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Culture

[5:00 PM]Kite: what's the pks equivalent of the British Museum? [5:20 PM]spiritplumber: Due to how the Empire split after the Scourge Lord's defeat, the Imperians got to keep the old capitol world, or what was left of it. The Imperian Palace is a monumental complex the size of a large city; about twenty percent of it is still in use as the seat of government, but the rest has been formally "vitrified" while waiting for reunification, and essentially operates as a tourist attraction. Adjacent to the Palace and Imperial University grounds is the Museum, a representation of the storied pomp of the Empire from its first coalescence to the rise of the Scourge Lord. The installations there are likewise "vitrified", and no updates have been allowed for roughly two generations, although maintenance is top-notch and archeological work is ongoing (as much as the Imperium can afford, which isn't much) if it relates to the exhibits present therein. Of note, it's one of the few places where Imperial conquests that were later "unpublished" are still acknowledged, albeit obliquely; also of note is the fact that in such cases (for example, the room dedicated to the Fwee campaign covers the first invasion, but not the subsequent retreat) there are discreet vinyl plaques indicating what happened in these cases. There is an ongoing prank fight between lower echelons of the Imperian Inquisition and Museum workers (who are under royal mandate and cannot therefore be unpublished themselves) about these plaques, about 80% of which can be expected to be found on any given day. There's a guy three meters (ten Zardoz cubits) away from the Museum's property line who sells a little history of who's winning in which pavilion, and takes bets.

Since space travel is relatively cheap, even densely-populated planets rarely hold more than a billion people; the two Imperial capitals together hold less than four billion. Most planets are settled by landing near a few choice spots, and then building train routes between them.

Archeologists can tell that a world was a species' origin point by looking for signs of overpopulation in the pre-space-age past.

Nobody knows what the origin point of baseline humans is; the search for the mythical Earth is a popular pastime among gentleman archeologists with too much money to spend.

It's worth noting that some theories suggest that humans may not have originated on a planet at all, but instead may have been created or genetically engineered by an advanced alien race. However, this remains a topic of much debate and speculation.

Additionally, some planets may have unique settlement patterns due to their particular environmental conditions. For example, on oceanic worlds, settlements may be clustered on small islands or floating platforms, while on desert planets, underground cities may be more common to avoid the harsh surface conditions. Planets with extreme weather patterns or geological activity may have settlements built in sheltered areas or on stilts to avoid flooding or volcanic eruptions.

Overall, the settlement patterns on a particular planet are largely dependent on its environmental conditions, as well as the technology and resources available to the settlers.

The existence of at least one layer of precursor civilizations is well known; current archeological theory holds that there have been two. The current civilization, with the recently split Empire, is referred to as "Layer 3" in archeology papers. "Layer 2" is known to be a primarily space-based hegemonic culture that restricted space travel for other, planet-bound cultures and kept their power by controlling access to space; they were likely hexapodal or centauroid in anatomy. Very little is known about "Layer 1" except that there is some truth to the Zardoz claim that their ancestors have ascended, in that Layer 1 archeological sites carry some Zardoz peculiarities such as trapezoidal iconography.

The Golden Lance believe that there's a Layer 0 and that baseline humans are the true precursor species, but they also believe that the Layer 0 civilization came into its own when humans trapped God in an icy prison, so they aren't taken seriously.

The current understanding is that there were at least two precursor civilizations, with the current civilization being referred to as "Layer 3." Layer 2 was primarily space-based and controlled access to space, limiting other cultures' ability to travel outside their own planets. It is believed that Layer 2 was hexapodal or centauroid in anatomy. Layer 1 is not well understood, but it is known that their archeological sites have some Zardoz peculiarities.

However, the Golden Lance holds a different belief, proposing the existence of a Layer 0 and suggesting that baseline humans are the original precursor species. According to their theory, Layer 0 civilization emerged when humans trapped God in an icy prison. This belief is not widely accepted within the scientific community.

