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{{Stub|reason=General. Also Ideology [[Ruins]], shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios}}
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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.  
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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__TOC__
  
== Assorted Lore ==
 
This section includes lore from assorted sources, including [[backstories]], that is not included in the Revival Briefing.
 
=== Named Places ===
 
==== Worlds ====
 
{| {{STDT|sortable}}
 
|-
 
! Name !! Planet Type !! Description
 
|- id="Ticonderoga"
 
! Ticonderoga
 
| Unknown
 
| A planet populated with tribals and mountains.<ref name="Jon">Backstory of [[List of Player-created Pawns#Jonathan Craig|Jonathan 'Jon' Craig]]</ref>
 
|- id="Kalthas IV"
 
! Kalthas IV
 
| Unknown
 
| A planet with elite training school for socially gifted students on it.<ref name="Darkeye">Backstory of [[List of Player-created Pawns#Matis Saro|Matis 'Darkeye' Saro]]</ref>
 
|- id="Ceti V"
 
! Ceti V
 
| Unknown
 
| A planet with an assassin's guild.<ref name="Darkeye"/>
 
|- id="Aracena VI"
 
! Aracena VI
 
| Unknown
 
| A planet with the Novo Mosteiro dos Jerónimos monastery on it, at least 2 continents and alcohol prohibition leading to the rise of bootleggers.<ref name="Oahnip">Backstory of [[List of Player-created Pawns#Vitor Pinhao|Vitor 'Oahnip' Pinhao]]</ref>
 
|- id="Irithir"
 
! Irithir
 
| Unknown
 
| A trading hub planet.<ref>Backstory of [[List of Player-created Pawns#William Gregory-Heap|William Gregory-Heap]]</ref>
 
|- id="Rural Pen’The"
 
! Rural Pen’The
 
| Unknown
 
| A lucrative spice mining colony.<ref>Backstory of [[List of Player-created Pawns#Benn Tannen|Benn 'Ben' Tannen]]</ref>
 
----
 
'''''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.''
 
|- id="New China"
 
! New China
 
| Unknown
 
| Planet.<ref>Backstory of [[List of Player-created Pawns#Yutong Li|Yutong 'Li' Li]]</ref>
 
|- id="Amen-Ti"
 
! 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".<ref name="Nerhesi">Backstory of [[List of Player-created Pawns#Sam Wissa|Sam 'Nerhesi' Wissa]]</ref> Relationship with [[#Rogia|Rogia]], another glitterworld which also hosts a "Starforce", is unknown. It is possible that they are part of the same Star Empire.
 
|- id="Khalderia"
 
! Khalderia
 
| Unknown
 
| 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.<ref>Backstory of [[List of Player-created Pawns#Russell Shackleford|Russell 'Rusty' Shackleford]]</ref>
 
|- id="Earth"
 
! Earth
 
| Unknown
 
| 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.<ref name="Cryptosleep Revival Briefing">[[#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]</ref>
 
|- id="Euterpe"
 
! Euterpe
 
| Unknown
 
| A planet that hosted people awakening from long periods of cryptosleep. Also had an Ordo Historia archive on-world.<ref name="Cryptosleep Revival Briefing"/>
 
|- id="Sorne"
 
! Sorne
 
| Unknown
 
| A planet. The original homeworld of the [[insectoid]]s, 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.<ref name="Insectoid Faction Description">[[Insectoid]] Faction Description</ref>
 
|- id="Sophiamunda"
 
! Sophiamunda {{RoyaltyIcon}}
 
| Glitterworld
 
| 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 [[warhammer]]s and [[persona plasmasword]]s as personal weapons. [[Orbital mech cluster targeter]]s, 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. <ref name="Royalty Places">Royalty Places.xml</ref> This information listed here is limited to that listed in the places file, for more information see the [[Empire#Lore|Empire]] page.
 
|- id="Oubanyen"
 
! Oubanyen{{IdeologyIcon}}
 
| Jungle 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 [[goat]]herds. Tree-harvesters and their henchmen sometimes attack those living there. People carry [[pila]] and [[ikwa]] as personal weapons. Lethal [[psychic drone]]s 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. <ref name="Ideology Places">Ideology Places.xml</ref>
 
|- id="Chelis"
 
! Chelis{{IdeologyIcon}}
 
| Arid 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. <ref name="Ideology Places"/>
 
|- id="Ilwaba"
 
! Ilwaba{{IdeologyIcon}}
 
| Ruin-world
 
| 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. <ref name="Ideology Places"/>
 
|- id="Boccocarro"
 
! Boccocarro{{IdeologyIcon}}
 
| 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. <ref name="Ideology Places"/>
 
|- id="Nuchadus"
 
! Nuchadus{{IdeologyIcon}}
 
| Volcano-world
 
| 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. <ref name="Ideology Places"/>
 
|- id="Zoutera"
 
! Zoutera{{IdeologyIcon}}
 
| Dino-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. <ref name="Ideology Places"/>
 
|- id="Wavia"
 
! Wavia{{IdeologyIcon}}
 
| Oceanic planet
 
| 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. <ref name="Ideology Places"/> Likely a reference to the 1995 post-apocalyptic action film 'Waterworld'.
 
|- id="Bagua 5"
 
! Bagua 5{{IdeologyIcon}}
 
| Junkyard planet
 
| 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. <ref name="Ideology Places"/> "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".
 
|- id="Rhydell"
 
! Rhydell{{IdeologyIcon}}
 
| Forest moon
 
| 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 rifle]]s 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. <ref name="Ideology Places"/>
 
|- id="Iwamura"
 
! Iwamura{{IdeologyIcon}}
 
| 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 rifle]]s 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. <ref name="Ideology Places"/>
 
|- id="Novaroma"
 
! Novaroma{{IdeologyIcon}}
 
| Planetoid
 
| 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 [[revolver]]s and [[knife|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. <ref name="Ideology Places"/> The line of [[highmates]] found on the colony's rimworld fit the fashions of Novaroma.<ref>[[Highmate]] [[xenotype]] description</ref>
 
|- id="Filson"
 
! Filson{{IdeologyIcon}}
 
| Farm-world
 
| 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. <ref name="Ideology Places"/>
 
|- id="Creticon"
 
! Creticon{{IdeologyIcon}}
 
| Death-world
 
| 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 [[autopistol]]s and [[LMG]]s 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. <ref name="Ideology Places"/>
 
|- id="Yttak"
 
! Yttak{{IdeologyIcon}}{{BiotechIcon}}
 
| Ice-moon/Icy planet
 
| 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.<ref name="Ideology Places"/> The [[#Yttakin|Yttakin]] xenohumans were first engineered to populate Yttak and they've since spread to other worlds.<ref name="Yttakin pirates">[[Yttakin pirates]] [[faction]] description</ref> Yttak is alternately referred to as a moon,<ref name="Ideology Places"/> a planet,<ref name="Yttakin pirates"/> and a world<ref>[[Yttakin]] [[xenotype]] description</ref> which could apply to either. It is unclear which is canonically correct. Given the pronunciation of Yttakin as "ee-ta-keen",<ref name="Biotech Preview 4">[https://store.steampowered.com/news/app/294100/view/3319740412995643281 Biotech Preview #4] Steam Announcement</ref> the name of the world is likely pronounced "Ee-tak".
 
|- id="Kemia"
 
! Kemia{{IdeologyIcon}}
 
| 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. <ref name="Ideology Places"/>
 
|- id="Rogia"
 
! Rogia{{IdeologyIcon}}
 
|
 
| 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 lance]]s and [[persona monosword]]s 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. <ref name="Ideology Places"/> Relationship with [[#Amen-Ti|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.
 
|- id="Xanides"
 
! Xanides{{IdeologyIcon}}
 
| 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 [[autopistol]]s 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. <ref name="Ideology Places"/>
 
|- id="Lutuni"
 
! Lutuni{{IdeologyIcon}}
 
| Unknown
 
| 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 targeter]]s have been deployed there. Described in code-comments as ''a rainforest paradise and glitterworld tourist destination'', however the canonicity of such comments is unclear. <ref name="Ideology Places"/>
 
|}
 
'''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.
 
<!-- Template
 
* '''planet''' {{IdeologyIcon}} - A descriptor world with . Native demonyms work as jobs. foeleaders and their foesoldiers sometimes attack those living there. People carry personalweapons as personal weapons. massweapons have been deployed there. Described in code-comments as ''desc'', however the canonicity of such comments is unclear. <ref name="Ideology Places"/>
 
-->
 
 
==== Systems ====
 
{| {{STDT|sortable}}
 
|-
 
! Name !! Description
 
|- id="Xennoa system"
 
! Xennoa system
 
| Hosted a military base. Has a military with infantry and spacejets, involved in the [[#Xennoa-Zartza War|Xennoa-Zartza War]] <ref name="Harris">Backstory of [[List of Player-created Pawns#Kyle Harris|Kyle Harris]]</ref>
 
|}
 
 
==== Other ====
 
{| {{STDT|sortable}}
 
|-
 
! Name !! Description
 
|- id="Utmaior Academy"
 
! Utmaior Academy
 
| Prestigious academy on a glitterworld <ref name="Doc">Backstory of [[List of Player-created Pawns#James Grey|James 'Doc' Grey]]</ref>
 
|- id="Vanu Defense College"
 
! Vanu Defense College
 
| Teaches young cadets proficiency in a range of weapons and survival skills.<ref name="Leystrat">Backstory of [[List of Player-created Pawns#Bashkire Leystrat|Bashkire Leystrat]]</ref>
 
|- id="Caspian School of Engineering"
 
! Caspian School of Engineering
 
| A glitterworld school that offers mathematics and computer programming in its curriculum. <ref>Backstory of [[List of Player-created Pawns#Darrien Maliphalo|Darrien 'Mal' Maliphalo]]</ref>
 
|- id="Vinna"
 
! Vinna
 
| A place with raiders and mudlands. Possibly a planet. <ref>Backstory of [[List of Player-created Pawns#Ida Painstingle|Ida 'Ida' Painstingle]]</ref>
 
|- id="Atura station"
 
! Atura station{{IdeologyIcon}}
 
| An orbital shipyard with shuttle docks, manufacturing rings, residential rings, and a central control room. Native Alturans 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. <ref name="Ideology Places"/>
 
|- id="Zeglar colonies"
 
! Zeglar colonies
 
| Purchases slaves, including for male prostitution.<ref name="Gnugfur">Backstory of [[List of Player-created Pawns#Robert Krondorfer|Robert 'Gnugfur' Krondorfer]]</ref>
 
|}
 
<gallery>
 
Background planet pc.png    |A rimworld {{PCIcon}}
 
Background moon pc 1.png    |A rimworld's moon {{PCIcon}}
 
Background moon pc 2.png    |A rimworld's moon {{PCIcon}}
 
Background planet console.png|A rimworld {{ConsoleIcon}}
 
Background moon console 1.png|A rimworld's moon {{ConsoleIcon}}
 
Background moon console 2.png|A rimworld's moon {{ConsoleIcon}}
 
</gallery>
 
<gallery>
 
Background planet royalty.png |A rimworld {{RoyaltyIcon}}
 
Background moon royalty 1.png |A rimworld's moon {{RoyaltyIcon}}
 
Background moon royalty 2.png |A rimworld's moon {{RoyaltyIcon}}
 
Background planet ideology.png|A rimworld {{IdeologyIcon}}
 
Background moon ideology 1.png|A rimworld's moon {{IdeologyIcon}}
 
Background moon ideology 2.png|A rimworld's moon {{IdeologyIcon}}
 
</gallery>
 
 
=== Events ===
 
{| {{STDT|sortable}}
 
|-
 
! Name !! Description
 
|- id="Zartha crisis"
 
