Medium map suitable for moderate games, up to 9 players
In transit
Warp
Neighbors: Gemini Deep Space
The Gemini system in Segmentum Obscurum harbours only a single valuable planet. Named Bevins Planet after the Dark Age explorer that discovered it, it has been a normal Imperium world for millenia, with only a single civil war to mar its record of peacefulness. Recently, however, concern has risen over increased Warp fluctuations in the nearby Immaterium.
In the depths of Gemini space
Deep Space
Neighbors: Warp, Bevins Planet Orbit Dusk, Bevins Planet Orbit Dawn, Bevins Planet Orbit Zero
The continent surrounding White Lake, and the original first city on the planet, has long been the seat of the planetary Imperial Commander.
Site of first planetfall, many millenia ago, and still the seat of the planetary Imperial Commander. The government of Bevins Planet is only nominally centralized; Most of the day-to-day governance is handled by the Great Houses, hereditary Barons that each rule a sector of the planet
City, Spaceport
Control: Neutral
Neighbors: New Charon, Marduk, White Lake, Trabizond, Pallas
A white glass city of tall, slender spires. Also the financial centre of Bevins Planet.
City, Spaceport
Control: Neutral
Neighbors: Frozen Hills, Cimmeria, New Charon, Gemini City
Situated high on a rocky peninsula, the city of Trabizond broods over the water like a malignant bird. It is a gloomy and cheerless place, where life is cheap and vices expensive.
City, Spaceport
Control: Neutral
Neighbors: Andrades, Serpens, Marduk, Gemini City
At the foot of the Neuf Alps mountains, Piedmont is a centre for winemaking on Bevins world. Also, many mines deep in the mountains still return the occasional nugget of rare metal, but millenia of mining has left this a dying industry.
City, Spaceport
Control: Neutral
Neighbors: Stone Gate (4+), Savan, Grey Isle (3+), Atlas (3+), White Lake
Generally considered the most beautiful countryside on the entire planet, the lake shore is dotted with idyllic villages and the mansions of the rich.
Control: Neutral
Neighbors: Savan, Atlas (3+), New Charon, Marduk, Piedmont, Gemini City
The rough, broken lands of Marduk is home to a sect of religious fanatics; Since they pay their taxes, and burn Imperial Arbiters that try to muster recruits, they and their land is generally left alone.
Control: Neutral
Neighbors: Atlas (3+), Serpens, White Lake, Trabizond, Gemini City
The narrow lands south of Trabizond is frequently racked by storms that can uproot forests. As a consequence, the land is mostly blasted heath, and the few villages that dot the territory are half underground.
Control: Neutral
Neighbors: Andrades, Storm Point, Marduk, Trabizond
The circum-polar storms are nowhere more ferocious than at storm point, making it the ideal place to construct huge wind turbines. The Storm Point power stations supply most of the electrical power consumed in Trabizond and Gemini City.
Control: Neutral
Neighbors: Serpens
The land here is crisscrossed by rivers and small streams, and frequent rainfall ensures that there is always a flooding somewhere in the area. The farming is excellent, if one don't mind getting ones feet wet.
Control: Neutral
Neighbors: Savan, Cimmeria, White Lake, Pallas, Gemini City
A cold, conifer-covered land, with a few hunter-gatherer tribes clustering around the huge Samoyed Sea, an inland salt-water sea that doesn't quite freeze over in the winter, and which is host to a rich fish life.
Control: Neutral
Neighbors: New Charon, Pallas
A mountaineous region, with a plethora of abandoned mines telling a tale of a richer past.
Control: Neutral
Neighbors: Grey Isle (3+), Marduk, White Lake, Piedmont
The Isle is named for the color of the mountains rising out of the seafog when one arrives by boat. It is the home of a monastic order, said to be safeguarding some ancient relic. The monks are quiet on the matter, and they have the support of the Imperial Commander and a full regiment of Imperial Guard to ensure that their privacy is respected.
Control: Neutral
Neighbors: Atlas (3+), Piedmont (3+)
The wide, flat grass plains of Savan are home to wild horse-equivalents, and grazing grounds for great herds of cattle that are rounded up every autumn.
Control: Neutral
Neighbors: Stone Gate (4+), New Charon, White Lake, Piedmont
The peninsula is blocked by a mountain range, and only a few passable roads (along the coast, and through a high, central pass) leads from the central continent to the Dawn lands.
