THE RIM
WORLDS OF THE RIM / THE ALMANACSearch the library ↗

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53 entries shown

Realms

The Orinthian Empire

A crown spanning several worlds, a court accustomed to being heard, and provinces with reasons of their own to remain within its reach.

People

Aveline before the voyage

Her childhood, education, relationships and ambitions: a life already under way before the novel’s opening.

Atlas

The Serev system

The inner setting: Orinthian Caelune, Sarthene Damar, and the independent moon kingdom of Nereth.

Worlds

Caelune

A temperate world of estuaries, upland settlements and old industrial districts, where royal history is only one layer of daily life.

Cities

Velisar

Palace gardens, working quays and tram streets: the city of Aveline’s childhood and Edris Ro’s household.

Realms

The Sarthene Empire

A neighbouring empire whose cities value examination, civic reputation and the maintenance of shared works.

Worlds

Damar

A world of inhabited basins, managed water and civic gardens whose beauty depends on unglamorous work.

Residents walk through a low-rise indoor neighbourhood beneath the structural ribs of an enclosed habitation hall.

Realms

The Kingdom of Nereth

A lunar monarchy whose sovereignty is sustained by skilled yards, careful maintenance and agreements with larger neighbours.

Low industrial settlements and scattered holdings follow a river valley beneath cloud-covered forested mountains, connected by road, bridge and freight railway.

Worlds

Tarsenne

The princess’s scheduled destination: a frontier rim world with local histories, disputed claims and people who have not been waiting to be discovered.

Cities

Reedbank

A settlement of raised houses, gardens, repair work and practical care, with its own stake in the coastal charter.

Culture

Knowledge and power

Technical learning, Psionic Aether and spellcraft belong to societies with practitioners, disagreements and material needs.

Lives

Edris Ro: The Good Tablecloth

At forty-two, Edris Ro knows how to preserve an embroidered cuff and how to stretch a quiet evening. A change to his working hours gives him a chance to keep a promise at home.

Lives

Kesra Dey: A Seam of Her Own

Kesra wants to be trusted with work that will leave the yard. Learning to report a small error gives her a more useful confidence than pretending she never makes one.

Lives

Istra Harn: Room on the Bench

Istra can usually tell where a boat leaks before its owner has finished denying it. A troublesome repair prompts her to let a neighbour take a larger part in her work.

Lives

Sevren Hal: Lessons After Lunch

Sevren spent his working life preparing other people's children for doors already open to them. In retirement, he finds a smaller and more reciprocal use for what he knows.

Atlas

The Rim and its worlds

The outer galactic setting of the almanac: many star systems, several civilisations, and inhabited planets and moons known as rim worlds.

People

House Orinth

The imperial family around Aveline: relatives who share a name and a household history, without sharing a single understanding of duty.

Realms

An Orinthian chronology

A historical spine, from the estuary compact to the royal voyage, with the costs and disputed memories left visible.

Realms

At the Orinthian court

A practical account of petitions, household influence and the difference between being received and obtaining a decision.

Cities

Asterfall

A regional centre in the Valed uplands, where municipal glasshouses, water councils and new arrivals share a constrained valley.

Culture

The things a household keeps

Domestic customs across three imperial regions, with enough room for disagreement, affection and a song someone wishes would end.

Lives

Lethra Cerin: Beyond the Garden Wall

Lethra wants to work with plants in conditions the palace gardens carefully prevent. A paid junior post in the highlands offers less comfort than the place Aveline could find for her, and a prospect she cannot leave alone.

Lives

Edris Ro: The Wrong Song

With Evin away for a restday, Edris goes out to hear a favourite singer. The singer is absent, her replacement is loud, and the evening refuses to become the quiet pleasure he had ordered for himself.

Low industrial settlements and scattered holdings follow a river valley beneath cloud-covered forested mountains, connected by road, bridge and freight railway.

Worlds

Tarsenne: planetary almanac

A planet of cold crowns, reservoir cities, monsoon kingdoms and island parliaments. Its countries share a sky; they have never shared a single government.

Low houses, workshops, freight sheds and cranes spread down a rain-darkened slope towards a working harbour; two labourers push a covered handcart.