! Zartha crisis
 
| Apparently a military conflict fought over many worlds, in both ground and air domains with fighters and fighter controlers deployed. <ref name="Leystrat"/>
 
|- id="Zartha crisis"
 
! Inner Destrian War
 
| <ref>Backstory of [[List of Player-created Pawns#Chad Walcenville|Chad 'Stonejaw' Walcenville]]</ref>
 
|- id="Zartha crisis"
 
! Callos IX incident
 
| James 'Doc' Grey performed unethical experiments on the survivors of this incident, and when the experiments were published, he was exiled. <ref name="Doc"/>
 
|- id="Zartha crisis"
 
! Xennoa-Zartza War
 
| A military conflict presumably fought either in, or by a polity from, the [[#Xennoa system|Xennoa system]]. Infantry and spacejets were deployed during it.<ref name="Harris"/>
 
|}
 
 
=== Planet types ===
 
* '''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.<ref name="Cryptosleep Revival Briefing"/>
 
* '''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.<ref name="Cryptosleep Revival Briefing"/>
 
* '''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.<ref name="Cryptosleep Revival Briefing"/>
 
* '''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.<ref name="Cryptosleep Revival Briefing"/>
 
* '''Midworlds''' - Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.<ref name="Cryptosleep Revival Briefing"/>
 
* '''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.<ref name="Cryptosleep Revival Briefing"/> Urbworlds can build mechanoids. <ref name="Keuneke">Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]</ref>Some urbworlds have worldwide cities ruled by corporations. <ref name="Coffey">Backstory of [[List of Player-created Pawns#Darius Coffey|Darius Coffey]]</ref>Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. <ref>Backstory of [[List of Player-created Pawns#Skye Lorne|Skye 'Skye' Lorne]]</ref>
 
* '''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.<ref name="Cryptosleep Revival Briefing"/> Likely synonmous with '''glitter-tech world'''.<ref>Ideology Places.xml - Rogia entry</ref> 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.<ref>Glitterworld surgeon Backstory</ref> While glitterworlds are peaceful places and some units rarely see action, they often remain prepared for war.<ref>Glitterworld Officer Backstory</ref> Despite this tendency towards peace, some glitterworlds do field space navies and engage in active campaigns against enemy cultures.<ref name="Nerhesi"/> On some glitterworlds all menial work was done by robots and people devoted themselves to leisure.<ref>Biosphere Manager Backstory</ref> 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 <ref>Architect Backstory</ref> This is not universal however, as others still had humans washing dishes in restaurants<ref>Backstory of [[List of Player-created Pawns#Stijn Gezink|Stijn 'Stin' Gezink]]</ref> Farms are operated on some glitterworlds, though all but rare exceptions have abandoned traditional farming methods for glitterworld technologies.<ref>Backstory of [[List of Player-created Pawns#Pete Holiday|Pete Holiday]]</ref>Glitterworld police forces were often equipped with [[recon armor]]<ref>[[Recon armor]] description</ref> and [[Recon helmet|helmets]].<ref>[[Recon helmet]] description</ref> Some glitterworlds have mechanoid companions for children,<ref>Backstory of [[List of Player-created Pawns#Erisen Irioth|Erisen 'Erisen' Irioth]]</ref> or as workers.<ref name="Rogia">Ideology Places.xml - Rogia entry</ref> At least some Glitterworlds apparently remain capitalist, as attending their universities can leave a person in enormous debt,<ref>Backstory of [[List of Player-created Pawns#Caitlin Stirr|Caitlin 'Cait' Stirr]]</ref> and corporations exist.<ref>Backstory of [[List of Player-created Pawns#Ryan Michael|Ryan 'Legend' Michael]]</ref><ref name="Brazil">Backstory of [[List of Player-created Pawns#Jhet Whistler|Jhet 'Brazil' Whistler]]</ref> At least some Glitterworlds were monarchic, with royal households that would intermarry with the royal families of other planets.<ref>Backstory of [[List of Player-created Pawns#Xiao Li|Xiao 'Ally' Li]]</ref> 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.<ref name="Cryptosleep Revival Briefing"/>
 
* '''Coreworlds''' - 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 (Obsolete)|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.<ref name="RimWorld Universe Quick Primer">[[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]]</ref> 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.<ref name="Cryptosleep Revival Briefing"/> Possibly synonymous with planets in the 'core region', which includes at least one glitterworld.<ref>Backstory of [[List of Player-created Pawns#Candice Roughchild|Candice Roughchild]]</ref> Appear to be relatively advanced and stable, with at least midworld level surgical capabilities,<ref>Backstory of [[List of Player-created Pawns#Alyssa Orchard|Alyssa 'Sparkles' Orchard]]</ref> planetary governments,<ref name="Anarchist">Backstory of [[List of Player-created Pawns#Mike Mudgett|Mike 'Anarchist' Mudgett]]</ref> and sufficient competent military forces to push out both anarchists<ref name="Anarchist"/> and fairly large mercenary forces.<ref>Backstory of [[List of Player-created Pawns#Aznable Coal|Aznable 'Reikguard' Coal]]</ref>
 
* '''Toxic worlds''' - Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.<ref name="Cryptosleep Revival Briefing"/> Toxic may have a limited definition, or may only relate to Humans, as some toxic worlds are overgrown with hostile plant life.<ref name="Johs">Backstory of [[List of Player-created Pawns#Johs Barrowlocht|Johs 'Johs' Barrowlocht]]</ref>
 
* '''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 harbour permanent life bigger than a paramecium.<ref name="Cryptosleep Revival Briefing"/>
 
* '''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 when a sovereign archotech decides to incorporate a whole planet into itself.<ref name="Cryptosleep Revival Briefing"/>
 
* '''Indworlds''' - Distinct from Industrial worlds, they are worlds undergoing their industrial revolution.<ref>Backstory of [[List of Player-created Pawns#Victoria Louene|Victoria 'Vicky' Louene]]</ref>
 
* '''Industrial worlds''' - Distinct from Indworlds, they are worlds devoted predominantly to industry.<ref>Backstory of [[List of Player-created Pawns#Amelia Flais|Amelia 'Engie' Flais]]</ref><ref>Backstory of [[List of Player-created Pawns#Sa'Bikk Saleosy|Sa'Bikk 'Sab' Saleosy]]</ref><ref>Backstory of [[List of Player-created Pawns#Daniel Mann|Daniel 'Dankman' Mann]]</ref> Some host large factory cities<ref>Backstory of [[List of Player-created Pawns#Felix von Schild|Felix von Schild]]</ref>
 
* '''Farming planets''' - Worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grow and harvest the multitude of crops. <ref>Backstory of [[List of Player-created Pawns#Conlay Shen|Conlay Shen]]</ref> Likely synonymous with '''farm-worlds'''.<ref>Ideology Places.xml - Filson entry</ref>
 
* '''Prison planets''' - Worlds where convicts are condemned to remove malefactors from society. <ref name="Jay">Backstory of [[List of Player-created Pawns#Jered Martin|Jered 'Jay' Martin]]</ref>
 
* '''Feudal world''' -  Multi-planet feudal empires besides the [[Empire]] exist. <ref>Backstory of [[List of Player-created Pawns#Frank Laquinto|Frank 'Isimiel' Laquinto]]</ref>
 
* '''Trash planets''' - Dumping grounds for surrounding glitterworlds <ref>Backstory of [[List of Player-created Pawns#Xandarian Stalzer|Xandarian 'Xandy' Stalzer]]</ref>
 
* '''Junkyard planets''' - Apparently self-descriptive. Possibly synonymous with trash planets, but given the name possibly differentiated by being intended to allow salvage and scrapping rather than simply dumping.<ref>Ideology Places.xml - Bagua 5 entry</ref>
 
* '''Iceworld''' - Apparently self-descriptive. Plants are rare. <ref>Backstory of [[List of Player-created Pawns#Slivaki Warts|Slivaki 'Sliverwar' Warts]]</ref>
 
* '''Dino-worlds''' - 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.<ref name="Zoutera">Ideology Places.xml - Zoutera entry</ref>
 
* '''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.<ref>Ideology Places.xml - Kemia entry</ref>
 
* '''Mineral-planets''' - Unknown definition. Likely descriptive of either their natural resources or their economic product<ref>Ideology Places.xml - Xanides entry</ref>
 
* '''Oceanic planets''' - Apparently self-descriptive.<ref name="Ideology Places">Ideology Places.xml</ref>
 
* '''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.<ref name="Cryptosleep Revival Briefing"/>
 
 
'''Additional facts:'''
 
* Steamworlds and Midworlds aren't necessarily mutually exclusive. <ref>Backstory of [[List of Player-created Pawns#Charles Zillioner|Charles 'Charlzie' Zillioner]]</ref>
 
* Industrial planets and midworlds ''may'' not necessarily be mutually exclusive. <ref>Backstory of [[List of Player-created Pawns#Lancelot Hale|Lancelot 'Lance' Hale]]</ref>
 
* 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.<ref name="Ideology Places"/>
 
 
=== 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.<ref>Space marine Backstory</ref><ref>Backstory of [[List of Player-created Pawns#Nico Storch|Nico Storch]]</ref> Others serve in the security forces of off-planet corporations, defending ships against pirates and engaging in private space warfare contracts.<ref>Backstory of [[List of Player-created Pawns#Roland Kleist|Roland 'Roland' Kleist]]</ref> One organisation of space marines was the "Interplanetary Marines" which fought on behalf of a particular planet.<ref>Backstory of [[List of Player-created Pawns#Trevor Cobb|Trevor 'Hunter' Cobb]]</ref> Colony contact expeditionary forces employ space marine medics.<ref>Backstory of [[List of Player-created Pawns#Ryan Torrijos|Ryan 'Noob' Torrijos]]</ref> [[Marine armor]]<ref>[[Marine armor]] description</ref> and [[marine helmet|helmets]]<ref>[[Marine helmet]] description</ref> 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.<ref>[[Go-juice]] description</ref>
 
* '''Navy pathfinders''' -  A group of military explorers dedicated to charting pathways through deep space and on remote planets.<ref>Backstory of [[List of Player-created Pawns#Nicklaus Blackthorn|Nicklaus 'Shadow' Blackthorn]]</ref>
 
* '''Mechanoids''' - Some militaries deploy combat mechanoids in their militaries <ref>Backstory of [[List of Player-created Pawns#Dennis McCarthy|Dennis 'Mac' McCarthy]]</ref><ref name="Keuneke"/>
 
* '''Charge pistols''' - Exist. <ref name="Lutuni">Ideology Places.xml - Lutuni entry</ref>
 
* '''Vibro-knives''' - Exist. <ref name="Lutuni">Ideology Places.xml - Lutuni entry</ref>
 
* '''Archotech mass-inverter''' - A mass weapon of unknown description created by archotechs.<ref name="Ideology Places"/>
 