Control: Neutral
Neighbors: Cuzco (3+), Pellucidar, Savan, Piedmont
Low orbit over Bevins Planet Zero Longitude
Orbit
Neighbors: Bevins Planet Orbit Dusk, Bevins Planet Orbit Dawn, Gemini Deep Space
Two continents joined by a narrow Isthmus: The northern was once a lush and fertile plain, but since the Civil War, and the Orbital Plasma Strikes, it is known only as the Dead Lands. The southern continent is an arid and mountainous land, where great herds of meat animals graze.
The two cities Pellucidar and Mordechai are ruled by long-time rival Houses, and their disagreements have frequently escalated to shooting wars; The Isthmus separating them is therefore war-torn and densely fortified. Pelludicar's strength lies in the populous southern continent Paseo
City, Spaceport
Control: Neutral
Neighbors: Cuzco (3+), Paseo, Mordechai
Rival of Pellucidar, the strength of Mordechai lies in the fanatical devotion and extreme training of the Mordechai Death Troopers. Trained, some would say brainwashed, practically from birth, the Troopers are the finest soldiers produced on Bevins Planet, and each is easily the match for a platoon of Pellucidan peasant conscripts.
City, Spaceport
Control: Neutral
Neighbors: Fell Coast, Ash Waste (2+), Pellucidar
The great plains of Paseo is the breadbasket of the planet; It is extremely fertile thanks to the great rivers that lead from the volcanic slopes of Cuzco to the Timorese Ocean.

Control: Neutral
Neighbors: Fish Edge, Shark Bay, Cuzco (3+), Pellucidar
The majestic Cuzco mountain range stretches down the west coast of the Paseo continent. It is sparsely populated by hardy mountain-folk. Frequent volcanic eruptions makes life here a chancy proposition.
Control: Neutral
Neighbors: Shark Bay, Paseo, Pellucidar, Stone Gate (4+)
The waters around the southern tip of Paseo teems with marine life; The great Armoured Sharks that feed off the fish here grow so large that only floating factories dare sail the waters.
Control: Neutral
Neighbors: Cuzco (3+), Paseo
On the east coast of Paseo, the water is shallower, and less hospitable to the great Sharks that otherwise plague the deep seas. This has allowed a thriwing small-vessel fishing industry to spring up along the coast here.
Control: Neutral
Neighbors: Paseo
Once a fertile plain, now a poisoned waste. The Civil War in 38711 escalated to the use of small-scale Atomics, leaving and entire continent permanently blighted. Nothing remains of the House that fired the nukes - the horror of the attacks led the other Houses to unite, and authorize the use of the Orbital Defence platforms (normally under the Planetary Commander's direct control, and for use against attacking spaceships).
Control: Neutral
Neighbors: Sorrow's End (2+), Bone Coast (2+), Fell Coast (2+), Glowing Hills (2+), Mordechai (2+)
Before the Civil War, this was the seat of the House Bannermann. The atomic weapons used in that conflict has left the land radioactive, and mutations are common among the few people and animals that remain.
Control: Neutral
Neighbors: Sorrow's End, Ash Waste (2+)
Low-level radiation and toxic residue from the Civil War has left this area mostly abandoned, except for a few hardy pioneers, outlaws and misfits.
Control: Neutral
Neighbors: Bone Coast, Ash Waste (2+), Mordechai
Like Fell Coast to the south, this land fell into decline after the Civil War. Spared the horror of Fallout, it was still left isolated after the fall of the cities, and a few harsh winters caused by atmospheric dust was enough to cause starvation, plagues, and a general exodus to gentler climates. It was always a cold, dark and inhospitable region, and now it is considered cursed, too.
Control: Neutral
Neighbors: Sorrow's End, Fell Coast, Ash Waste (2+)
Before the Civil War, this was the seat of the House Aberysth. The retaliatory Plasma Strikes gouged massive craters where once stood a mighty city, and the secondary firestorms razed the land for miles around to bare ashes. Now, it has grown back in, and is fertile wild forest. It is under the direct jurisdiction of the Planetery Commander, who mostly ignores it.
Control: Neutral
Neighbors: North Bight, Bone Coast, Glowing Hills, Ash Waste (2+)
Low orbit over Bevins Planet Dawn Longitude
Orbit
Neighbors: Bevins Planet Orbit Dusk, Bevins Planet Orbit Zero, Gemini Deep Space
The great mountain range Crater Ridge dominates this continent. It is formed both by ancient tectonics, but also by the impact of two large meteor impacts a few hundred thousand years in the past. Scientists speculate that these impacts led to the extinction of an earlier order of life on the planet.
Established as a Spaceport by the Second Colony Ship back in the dark ages, it has since grown into a full city state in its own right. There is some level of rivalry between the Andromedans and the Geminis, but it usually stays at the level of jokes ('How many Andromedans does it take to charge a power cell?' 'Two - one to forget it in the sun, and one to stumble over it a week later') and sports (the Planetary Cup finals is frequently a close match between the Andromeda Stars and the Gemini Brethren).
City, Spaceport
Control: Neutral
Neighbors: Rock Bay, Tundra, Frozen Hills
A city of Brass and Golden roofs, wealthy and cosmopolitan.
City, Spaceport
Control: Neutral
Neighbors: West Timor (3+), East Timor (3+), Half Moon, Crater Ridge, Pillars
A minor citystate before the Civil War, it was shadowed by the two great powers across the gulf. After the war, its population swelled by the thousands of refugees, it is larger, but still a squalid place where the 'fugee descendants live in the poor outlying neighborhoods as second-class citizens
City, Spaceport
Control: Neutral
Neighbors: Half Moon, North Bight, Crater Ridge, Steppes
North of the polar circle, in darkness half the year, the Frozen Hills has little to recommend it. A few science stations and winter-sports resorts lie along the Port Andromeda - Pallas Maglev railroad, noone calls this land their home
Control: Neutral
Neighbors: Port Andromeda, Pallas
Dark half the year, and cold all the year, the Tundra regions have nothing to recommend them. There is a notable stone temple built in a valley, raised millenia ago and long abandoned. It is considered a planetary treasure, but superstitious Andromedans also consider it haunted by ghosts of dark age monks.
Control: Neutral
Neighbors: Rock Bay, Steppes, Port Andromeda
The wide open steppes of the northern Dusk continent are freezing in winter and sweltering in summer. There is large-scale industrial agriculture here, but it is mostly mechanized, so the human settlements are small, and far between.
Control: Neutral
Neighbors: North Bight, Crater Ridge, Rock Bay, Tundra, Ten Eik
The craggy fjord-filled coastline south from Port Andromeda rise to the south, becoming a majestic mountain range. The land is rough, and forest-covered.

Control: Neutral
Neighbors: Crater Ridge, Pillars, Steppes, Tundra, Port Andromeda
The tallest mountains on bevins Planet, the Pillars are an impressive sight. They lie almost on the equator, yet half their height is permanently covered in glaciers. At the mountain peaks, air is too thin for humans to breathe.
Control: Neutral
Neighbors: Andrades, Crater Ridge, Rock Bay, Cathay
The mountain range of Crater Ridge was long ago struck by meteors, leaving a characteristic circular valley with an inland sea at the bottom. The lands between the mountain range and Cathay in the south are deserts - beautiful, but dry and mostly empty of life.

Control: Neutral
Neighbors: Half Moon, Pillars, Rock Bay, Steppes, Ten Eik, Cathay
A cold land, covered in needle forests, inhabited by the descendendants of refugees from the Civil War eking out a modest existence.
Control: Neutral
Neighbors: Steppes, Ten Eik, Sorrow's End
The Half Moon bay is littered with small to tiny tropical islands, making it both a favorite resort for the rich ('A private Half Moon island' is the ultimate status symbol), and a haven for water pirates
Control: Neutral
Neighbors: Crater Ridge, Ten Eik, Cathay
the island chain known as the Andrades connect the Central and the Dusk continents. It is mostly tropical jungle and perfect white beaches, but is plagued by well-connected pirates that prey on the ocean-going carriers that cross from the Central Ocean to the Timorese Sea
Control: Neutral
Neighbors: Pillars, Serpens, Trabizond
The island Timor is large enough to be considered a small continent by itself, and it has a long history to match. East Timor was settled by a splinter faction of the First Colonists.
Control: Neutral
Neighbors: West Timor, Cathay (3+)
West Timor was settled by a splinter faction of the Second Colony Ship, and has been in conflict with the easterners ever since. No sane mainland House has wanted to intervene in the constant low-key war, since the only thing the Timorese hate more than each other is outsiders.
Control: Neutral
Neighbors: Cathay (3+), East Timor
Low orbit over Bevins Planet Dusk Longitude
Orbit
Neighbors: Bevins Planet Orbit Zero, Bevins Planet Orbit Dawn, Gemini Deep Space