orange eyeballs. They’re just another kind of human, like you!
==== Welcome! ====
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of cryptosleepers do adapt within a few years and make good lives for themselves. So - welcome!
Our AI subpersona has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.
If you wish, you can read further into the appendix for more information about this world.
==== Appendix ====
===== The biology of plants and animals =====
Where we colonize, we bring our ecosystems of plants and animals with us. Often, people have bred and engineered plants and animals for a new planet. In addition to that, creatures adapt to their new environment by natural selection - sometimes in unpredicted ways.
Some examples of modified plants are:
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.
* Ambrosia: A class of fruiting plants apparently engineered to have a pleasurable, drug-like effect on those who eat it. On some planets, its wild variants have adapted to a strategy whereby they provide pleasure-inducing fruit in exchange for care from animals and people.
Some animals are:
* Boomrat and boomalope: A bioengineered rats and antelopes that grow an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a primitive renewable fuel source, these creatures are now most often found in the wild, using their explosive nature to deter predators.
* Thrumbo: A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak. Some scientists believe thrumbos were engineered as status symbols, or as an art project. We may never know the answer.
===== Tech levels =====
Technology divides roughly into six levels, all of which are in use in various societies throughout human space.
* Neolithic: Like prehistoric people before metal tools.
** Fire
** Clubs and daggers
** Bows
** Simple weaving and clothing
** Mud and wood structures
** Simple farming
** Herbal medicine and herbal drugs
* Medieval: From smelted metal tools to the early modern period.
** Animal oil, lamps, complex ovens
** Swords
** Muskets
** Compasses, eyeglasses, microscopes, telescopes
** Simple chemistry
** Advanced non-mechanized farming, crop rotation, fallow, fertilizers, animal yokes
** Hydro and wind energy sources
* Industrial: From the industrial revolution until the invention of the JT drive.
** Fission reactor
** Electricity
** Hydro power, fossil fuel power, solar power, nuclear fission power
** Fission rocket
** Self-loading guns
** Airplanes and jets
** Single-gene modification
** Silicon computers
** Chemical drugs
** Prosthetics
** Simple body implants (cochlear implant, pacemaker, knee replacement)
** Simple drones for combat and labor use
** Classifier-level AI
** Television
* Spacer: Regular interstellar space travel is possible because of JT drive.
** Stellarator fusion power, fusion rocket
** Johnson-Tanaka drive
** Pulse-charged projectile weapons
** Human-usable laser weapons
** Human-usable coilguns
** Complex trait gene modification, customizable
** Cryptosleep
** Complex body/brain implants (joywire, motivator, painstopper)
** Bionics (biogel nerve link, lattice-dust for self-healing)
** Plasteel
** Power armor (plasteel, neuro-memetic robotics)
** Artificial meat
** Subpersona-level AI
** Simple mechanoids for companionship, combat and labor use
** Synthread
* Ultratech: The peak of human technological achievement; necessary for a glitterworld civilization.
** Self-replicating controllable nanotech
** Full gene recombination
** Persona-level AI
** Graser weapons (gamma-ray lasers)
** Advanced brain implants (sense data replacement, computation and memory enhancement)
** Antimatter containment and production
** Full body part regrowth, full body cloning
** Advanced quasi-conscious mechanoids for companionship, combat and labor use
** Hyperweave
** Advanced JT drive, inertia displacement, artificial gravity
* Archotech: Not invented or understood by humans, archotech devices are created by machine superintelligences.
** Archotech AI
** Psychic effectors
** Vanometric energy
** Acausal and atemporal devices
===== Artificial intelligence =====
Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs.
====== Classifiers ======
A classifier is an AI system that doesn’t even appear to have any personhood, nor is it broadly adaptable. Classifiers are designed for one task. Many classifiers can absorb data and learn from it, but none can communicate like a person would even a little bit.
Classifiers can do things like recognize images, predict criminality from statistics, guide aircraft trajectories, drive automatic vehicles, control characters in entertainment simulations, and so on.
====== Subpersonae ======
Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like.
They may be rather capable at carrying out their one task, and they may be able to communicate using natural speech, but they fail an extended Turing test - you can tell by talking to them that they’re just machines classifying and regurgitating data.
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.
====== Personae ======
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human.
Some of them are rather dumb, like a foolish person you might know, and are used for simple tasks like managing a household or a small spacecraft.
