Shen-Korr

Shen-Korr is the only seat on the Rim that openly calls itself a kingdom and gets away with it.

Rules Reference

FieldValue
Aestheticoutpost
Anchor SystemHold of Shen-Korr
Controlling FactionClan Shen-Korr (warlord seat; undisputed internal control)
Fold Bleedmedium
Habitaturban, surface
Population6800000
Roleanchor
ZoneRim

Notes

Dangers: Clan succession violence (formalised but lethal); psion-hunts by off-world gene-craft interests; fold-bleed in the lower city is worse than the clan admits (the deep tunnels under the fortress are sealed for a reason).

Hooks: The clan matriarch has died; the succession is contested between three of her children and the clan's Ironball arena is hosting the deciding contest (a formal duel-of-team, not a match); off-world sponsors are already arriving., A Helix gene-craft envoy has come to Shen-Korr offering to gene-screen the clan's bloodline for the Navigator-adjacent psionic gene in exchange for prospecting rights on a Shen-Korr moon; the clan's psion-born are already vanishing., A Legion corvette has put in at the Anvil Yard requesting drydock and information; the clan is willing to do business but a Legion survey team has been asking uncomfortable questions about a sealed sub-level of the clan's fortress-city.

Lore: Shen-Korr is the only seat on the Rim that openly calls itself a kingdom and gets away with it. Clan Shen-Korr controls four systems outright, two more by tribute, and a free-port that no one has dared to take. The seat-world itself is a temperate, marginally-habitable rock with a single continent and a half-buried colony arcology called the Spine, which the clan took by force six generations ago and has been adding to ever since. The fortress-city is layered: the upper levels are markets, courts, the Iron Garden arena, and the matriarch's hall; the lower levels are sealed, and the clan's official line is that they are storage and tombs, which is true as far as it goes. Fold-bleed on Shen-Korr is officially medium. The clan runs an Ironball league with off-world sponsorship, hosts a Helios foundry franchise, and refuses a permanent Kadiss presence on the grounds that 'the Spine has its own eyes.' Six million people live here, and most of them would not live anywhere else. The clan's psion-born are quietly gene-married to the clan's warrior-line; the Navigator-pipeline recruitment from this clan is, by reputation, the cleanest and the most coercive.

Notable: The Spine (the fortress-city, a half-buried pre-Confederation colony arcology the clan took and finished); the Iron Garden (the clan's Ironball arena, capacity 40,000, warlord-run leagues); the Hall of Ledgers (paper records going back seven generations, because the clan does not trust Argus or Kadiss).