* '''Tasers''' - Exist.<ref name="Altura station">Ideology Places.xml - Altura station entry</ref>
 
* '''Mega-cannon''' - A "frighteningly powerful" long-range cannon for artillery or anti-ship use.<ref name="Ancient mega-cannon barrel">[[Ancient mega-cannon barrel]] description</ref>
 
 
==== Ship types ====
 
* '''Interplanetary super-destroyer''' - Such as the HMS Thunder-Child of the Royal Fleet <ref>Backstory of [[List of Player-created Pawns#Jake Maddams|Jake 'Table' Maddams]]</ref>
 
* '''Starfighters''' - Combat spacecraft and are flown by starfighter pilots for militaries.<ref>Backstory of [[List of Player-created Pawns#Sjoerd Lukas|Sjoerd 'Bowman' Lukas]]</ref> See also '''manned fighters'''.
 
* '''Manned Fighters''' - Spacecraft launched from Carrier Ships and flown by fighter pilots.<ref name="Nerhesi"/>
 
* '''Military spacejet''' - Deployed in the [[#Xennoa-Zartza War|Xennoa-Zartza War]].<ref name="Harris"/>
 
* '''Carrier Ships''' - Carry manned fighters. Carried escape pods. <ref name="Nerhesi"/>
 
* '''Fighter-bombers''' - Fielded by the [[Empire]], a fighter bomber design specialized in spreading incendiary gel on flammable targets. Presumably an atmospheric craft.<ref>Firebomber Backstory</ref>
 
* '''Spaceyacht''' - A human-piloted pleasure craft and transport for the well-to-do, such as wealthy businessmen and politicians <ref>Backstory of [[List of Player-created Pawns#Owen Clarke|Owen 'Cali' Clarke]]</ref>
 
* '''Space cruiser''' - A manned space-capable ship of some kind.<ref name="Jay"/>
 
* '''Consularship''' - Such as the St. Anthem. Carried glitterworld diplomats on diplomatic tasks. <ref>Backstory of [[List of Player-created Pawns#Florian Haas|Florian 'Skater' Haas]]</ref>
 
* '''Hyper-yacht''' - Unknown. Possibly a glitterworld pleasure craft but the canonicity of code-comments are unclear.<ref name="Lutuni"/>
 
* '''Escape pod''' - Carried by starships, used to escape crippled or destroyed ships.<ref>[[Scenario system#Crashlanded|"Crashlanded" starting scenario]] description</ref><ref>[[Scenario system#The Sanguophage|"The Sanguophage" starting scenario]] description</ref><ref name="Nerhesi"/><ref name="Gnugfur"/>
 
<gallery>
 
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{{RoyaltyIcon}}
 
Background ship royalty 2.png|Ship of unknown type and range{{RoyaltyIcon}}
 
Background ship biotech 1.png|Ship of unknown type and range{{BiotechIcon}}
 
Background ship biotech 2.png|Ship of unknown type and range{{BiotechIcon}}
 
Background ship biotech 3.png|Ship of unknown type and range{{BiotechIcon}}
 
</gallery>
 
 
====Other technologies====
 
* '''Substance F''' - A drug. <ref>Backstory of [[List of Player-created Pawns#Peter Marshall|Peter 'Pete' Marshall]]</ref>
 
* '''Mindwiping and mental reprogramming''' - Practiced on some urbworlds. See also: '''Body Confiscation''' <ref name="Coffey"/>
 
* '''Body confiscation''' - Some urbworlds will confiscate criminal's bodies for use. <ref name="Coffey"/>
 
* '''Autocycle''' - A midworld vehicle. <ref name="Ironhead">Backstory of [[List of Player-created Pawns#Robert Seafield|Robert 'Ironhead' Seafield]]</ref>
 
* '''Netcasts''' - A midworld audio medium. <ref name="Ironhead"/>
 
* '''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 <ref>Backstory of [[List of Player-created Pawns#Remy Young|Remy Young]]</ref>
 
* '''Holography''' - Including interactive holography which gives form to artificial intelligences to allow them to interact <ref>Backstory of [[List of Player-created Pawns#Dave Mark|Dave 'Fox' Mark]]</ref>
 
* '''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. <ref>Backstory of [[List of Player-created Pawns#Douglas Black|Douglas 'Doug' Black]]</ref> Can also be used to raise children or teach professions<ref name="Brazil"/>
 
* '''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. <ref>"[[Scenario system#The Rich Explorer|The Rich Explorer]]" scenario description</ref>
 
* '''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,<ref>Vatgrown Soldier Backstory</ref> Combat Medics <ref>Backstory of [[List of Player-created Pawns#Edward Toon|Edward Toon]]</ref>, Assassins <ref>Backstory of [[List of Player-created Pawns#Vaska Neemor|Vaska 'Vas' Neemor]]</ref>, Slavegirls (which are illegal at least in some places) <ref>Backstory of [[List of Player-created Pawns#Emily Young|Emily 'Emmie' Young]]</ref>, and even Scientists with minds perfectly tuned for physics and chemistry. <ref>Backstory of [[List of Player-created Pawns#Nicole Squid|Nicole 'Nicole' Squid]]</ref> The same process, along with genetic modification, was also used in the weaponization of the original Sorne Geneline into the current [[Insectoid]] species.<ref name="Insectoid Faction Description"/>
 
* '''Perfect mates''' - Genetically-engineered on glitterworlds, are fertile and capable of producing children.<ref>Backstory of [[List of Player-created Pawns#Chaz Serir|Chaz 'Chaz' Serir]]</ref> 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. <ref>Backstory of [[List of Player-created Pawns#Joshua Nelson|Joshua 'Gizmo' Nelson]]</ref>
 
