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= Red Sun Rising = | |||
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Sword-and-blaster adventure beneath the ancient red sun of Antares. | |||
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<div class="antares-dateline"> | |||
Imirrhos · Antares System · Circa 3400 AD | |||
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<div class="codex-panel-title">Revolution on Imirrhos</div> | |||
On the distant world of '''Imirrhos''', ninth planet of Antares, seven Great Houses divide the settled lands among them. Their rulers possess the hereditary psionic talents known collectively as '''the Gift'''. They govern scattered domains, command private armies, maintain ancient rivalries, and acknowledge the distant authority of the Terran Union. | |||
Now that order is breaking down. | |||
House turns against House. Rebels rise in the provinces. Mercenaries, renegade psis, alien adventurers, and legendary Galactic Heroes are drawn into the struggle. Above them all, the Terran Union watches from Starport Imirrhos—and waits to decide whether the Rising must be contained by force. | |||
'''Red Sun Rising''' is a setting of dynastic intrigue, planetary warfare, and personal adventure inspired by the Silver Age of science fiction: analog instruments, airjets, hyperdrive starships, force shields, energy swords, and blasters beneath a vast red sun. | |||
</div> | |||
== Explore the Setting == | |||
<div class="codex-panel"> | |||
<div class="codex-panel-title">Imirrhos</div> | |||
An old human colony under the red light of Antares, Imirrhos is a world of fortress cities, broad agricultural lands, resonite fields, wild frontiers, and territories scattered across three continents. Its human inhabitants increasingly call the planet Imirrhos, though many still use the ancient colonial name '''Antares'''. | |||
'''Begin with:''' [[Antares:Imirrhos|The World of Imirrhos]] · [[Antares:Geography|Geography]] · [[Antares:History|History]] · [[Antares:Society|People and Society]] | |||
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<div class="codex-panel codex-panel--house"> | |||
<div class="codex-panel-title">The Great Houses</div> | |||
Seven Great Houses dominate Antarean political life. Each is a nation in miniature, with its own court, culture, vassals, military traditions, and carefully guarded lineage of the Gift. Their domains are not compact kingdoms but far-flung possessions inherited, conquered, married, or entrusted to subordinate Houses over many generations. | |||
'''Meet the Houses:''' [[Antares:Great Houses|The Great Houses]] · [[Antares:House Braganza|Braganza]] · [[Antares:House Edistyn|Edistyn]] · [[Antares:House Fitzgerald|Fitzgerald]] · [[Antares:House Kinrabe|Kinrabe]] · [[Antares:House MacKenzie|MacKenzie]] · [[Antares:House Orsini|Orsini]] · [[Antares:House Sessedi|Sessedi]] | |||
</div> | |||
<div class="codex-panel codex-panel--union"> | |||
<div class="codex-panel-title">The Terran Union</div> | |||
The Imperial Terran Union binds humanity’s far-flung worlds beneath the Crown. On Imirrhos its authority is concentrated at Starport Imirrhos, where Terran officials oversee interstellar trade, collect revenues, regulate offworld traffic, and guard the Union’s interests. Its power is distant—but its fleets are not. | |||
'''Learn more:''' [[Antares:Terran Union|The Terran Union]] · [[Antares:Starport Imirrhos|Starport Imirrhos]] · [[Antares:Union Forces|Union Forces]] | |||
</div> | |||
<div class="codex-panel codex-panel--artifact"> | |||
<div class="codex-panel-title">The Gift and the Artifacts</div> | |||
Psionic ability runs through the noble bloodlines of Imirrhos. Every Great House cultivates its own traditions of training, discipline, and secrecy. Older still are the surviving artifacts of the vanished Precursors: singular devices whose powers can change the course of wars. | |||
'''Discover:''' [[Antares:The Gift|The Gift]] · [[Antares:Psionics|Psionics]] · [[Antares:Precursor Artifacts|Precursor Artifacts]] | |||
</div> | |||
<div class="codex-panel codex-panel--military"> | |||
<div class="codex-panel-title">War Beneath the Red Sun</div> | |||
Household guards, power-infantry regiments, jump troops, hovercraft cavalry, laser tanks, mercenary companies, and Terran formations contend for control of the planet. Force shields have transformed the battlefield without making courage, close combat, or the energy sword obsolete. | |||
'''To the front:''' [[Antares:Military Forces|Military Forces]] · [[Antares:Weapons and Equipment|Weapons and Equipment]] · [[Antares:Warfare|Warfare on Imirrhos]] | |||
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== Heroes and Adventures == | |||
<div class="codex-panel"> | |||
<div class="codex-panel-title">A World Made for Trouble</div> | |||
Player characters might serve as trusted retainers of a Great House, belong to a mixed delegation drawn from several Houses, operate as licensed mercenaries, investigate trouble for the Terran authorities, or pursue their own fortunes amid the Rising. | |||
They may encounter rulers whose powers can sway armies, rebels with legitimate grievances, alien wanderers, desperate provincial lords, ancient machines, and the celebrated adventurers known across inhabited space as '''Galactic Heroes'''. | |||
'''Enter the campaign:''' [[Antares:Campaigns|Campaigns]] · [[Antares:Character Creation|Character Creation]] · [[Antares:Galactic Heroes|Galactic Heroes]] · [[Antares:Adventure Seeds|Adventure Seeds]] | |||
</div> | |||
== Game Rules == | |||
<div class="codex-callout codex-callout--referee"> | |||
<div class="codex-callout-title">Savage Worlds</div> | |||
'''Red Sun Rising''' is designed for the ''Savage Worlds Adventure Edition'' and its ''Science Fiction Companion''. The setting adapts the original ideas of ''Revolt on Antares'' to personal-scale roleplaying while preserving the possibility of chases, military operations, and battles involving entire formations. | |||
[[Antares:Game Rules|Setting Rules]] · [[Antares:The Gift in Play|The Gift in Play]] · [[Antares:Force Shields|Force Shields]] · [[Antares:Mass Battles|Mass Battles]] | |||
</div> | |||
== About Red Sun Rising == | |||
<div class="codex-panel"> | |||
'''Red Sun Rising''' is an extensive roleplaying development of the world presented in the board game ''Revolt on Antares''. Board-game abstractions have been translated into the reality of the setting: counters become named military formations, map spaces become regions and domains, and strategic abilities become expressions of individual psionic power. | |||
The resulting setting is presented on its own terms rather than as an explanation of the original game. | |||
[[Antares:About|About the Setting]] · [[Antares:Design Notes|Design Notes]] | |||
</div> | |||
{{AntaresNav}} | |||
</div> | |||
[[Category:Antares]] | |||
[[Category:Codex Home Pages]] | |||
Latest revision as of 11:44, 9 August 2026
Red Sun Rising
[edit]Sword-and-blaster adventure beneath the ancient red sun of Antares.
