← Official WikiThe Known Half

A galaxy.
Not a home.

There is always another route, another flag, another person offering to improve your life. Finding somewhere you can remain yourself is harder.

An immense spiral galaxy with a luminous core, blue-violet arms, and dark interstellar dust lanes
The Known Half is the reach of familiar civilization—not the limit of the galaxy.

Known does not mean understood.

The Known Half is the inhabited, connected world: imperial systems, corporate holdings, pirate ports, and the routes that make travel between them possible. It is the part of the galaxy people can chart, argue over, trade through, and call familiar.

Even here, familiarity has limits. Records disappear. Accounts contradict one another. In a civilization capable of editing memory, a surviving archive is not automatically an honest one.

How this world took shape →

Follow the routes. Follow the power.

The imperial sphere combines political government with the Order’s authority over acceptable belief and behavior. PleasureTech reaches through corporate infrastructure, contracts, and services. Pirate influence gathers around independent captains and the ports willing to receive them.

None of these produces a simple, evenly colored map. A neutral port can depend on corporate medicine. A trade corridor can cross rival territory under an agreement. A disputed system may matter less for its planets than for the route passing through it.

Between the centers of power lie treaty corridors, contested settlements, and dead systems where familiar guarantees stop working.

Meet the factions →
Not everyone lives in the same galaxy

The flag is only part of the story.

A captain’s private cabin and a patched lower deck can belong to the same port. A disciplined imperial center can feel far removed from its frontier housing. Corporate luxury can be real while remaining out of reach for the workers beneath it.

Pirates

Mave’s comfortable private cabin, filled with personal keepsakes and red fabrics
Captains and private space
Adult residents mend a leaking pipe among cramped homes on the lower decks of a pirate port
The lower decks

A meal, a repair, a song nobody approved. Free ports make room for useful work and useless pleasures alike. People survive through trade, salvage, and the connections they make.

See the comforts and the costs →

Order of Abstinence

Agripina’s spacious, orderly ivory and lavender quarters overlooking space
Authority and privilege
Adult residents queue with water canisters below an administrative booth in worn imperial housing
The imperial periphery

Imperial society is more than punishment. Education, public institutions, service, and working infrastructure give everyday life a framework. Discipline can be a genuine source of meaning.

See the comforts and the costs →

Hedonists

Agata’s lavish burgundy and gold private quarters with a panoramic space window
The premium life
Adult workers return to cramped corporate housing below inaccessible gold-lit private terraces
The industrial outskirts

For those who can afford the terms, corporate life can genuinely work: medicine, education, employment, entertainment, and the ability to change how you live.

See the comforts and the costs →

Distance is only part of the journey.

Portals

Links between fixed destinations. Their infrastructure makes them valuable, and control of a link can matter as much as control of a world.

Hyperlines

Known paths between systems. A reliable chart is an asset; an unstable route or a route someone keeps secret can change an entire journey.

Beyond developed routes, long cruises demand time and support. A nearby destination is not necessarily an easy one to reach. What connects it, who controls that connection, and whether it is still usable all matter.

Messages depend on networks too. Distance, damaged infrastructure, and interference can separate a report from the events it describes. There is no guarantee that everyone hears the same news at the same moment.

A circular interstellar portal with a luminous violet and cyan core
One connection can change the reach of an entire world.

A body is not a biography.

Modification is ordinary enough to shape everyday life, but access and legal status differ sharply. A luxurious replacement, an industrial adaptation, and a military intervention can all change a body for very different reasons.

Baseline humans, heavily modified people, beastfolk, clones, and people in synthetic bodies share this world. None of those descriptions tells you what someone believes. Beastfolk are not a single nation or faction. A clone’s origin is not proof of obedience, or an explanation of their entire life.

What matters is not simply how a body was made, but who gets to decide what happens to it next.

Copying a mind does not settle the argument.

Mind transfer makes identity a practical problem as well as a philosophical one. Continuity, a separate copy, and an incomplete echo are not the same thing. Copies can diverge. Fragments can preserve something recognizable without preserving a whole person.

The existence of transfer does not make death a trivial inconvenience, or guarantee that someone returned unchanged. Technology may preserve a voice, a memory, or a pattern while leaving the most important question unanswered.

If someone else can rewrite what you want, how do you know the choice is still yours?

Fragments of light above a damaged console in a disused orbital archive
A trace can survive. A whole person is another question.

Past the last reliable chart.

The Far Frontier is where dependable routes and familiar knowledge begin to run out. Beyond it, the other half remains a source of incomplete reports, rumors, and unanswered questions.

There may be more out there than the great powers understand. There may also be far less truth in a story than the person selling it would like you to believe.