The three main kingdoms within the Kalradian Constellation, namely the Swabians, Vaygrs, and Kherbits, each possess their distinct characteristics, cultural influences, and interactions with the broader galactic community. Let's delve into the details of each kingdom:

Swabians: The Swabians were once the dominant power in Kalradia, and their King Harlaus still holds the formal title of King of the Kalradian Constellation. Their encounter with the Galactic Empire's exploration vessel during the reign of Harlaus' father, Esterich, marked their first contact with the wider galaxy. However, subsequent interactions, including the arrival of a trading vessel from the Phoenician Republic, brought a mix of accurate and embellished information, creating a blend of truth and fiction within Swabian society. They are known for their rich and fertile planetoids, abundant wildlife, and notable creatures such as the feared Kalradian Geese. Swabians predominantly construct their buildings using stone and wood, and their feudal society draws inspiration from feudal France.

Vaygrs: Living further out in the gas torus, the Vaygrs inhabit planetoids characterized by colder climates, with significant ice, snow, and conifers as the dominant vegetation. The presence of coal and metal reserves in their territory has contributed to their relative technological advancement, particularly in the invention of steam engines. The Space Nazis' influence introduced woodgas engines, which the Vaygrs considered a progressive step. Their society embodies militarization, emphasizing citizen levies and mandatory military service. Vaygr architecture incorporates stone and metal, reflecting their pragmatic and industrious nature. Their culture draws inspiration from feudal Prussia.

Kherbits: Residing at the edge of the trojan asteroid grouping, the Kherbits inhabit planetoids characterized by a somewhat barren landscape more suited for grazing than agriculture. They have mastered the art of horse and bird riding, and their exceptional skills in inter-asteroidal trade have made them a prominent presence within Kalradia. The invention of hydrogen balloons elevated their influence, enabling them to embark on long journeys across the gas torus. Their society resembles feudal Mongolia, and their construction primarily utilizes wood and fabric materials. The Kherbits' nomadic nature and affinity for horses and birds are integral to their way of life.

Across all three kingdoms, a feudal structure is deeply ingrained, with a clear division between a noble class and a peasant class. The seasons in Kalradia are marked by the orbit of the gas giant and last for several standard years. The Kalradian religion emphasizes the significance of preparing for the extended winter periods, reinforcing the concept of foresight and preparedness among the peasants.

The Space Nazis' infiltration attempts target disaffected youth within all three kingdoms, but they have faced staunch resistance from the Kherbits, who vehemently reject their ideologies and discriminatory beliefs. The Kherbits, being a society that does not conform to the Space Nazis' notion of "purebred humans," have successfully chased off these infiltrators.


n general, Swabians are middle-of-the-road, Vaygrs prefer heavier slower things (their oxen are bigger, their airships have armor, and so on) and the Kherbits prefer smaller faster things (Mongolian-like horses).

A daskrend is a common predator on the Kalradian planetoids; they are essentially marsupial canine-like animals, like the extinct tasmanian wolf. Unlike in most marsupials, the kits are surprisingly active and can detach from the nipple. This explains why they are widespread among the planetoids: a giant bird will swoop in on a daskrend mother but the pups will survive.

In general, land animals are small and light, and birds are enormous.

"Skyfish" exist in a narrow region of the gas torus that has high concentrations of water vapor; the trip to go to their spawning grounds is long and arduous, so any caught are sold as a premium.


The Kalradians face the challenge of living within a gas torus environment. They have adapted to the unique conditions by constructing enclosed habitats and domed cities to protect against the harshness of space and maintain a stable atmosphere. They have developed advanced filtration systems to ensure a constant supply of breathable air, and their agriculture techniques are tailored to the specific soil and atmospheric conditions of their planetoids.

Kalradian society values artistic expression, and they have developed unique art forms that showcase their creativity. They have a tradition of performing arts, such as live-action plays and theatrical shows that incorporate panoramic shots or fleet actions as backdrops. Music is often performed live, with instruments and vocals accompanying recorded music to create a more personal and engaging experience.

Kalradians have a strong sense of community and hospitality. When greeting one another, they often exchange warm embraces or handshakes, accompanied by verbal expressions of goodwill. Politeness and respect for elders are highly regarded, and social interactions are characterized by a friendly and welcoming atmosphere.

Education in Kalradian society emphasizes practical skills and knowledge. There may not be dedicated institutions, but rather a system of apprenticeship and mentorship, where experienced individuals pass down their expertise to the younger generations. Clergy members often play a role in imparting knowledge and guiding the moral development of the community.

