Out of Eden

A space opera setting of decadent and disciplined psychics.

One year ago, the governments of Eden passed legislation that permitted private enterprise to launch its own spaceships and the planetary governors rejoiced at the swarms of new settlers beginning to eke out a living on foreign soil. Now you’ve scraped enough cash to leave planetside, and the opportunity to leave your mark awaits you.


Eden’s Sun (sometimes called Alpha): A middle-sized star circled by three planets, Eden, Adai and Eve, as well as a rogue planet called Lilith.

  • Eden: The most likely home for a character. A bustling, crowded and over-populated mess of buildings, transport systems and thick smog. The heart of the authoritarian power of the secular Hegemony and the ecclesiastical Hierarchy.
  • Adai: Settled for a century or so, a rugged and lawless place rich in natural resources.

Eve: Approaching its decline, the planet of Eve is still not as far gone as Eden. Settled for centuries, Eve has deteriorated into a post-apocalyptic wasteland following a torque-bomb-war that destroyed most of the population and infrastructure. Some Evites have gotten off the planet in makeshift space-rafts, but they have not been well received by other planets.

  • Lilith: The forbidden and vagrant planet, Lilith is settled by heretics who practice Nehushtan.

Sun Six: A large star circled by three planets: Unu, Du and Tri. Of these, only Tri is settled. Some live on the planet itself, in large floating furnaces that harvest the gas for export and use the gas to stay aloft, while the families of prison guards and wardens live on the luxurious moons Triunu and Tridu. There is much resentment of the wardens, by both the convicts and ex-convicts and the newly arrived and innocent settlers. Androids are also common in this system.

  • Tri: This planet was a prison colony for roughly thirty years. Prisoners laboured on the vast gas-skimmer stations that harvested the planet’s resources while using its flammable gas to stay aloft. Prison wardens and their families supervised the procedures and spent their leave on the planet’s more hospitable moons. Radical workers of Tri are trying to conquer the moons from the better-equipped and organised but less populous wardens.

Atlas: A small star circled by three planets: Rynd, Freimann and an unnamed planet circled by the moon Keyes.

  • Rynd, Freimann, Keynes: Free-market utopias, or erstwhile utopias, these two planets and one moon show great promise: but much land and many resources have been gobbled up by large corporations and many citizens are bound by convoluted contracts arranged by the corporations’ android lawyers. Stormtroopers, proudly bearing their corporation’s symbol, are a common sight.

Haven: A middle-sized star circled by a single planet: Bliss. Bliss has three moons, Mesia, Pater and Charisms.

  • Bliss: A place of retirement and retreat for the priesthood for some fifty years, Bliss has a reputation for lavish finery and “happenings”. Young priests, in particular, appreciate its more laid-back and hedonistic lifestyle. Bliss, however, has recently boiled into a civil war over sectarian traditions, and both sides are eager for recruits.


Malachut: A militant religious order of devotees and engineers, the Malachut are members of a mystery cult. Each initiate undergoes a number of initiation rites, with the intention of achieving apotheosis. Malachut are warrior-priests organised in large and powerful orders.

  • Seraph: The first order, when participants learn the fundamentals of the religion and begin to train as soldiers, learn the rites, and study the “sacred art” of engineering.
  • Cherub: The second order, when participants learn more advanced fighting techniques and may unlock psychic powers.
  • Throne: The third order, for the most advanced living beings in the Malachut. They have mastered engineering, psychic powers and melee combat.
  • Dominion: The fourth order, when the throne becomes the heart of a spaceship of his or her own design and flies through space as a strange and emergent being.
  • Virtue, Power, Principality: Little is known of these orders, or even if they exist at all.

Ghosts: The ghosts are psychics who align themselves with a number of brotherhoods and sisterhoods across the planet. They see their psychic lives as a rebirth, at which point they relinquish their emotions, passions and desires and adopt instead strict and passionless duties. Their stark robes of grey, white, black or brown are a constant reminder of their obligations.

Unlike more hermetic orders, ghost are expected to participate in a community. Though such an act would be against their doctrines, it is by no means unknown for ghosts to father or mother children.

  • Ghost: The lowest rank.
  • Spectre: A leader of ghosts, an advanced psychic and committed to his or her community.
  • Haunt: An anchorite, a spectre who has grown too old for his position and so instead is interred in the walls of his or her home to dwell on the infinite nature of Heaven.

Nehushtan: Nehushtani are members of a forbidden cult that defies much of the teachings of the Malachut. According to the Nehushtani, the serpent that tempted Adai and Eve was not an agent of evil but of good, and His whispers liberated the first humans from the Demiurge’s despotic and conservative rule. The Nehushtani eagerly embrace technology and pursue progress and personal power relentlessly. Though syncretic and diverse, many Nehushtani practices revolve around an induction into the earth as a way of communicating with greater powers.

  • Asden: The lowest rank of the Nehushtani.
  • Naga: Those that lead the rites and rituals of the Nehushtani.
  • Mutalinda: The leader of a chapter or order, a commander of many naga.