* '''Lab-grown children''' - An altruistic but failed attempt to create a new class of human. Method and relation to similar concepts unknown. <ref>Backstory of [[List of Player-created Pawns#Lukas Dietrich|Lukas Dietrich]]</ref>
 
* '''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. <ref>Backstory of [[List of Player-created Pawns#Dan Griliopoulos|Dan 'Grill' Griliopoulos]]</ref>
 
* '''Online hiveminds''' - Worldwide system that sacrifices the peoples individuality to join together in an online hivemind.<ref>Urbworld Rebel Backstory</ref>
 
* '''Space elevators''' - A number of planets use space elevators.<ref name="Ideology Places"/>
 
* '''3D printers''' - Used on orbital shipyards in some capacity.<ref name="Altura station"/>
 
* '''Glitterpedia''' - A glitterworld technology through which glitterpedia recorders document information.<ref name="Codex">Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]</ref> Likely analogous to Wikipedia.
 
* '''Eltex''' - A material, threads of which can be embedded in [[prestige armor|specialized armor]] or [[eltex|clothing]] to enhance the wearer's psychic sensitivity.<ref>[[Prestige armor]] descriptions</ref> 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.<ref>[[Eltex]] item descriptions</ref>
 
 
=== Named characters ===
 
 
{| {{STDT|sortable}}
 
|-
 
! Name !! Description
 
|- id="King Loteric"
 
! King Loteric
 
| A king of an unknown kingdom in an unknown world. Died in an unfortunate accident. <ref>Child-knave Backstory</ref>
 
|- id="Grady Loughman"
 
! Grady Loughman
 
| A kingpin of a drug cartel.<ref>Drug lieutenant Backstory</ref>
 
|- id="Lord-explorer Varan-Dur"
 
! Lord-explorer Varan-Dur
 
| An explorer who was made into the first Sanguophage by an Archotech they tried to control.
 
<ref>Sanguophage description</ref>
 
|}
 
 
=== Named groups ===
 
 
{| {{STDT|sortable}}
 
|-
 
! Name !! Description
 
|- id="Doomben Rats"
 
! Doomben Rats
 
| A notorious and violent urchin gang.<ref>Pickpocket Backstory</ref>
 
|- id="Corestars Entertainment Company"
 
! Corestars Entertainment Company
 
|  An entertainment organization that buys people to appear on it's shows. One of their shows is apparently called Bloodgame.<ref>Backstory of Bloodgame Survivor</ref>
 
|}
 
 
=== Animals ===
 
* '''Furred xenohumans''' - Exist on a cold rimworld of at least industrial level.<ref name="Svejgaard">Backstory of [[List of Player-created Pawns#Benjamin Svejgaard|Benjamin 'Svejgaard' Svejgaard]]</ref> May refer to [[#Yttakin|yttakin]] or some other furred xenotype.
 
* '''Transbirds''' - Exist and crewed, and presumably captained, starships.<ref name="Svejgaard"/> In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|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.<ref name="Longsleep Revival Briefing">[[#Longsleep Revival Briefing|Longsleep Revival Briefing]]</ref> This likely implies that that portion of the lore remains canon, and that transbirds are modified, intelligent birds.
 
* '''Opticows''' - Present on Midworlds in agricultural settings. <ref>Backstory of [[List of Player-created Pawns#Jacqueline Richter|Jacqueline 'Jackalope' Richter]]</ref> In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|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.<ref name="Longsleep Revival Briefing"/> This likely implies that that portion of the lore remains canon, and that opticows are modified, semi-intelligent [[cow]]s.
 
* '''Lava-snail''' - Farmed on the dim volcano-world of Nuchadus.<ref name="Ideology Places">Ideology Places.xml</ref>
 
* '''Deep-kraken''' - Used as weapons on the oceanic planet of Wavia.<ref name="Ideology Places">Ideology Places.xml</ref> The variable type assigned to the name is "seaBeast" and kraken are traditionally monstrous sea creatures, however this is not strictly canon.
 
* '''Wavian leviathans''' - Used as weapons on the oceanic planet of Wavia.<ref name="Ideology Places">Ideology Places.xml</ref> 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.<ref>Backstory of [[List of Player-created Pawns#Riesling Bacchus|Riesling Bacchus]]</ref>
 
* '''Ankylosaurs''' - Megafauna found on Dino-worlds, likely reproductions of the dinosaurs of the same name resurrected through genetic engineering.<ref name="Zoutera"/>
 
* '''Blue mammoths''' - 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.<ref name="Zoutera"/>
 
* '''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.<ref name="Zoutera"/>
 
* '''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.<ref>Backstory of [[List of Player-created Pawns#Venus David|Venus 'Unay' David]]</ref>
 
 
==== Boomrats ====
 
{{:Boomrat}}
 
 
=== Other ===
 
* Mechanoid wars are common <ref>Backstory of [[List of Player-created Pawns#Nathaniel Hicklin|Nathaniel Hicklin]] and others</ref>
 
* Religions are still present and practiced.<ref>Backstory of [[List of Player-created Pawns#Samuel Chua|Samuel 'Chewy' Chua]]</ref><ref>Backstory of [[List of Player-created Pawns#Levin Lossfelt|Levin 'Levin' Lossfelt]]</ref><ref name="Oahnip"/> See also [[Empire#Lore|Empire]] for their specific religion.
 
* All-Might - the name of a superhero, presumably fictional.<ref>Backstory of [[List of Player-created Pawns#Brazos Wheeler|Brazos 'Braz' Wheeler]]</ref> ''Out of Universe: This is likely a reference to the character of the same name in the "My Hero Academia" multimedia franchise.''
 