Kalradian architecture reflects their medieval-like culture and the limitations of their environment. Stone and wood are commonly used materials, and buildings are often designed to withstand the challenges of the gas torus. Structures may incorporate defensive features and be adapted to the low supply of metal. The architectural styles of each kingdom—Swabian, Vaygr, and Kherbit—may vary, reflecting their unique cultural identities.

Kalradians may have significant historical artifacts or relics that hold cultural or religious importance. These artifacts could be preserved in sacred temples or cultural centers, where they are revered and celebrated through rituals and ceremonies. The artifacts may include ancient texts, religious artifacts, or items associated with heroic figures from Kalradian history.


The Kalradians' skepticism towards automation and their preference for activities involving human interaction is deeply ingrained in their culture. They value the personal connection and the immersive experience that comes from direct human engagement. This mindset extends to various forms of entertainment, such as movies and music.

When it comes to movies, the Kalradians quickly discovered that simply showing a film lacked the emotional impact and personal connection they sought. They found that incorporating live-action performances alongside the movie backdrop significantly enhanced the overall experience. Touring entertainers would purchase film and tapes featuring panoramic shots or fleet actions to use as a backdrop for their live shows. The combination of the recorded visuals and the live actors allowed the audience to immerse themselves in the personal element of the story, whether it was faithfully enacted as shown in the uncut movie or creatively embellished for their enjoyment.

Similarly, recorded music had limited appeal among the Kalradians. They preferred the presence of live performers and the organic interaction between musicians and their audience. Even if a crew member on a patrol airship had access to a disc or tape player, they would opt to use it as background rhythm for a fellow crew member playing a live instrument. The imperfections and nuances of a live performance were valued over technically flawless but pre-recorded music. The genuine human connection and the shared experience of the live performance held greater significance to the Kalradians.

This emphasis on human interaction and the personal touch in entertainment highlights the importance of interpersonal relationships and the vibrant social fabric within Kalradian society. Their preference for live performances and interactive experiences reflects their desire to be actively engaged and emotionally connected to the arts and entertainment that they enjoy.


Navigation between planetoids happens by triangulating the position of the three main stars and the gas giant, which are nearly always visible; communication happens by courier. Kalradians have invented spark-gap radio independently, and were quite surprised to seeing it used for voice! Due to the nature of spark-gap transmission, radio channels aren't really a thing, and radio jamming is trivial, therefore in battle runners or dispatch ships are used, as well as signal flags and light signals.

The Kalradian week is four days, one named after each major god and one dedicated to the people; Kalradians work 12-to-14-hour days (the day is 30 hours long) but rest after every three day, effectively having a long weekend; religious services are held alternately between Linears and Variants in most cases, and communities that only have one denomination leave the other's holy day alone out of respect for balance. Each major crop has its own harvest festival, and there are great Mongol-style hunts for migratory giant birds and thunderhorses.

The three kingdoms are in unstable equilibrium: two kingdoms will ally against the third until cultural difference or simple greed makes it more interesting for one of the allies to switch sides. This has been going on for centuries and is seen as normal; nobles and mercenaries tend to fight their own wars and leave the peasants alone, save for the occasional pillaging of a village to forage for the troops.

Kalradians are very hungry for news from other parts of the galaxy now that they know that other star systems are inhabited, but their unique cosmological situation makes it hard for them to distinguish fact from fiction; to them a fictional hero is just as implausible as a planet that is so big that it would require years to walk across.

Kalradians suffer from a shortage of metals, notably lead and tin (the lack of lead in the soil is part of what makes Kalradian food so great). Therefore, these metals are treated like silver or gold; whitesmiths are extremely skilled, out of a necessity to make the most of what is available. Kalradians are also great woodworkers, stoneworkers, and tessors.

Taming a Kalradian Goose is a rite of passage for a skyknight (knights are generally specialized between land-bound heavy cavalry, and sky cavalry).

Clergy have lost much of their "hard power" after the last religious war, but hold great "soft power" as counselors and healers. They are the stewards of balance, interceding for the peasantry when a noble gets too greedy. Of course, they are expected to be impartial, and can expect to be kicked out of town if they are not.

Kalradian planetoids tend to be single-biome.

Some Kalradians practice line marriage, as seen in "The Moon Is A Harsh Mistress". Oddly, commoners tend to have more freedom of action than nobles do when it comes to courting and choosing a job in adulthood.

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Page last modified on April 06, 2026, at 11:39 AM