Cities

North Quay: city and harbour

A working harbour pressed between deep water and a high bank, where the shortest journey through town often includes a climb.

Culture

Reading the location almanacs

How to follow the almanac through worlds, countries, districts and settlements, using its maps, reference tables and citizen lives.

Soot-darkened terraces and repair shops line both sides of a wintry river gorge, joined by bridges; market stalls and a public lift occupy the near bank.

Realms

The Crown of Halvyr

Halvyr occupies Tarsenne's northern uplands and western fjords. Its monarchy joins communities that expect the Crown to keep routes open, remember its promises and leave many decisions at home.

Soot-darkened terraces and repair shops line both sides of a wintry river gorge, joined by bridges; market stalls and a public lift occupy the near bank.

Cities

Rimefold

Halvyr's capital occupies terraces on both sides of a north–south river gorge. Its bridges bring households and institutions together while winter makes the height of an address a daily consideration.

Dusty low-rise houses and factories face a reservoir, with patched shade cloth, freight wagons and shoppers around a cart in the foreground.

Realms

The Republic of Selnic

In the rain shadow east of Rauth's western mountains, Selnic maintains a dryland civilisation of canals, freight towns, orchards and argument. Its citizens elect their government; inherited water privileges remain harder to dislodge.

Dusty low-rise houses and factories face a reservoir, with patched shade cloth, freight wagons and shoppers around a cart in the foreground.

Cities

Tessovar

Tessovar faces its reservoir across a working edge of canals, treatment facilities and public promenades. The dry city's shaded courts and freight districts give its national arguments ordinary addresses.

Passengers leave a worn ferry across a railed gangway beside a salt-stained quay; markets, repair sheds and low houses climb the hill behind.

Realms

The Veydan Concord

A federation across the Merean Sea whose common institutions grew from the need to travel, and whose inhabitants have never agreed that sharing a ferry requires sharing every opinion.

Residents lift a storage crate and secure a roof beside wet stepped streets; low workshops spread along the near river bank beneath storm clouds, with meadow across the water.

Realms

The Kingdom of Orsala

A southern kingdom of monsoon plains, provincial estates and assertive towns, where inherited rights meet the practical question of who must move when the river rises.

Passengers leave a worn ferry across a railed gangway beside a salt-stained quay; markets, repair sheds and low houses climb the hill behind.

Cities

Nacre Sound

On the western shore of an east-opening bay, the Concord’s capital rises from working quays towards a lived-in northwestern hill.

Residents lift a storage crate and secure a roof beside wet stepped streets; low workshops spread along the near river bank beneath storm clouds, with meadow across the water.

Cities

Miravel

Orsala’s capital stands west of the broad Ildren, with courts and markets on the terraces and floodable meadow across the water.

Low industrial settlements and scattered holdings follow a river valley beneath cloud-covered forested mountains, connected by road, bridge and freight railway.

Cities

Rauth Crossing: a valley town

A low town gathered beside a river crossing: older streets on one bank, timber and freight on the other, with homes and public services between the working yards.

Culture

Passage, freight and news

Spaceflight, ground routes, communications and the people excluded from their advertised reach.

Three protected workers inspect a cuff beneath a covered way in a rain-soaked industrial district.

Culture

Biomes, weather and bad air

Environmental conditions across the rim, from cold pressure settlements to corrosive rain belts and inhabited wetlands.

Culture

Law, debt and captivity

Status, courts, enforcement, coercive labour and the practical limits of a person’s rights.

Culture

The household ledger

Food, wages, shelter, domestic work and the small reserves that let people make choices.

Worlds

Pelaset

An ocean-dominated world of working coasts, glass-making districts and communities whose connections exceed the reach of any single charter.

A storm-worn working waterfront with repair sheds, modest hillside houses and a separate passenger landing.

Cities

Tavren Reach

Pelaset’s principal charter harbour joins furnace districts, coastal traders, imperial correspondence and households waiting for passage.

Low civic buildings and industrial neighbourhoods spread across a dry basin below a reservoir and freight railway.

Cities

Serrat

Damar’s imperial seat spreads around reservoirs, allocation courts and instrument workshops, with public beauty resting on intensely disputed work.