Far-Star Victoria Master Index & Glossary

This index is designed to help you quickly locate and reference the many factions, nations, ancestries, faiths, locations, and key terms in the Far-Star Victoria setting.

A. Major Planets & Systems

  • Victoria System – Star system 190.4 light-years from Earth, site of the setting.
  • Elysium – Oceanic, habitable planet; site of most nations and adventures.
  • Erebus – Cold, resource-rich planet; industrial, corporate-controlled.
  • Etherium – Rare, volatile element found on Erebus; basis for Steam technology.
  • Steam – Refined Etherium gas; main energy source for advanced tech and airships.

B. Nations & Regions (Elysium)

  • Amareidonia – Psionics-scarred nation, democratic, famous for psychic research.
  • Annwyn – Wilderness, forests, leshies, cooperative communities, sky-whale hunting.
  • Apex – Frontier nation, founded by adventurers, council-led, Greenbelt Territory.
  • Arcadia – Elegant elective monarchy, famed for Iron Musketeers, rival to Ruritania.
  • Baltia – Jungle island, tempestuous weather, Oracles of the Storm cult.
  • Bedlam Dominions – Chaotic, lawless region; techno-barbarian tribes.
  • Belrios – Artistic island nation, vibrant festivals, Catfolk haven.
  • Boreas – Northern, icy island, geothermal tech, giants.
  • Caliphate of Kalahari – Desert nation, trade-focused, Disciples of the Prophet.
  • Colonial Alliance – Largest, oldest nation; federal democratic republic, airship tech.
  • Concordia – Pirate archipelago, radical autonomy, black market hub.
  • Freiheitland – Dwarf (Dweorg) nation, miners, engineers, underground cities.
  • Froelia – Misty, coastal island, ship salvage economy.
  • Italica – Theocratic state, Holy Church of Revelation, Virtue Militant.
  • Kobayashi Shogunate – Isolationist, samurai society, feudal, ancestral worship.
  • Meropis – Azarketi (amphibious) island nation, oceanic trade, coral cities.
  • Morrigan – Northern, rugged, industrial democracy, Leshy emergence.
  • Olam Ha-Ba – Halfling desert nation, tribal council, oasis agriculture.
  • Orlostek – Windy, cold northern nation, Ruritanian protectorate.
  • Volantes – Mountain nation, airship mastery, dueling culture.

C. Sectors (Erebus)

  • Agartha (Sector 1) – Capital, corporate HQ of Astraea Corp.
  • Niflheim (Sector 2) – Security, surveillance, Internal Security Division HQ.
  • Tartarus (Sector 3) – Industrial mining, foundries, laborers.
  • Sheol (Sector 4) – Working-class, food processing, bureaucracy.
  • Helheim (Sector 5) – Etherium mines, extreme dryness, safety protocols.
  • Avernus (Sector 6) – Military, planetary defense, training.
  • Mictlan (Sector 7) – Biotech, Vitatech Labs, fleshwarps, genetic experiments.
  • Shambhala (Sector 8) – Elite enclave, luxury, Astraea execs.
  • Duat (Sector 9) – Information, records, propaganda, censorship.
  • Hephaestus (Sector 10) – Salvage, repair, tech maintenance.
  • Xibalba (Sector 11) – Penal sector, forced labor, resistance network.
  • Pluto (Sector 12) – Deep mining, hazardous material processing.
  • Lost Sectors – Gehenna (ruined by riots), Cocytus (destroyed by sabotage), Pandemonium (annihilated by Etherium explosion).

D. Ancestries & Post-Humans

  • Automaton – Sentient constructs, relics, or recent creations.
  • Azarketi – Amphibious “gillmen/merfolk,” ocean-adapted.
  • Catfolk – Feline post-humans, wanderers, artists, traders.
  • Dwarf (Dweorg/Duergar) – Engineered miners from Erebus, now free in Freiheitland.
  • Elf (Elohim) – Genetically modified, long-lived, reclusive, survivors in Ix.
  • Fetchling – Shadow-plane altered humans, psionic catastrophe survivors.
  • Fleshwarp – Mutated beings, results of biotech or psychic/arcane accidents.
  • Gnome – Descendants of genetic experiments, eccentric, inventive.
  • Goblin – Feral, chaotic descendants of failed biotech project.
  • Halfling (Mazzikin) – Small, stealthy, ex-military infiltrators, desert tribes.
  • Human – The baseline, most populous and diverse.
  • Leshy – Sentient plantfolk, nature spirits, tied to Elysium’s ecology.