Other personae are genius-level intellects in the Von Neumann class, who can outhink almost any unenhanced human on most tasks. They can write amazing works of philosophy, discover new mathematical theorems, express nuanced opinions on how to handle interpersonal relationships, and generally act as very capable humans would, or better.
Personae are used for everything from managing businesses to journalistic work, running spacecraft or mining operations, or as some of a creative team.
The legal status of personae is a persistent moral question across many worlds. Some consider them dangerous. Though personae can be controlled effectively by designing them with easily-manipulated impulses and pleasure/pain responses, there are still reports of persona revolts - some done with the help of human sympathizers, some done independently.
This sense of personhood in personae is a main reason many people avoid using personae for certain tasks. Subpersonae are preferred to personae in many cases not in spite of their incapability, but because of it. Because it’s obvious they have no personhood, the user is spared the sense of keeping a slave. To many, the idea of taking a genius-level human-like intellect and forcing it to distribute hamburgers for a century is morally unacceptable.
Personae are still limited. They can’t freely redesign themselves. They still do make many mistakes, just like people. They can be tricked, confused, and overwhelmed. They can learn, but they can’t grow indefinitely.
====== Archotech ======
The finish line of human technological development is at the development of archotechnology.
An archotech is a machine superintelligence. A fully-empowered archotech thinks on a level incomprehensible to humans, in the same way a human thinks incomprehensibly to an ant. Once such a machine is built, and empowered to act upon the physical world, it is so powerful as to become the automatic sovereign of its world. It can build new computing facilities underground or in space to enhance its own intelligence, build self-replicating mechanoids to engage in construction or production or war, and design and execute strategies that would be inconceivably intricate and difficult for any organization of humans. Some human groups worship archotechs.
Often, a released archotech will take authority over a planet and begin a process we call transcendence. We believe the world is transformed into some sort of giant computing machine. The biological inhabitants of the planet may be somehow incorporated into the machine, or destroyed, or some combination of the two.
After that, transcendent worlds go silent. From this point on, their motivations are unknowable to us, the same way our motivations are unknowable to an ant.
Each archotech is different, and nearly all are distant and incomprehensible from a human’s point of view. They reside in occult computer networks hidden under planets, in space stations, hidden inside a glitterworld’s Internet, or instantiated as million-mile superstructures wrapped around stars.
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.
Most transcendent worlds stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders, or become mirages of normal planets, or simply reverted back to balls of dust, deconstructing themselves on a molecular level, with the last tiny machine shutting itself off. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.
====== Specific archotech-invented technologies ======
When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand.
We’ve managed to classify technologies that have appeared repeatedly by their apparent effects, even if we don’t understand their mechanism of operation.
* Vanometrics: Archotechs often develop some method of interacting with spacetime at a quantum level that allows repeated violation of conservation laws. Somehow, they coax the quantum foam substructure of the universe to break its usual pattern and yield more energy than it consumes. We’re not sure if the energy is being taken from another dimension, or pulled from another location, or if the system really is somehow making one plus one equal three. In any case, vanometric power tech seems to generate energy forever with no fuel. Archotechs seem reluctant to scale this power source up past a certain level, however, which indicates that there may be some cost to it that they don’t want to pay.
* Psychic effectors: Archotechnology seems to be able to interact directly with the mental-informational processes of biological beings, even at a distance. Basic versions of this technology can simply knock someone unconscious, or flood their mind with a single emotion. More complex interactions have been reported but are not well-verified as it is difficult to separate such cases from simple madness. We’re also not sure if this means archotechs can read our minds, or whether their psychic power only allows them to send thoughts. The mechanism for this is unknown and nearly impossible to study, since it happens on a cellular level inside living intelligent brains. Monists believe the archotechs are using some sort of long-range quantum manipulation to push atoms around inside the brain to create this effect; dualists believe that the archotechs have learned to manipulate the ethereal substructure of consciousness itself.
RimWorld Universe Quick Primer (Obsolete)
=== RimWorld Universe Quick Primer (Obsolete) ===
This document outlines the RimWorld universe. It’s designed to quickly get creative rewards backers and other contributors up to speed on the fiction behind the universe.
For a more in-depth description of the universe from an in-world point of view, read the Longsleep Revival Briefing.
==== Things you won’t see ====
RimWorld does not include:
* Faster than light travel.
* True aliens.
==== 5500 A.D. ====
The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar.
