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Player > Setting > Planets > Aballon
Starfinder Core Rulebook p.436
Diameter: ×1/3
Mass: ×1/27
Gravity: ×1/3
Location: Pact Worlds
Atmosphere: Thin
Day: 12 hours; Year: 90 days
The closest planet to the sun, Aballon is a drab world of
dusty craters, gray deserts, and sharp-edged mountains.
What wisps of atmosphere the planet’s gravity manages to cling
to are quickly blasted away by the solar wind, leaving a quiet
landscape of rock and heavy metals that’s blisteringly hot in
the sun and coated with ice in the shade, inimical to all but the
hardiest biological life.
Fortunately, most life on Aballon isn’t biological. Thousands
of years before either the Gap or common spaceflight, a
mysterious race called the First Ones touched down on Aballon.
Using the abundant metals and solar energy, they crafted an
immense army of servitor machines, from simple drones to
hyperintelligent overseer units, setting them to work harvesting
the planet’s resources.
And then they left. In the millennia that followed, the
machines upgraded themselves, spreading out and evolving to
form an entire artificial ecosystem, from simple worker bots and
the self-guided predator drones that prey upon them to fully
sentient machines that make up a vast society. Those in this
latter group, collectively named anacites, take a wide variety of
physical forms suited to their assigned tasks, though they tend
toward silvery arthropod bodies, which in recent years many
have taken to painting different colors or in abstract schematic-like
patterns to help identify themselves to nonmachines.
Culturally, most Aballonian anacites fall into one of two
ideological groups. Members of the first group, Those Who
Wait, continue to upgrade themselves and stockpile wealth and
resources in the belief that the First Ones will eventually return
and that all of Aballon must be ready to receive them when they
do. Those Who Become, on the other hand, believe their destiny
is to take on the mantle of the First Ones and colonize new worlds
themselves, aiming their robotic seedships out toward the stars.
Both groups wield considerable economic power due to the high
concentration of rare ores they mine from the Midnight Trenches,
as well as through the influence of anacite-run technology
corporations such as Automatrix Robotics, which specializes
in creating nonsentient ship AIs and servitor bots for resale on
other Pact Worlds. Both groups also regularly hire offworlder
adventurers to mount expeditions into the nine ancient cities of
the First Ones—gleaming but deteriorating collections of spires
which anacites themselves are forbidden from entering by
ancient law—in hopes of uncovering clues as to their progenitors’
identity and ultimate goals.
Over the ages, anacite civilization has gone from a simple
network of automated factories producing ever more machines
to a world-spanning array of cities dwarfing those of the First
Ones. Often confusing to biological creatures, these cities are
nonetheless eminently logical and efficient, with floating towers,
lightless access tunnels, and skittering maintenance bots. Many
include large atmosphere factories for the benefit of biological
visitors and residents—while the planet is constantly losing
its thin atmosphere, these replenish it and often specialize in
producing “heavy air,†or artificial magnetospheres, that keep the
regions in and around their cities at a comfortable atmospheric
pressure for common Pact Worlds humanoids.
The largest anacite settlement, Striving, is famous across the
solar system as the seat of the Machine Court, an unfailingly
logical coalition of robotic judges that arbitrate conflicts
between residents, assist the network of governing AIs known
as the Insight Array, and keep the peace between the planet’s
factions. Over the objections of other planetary governments
and even the Pact Council itself, the Machine Court offers
androids and other mechanical beings from across the system
the right to be tried in their halls even for crimes committed
on other worlds, with no fear of extradition. The verdicts are
always fair, and the possibility of having the facts examined
utterly without prejudice makes Striving widely renowned as a
haven for all artificial beings. Thus, many androids can be found
living in those districts catering to biological creatures.
Striving is also a key holy site of the church of Triune. It was
here that the anacites created and still maintain the city-sized
neural network of the same name, which gave birth to Epoch,
one of the machine god’s three aspects. The three overlapping
geodesic spheres of Unification Cathedral in the city’s center
stand atop a massive (and highly classified) subterranean factory
producing Drift beacons for priests to place around the galaxy.
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