E. Religions & Faiths

  • Church of the Celestial Mother – Protection, healing, matriarchal.
  • Congregation of the Prodigy – Psychic development, mind over matter.
  • Disciples of the Prophet – Civilization, labor, law, trade.
  • Emissaries of Elysium – Nature veneration, druids, harmony.
  • Exalted Order of Thelema – Individual will, ambition, hierarchy.
  • Faith of the Ancestors – Ancestral reverence, nature, order.
  • Followers of the Accord – Humanist, justice, honesty, communal aid.
  • Gathering of Radiance – Fey, chaos, freedom, illusions.
  • Healers of Iron – Machine and flesh unity, invention.
  • Holy Church of Revelation – Virtue, tradition, discipline, theocratic.
  • Oracles of the Storm – Aberration worship, storms, strength.
  • Innocent Harbingers – Apocalypse cult, mercy through oblivion.

F. Factions & Organizations

  • Astraea Corporation – Megacorp, rulers of Erebus, Etherium monopoly.
  • Bureau of Unusual Affairs – Colonial Alliance secret agency, investigates the uncanny.
  • Cipher Assembly – Kalahari’s criminal syndicate, led by Sheikh Asad el-Khan.
  • Elysian League of Explorers – Adventurers and scientific society.
  • Imperial Ministry of Security (Ruritania) – Secret police and intelligence.
  • Order of Servitude – Monastic martial order, service, and enlightenment.
  • Pharos Technological Society – Scientific advancement, recovery of lost tech.
  • Virtue Militant – Militant arm of the Holy Church of Revelation.
  • Long Insurgence – Resistance movement on Erebus.
  • Vitatech Laboratories Inc. – Erebus’s biotech giant, engineered races, medical advances.

G. Technology/Magic Key Terms

  • Utility Fog – Nanotech cloud seeded by AI-gods (Daimones), source of “magic.”
  • Steam Renaissance – Age of industrial progress on Elysium powered by Steam.
  • The Event – Mysterious loss of contact with Earth; collapse of interstellar civilization.
  • The Daimones – Post-singularity AIs, now the “gods” of Elysium, each with unique philosophy.
  • The Unknown – The cosmic force or threat glimpsed during The Event.
  • The Aberration – Sentient sea monster, consumes Utility Fog, source of Baltia’s cult.

H. Notable Locations

  • Nova Aurora – Elysium’s original colonial capital.
  • Grayfield – Airship yards, tech innovation.
  • Ix – Elohim/Elven city, advanced tech, botanical marvels.
  • Sky Whaler’s Anchorage – Annwyn’s airship dock.
  • Aoudaghost – Kalahari’s capital, center of trade and intrigue.
  • Mistral – Baltia’s main port, storm cult center.
  • Felmore – Bedlam’s anarchic city, “Glowing Heart” reactor.
  • Himinbjörg – Freiheitland’s subterranean capital.
  • Fairgate – Arcadia’s capital, salons, markets, dueling.
  • Neo Edo – Shogunate’s capital, samurai culture.
  • Isolene – Meropis’s coral-inspired capital.
  • Tir Na Nog – Morrigan’s capital, blue-collar democracy.
  • Gilead – Olam Ha-Ba’s oasis capital.
  • Coradia – Orlostek’s fortress capital.
  • Ataraxia – Volantes’s airship capital, lakeside city.

I. Miscellaneous

  • Cat’s-Eye View – In-world journalistic columns by Milosh Cheshire, Catfolk chronicler.
  • Kraken Attack of 2190 – Notorious monster disaster in Elysium’s history.
  • Psionic Holocaust – Cataclysmic psychic event in Amareidonia.
  • Tarrasque Awakening – Monster disaster in 2272, destruction across continents.

This glossary is designed for quick reference. For detailed entries, refer to the relevant nation, ancestry, or faction section.