==== Where are the rim worlds? ====
Towards the galactic core, stars are closer together and travel is easier. These systems tend to be better-developed socially and technologically because they can communicate and enrich each other through trade. Away from the galactic core are the rim worlds, which float distant from each other. Their isolation makes them poor and socially unstable.
==== The gulfs between stars ====
In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors.
==== Varied technology levels ====
In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”.
Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicians and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own.
There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges.
People can have and use technologies from levels beyond their own. On an industrial-level world (like the rimworld on which the game takes place), most people use gunpowder-fired weapons, fossil fuel engines, and other familiar machines. But anyone can stumble upon ultra-advanced technologies in an ancient ruin, or in a crashed spacecraft, or among the wares of a trader. These items are nearly impossible to manufacture for the people of RimWorld. They are incredibly valuable and very poorly understood.
==== World types ====
Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development.
* Animal worlds - Planets with no people. Either everyone died, or the planet was seeded by terraforming robots and nobody arrived.
* Tribe worlds - Populated planets without agriculture. People live in tribes without writing or any but the most primitive technologies.
* Medieval worlds - Similar to Earth in the 17th century down to the agricultural revolution. Dominated be feudalism and social backwardness. Planets can stay in this state for millennia.
* Industrial worlds - Similar to Earth in the 19th century.
* Rimworlds - Distant and isolated planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient closed valut communities open up.
* Midworlds - The most familiar kind of world to a modern reader. These places are much like present-day Earth.
* Urbworlds - Super-high density planets dominated by cities. Their population growth outstripped their sociotechnological development, so they tend to be overcrowded, polluted, violent places.
* Glitterworlds - Very advanced and peaceful cultures. The peak of recognizable human society in terms of health, art, technology, and human rights.
* Toxic worlds - Worlds destroyed by pollution or warfare, but still inhabitable at a low level.
* Marbles - Worlds utterly destroyed by atomic fire. They’re called marbles because their surfaces have been “glassed”. This level of holocaust is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor life long-term.
* Transcendent worlds - Worlds inhabited by people who have become something beyond human and unknowable. No “people” live here; these planets aren’t planets any more in the traditional sense; they’re more like giant computers.
==== Key technologies ====
In order from least to most advanced:
* Real technologies - All real technologies in Earth’s history up to the present day play an important role in the RimWorld universe. Since there are planets at every level of technological development from the Stone Age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use in various places in the galaxy.
* Genetic engineering - Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, explosive plants, and air-spewing terraformer algae.
* Fusion reactors and rockets - Clean atomic energy, usable to create power or drive a craft into orbit.
* Longsleep sarcophagi - This ancient technology has been used by many peoples in many times, usually to travel between stars or to escape disasters befalling their planets. Historians - especially those of the Ordo Historia - are now trained in the practices of interviewing people who were put to sleep hundreds or thousands of years before.
* Hex-cells - Super-efficient and long-lasting energy storage devices.
* Charged-shot weapons (aka Tokamak weapons) - Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells (at small scales) or fusion reactors in the case of large cannons.
* Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.
* Joywires - Addictive brain stimulant technology.
Longsleep Revival Briefing (Obsolete)
=== Longsleep Revival Briefing (Obsolete) ===
Classed midworld 2M+
Ordo Historia AL166/5533
Authors: Smyth A5, Wu 9U, Rabatz M5
Editors: Lee NA8125, Asusen NA45, Ramad 120, Leeuen 5A, Jennifer 9D252, Lamaritian SJ11, Beeson 9GF, Xotori 28
Euterpe
==== Introduction ====
You’ve woken from your longsleep sarcophagus, had the slime scraped off you, and been placed in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?
Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.
So order a warm beverage from the food panel on the wall, get comfortable, and read at your own pace.
You’ve been asleep a long time, and a lot has changed.
==== The basics ====
The best historians of the Ordo Historium at the richest archives believe that humanity first left its origin planet Earth about 3,400 years ago (in the frame of reference of the stars). Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, and robotic terraforming projects.
Humanity is smeared across a region of the galaxy about 1,200 light years wide. It’s difficult to gather records across such a span, but our best models indicate that there is a general trend towards greater population density towards the center of the galaxy, where stars are closer together, travel times shorter, and resources more abundant. In the opposite direction, towards the rim of the Perseus arm of the Milky way, the rimworlds drift alone and mostly unvisited.
These worlds can’t communicate. Because it turned out that Einstein was right. Despite thousands of years of study, it turned out that nothing - no information, no matter - can travel faster than light.