* Arcknight Industries - a company that employs space truckers.<ref name="Johs"/>
 
* Haspian monks - A religious order that 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.<ref>[[Diabolus]] description</ref> It is unclear if Haspian is a demonym or the name of the order of monks.
 
* Frame Project is an unknown government that leaves it's subjects with memory losses. Only few survive. <ref>Project subject Backstory</ref>
 
 
== Xenotypes ==
 
<big>'''Dirtmoles'''</big>
 
{{main|Dirtmoles}}
 
{{:Dirtmoles}}
 
 
<big>'''Genies'''</big>
 
{{main|Genies}}
 
{{:Genies}}
 
 
<big>'''Highmates'''</big>
 
{{main|Highmates}}
 
{{:Highmates}}
 
 
<big>'''Hussars'''</big>
 
{{main|Hussars}}
 
{{:Hussars}}
 
 
<big>'''Impids'''</big>
 
{{main|Impids}}
 
<!--{{:Impids}}-->
 
 
<big>'''Neanderthals'''</big>
 
{{main|Neanderthals}}
 
<!--{{:Neanderthals}}-->
 
 
<big>'''Pigskins'''</big>
 
{{main|Pigskins}}
 
<!--{{:Pigskins}}-->
 
 
<big>'''Sanguophages'''</big>
 
{{main|Sanguophages}}
 
<!--{{:Sanguophages}}-->
 
 
<big>'''Wasters'''</big>
 
{{main|Wasters}}
 
<!--{{:Wasters}}-->
 
 
<big>'''Yttakin'''</big>
 
{{main|Yttakin}}
 
{{:Yttakin}}
 
 
== Psycasts ==
 
{{main|Psycasts}}
 
{{:Psycasts}}
 
 
== FTL inconsistencies ==
 
{{Quote|Despite millennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.| Current Canon Cryptosleep briefing}}
 
The current canon of RimWorld is that there is no faster-than-light travel, even in the hands of the otherwise incomprehensibly advanced [[archotech]]s. However the existence of certain in-game mechanics bring this into question, at least in the small scale. Most discussed are the [[Farskip]], [[Skip]] and [[Solar pinhole]] [[psycasts]].
 
 
=== 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 {{#expr: 42.55* ((16 + 40/60)/(24 * 60)) round 2}} 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 {{#expr: 42.55* 2.23 * ((16 + 40/60)/(24 * 60)) round 2}} 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 {{#expr: 0.25 / ((16 + 40/60)/(24 * 60)) }} 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 ''{{#expr: 998 * ((16 + 40/60)/(24 * 60)) round 2}} seconds'', instead of only 0.25.
 
 
In addition, a pawn with [[aiming time]] reductions, such as from [[trigger-happy]] or the [[Ideoligion#Shooting specialist|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==
 
{{Royalty|no category}}
 
{{main|Empire}}
 
{{:Empire}}
 
==Mechanoids==
 
{{main|Mechanoids}}
 
{{:Mechanoid}}
 
 
==Insectoids==
 
{{main|Insectoids}}
 
{{:Insectoids}}
 
==Official Documents==
 
 
<div class="toccolours mw-collapsible">
 
<div class="toccolours mw-collapsible">
 
'''Cryptosleep Revival Briefing (Current)'''
 
'''Cryptosleep Revival Briefing (Current)'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
+
== Cryptosleep Revival Briefing ==
=== Cryptosleep Revival Briefing ===
 
  
 
Subject class: Health revival, sourced midworld 2M+
 
Subject class: Health revival, sourced midworld 2M+
  
 
Planet: Euterpe
 
Planet: Euterpe
==== Introduction ====
+
=== Introduction ===
  
 
Hello, _______________________.
 
Hello, _______________________.
Line 455: Line 24:
 
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.
 
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 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.
 
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.
+
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 the 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.
 
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.
Line 470: Line 39:
 
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.
 
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 ====
+
=== Planetary progression and regression ===
 
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression.
 
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression.
  
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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.
 
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 ====
+
=== World types ===
 
The states a planet can be in are colloquially grouped as follows:
 
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.
 
* 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.
Line 496: Line 65:
 
* 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.
 
* 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 ====
+
=== 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.
 
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.
 
* 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.
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* [[Joywire]]s: 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.
 
* [[Joywire]]s: 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 ====
+
=== 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.
+
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquierers 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.
+
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 originating culture was erased by planetary catastrophes.
 
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.
Line 527: Line 96:
 
So don’t be alarmed if you see someone with gills or solid orange eyeballs. They’re just another kind of human, like you!
 
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! ====
+
=== 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!
 
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!
  
Line 534: Line 103:
 
If you wish, you can read further into the appendix for more information about this world.
 
If you wish, you can read further into the appendix for more information about this world.
  
==== Appendix ====
+
=== Appendix ===
===== The biology of plants and animals =====
+
==== 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.
 
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.
  
Line 546: Line 115:
 
* [[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.
 
* [[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 =====
+
==== Tech levels ====
  
 
Technology divides roughly into six levels, all of which are in use in various societies throughout human space.
 