Imirrhos · Antares System · Circa 3400 AD
On the distant world of Imirrhos, ninth planet of Antares, seven Great Houses divide the settled lands among them. Their rulers possess the hereditary psionic talents known collectively as the Gift. They govern scattered domains, command private armies, maintain ancient rivalries, and acknowledge the distant authority of the Terran Union.
Now that order is breaking down.
House turns against House. Rebels rise in the provinces. Mercenaries, renegade psis, alien adventurers, and legendary Galactic Heroes are drawn into the struggle. Above them all, the Terran Union watches from Starport Imirrhos—and waits to decide whether the Rising must be contained by force.
Red Sun Rising is a setting of dynastic intrigue, planetary warfare, and personal adventure inspired by the Silver Age of science fiction: analog instruments, airjets, hyperdrive starships, force shields, energy swords, and blasters beneath a vast red sun.
Explore the Setting
[edit]An old human colony under the red light of Antares, Imirrhos is a world of fortress cities, broad agricultural lands, resonite fields, wild frontiers, and territories scattered across three continents. Its human inhabitants increasingly call the planet Imirrhos, though many still use the ancient colonial name Antares.
Begin with: The World of Imirrhos · Geography · History · People and Society
Seven Great Houses dominate Antarean political life. Each is a nation in miniature, with its own court, culture, vassals, military traditions, and carefully guarded lineage of the Gift. Their domains are not compact kingdoms but far-flung possessions inherited, conquered, married, or entrusted to subordinate Houses over many generations.
Meet the Houses: The Great Houses · Braganza · Edistyn · Fitzgerald · Kinrabe · MacKenzie · Orsini · Sessedi
The Imperial Terran Union binds humanity’s far-flung worlds beneath the Crown. On Imirrhos its authority is concentrated at Starport Imirrhos, where Terran officials oversee interstellar trade, collect revenues, regulate offworld traffic, and guard the Union’s interests. Its power is distant—but its fleets are not.
Learn more: The Terran Union · Starport Imirrhos · Union Forces
Psionic ability runs through the noble bloodlines of Imirrhos. Every Great House cultivates its own traditions of training, discipline, and secrecy. Older still are the surviving artifacts of the vanished Precursors: singular devices whose powers can change the course of wars.
Discover: The Gift · Psionics · Precursor Artifacts
Household guards, power-infantry regiments, jump troops, hovercraft cavalry, laser tanks, mercenary companies, and Terran formations contend for control of the planet. Force shields have transformed the battlefield without making courage, close combat, or the energy sword obsolete.
To the front: Military Forces · Weapons and Equipment · Warfare on Imirrhos
Heroes and Adventures
[edit]Player characters might serve as trusted retainers of a Great House, belong to a mixed delegation drawn from several Houses, operate as licensed mercenaries, investigate trouble for the Terran authorities, or pursue their own fortunes amid the Rising.
They may encounter rulers whose powers can sway armies, rebels with legitimate grievances, alien wanderers, desperate provincial lords, ancient machines, and the celebrated adventurers known across inhabited space as Galactic Heroes.
Enter the campaign: Campaigns · Character Creation · Galactic Heroes · Adventure Seeds
Game Rules
[edit]Red Sun Rising is designed for the Savage Worlds Adventure Edition and its Science Fiction Companion. The setting adapts the original ideas of Revolt on Antares to personal-scale roleplaying while preserving the possibility of chases, military operations, and battles involving entire formations.
Setting Rules · The Gift in Play · Force Shields · Mass Battles
About Red Sun Rising
[edit]Red Sun Rising is an extensive roleplaying development of the world presented in the board game Revolt on Antares. Board-game abstractions have been translated into the reality of the setting: counters become named military formations, map spaces become regions and domains, and strategic abilities become expressions of individual psionic power.
The resulting setting is presented on its own terms rather than as an explanation of the original game.
Worked for 1m 29s Paste this at the end of MediaWiki:Common.css. It assumes the Antares: namespace is 3022 and pages use:
/* =========================================================
RED SUN RISING / ANTARES CODEX SKIN Namespace: Antares = ns-3022
Canonical page wrapper:
Canonical navigation wrapper:
