Mem
Official Designation: Mem (Holt II, or sometimes "The Blue Gem")
Appearance: From orbit, Mem is a breathtaking, almost entirely oceanic world, its surface a vast, shimmering expanse of deep blue. The only landmasses are scattered, volatile volcanic islands and the jagged peaks of the world's tallest mountains, which barely break the surface of the immense seas. Beneath the waves, the oceans teem with life, from bioluminescent deep-sea flora to massive aquatic fauna.
Nature & Environment:
Mem is a vast, deep-ocean planet. Its immense liquid volume harbors unique biomes, from warm, shallow reef-cities to crushing, lightless abyssal plains. While Hegemony presence is maintained through orbital habitats and floating platforms, the true, ancient cities of the Memish lie hidden beneath the waves. The extreme pressure and unique biology of Mem's depths make them inhospitable and dangerous to non-aquatic species without extensive environmental suits and specialized submersibles.
The Memish & Their Rebellion:
- Ancient Inhabitants: The Memish are the original, sentient inhabitants of Mem, having evolved in its deep, spiritual oceans over millennia. Their civilization is ancient and intimately tied to the Way and the planet's unique aquatic energies. Their cities are often described as elegant, bio-luminescent structures that blend seamlessly with the marine environment.
- First Contact & Colonization: Roughly a century ago, the Memish surfaced to make contact with the encroaching Hegemony. This wasn't a peaceful overture, but likely a desperate, calculated move to confront the expansion. Corporate interests, not just Hegemony forces, were primarily responsible for the colonization efforts on Mem, seeking to exploit its unique aquatic resources.
- The Rebellion: The Memish are highly rebellious against Hegemony rule and corporate exploitation. This is an active, ongoing struggle. They view the resource extraction, pollution, and disruption of their sacred waters as a profound violation. Their rebellion is likely characterized by:
- Guerilla Tactics: Striking Hegemony platforms, sabotaging mining operations, and disrupting shipping.
- Environmental Activism (Violent): Direct action against anything perceived as harming their oceans.
- Way-Powered Resistance: Their deep connection to the Way likely grants them unique ways to fight, perhaps manipulating water currents, causing strange seismic activity, or even using Way-based psychic attacks.
- Deep-Sea Sanctuaries: Their underwater cities and hidden passages provide impregnable strongholds from which they launch attacks and retreat.
Hegemony & Corporate Presence:
While House Malklaith governs in the Holt system, their direct involvement on Mem is often delegated. The Hegemony maintains a significant, though challenged, presence through:
- Orbital & Floating Platforms: Used primarily by corporate interests for resource extraction (rare aquatic minerals, bio-luminescent energy sources, advanced hydro-farming) and as operational bases.
- Underwater Installations: Smaller, heavily shielded corporate research and mining outposts, highly vulnerable to Memish attacks.
- Malklaith Oversight: House Malklaith struggles to manage the troubled colonization and contain the Memish rebellion, often with limited resources and relying heavily on private corporate security.
Relationships with Other Factions:
- Guild of Engineers: The GoE is deeply interested in Mem's unique resources and its potential for aquatic engineering, constantly seeking to expand their operations, often at the Memish's expense. The Memish view them as arrogant exploiters.
- Church of the Stellar Flame: The Church has little presence on Mem unless it's to investigate rumors of Way-anomalies or blasphemous Memish practices. Their dogmatic views would clash heavily with Memish spirituality.
- Syndicates/Pirates: Some syndicates might smuggle goods to the Memish (e.g., weapons, advanced tech) or trade in black-market aquatic resources. Other pirates might prey on Memish shipping or attack their smaller settlements. The Memish might begrudgingly work with syndicates if it serves their rebellion.
- Cult of the Seekers: Some Seekers might be drawn to Mem to study the Memish's unique Way-connection or explore their ancient underwater ruins, sometimes finding common ground or inadvertently aiding the rebellion.
- Sarujin: Given their shared general anti-Hegemony stance and technical expertise, a few Sarujin might sympathize with the Memish rebellion, offering mechanical aid for their submersibles or sabotage operations.
Hooks for the Crew:
- Undercover Rebel Aid: The crew is hired to smuggle weapons, intelligence, or key personnel to the Memish rebels, navigating Hegemony patrols and dangerous underwater environments.
- Hostage Negotiation: Hegemony or corporate security forces capture a prominent Memish rebel, and the crew is tasked with extracting them before they can be interrogated or worse.
- Sabotage Mission: The Memish rebels hire the crew to sabotage a vital Hegemony or corporate mining/research platform on Mem, or destroy a piece of technology that is harming their oceans.
- Artifact Retrieval: An Ur artifact is discovered in Mem's depths, now contested by the Hegemony, Guild, corporations, and Memish. The crew is hired to retrieve it.
- Lost Expedition: A Hegemony or corporate submersible has gone missing in Mem's depths, and the crew is hired for a dangerous search and rescue/recovery mission.
- Navigating Alliances: The crew needs to gain passage or information from the Memish, requiring delicate negotiations and proving their trustworthiness to a deeply wary people.
Fauna & Flora
The Memish are a species of xeno adapted for life underwater.
Wealth: 2 • Crime/Syndicate: 2 • Tech Level: 2 • Weird: 3
Mem
Oceanic world — Unstable gravity zones, submerged ruins, postcolonial tensions.
A deepwater planet entirely covered in sea, Mem hides ancient secrets beneath waves that have never known light. Once thought uninhabited, it shocked the Hegemony by producing its own native resistance: the Memish, an aquatic xeno-civilization adapted to crushing depths and nonlinear perception. The 51st Legion won the war—but not the planet.
Much of Mem remains uncharted, thanks to free-standing gravity wells that warp space and devour submersibles. Below, Ur ruins slumber, uncontacted Memish enclaves sing in darkness, and rumors swirl of machines that remember things even the stars have forgotten.
Above, the Hegemony holds its platforms. Below, Mem listens.

Comments