Technology divides roughly into six levels, all of which are in use in various societies throughout human space.
Line 554: Line 123:
 
** [[Club]]s and daggers
 
** [[Club]]s and daggers
 
** Bows
 
** Bows
** Simple weaving and [[clothing]]
+
** Simple weaving and clothing
** Mud and [[wood]] structures
+
** Mud and wood structures
 
** Simple farming
 
** Simple farming
 
** [[Herbal medicine]] and [[Smokeleaf joint|herbal]] [[Psychite tea|drugs]]
 
** [[Herbal medicine]] and [[Smokeleaf joint|herbal]] [[Psychite tea|drugs]]
Line 571: Line 140:
 
** Fission reactor
 
** Fission reactor
 
** Electricity
 
** Electricity
** Hydro power, [[Chemfuel powered generator|fossil fuel power]], [[solar panel|solar power]], nuclear fission power
+
** Hydro power, fossil fuel power, [[solar panel|solar power]], nuclear fission power
 
** Fission rocket
 
** Fission rocket
 
** Self-loading guns
 
** Self-loading guns
Line 577: Line 146:
 
** Single-gene modification
 
** Single-gene modification
 
** Silicon computers
 
** Silicon computers
** Chemical [[drugs]]
+
** Chemical drugs
** [[Prosthetics]]
+
** Prosthetics
** Simple body implants ([[cochlear implant]], pacemaker, knee replacement)
+
** Simple body implants (cochlear implant, pacemaker, knee replacement)
 
** Simple drones for combat and labor use
 
** Simple drones for combat and labor use
 
** Classifier-level AI
 
** Classifier-level AI
Line 587: Line 156:
 
** Stellarator fusion power, fusion rocket
 
** Stellarator fusion power, fusion rocket
 
** Johnson-Tanaka drive
 
** Johnson-Tanaka drive
** [[Charge lance|Pulse-charged]] [[Charge rifle|projectile weapons]]
+
** Pulse-charged projectile weapons
 
** Human-usable laser weapons
 
** Human-usable laser weapons
 
** Human-usable coilguns
 
** Human-usable coilguns
 
** Complex trait gene modification, customizable
 
** Complex trait gene modification, customizable
 
** [[Cryptosleep casket|Cryptosleep]]
 
** [[Cryptosleep casket|Cryptosleep]]
** Complex body/brain implants ([[joywire]], motivator, [[painstopper]])
+
** Complex body/brain implants (joywire, motivator, painstopper)
 
** [[Bionics]] (biogel nerve link, lattice-dust for self-healing)
 
** [[Bionics]] (biogel nerve link, lattice-dust for self-healing)
 
** [[Plasteel]]
 
** [[Plasteel]]
** [[Power armor]] (plasteel, neuro-memetic robotics)
+
** [[Marine armor|Power]] [[Recon armor|armor]] (plasteel, neuro-memetic robotics)
 
** Artificial meat
 
** Artificial meat
 
** Subpersona-level AI
 
** Subpersona-level AI
Line 619: Line 188:
 
** Acausal and atemporal devices
 
** Acausal and atemporal devices
  
===== Artificial intelligence =====
+
==== Artificial intelligence ====
 
Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs.
 
Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs.
  
====== Classifiers ======
+
===== 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.
 
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.
 
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 =====
 
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.
 
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.
  
Line 634: Line 203:
 
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.
 
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.
  
====== Personae ======
+
===== Personae =====
 
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human.
 
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human.
  
Line 649: Line 218:
 
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.
 
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 ======
+
===== Archotech =====
 
The finish line of human technological development is at the development of archotechnology.
 
The finish line of human technological development is at the development of archotechnology.
  
Line 664: Line 233:
 
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.
 
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 ======
+
===== 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.
 
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.
  
Line 677: Line 246:
 
'''RimWorld Universe Quick Primer (Obsolete)'''
 
'''RimWorld Universe Quick Primer (Obsolete)'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
=== RimWorld Universe Quick Primer (Obsolete) ===
+
== RimWorld Universe Quick Primer (Obsolete) ==
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}
 
 
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.
 
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.
 
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 ====
+
=== Things you won’t see ===
 
RimWorld does '''not''' include:
 
RimWorld does '''not''' include:
 
* Faster than light travel.
 
* Faster than light travel.
 
* True aliens.
 
* True aliens.
  
==== 5500 A.D. ====
+
=== 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.
 
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? ====
+
=== 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.
 
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 ====
+
=== 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.
 
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 ====
+
=== 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”.
 
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.
+
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 politicans 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.
 
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.
Line 705: Line 273:
 
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.
 
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 ====
+
=== World types ===
 
Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development.
 
Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development.
  
Line 720: Line 288:
 
* 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.
 
* 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 ====
+
=== Key technologies ===
 
In order from least to most advanced:
 
In order from least to most advanced:
  
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'''Longsleep Revival Briefing (Obsolete)'''
 
'''Longsleep Revival Briefing (Obsolete)'''
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
+
== Longsleep Revival Briefing ==
=== Longsleep Revival Briefing (Obsolete) ===
 
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}
 
 
Classed midworld 2M+
 
Classed midworld 2M+
 
 
Ordo Historia AL166/5533
 
Ordo Historia AL166/5533
 
 
Authors: Smyth A5, Wu 9U, Rabatz M5
 
Authors: Smyth A5, Wu 9U, Rabatz M5
 
 
Editors: Lee NA8125, Asusen NA45, Ramad 120, Leeuen 5A, Jennifer 9D252, Lamaritian SJ11, Beeson 9GF, Xotori 28
 
Editors: Lee NA8125, Asusen NA45, Ramad 120, Leeuen 5A, Jennifer 9D252, Lamaritian SJ11, Beeson 9GF, Xotori 28
 
 
Euterpe
 
Euterpe
  
==== Introduction ====
+
=== 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?
 
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?
  
Line 759: Line 321:
 
You’ve been asleep a long time, and a lot has changed.
 
You’ve been asleep a long time, and a lot has changed.
  
==== The basics ====
+
=== 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.
 
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.
  
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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.
 
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 ====
+
=== 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.
 
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.
  
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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 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 ====
+
=== 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.
 
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.
  
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* 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.
 
* 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 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.
 
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.
  
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* 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.
 
* 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! ====
+
=== 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!
 
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!
  
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</div>
 
</div>
 
</div>
 
</div>
 
== References ==
 
<references />
 
[[Category:RimWorld game]]
 
[[Category:Lore]]
 

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