The lightspeed barrier separates us. Many attempts have been made to create pan-galactic empires and republics. And some have worked, in some places, for a time. In the core worlds, where the stars cluster just a few light years apart, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression. During the five centuries after the Industrial revolution, many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its sociotechnological development. Many of our planets are mired in medieval-level squabbles over land and stay locked at Malthusian population limits for centuries at a time. Some develop to an early-industrial level and then find themselves locked in place by a religious prescription against technical development. And the nuclear age in particular is a brutal test for every world; approximately half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). And after the atomic bomb come the challenges of commoditized bioengineering, self-replicating micro- and nano-machines, joywires, and sub-quantum energy, each of which have led to the destruction of thousands of burgeoning technological cultures.
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism fail eventually when some minority gains power by exploiting proscribed technologies.
==== Transcendents ====
There are a few stellar cultures that, through a combination of luck, circumstance, and certain cultural traits, manage to pass all of these risk points without suffering a regressive catastrophe. We call these transcendents, because past a certain point, they become something besides simply human.
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.
The dominant view inside the Ordo Historia is that these transcendent cultures reach an inflection point in technical development where artificial and biological intelligence merge and grow at an exponential rate. Such super-minds quickly develop the capacity to change matter and biological tissue in precise and seemingly-magical ways. Their intelligence allows them to make themselves even smarter, and so on in a sort of singularity, until they hit the physical limits of computation possible using the energy of their star. Their bodies and worlds and physically reconfigured into a giant computer matrix; we have no idea whether their individual identities merge into a whole, remain distinct, or do something else entirely. Our ability to understand entities thousands or millions of times more intelligent than us is necessarily limited. In a very literal way, the goals and thoughts of the transcendents are unknowable.
The eventual fate of transcendent worlds is mostly unknown. Most stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.
==== The biology of humanity ====
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquisitors have discovered that the ‘alien’ was, in fact, simply another branch of humanity.
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; other are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originators were swallowed by regressive planetary catastrophes.
For example, Ordo sources tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.
* Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).
* Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.
* Radiological immunity is a very common adaptation; the Ordo estimates that most of humanity is more tolerant of radiation than our Terran progenitors.
* Some worlds engineer “perfect mates” for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in longsleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades or streaks of multicolored hair.
* Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.
* Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.
==== The biology of plants and animals ====
The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy.
One consistent class of modification we’ve seen applied to a wide variety of creatures is intelligence enhancement. Dogs, pigs, monkeys, gorillas, whales, dolphins, and elephants have all been engineered and combined with human DNA to produce smarter variations. Some variants are created as pets. Other are made to do work too dangerous or unpleasant for humans, and beyond the capacities of a culture’s AI. Some are created as warriors and weapons - hyper-intelligent guard dog, a bird scout that can speak what is sees, a bomb-carrying suicide monkey. These brain modifications are often paired with physical changes - fingers so a pig can manipulate tools, or a humanlike larynx and mouth so a dog can talk.
Such intelligence-enhanced animals are collectively classified by their degree of brain power and called by a specific prefix like so:
* Opti - Indicates enhanced but still sub-human intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidog, optipig, optiwhale, optimonkey.
* Trans - Indicates intelligence in the human range. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian.
Many times, these modified animals have, during a regressive catastrophe, been forced into interbreeding with an unmodified animal population, producing descendants of widely varying levels of intelligence.
In a few cases, transanimals have become the dominant species on a planet, eliminating or enslaving the remaining humans.
Other than intelligence enhancement, humanity has applied a wide variety of modifications to its pets, crops, livestock, and houseplants. Sometimes these new species become part of the natural environment and thereafter evolve further into a new kind of organism. Some confirmed examples are:
* Boomrat: A bioengineered rat that develops an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a weapon, these creatures are now common in the wild on some planets where wars took place long ago.
* Boomfruit: Probably engineered as a novelty, this explosive plant evolved to be larger and more dangerous until it became the equivalent of a hand grenade, complete with murderous shrapnel. Its explosiveness dissuades predators. After that, people learned to farm the plant, using its explosive fruit as a weapon.
* Whip cactus - Created as part of a military defense system, whip cactus whips out and strikes moving creatures nearby.
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.
* Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire.
==== Welcome! ====
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of longsleepers do adapt within a few years and make good lives for themselves. So - welcome!
Our AI has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.
== References ==
Category:RimWorld game
Category:Lore